Ludo AI Game Assets
Generate game assets with AI: sprites, 3D models, animations, sound effects, music, and voices.
Links
README
From the repo.
Ludo AI MCP Server
Generate game assets using AI through the Model Context Protocol (MCP).
Features
| Category | Capabilities |
|---|---|
| Images | Sprites, icons, screenshots, backgrounds, UI assets, textures, background removal |
| 3D Models | Convert 2D images to GLB models with PBR textures, auto-rig models (skeleton + skin weights, engine-ready joint naming), text-driven skeletal animation, retarget curated animation presets onto rigged models |
| Animation | Animated spritesheets from static sprites (4-64 frames), keyframe animation through up to three fixed frames, motion transfer from video or presets, spritesheet editing (re-prompt, outpaint, loop fixing), sound effects for a spritesheet |
| Video | Generate short videos from images or reference images (5-15 seconds, with a soundtrack), prompt-driven video editing, 2x upscaling |
| Audio | Sound effects, background music, character voices, TTS |
| Jobs & History | Async job queue: submit, poll or long-poll, list and cancel jobs (queued jobs refund their credits), plus paginated generation history across the API and the web app |
| Documentation | Search or read Ludo's own feature guidance before generating: animation modes, model choice, margins, known limitations |
Quick Start
1. Get an API Key
Sign up at ludo.ai and get your API key from app.ludo.ai.
2. Configure Your MCP Client
Claude Desktop
Add to ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows):
{
"mcpServers": {
"ludo": {
"url": "https://mcp.ludo.ai/mcp",
"headers": {
"Authorization": "ApiKey YOUR_API_KEY"
}
}
}
}
Cursor
Add to your MCP settings in Cursor preferences:
{
"mcpServers": {
"ludo": {
"url": "https://mcp.ludo.ai/mcp",
"headers": {
"Authorization": "ApiKey YOUR_API_KEY"
}
}
}
}
Available Tools
Generation tools run on a job queue and return a job id immediately; the Returns field of each tool below describes the result you get back from getApiJob once the job succeeds. See How Generation Calls Work.
Models
Sprite animation, motion transfer, spritesheet editing and video generation take an optional model. Pick from the current models; the defaults are what the Ludo web app uses.
| Model | Used for | Notes |
|---|---|---|
hydra | Sprite animation (default), keyframes (default), motion transfer, spritesheet editing | Most capable model; its spritesheets come with a generated sound effect (audio_b64). 3 credits/s, shortest animation 3s (9 credits minimum) |
forge | Motion transfer (default), spritesheet editing (default), sprite animation, keyframes | Cost-effective; tuned for presets and matching poses. 1.5 credits/s on animation, 2 credits/s on transfer and editing, 4-credit minimum charge |
forge-pixel | Same actions as forge | Same pricing as forge; for low-res pixel-art sprites |
griffin | Video generation (default), video from references (default) | Fast cinematic 480p video with a soundtrack. 1.5 credits/s (2.5 credits/s from references), 5s minimum |
griffin-hd | Video editing (default), video generation, video from references | Same as Griffin in 720p. 2 credits/s (4 credits/s from references), 5s minimum. Its output is too large for upscaleVideo |
Legacy models - blitz, eagle, eagle-audio, tango (and the alias standard) - are still accepted so existing integrations keep working, but they are scheduled for removal. Do not use them for new work. The server marks them LEGACY in every tool description and lists them last.
Search Documentation (searchDocs)
Ask Ludo's own documentation a plain-language question and get back only the few sections that answer it: how to choose a sprite animation mode, when to use Generate Before / Generate After, how margins behave, which model suits a job, what something costs, and each generator's known limitations. This is the fastest way to learn how a feature is meant to be used before generating with it, so start here rather than reading whole documents.
| Parameter | Required | Description |
|---|---|---|
query | Yes | What you want to know, in plain language (up to 500 characters), e.g. "how do I keep a sprite animation's colors consistent" |
n | No | Maximum number of sections to return (1-10, default: 3) |
Returns:
results: Array of{ doc, label, section, relevance, content }, best first.contentis the section's full markdown;docandsectioncan be passed straight togetDocsto read it again.relevanceis a 0-1 match score, and only results scoring 0.6 or higher are returnedmessage: Present only whenresultsis empty, which means the documentation does not cover the question. Rephrase it, or browse withgetDocs
If the search backend is briefly unavailable the tool returns 503; fall back to getDocs rather than retrying in a loop.
Credits: Free
Feature Documentation (getDocs)
Browse or read Ludo's documentation in full. This is the same documentation the Ludo web app shows its users, so it occasionally describes buttons rather than parameters; the substance applies here just the same. To answer a specific question, use searchDocs first.
