3dCMS
Build a real 3D website by chatting: pages, models and text in space, published to a live URL.
What it can do
What data it sees
Do you need an account
No: the server works without sign-in
Build a real 3D website by chatting: pages, models and text in space, published to a live URL.
How to connect
How to connect 3dCMS to Claude
The server address to paste into Claude settings:
https://3dcms.info/mcp
- Open Claude (claude.ai or the desktop app).
- Go to Settings → Connectors.
- Click Add custom connector.
- Paste the server address copied below into Remote MCP server URL and click Add.
- In a chat, click + → Connectors and switch the new connector on.
Custom connectors are available on Free, Pro, Max, Team and Enterprise plans (Free is limited to one). On Team and Enterprise an organization Owner adds the connector first under Organization settings → Connectors.
Authorization
After you click Add, a sign-in window for the service opens. Sign in with your own account and approve access. Claude never sees your password.
How to connect 3dCMS to ChatGPT
The server address to paste into ChatGPT settings:
https://3dcms.info/mcp
- Open ChatGPT in a browser (chatgpt.com). A Plus, Pro, Business, Enterprise or Edu plan is required.
- Turn on developer mode once: Settings → Apps → Advanced settings → Developer mode.
- Open Settings → Connectors and click Create.
- Fill in the form: Name (anything), Description (one line about what the service does), MCP server URL (copy it below).
- Under Authentication choose OAuth if the service requires sign-in, otherwise None. Click Create.
- In a new chat open + → Apps/Connectors and enable the connector.
OpenAI has renamed this section before (Connectors → Apps/Plugins). If the label differs, search settings for "developer mode". On Business/Enterprise workspaces an admin must allow custom connectors first.
Authorization
On first use ChatGPT opens the service's sign-in window. Sign in and approve access.
How to connect 3dCMS to Cursor
The server address to paste into Cursor settings:
https://3dcms.info/mcp
Fastest: click Open in Cursor below and confirm the prompt.
Manually:
- In Cursor open Settings → Cursor Settings → MCP and click Add new global MCP server.
- Paste the JSON copied below into
~/.cursor/mcp.json(per project:.cursor/mcp.jsonin the repo root). - Save the file. The server appears in the MCP list; authorize it there if asked.
Authorization
If the service needs sign-in, an authorize button appears next to the server in the MCP list.
Server tool list (7)
Raw names from tools/list. Only developers need these.
| list_scenes | List the 3D scenes saved in your 3dCMS account (editable "sources"). Returns each scene's id, name, page count and last-updated time. Use a scene id with get_scene and apply_ops. |
| get_scene | Read a compact, high-signal summary of one scene: its nodes (id, type, name, parent, position, rotation [euler radians], scale, primitive, real size, assigned material; an imported model also carries its bounds {min,max}, size [w,h,d] and assetFile, the tail of its list_assets url, so a frame can be sized to a picture without a screenshot) plus the material library — including each solid material's color/roughness/metalness, so you can reason about how the scene LOOKS, not just its structure. This is the view to reason over before editing. Sizes are in scene units (≈ meters), BEFORE each node's scale; transforms that are zero/default are omitted. ALWAYS returns `counts` (nodes by type) and `matched`, so on a big scene you orient first and then ask for the part you need: narrow with `type` / `name` / `nameContains` / `parentId`, page with `limit` + `offset` (the reply carries `nextOffset` and a `truncated` note when there is more). A scene of a few hundred nodes WILL be cut off if you ask for all of it at once. |
| create_scene | Create a new, empty scene in your 3dCMS account and return its id. Build it up with apply_ops. It appears in your account and opens in the 3dCMS editor. |
| apply_ops | Edit a scene by applying a batch of operations ATOMICALLY (all-or-nothing; one undo step in the editor). Call this for any add / move / edit / delete / duplicate / group / reparent / re-material. Reference existing nodes ONLY by the id shown in get_scene — never guess ids. To create a node and then modify or parent it in the same batch, put a `tempId` on the add op and use that same string as the id/parentId of later ops. Coordinates: Y up, units ≈ meters, ground at y≈0 — place objects so they rest sensibly. Geometry size lives in `data` (box {width,height,depth}; sphere/cylinder/torus {radius}; torus {tube}); the default box is 1.5×1.5×1.5. MATERIALS: to color an object pass `color` (#rrggbb) on add/assignMaterial; to apply a GENERATED material pass `materialMaps` (the