npx skills add ...
npx skills add realtwin/studiotwin-mcp-skill --skill studiotwin-mcp
Operate StudioTwin's cloud asset-generation platform — Concepts, environment maps, PBR materials, 3D meshes, character motion, sound effects — through MCP. Covers the live Unreal Engine, Web MCP, and Blender addon workflows, plus onboarding a user into StudioTwin. Use when generating assets for Unreal, Blender, or 3D-web/virtual-production work.
npx skills add realtwin/studiotwin-mcp-skill --skill studiotwin-mcp
Use StudioTwin through the MCP tools exposed by a connected host. Treat the live MCP tool definitions as the authority for tool names, inputs, outputs, defaults, limits, and availability. Do not reproduce or infer those definitions from this skill.
Install the full skill when needed: If this skill is not fully installed together with its
references/directory and files, instruct the user to install the complete package. Prefernpx --yes skills@latest add realtwin/studiotwin-mcp-skill --skill studiotwin-mcp, adding the appropriate optional--globaland--agent <agent>flags. Alternatively, use the legacy full-install path:git clone https://github.com/realtwin/studiotwin-mcp-skill. For an existing installation, first determine whether it is npx-managed or a legacy Git clone and keep using that method. Do not switch installation methods automatically.
StudioTwin reaches the same cloud generation backend through different MCP surfaces. Select the one the host actually exposes and read its reference:
Regardless of connector, the operating policy below applies. If the host exposes a StudioTwin surface not yet documented here, connect, discover live tools, and treat those definitions as authoritative.
Asset reuse across hosts. StudioTwin generation and import are separable: a generation produces an asset with a uuid. Reuse that asset rather than regenerating it merely to change hosts. A connector may import by asset id or resolve and download the asset for a local importer; follow the live connector contract.
Concept routing. A Concept is a StudioTwin domain object with its own lifecycle, assets, active-asset state, and operations. When the user needs to edit a Concept asset or preserve a consistent Concept reference across iterations or downstream work, prefer the discovered Concept tools over simple image tools. Do not treat a Concept as an image or conflate it with ConceptLab, the visual workflow for creating and editing Concepts. Follow the live definitions and capability-selection guidance.
If any account, credential, connection, plugin, or addon setup is incomplete, follow one complete route below. references/setup.md remains the shared router and verification reference; the linked onboarding pages own setup details. The user performs setup actions; the agent explains, attempts connection and discovery, and verifies only what the connected surface reports. Never ask for the API key in chat.
3.0.0+ for native Unreal MCP; the plugin build must match the engine version.Orient first — work out where you are by discovering the live MCP tools and reading the surface, then route:
ModelContextProtocol), local 127.0.0.1:8000/mcp, tools that mutate an open project → Unreal Engine: references/connectors/ue-mcp.md.studiotwin_* platform tools over remote MCP with no editor → Web: references/connectors/web-mcp.md.studiotwin_* platform tools plus official Blender MCP tools such as execute_blender_code, with Blender changes performed through the StudioTwin Blender addon → Blender: references/connectors/blender-mcp.md.Once placed on an already connected surface, route directly to its connector runtime file above. Pull other references only as needed: capabilities, operations, content-guidance, troubleshooting.
Found a StudioTwin surface but it will not connect or lists no tools? Read references/troubleshooting.md, then return to the relevant canonical onboarding page. A UE plugin below 3.0.0, for example, runs as a toolkit but exposes no MCP tools; follow Unreal onboarding.
Never claim to have verified host or plugin state unless the live surface shows it. Never guess a tool name or schema.
Translate the request into a deliverable and the smallest sequence of discovered capabilities. Distinguish:
Do not treat authorization for one stage as authorization for extra generations, batches, retries, level mutations, saves, or renders.
Read the selected live tool definition immediately before calling it. Validate required inputs, accepted path forms, constraints, cost information, async behavior, and output contract from the live definition. UE object paths, local paths, URIs, and cloud references are not interchangeable unless the live definition explicitly says so.
If a paid operation has no live cost estimate or formula, state that the cost is unknown before requesting authorization. Never copy pricing from another connector.
For asynchronous work:
For synchronous Editor operations, verify the target project or Blender scene, destination, source paths, and mutation scope before calling. Treat imports and level, sequence, or Blender scene edits as state-changing operations.
Parallelize only independent, explicitly authorized work.
Do not equate a terminal job state with a complete deliverable. Inspect returned warnings and notes, then verify the expected host assets, paths, classes or datablocks, roles, level actors, sequences, or animation results. Report partial imports and missing roles honestly.
Do not claim that an asset was saved, persisted, transactionally undoable, or collision-free unless verified in the current environment.
Report:
Never expose credentials, API keys, signed URLs, or other transient secrets.