Call it with no parameters to get a table of contents, then again with doc (and ideally sections) to read only what you need. The whole corpus is roughly 280,000 characters, so fetching a full document without naming sections can return tens of thousands of characters.
| Parameter | Required | Description |
|---|---|---|
doc | No | Document to read. Omit for the table of contents. One of assistant, game-ideator, image-generator, project, account, faq, 3d-generator, video-generator, sprite-generator, audio-generator, api-mcp, game-asset-generation |
sections | No | Section titles to return from doc, matched ignoring case, spacing and punctuation. Only valid together with doc |
Returns:
docs: Array of{ id, label, sections }, where each section is{ title, content }.contentis markdown, and is omitted from the table of contentsunmatched_sections/available_sections: Present only when some, but not all, requested titles matched: the titles that matched nothing, and every valid title ofdoc
An unknown doc, or a request where no section title matches, returns 400 listing the valid values, so a wrong guess costs one extra call rather than a dead end.
The server also announces both documentation tools to MCP clients via its instructions field during the initialize handshake, so models connected through clients that surface server instructions are told to search the documentation before generating.
Credits: Free
Image Generation (createImage)
Generate sprites, icons, backgrounds, UI assets, and textures from a text prompt alone (no source image needed). To match the art style of an existing image use generateWithStyle, to modify an existing image use editImage, and to cut out a subject use removeBackground.
| Parameter | Required | Description |
|---|---|---|
prompt | Yes | Detailed description of the image |
image_type | Yes | sprite, icon, screenshot, art, asset, sprite-vfx, ui_asset, fixed_background, side_scrolling_background, texture, horizontal_tile, tile, item-icon, portrait, card-art, splash, 3d, generic |
art_style | No | 8-Bit, 16-Bit, 32-Bit, Hi-Bit, Low Poly, Stylized 3D, Voxel Art, Flat Design, Anime/Manga, Western Cartoon, Hand-Painted, Photorealistic 3D, Cel-Shaded, etc. |
perspective | No | Side-Scroll, Top-Down, Isometric, First-Person, Third-Person, 2.5D |
aspect_ratio | No | default, ar_1_1, ar_4_3, ar_16_9, ar_9_16 |
n | No | Number of variations (1-8, default: 1) |
request_id | No | Client-provided ID to retrieve results later |
Credits: 0.5 per image
Edit Image (editImage)
Modify an existing image using text instructions (smart editing).
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64-encoded image to edit |
prompt | Yes | Description of changes (e.g., "remove the background", "make it darker", "add clouds to the sky") |
reference_image | No | URL or base64 reference image for style/content guidance |
n | No | Number of variations (1-4, default: 1) |
request_id | No | Client-provided ID to retrieve results later |
Credits: 0.5 per image
Generate with Style (generateWithStyle)
Generate new content while maintaining the visual style of a reference image.
| Parameter | Required | Description |
|---|---|---|
style_image | Yes | URL or base64-encoded reference image for style matching |
prompt | Yes | Description of what to generate (e.g., "a warrior character", "a treasure chest") |
image_type | Yes | sprite, icon, screenshot, art, asset, sprite-vfx, ui_asset, fixed_background, texture, 3d, generic |
n | No | Number of variations (1-4, default: 1) |
request_id | No | Client-provided ID to retrieve results later |
Credits: 0.5 per image
Generate Pose (generatePose)
Generate a new pose for an existing sprite. Use this BEFORE animateSprite to get the best animation results - the starting pose should match your intended animation.
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64-encoded sprite image |
pose | Yes | Target pose: Idle (Front), Idle (Back), Idle (Left Facing), Idle (Right Facing), Walk (Left), Walk (Right), Run (Left), Run (Right), Crouching, Crawling, Sitting, Attack Ready, Jump Preparation, Defending / Blocking, Flying, Sleeping, or Other (with a free-text description) |
description | No | Additional instructions to guide pose generation |
n | No | Number of variations (1-4, default: 1) |
request_id | No | Client-provided ID to retrieve results later |
Returns: url, pose, motion_prompt
Example workflow:
- Generate a "Walk (Left)" pose with
generatePose - Use the returned
motion_promptdirectly inanimateSpritefor optimal animation results
Credits: 0.5 per image
Rotate Sprite (rotateSprite)
Rotate the camera view of an existing sprite to a new angle, keeping the same character and pose. Useful for generating turnaround / directional views of a sprite.
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64-encoded sprite image |
camera_rotation | Yes | Camera azimuth in degrees: 0 (front), 45 (front-right), 90 (right side), 135 (back-right), 180 (back), -135 (back-left), -90 (left side), -45 (front-left) |
camera_elevation | No | Camera tilt in degrees: 0 (eye-level), 30 (elevated), 60 (high-angle). Omit to keep the sprite's current elevation. |
n | No | Number of variations (1-4, default: 1) |
request_id | No | Client-provided ID to retrieve results later |
Returns: url, camera_rotation, camera_elevation
Credits: 0.5 per image
Remove Background (removeBackground)
Remove the background from a single image, returning the subject isolated on a transparent background. For broader edits (not just cutting out the subject), use editImage instead.
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64-encoded image |
crop | No | Trim the result to the subject's bounding box (default: false) |
creative_edit | No | Higher-quality output that may not match the input pixel-for-pixel (default: true). Set false when the subject must stay pixel-identical, e.g. an existing sprite you will animate |
request_id | No | Client-provided ID to retrieve results later |
Returns: a single result with url (transparent PNG)
Credits: 0.5 per image
3D Model Generation (create3DModel)
Convert a 2D image to a 3D GLB model with textures.