map urls from get_generation) on add/assignMaterial; for a real surface with no image at all pass `materialPreset` (brushed-metal, frosted-ice, rough-stone, ... see the field) — all three mint-or-reuse a material and assign it, no pre-existing library entry needed. Prefer a preset or a set from list_assets over a flat color for walls, floors, trim and metal, so the first pass reads as a place, not a grey box. IMPORTED MODELS: a glb from list_assets (kind "glb") or get_generation goes on a geometry node as data: {primitive:"imported", assetUrl:"<url>"}, NOT as the top-level `primitive` (that enum is the five built-ins). Once placed, get_scene reports the model's bounds and size. The built-in low-poly picture frames face +X: to hang one on a wall that faces +Z rotate it [0, 1.5708, 0]. INSTANCING (971): identical PRIMITIVES are drawn as one batch too, keyed on the primitive, its data dimensions and segments, its material (color, materialMaps or materialPreset) and its room: 281 boxes that share one size and one material cost one draw call, and the weight meter credits it. Vary placement with position, rotation and the node SCALE (not data.width/height/depth) to stay in the batch; a different data size |
| list_assets | Search the images and 3D models already in the account. This is how you TEXTURE something with what the user already owns: search for the look you want, take the `url` of the result, and bind it on an apply_ops add or assignMaterial as `materialMaps: { baseColor: "<url>" }` — plus `normal` / `roughness` / `metalness` when the set has those maps. PBR sets are stored as SEPARATE images that share a setId; the base color member is often unsuffixed (mapRole null) while its siblings end in the map name ("... Normal", "... Ormh"). Search the set name, then pick one url per slot by mapRole; a base colour alone already reads as a texture. ALWAYS search rather than listing: an account can hold thousands of images. `q` is a set of terms that must ALL appear in the label or keywords, so "weathered wood" narrows instead of returning everything wooden. Returns id, kind, label, url, sizeBytes, keywords, mapRole and setId. mapRole names the slot an image is (baseColor | normal | roughness | metalness | height | emissive | ao | orm | ormh, or null when the label does not say); setId is shared by every image of one PBR set, so bind a whole set by matching setId and placing each url by its mapRole. orm/ormh are channel-packed files (R=AO, G=roughness, B=metalness, A=height): bind one on materialMaps.ormh (or .orm), never as roughness, and the channels are split out for you, so a library set is baseColor + normal + ormh. An `emissive` member goes on materialMaps.emissive. `kind` is "image" for textures and "glb" for models (a glb url goes on a geometry node as data: {primitive:"imported", assetUrl}, never as the top-level primitive; the low-poly picture frames face +X, rotate [0, 1.5708, 0] to hang one on a wall facing +Z). |
| get_scene_screenshot | Render the scene server-side (real WebGL, headless) and return screenshot image(s) — your EYES on the scene. Use it after apply_ops batches: judge the image (floating objects, unreadable/overlapping text, empty horizon, bad spacing, wrong colors) and fix with apply_ops. Discipline: at most 2 screenshot→fix rounds per user request, then report what you built. views (max 4, default = the visitor's entry view): pass "page:<pageIdOrSlug>" to frame one page/neighborhood, or {position:[x,y,z], target:[x,y,z], fov?} for an exact camera. Rendering is real but slow — ~10s for simple scenes, and the server gives up after 45 s per view by default; a 400-node scene with many textures needs more, so pass timeoutSeconds (up to 180) and a smaller maxDim (a 512-wide shot is a fine check of placement and readability and renders faster). A timeout comes back as an error naming it, never as an empty image; repeat shots of an unchanged scene at the same size are cached and instant. Rate-limited: prefer ONE well-chosen view; only multi-view when areas are far apart (four views at 180 s can hold the renderer for twelve minutes). If it returns a busy/unavailable error, keep building and retry once later — do not loop on it. |
| publish_scene | Publish a saved scene to a PUBLIC, shareable URL so anyone can view it in 3D in a browser — no login required. PUBLISHING IS PARTLY IRREVERSIBLE: the URL is submitted to search engines (IndexNow) the moment it goes live, so it may appear in results even after a takedown. ALWAYS confirm with the user first, then call with confirm:true — without it this tool publishes nothing and returns what WOULD happen. Returns the public site URL plus a per-page URL list. Re-publishing the SAME scene updates its existing public site (the URL stays stable). |