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64-encoded image |
texture_type | No | pbr (default), simple, none |
texture_size | No | 1024, 2048 (default) |
target_num_faces | No | Triangle count 1,000-200,000 (default: 50,000) |
request_id | No | Client-provided ID to retrieve results later |
Returns: model_url (GLB file) + 4 snapshot images from different angles
Credits: 3 per model Processing time: 60-120 seconds
Rig 3D Model (rigModel)
Generate a skeleton and skin weights for an existing 3D model so it can be animated. Non-destructive to the geometry: it returns a new rigged GLB. Rig a model before using animate3DModel.
| Parameter | Required | Description |
|---|---|---|
model | Yes | URL or base64-encoded GLB to rig |
rig_type | No | Skeleton style prior: general (default, works for any asset), humanoid (anime-style characters, densest skeleton), game (classic game-character rig), or the pinned humanoid templates with named joints (required for animate3DModelPreset): humanoid_template (22 joints) and humanoid_template_hands (52 joints, five fingers per hand). The templates only suit two-armed, two-legged characters |
joint_naming | No | Bone naming convention for the identified joints: smpl (default), mixamo (Unity's humanoid auto-mapper), humanik (unprefixed names for Maya/MotionBuilder/FBX), unreal (UE mannequin), godot (SkeletonProfileHumanoid), rigify (Blender) or vroid (VRM). Purely a relabel, the skeleton is identical |
request_id | No | Optional client-provided identifier for this request |
Returns: model_url (rigged GLB, skeleton + skin weights baked in), rigged (true)
Credits: 1 per rig Processing time: 60-120 seconds
Animate 3D Model (animate3DModel)
Generate text-driven skeletal animations for an already-rigged 3D model (rig it first with rigModel). Animation quality is hit-or-miss, so several candidates are returned for you to choose from. Each candidate is a standalone animation-only GLB (skeleton + one clip, no mesh) plus an mp4 preview; pick the best one and fuse it onto your model in a game engine or three.js.
| Parameter | Required | Description |
|---|---|---|
model | Yes | URL or base64-encoded rigged GLB to animate (rig it first with rigModel) |
prompt | Yes | Desired motion (e.g., "walking", "swinging an axe", "waving hello") |
mode | No | Animation representation: rot_trans (default, per-bone rotation + translation, most faithful) or rot_only (rotation + root translation only, for retargeting to other skeletons / engine pipelines that ignore bone translation) |
num_variants | No | Number of candidate animations to generate (1-8, default: 4) |
loop | No | Return to the initial pose: each clip plays forward then mirrors back to the rest pose for a seamless loop (default: true). Best for one-way motions (crouch, punch, wave); reads oddly for cyclic gaits like walking |
augment_prompt | No | Rewrite the prompt into a detailed motion caption behind the scenes (default: true) |
request_id | No | Optional client-provided identifier for this request |
Returns: animations, an array of candidates, each with clip_name, glb_url (animation-only GLB), preview_url (mp4), mode, seed, motion, fit_rmse
Credits: 0.2 per generation (one charge returns all variants; introductory price, 80% off the 1-credit list price) Processing time: 60-120 seconds
Animate 3D Model from Preset (animate3DModelPreset)
Apply a curated animation preset to an already-rigged 3D model (retargeting). Unlike animate3DModel, the motion comes from a professionally curated clip library instead of a text prompt, so exactly one clip is returned. The model must have a humanoid-template rig: rig it with rig_type humanoid_template or humanoid_template_hands first. Only presets that expose a clip_url in listAnimationPresets can be applied.
| Parameter | Required | Description |
|---|---|---|
model | Yes | URL or base64-encoded rigged GLB (humanoid-template rig) |
preset_id | Yes | id of a preset from listAnimationPresets; only presets with a clip_url qualify |
crop_loop | No | Trim the animation to the span that loops seamlessly. Omit for Auto: cyclic motions (walk, idle) loop, one-shots (jump, cast) keep their full arc |
in_place | No | Remove the animation's net travel so the character moves on the spot, the treadmill clip a game engine expects, with the engine driving locomotion. Omit to follow crop_loop |
request_id | No | Optional client-provided identifier for this request |
Returns: animations, the same envelope as animate3DModel, containing one clip with clip_name, preset_id, glb_url (animation-only GLB, joints named as on your model), preview_url (mp4), seed, motion, fit_rmse
Credits: 0.2 per retarget Processing time: 30-90 seconds
Sprite Animation (animateSprite)
Create animated spritesheets from static images. Use this when you can describe the motion in text; use transferMotion to copy an exact motion from a reference video or a named preset, and generatePose first when the source image is not yet in the pose the animation should start from.
| Parameter | Required | Description |
|---|---|---|
initial_image | Yes | URL or base64 of the starting frame |
motion_prompt | Yes | Animation description (e.g., "walking cycle", "idle breathing", "attack slash") |
image_type | No | sprite (default), sprite-vfx, ui_asset |
frames | No | 4, 9, 16, 25, 36 (default), 49, 64 |
frame_size | No | 0 (default, max resolution), 32, 64, 96, 128, 192, 256, 384, -1 (AI 1.5× upscale), -9 (match input frame) |
loop | No | Seamless loop (default: true) |
crop | No | Crop frames to fit content (default: true); smaller spritesheets but inconsistent frame sizes across animations |
margin_ratio_horizontal | No | Horizontal padding around the sprite as a ratio 0.0–1.0 (only used when margin_ratio_mode is manual). Useful for animations that extend sideways, e.g. sword slashes or punches |
margin_ratio_vertical | No | Vertical padding around the sprite as a ratio 0.0–1.0 (only used when margin_ratio_mode is manual). Useful for animations that extend up or down, e.g. jumps |
margin_ratio | No | Deprecated - uniform padding on both axes, equivalent to setting both per-axis params to the same value. Cannot be combined with the per-axis params (fails with 400) |
margin_ratio_mode | No | auto (default), manual, none |
augment_prompt | No | Augment the motion prompt behind the scenes (default: true) |
model | No | hydra (default; most capable, generates audio), forge (best for basic animations and relatively simple sprites), forge-pixel (low-res pixel art). Legacy, avoid for new work: blitz, eagle, eagle-audio (alias standard→blitz) |
duration | No | Default 3s. Hydra: 3–5s in 0.5 steps; Forge / Forge Pixel: 1–5s in 0.5 steps. A model that does not offer the requested default falls back to its shortest |
final_image | No | Ending frame for interpolation |
gif | No | Generate an animated GIF (default: false) |
individual_frames | No | Extract individual frame images (default: false) |
spritesheet_with_background | No | Also return the spritesheet with background intact, before background removal (default: false) |
request_id | No | Client-provided ID to retrieve results later |
Returns: spritesheet_url (the sheet), video_url (an mp4 of the animation - pass it to transferMotion as video or to createSpriteAudio as spritesheet_video_url), audio_b64 (hydra only: a generated sound effect, so there is no need to call createSpriteAudio), num_frames, num_cols, num_rows, and when requested gif_url, individual_frame_urls, spritesheet_with_background_url, individual_frame_with_background_urls
Credits: rate × seconds, with a per-model floor - Hydra: 3/sec (shortest 3s, so 9 minimum; the default 3s = 9); Forge and Forge Pixel: 1.5/sec with a 4-credit minimum (3s = 4.5). Legacy: Blitz 1.9/sec, Eagle 2.6/sec, Eagle with Audio 3.1/sec, all with a 4-credit minimum. Processing time: 30-90 seconds
Keyframe Animation (animateSpriteKeyframes)
Animate a sprite through up to three fixed keyframes (initial_image, middle_image, final_image), producing a spritesheet that interpolates through the provided frames in order. Runs on hydra (default), forge or forge-pixel - the models that support a middle keyframe. The motion prompt is optional here: when omitted, the motion is derived purely from the keyframes. For just a start and end frame, animateSprite with final_image does the same job.
| Parameter | Required | Description |
|---|---|---|
initial_image | No* | URL or base64 of the first keyframe. *At least one of initial_image or middle_image is required (a final_image alone is rejected) |
middle_image | No* | URL or base64 of the middle keyframe the animation passes through |
final_image | No | URL or base64 of the final keyframe |
motion_prompt | No | Optional animation description (e.g., "attack slash"); without it the keyframes drive the motion |
image_type | No | sprite (default), sprite-vfx, ui_asset |
model | No | hydra (default; generates audio), forge, or forge-pixel for pixel-art sprites |
frames | No | 4, 9, 16, 25, 36 (default), 49, 64 |
frame_size | No | 0 (default, max resolution), 32, 64, 96, 128, 192, 256, 384, -1 (AI 1.5× upscale), -9 (match input frame) |
loop | No | Seamless loop (default: true) |
crop | No | Crop frames to fit content (default: true); smaller spritesheets but inconsistent frame sizes |
margin_ratio_horizontal | No | Horizontal padding around the sprite as a ratio 0.0–1.0 (only used when margin_ratio_mode is manual) |
margin_ratio_vertical | No | Vertical padding around the sprite as a ratio 0.0–1.0 (only used when margin_ratio_mode is manual) |
margin_ratio | No | Deprecated - uniform padding on both axes; cannot be combined with the per-axis params (fails with 400) |
margin_ratio_mode | No | auto (default), manual, none |
augment_prompt | No | Augment the motion prompt behind the scenes (default: true) |
duration | No | Default 3s. Hydra: 3–5s; Forge / Forge Pixel: 1–5s in 0.5 steps. Three keyframes need the room: at 1s the opening transition is compressed away |
gif | No | Generate an animated GIF (default: false) |
individual_frames | No | Extract individual frame images (default: false) |
spritesheet_with_background | No | Also return the spritesheet with background intact, before background removal (default: false) |
request_id | No | Client-provided ID to retrieve results later |
Returns: same shape as animateSprite (spritesheet_url, video_url, audio_b64 on hydra, gif_url, num_frames, num_cols, num_rows, ...)
Credits: same as animateSprite - Hydra 3/sec (3s = 9); Forge / Forge Pixel 1.5/sec with a 4-credit minimum (1s–2.5s = 4, 3s = 4.5, 4s = 6)
Processing time: 30-90 seconds
Animation Presets (listAnimationPresets)
List available animation presets, used by transferMotion (onto a sprite) and animate3DModelPreset (onto a rigged 3D model). Returns preset animations, perspectives, and directions; no video URLs are exposed.
Returns:
animations: Array of presets withid,name,category,description,duration,preview_url, andclip_urlon the presets that can be retargeted onto a rigged 3D modelperspectives: Array withid,name,description(all animations support all perspectives)directions:["N", "NE", "E", "SE", "S", "SW", "W", "NW"](all animations support all directions)
Credits: Free
Motion Transfer (transferMotion)
Transfer motion from a video or animation preset onto a static sprite, producing an animated spritesheet. Use it when you want an exact motion copied - a standard walk or attack cycle from listAnimationPresets, or your own clip; use animateSprite to describe the motion in text instead.
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64-encoded sprite image |
video | No | URL of the video to use as motion source: the video_url of a spritesheet from animateSprite, or your own clip. Videos up to 4 seconds work best. Either video or preset_id + perspective + direction must be provided; when both are sent the video is used |
preset_id | No | ID of an animation preset to use instead of a video URL, from listAnimationPresets. When using a preset, perspective and direction are required |
direction | No | Facing direction for the preset, as a compass point: N, NE, E, SE, S, SW, W, NW. Required with a preset |
perspective | No | Camera perspective of the preset clip, the same set for every preset: high (tactical, steep top-down), horizon (side view at eye level), isometric (diagonal top-down with depth), low (hero, low angle), top (directly overhead). Required with a preset |
frames | No | 4, 9, 16, 25, 36 (default), 49, 64 |
frame_size | No | 0 (default, max resolution), 32, 64, 96, 128, 192, 256, 384 |
loop | No | Trim animation for a seamless loop (default: true) |
crop | No | Crop frames to fit content (default: true) |
margin_ratio_horizontal | No | Horizontal padding around the sprite (0.0–1.0). Useful for animations that extend sideways, e.g. sword slashes or punches |
margin_ratio_vertical | No | Vertical padding around the sprite (0.0–1.0). Useful for animations that extend up or down, e.g. jumps |
margin_ratio | No | Deprecated - uniform padding on both axes (0.0–1.0, default 0.15 when no margin is given). Cannot be combined with the per-axis params (fails with 400) |
margin_ratio_mode | No | manual (default), none |
gif | No | Generate an animated GIF (default: false) |
individual_frames | No | Extract individual frame images (default: false) |
spritesheet_with_background | No | Also return the spritesheet with background intact, before background removal (default: false) |
model | No | forge (default; cost-effective, works best with presets and matching poses), forge-pixel (pixel art), hydra (most capable, generates audio). Legacy, avoid for new work: tango |
duration | No | Animation length in seconds (default 1.5; on hydra, which starts at 3s, an omitted duration becomes 3). Forge / Forge Pixel: 1–5s in 0.5 steps; Hydra: 3–5s. A longer reference clip or preset is compressed to fit, so pass the preset's own duration to keep its timing |
request_id | No | Client-provided ID to retrieve results later |
Returns: same shape as animateSprite (spritesheet_url, video_url, audio_b64 on hydra, gif_url, individual_frame_urls, spritesheet_with_background_url, individual_frame_with_background_urls, num_frames, num_cols, num_rows)
Credits: rate × seconds - Forge / Forge Pixel (default): 2/sec with a 4-credit minimum (the default 1.5s = 4, 3s = 6); Hydra: 3/sec (3s = 9). Legacy Tango: 4/sec. The produced length follows the reference clip, and you are never charged for more than you requested
Edit Spritesheet (editSpritesheet)
Edit a spritesheet you previously generated: re-prompt its animation, outpaint beyond the frame (zoom out), or repair a bad loop. Pass back the spritesheet_url you received from animateSprite, animateSpriteKeyframes, transferMotion, or an earlier edit; it must be a spritesheet you generated in the last 7 days (external URLs are not accepted). Omit duration, frames, frame_size, crop and model to keep the source spritesheet's values.
| Parameter | Required | Description |
|---|---|---|
spritesheet_url | Yes | URL of a spritesheet you generated in the last 7 days |
edit_mode | No | prompt (default), re-prompt the animation; outpaint, extend beyond the frame; fix_loop, repair a bad loop |
prompt | No | Edit instruction. Required for prompt mode, optional for outpaint, not accepted for fix_loop |
images | No | Up to 5 reference images (URL or base64) to guide the edit |
duration | No | Output length in seconds (per model, as on animateSprite). Omit to keep the source spritesheet's duration, which is also what the flat fix_loop / outpaint rate is billed on |
model | No | forge (default), forge-pixel, hydra. Only used by prompt mode; outpaint and fix_loop run a fixed pipeline and ignore it |
crop | No | Crop frames to fit content. Omit to keep the source's setting |
loop | No | Trim animation for seamless loop (default: true) |
frames | No | Frames in the output spritesheet: 4, 9, 16, 25, 36, 49, 64. Defaults to the source's frame count |
frame_size | No | Frame size in pixels: 32–384, or 0 for max resolution. Defaults to the source's frame size |
gif | No | Generate an animated GIF (default: false) |
individual_frames | No | Extract individual frame images (default: false) |
spritesheet_with_background | No | Also return the spritesheet with background intact (default: false) |
request_id | No | Client-provided ID to retrieve results later |
Returns: same shape as animateSprite (spritesheet_url, video_url, gif_url, num_frames, num_cols, num_rows, ...). Audio is generated only by prompt edits on hydra; a fix on a hydra sheet comes back without audio_b64
Credits: fix_loop and outpaint: flat 1 credit per second of output, no minimum, model ignored (a 3s sheet = 3). prompt edits: per model - Forge / Forge Pixel 2/sec with a 4-credit minimum (3s = 6), Hydra 3/sec (3s = 9)
Spritesheet Sound Effect (createSpriteAudio)
Generate a sound effect for a spritesheet animation you previously generated. Spritesheets made with hydra already come with audio_b64, so call this for forge / forge-pixel output, or to replace hydra's sound.
| Parameter | Required | Description |
|---|---|---|
spritesheet_video_url | Yes | The video_url you received from animateSprite, animateSpriteKeyframes, transferMotion or editSpritesheet; it must belong to a spritesheet you generated in the last 7 days |
prompt | No | What the sound should be, e.g. "metallic sword swing with a whoosh" |
request_id | No | Client-provided ID to find the job again; must not be one you already used for another generation |
Returns: url of the generated audio file. The audio is also attached to the spritesheet, so it shows up as audio_b64 on that item in listGenerations
Credits: 3 per call
Video Generation (createVideo)
Generate short videos from a source image and a motion prompt (image-to-video). A source image is required: to make a video from text alone, first createImage and animate that, or use createVideoFromReferences. Both current models generate a soundtrack, so no separate audio step is needed.
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64 starting frame |
prompt | Yes | Motion description (e.g., "camera zooms in", "character walks forward") |
duration | No | Default 5s. Griffin / Griffin HD: 5–15s in 1s steps |
model | No | griffin (default; 480p, with soundtrack), griffin-hd (720p, with soundtrack; cannot be upscaled afterwards). Legacy, avoid for new work: blitz, eagle, eagle-audio (alias standard→blitz) |
final_image | No | Ending frame for interpolation |
request_id | No | Client-provided ID to retrieve results later |
Returns: url, duration, has_audio
Credits: rate × seconds - Griffin: 1.5/sec (the default 5s = 7.5); Griffin HD: 2/sec (5s = 10). Legacy: Blitz 1/sec, Eagle 1.3/sec, Eagle with Audio 1.8/sec.
Video from References (createVideoFromReferences)
Generate a video from 1-5 reference images and a text prompt. Unlike createVideo, which animates a single source image, this composes a new scene that borrows characters, objects, and style from the references.
| Parameter | Required | Description |
|---|---|---|
prompt | Yes | Text description of the video to generate |
images | Yes | 1 to 5 reference images (URL or base64) |
duration | No | Video length in seconds: 5–15 (default 5) |
model | No | griffin (default; 480p, with soundtrack), griffin-hd (720p). Legacy, avoid for new work: eagle, eagle-audio |
aspect_ratio | No | default (model chooses), ar_1_1, ar_16_9, ar_9_16, ar_4_3, ar_3_4, ar_21_9 |
request_id | No | Client-provided ID to retrieve results later |
Returns: url, duration, has_audio
Credits: rate × seconds, higher than createVideo for the same model - Griffin: 2.5/sec (the default 5s = 12.5); Griffin HD: 4/sec (5s = 20). Legacy: Eagle 1.5/sec, Eagle with Audio 2/sec.
Edit Video (editVideo)
Edit a video you previously generated with a text prompt and optional reference images (video-to-video). Pass back the url you received from createVideo, createVideoFromReferences, or an earlier edit; it must be a video you generated in the last 7 days (external URLs are not accepted).
| Parameter | Required | Description |
|---|---|---|
video | Yes | URL of a video you generated in the last 7 days |
prompt | Yes | Edit instruction describing the desired change |
images | No | Up to 5 reference images (URL or base64) to guide the edit |
duration | No | Output length in seconds: 5–15. Omit to keep the source video's duration |
model | No | griffin-hd (default; 720p, with soundtrack). Legacy, avoid for new work: eagle |
request_id | No | Client-provided ID to retrieve results later |
Returns: url, duration, has_audio
Credits: Griffin HD: 2 credits/sec (5s = 10)
Upscale Video (upscaleVideo)
Upscale a video you previously generated to twice its resolution (2x). Pass back the url you received from createVideo, createVideoFromReferences, or editVideo; it must be a video you generated in the last 7 days (external URLs are not accepted). Both dimensions of the source must be under 960 pixels: griffin (480p) output qualifies, griffin-hd (720p) output does not (landscape or portrait), so generate on griffin if you intend to upscale. A too-large source fails the job and the held credits are refunded.
| Parameter | Required | Description |
|---|---|---|
video | Yes | URL of a video you generated in the last 7 days, both dimensions under 960 pixels |
request_id | No | Client-provided ID to retrieve results later |
Returns: url (2x width and height, same duration), duration, has_audio
Credits: Flat rate by duration, independent of model: 0.2 credits/sec (5s = 1)
Sound Effect Generation (createSoundEffect)
Generate game sound effects from text descriptions.
| Parameter | Required | Description |
|---|---|---|
description | Yes | Sound description (e.g., "laser gun firing", "footsteps on gravel", "coin pickup") |
duration | No | 0-10 seconds (0 = automatic) |
request_id | No | Client-provided ID to retrieve results later |
Credits: 2 per sound
Ambiance Generation (createAmbiance)
Generate ambient soundscapes and background atmospheres from text descriptions.
| Parameter | Required | Description |
|---|---|---|
description | Yes | Ambiance description (e.g., "windy forest at dusk", "busy medieval market", "spaceship engine hum") |
duration | No | Duration in seconds (0 = automatic, based on the description) |
loop | No | Generate a seamlessly looping ambience (default: true) |
augment_prompt | No | Augment the prompt behind the scenes (default: true) |
request_id | No | Client-provided ID to retrieve results later |
Credits: 2 per generation
Music Generation (createMusic)
Generate background music and themes.
| Parameter | Required | Description |
|---|---|---|
description | Yes | Music description (e.g., "epic orchestral battle theme", "calm piano melody", "8-bit chiptune") |
lyrics | No | Optional lyrics for vocal tracks |
request_id | No | Client-provided ID to retrieve results later |
Credits: 3 per track
Audio Transform (createAudioTransform)
Remix or transform an existing audio sample using a text prompt.
| Parameter | Required | Description |
|---|---|---|
sample | Yes | URL or base64-encoded source audio sample to remix (15MB max) |
prompt | Yes | Description guiding the remix (e.g., "make it sound like an 80s synthwave track") |
duration | No | Duration in seconds: 0 (automatic, matches the source) or 10–180 in steps of 10 |
modification_strength | No | How strongly the source is modified, 0–1 (default: 0.6; 0 = close to original) |
augment_prompt | No | Augment the prompt behind the scenes (default: true) |
request_id | No | Client-provided ID to retrieve results later |
Credits: 3 per generation
Voice Generation (createVoice)
Generate unique character voices.
| Parameter | Required | Description |
|---|---|---|
voice_description | Yes | Character description (e.g., "gruff old warrior", "cheerful young girl") |
text | Yes | Text to speak (max 200 characters) |
type | No | human (default) or non-human |
request_id | No | Client-provided ID to retrieve results later |
Credits: 1 per voice
Text-to-Speech (createSpeech)
Clone a voice from an audio sample.
| Parameter | Required | Description |
|---|---|---|
text | Yes | Text to speak (max 1000 characters) |
sample | Yes | URL or base64 audio sample for voice cloning |
request_id | No | Client-provided ID to retrieve results later |
Credits: 1 per generation
Text-to-Speech Preset (createSpeechPreset)
Use preset voices for text-to-speech.
| Parameter | Required | Description |
|---|---|---|
text | Yes | Text to speak (max 1000 characters) |
voice_preset_id | Yes | Serious woman, Wise woman, Calm woman, Patient man, Determined man, Deep voice man, Teen boy, Sweet girl, etc. |
emotion | No | Default, Happy, Sad, Angry, Fearful, Surprised, Neutral |
language | No | auto, English, Spanish, French, German, Japanese, Korean, etc. |
request_id | No | Client-provided ID to retrieve results later |
Credits: 1 per generation
Check a Job (getApiJob)
Poll the status of a generation job started by any tool. Every job returns {id, status}; call getApiJob with that id until status is succeeded (then read result, shaped exactly like the tool's documented output) or failed (then read error).
| Parameter | Required | Description |
|---|---|---|
id | Yes | Job id returned by the generation tool |
wait | No | Seconds to long-poll for a terminal state (0-60, default: 0). With wait the call is held open and returns the moment the job finishes |
Returns: id, status (queued, running, succeeded, failed, canceled), result on success, error ({code, subcode, message, retriable}) on failure, plus poll_after_ms on non-terminal responses (wait at least that long before polling again). Generations typically finish within a few minutes; a job still queued after 15 minutes can be cancelled and resubmitted
Credits: Free
List Jobs (listApiJobs)
List the generation jobs you started through the API or MCP, most recent first. Web app jobs are not included.
| Parameter | Required | Description |
|---|---|---|
status | No | Comma-separated statuses to include (queued, running, succeeded, failed, canceled). Defaults to all |
limit | No | Maximum number of jobs to return (default: 50, capped at 100) |
Returns: Array of job objects with id, status, and timestamps
Credits: Free
Cancel a Job (cancelApiJob)
Cancel a job that is still queued and get its credits refunded. Jobs that are already running cannot be canceled (the call fails with 409).
| Parameter | Required | Description |
|---|---|---|
id | Yes | Job id to cancel |
Returns: The canceled job
Credits: Free, and the queued job's credits are refunded
Generation History (listGenerations)
List your generation history across both the API and the Ludo web studio, with filtering, text search and pagination. This replaces the per-type results tools (getImageResults, getSpriteResults, getVideoResults, getAudioResults, get3DModelResults), which have been removed from the MCP and deprecated in the REST API.
| Parameter | Required | Description |
|---|---|---|
type | Yes | image, spritesheet, video, audio, 3d |
source | No | api (your API/MCP generations, last 7 days only), web (your web studio generations, no time limit), or all (default) |
search | No | Free-text search. Every whitespace-separated term must match the item's tags or one of its text fields (prompt, hints, style, label, ...), so "dwarf axe" narrows to items matching both |
request_id | No | Only return items tagged with this request_id when you generated them |
date_from | No | Only items generated at or after this time (unix seconds) |
date_to | No | Only items generated at or before this time (unix seconds) |
page_size | No | Items per page, 1-100 (default: 20) |
page_number | No | 1-based page number (default: 1) |
Returns: items, page, page_size, has_more. Keep paging while has_more is true
Credits: Free
How Generation Calls Work
Every generation runs on a job queue, and over MCP every generation tool is asynchronous. A generation call returns {id, status: "queued"} right away instead of blocking, so nothing is held open while a GPU runs and no MCP transport can time out mid-generation. You then collect the result with getApiJob. There is no async parameter on the MCP tools: it is not a knob you need to set.
(The REST API works the same way if you call it directly rather than through MCP: requests default to async and return 202 with a job id. Synchronous responses are deprecated there, but passing async: false in the payload still opts into them and stays supported indefinitely.)
Collecting a result
# Submit the work, get a job id straight back
animateSprite with initial_image="url", motion_prompt="walking"
-> { "id": "job_abc123", "status": "queued" }
# Long-poll until it finishes (up to 60s per call), then read result
getApiJob with id="job_abc123", wait=30
-> { "id": "job_abc123", "status": "succeeded", "result": { "spritesheet_url": "...", ... } }
result is exactly the response the tool documents; on failure read error instead. Without wait, poll every few seconds and respect the poll_after_ms hint on non-terminal responses. Use listApiJobs to see what is still in flight and cancelApiJob to drop a job that has not started yet (its credits are refunded).
How credits are charged
Credits are held when a job is accepted. For duration-priced tools (sprites and video) the final charge is max(rate × produced seconds, the model's minimum charge), never more than for the duration you requested; the difference is refunded when the job completes. If the job fails or you cancel it while queued, everything is refunded. Each tool's Credits line above gives the rate and minimum; the server also states the contract once in its instructions field.
Fair Use Limits
- 50 generations queued or running per account. Submitting beyond that returns
429with codePENDING_JOBS_LIMIT; wait for jobs to finish, then submit again. - 150 requests per 5 minutes on the read endpoints (job status, job listing, generation history, feature documentation), per API key. A
429carriesRetry-After. - 60 requests per 5 minutes, and 1,000 per day, on documentation search (
searchDocs), per API key.
Finding Results Later
Every generation tool also accepts an optional request_id. It tags the result so you can find it again afterwards, for example from a different session:
# Tag a generation
animateSprite with request_id="my-anim-001", initial_image="url", motion_prompt="walking"
# Later, look it up again
listGenerations with type="spritesheet", request_id="my-anim-001"
listGenerations is the general history tool: filter by type, by source (api, web or all), by free-text search, or by date, and page through the results. API-generated results are available for 7 days.
Asset URL Expiration
All generated asset URLs (images, spritesheets, videos, audio, 3D models) point to Google Cloud Storage links that expire after 7 days. Any asset that needs to outlive that window, especially assets destined for production use, must be downloaded and saved locally (or re-uploaded to permanent storage) right away. Never store the returned URLs as permanent references.
The server also announces this to MCP clients via its instructions field during the initialize handshake, so models connected through clients that surface server instructions will be reminded automatically.
Example Prompts
Creating Game Assets
Create a pixel art knight character with sword and shield, side view, 16-bit style
Generate an isometric treasure chest icon for a mobile RPG
Create a low-poly stylized tree for a casual mobile game
Animations
Animate this character with a smooth walking cycle, 16 frames
Create an idle breathing animation for this character sprite
Rig this 3D character with a humanoid template using Mixamo joint names, then apply a walk animation preset to it
Animate this fire sprite as a looping VFX effect
Audio
Create a satisfying coin pickup sound effect for a platformer
Generate an epic orchestral boss battle theme, intense and dramatic
Create a voice for a wise old wizard saying "The journey begins now"
API Documentation
Full API documentation with all parameters and response formats: api.ludo.ai/api-documentation
Support
License
Proprietary - See ludo.ai/terms for terms of service.
Config for your environment
Use the endpoint URL below in your config. No API key — you connect directly.
Tool
OS
Config file: ~/.cursor/mcp.json
{
"mcpServers": {
"mcp-server": {
"url": "https://mcp.ludo.ai/mcp"
}
}
}Paste into mcpServers in the config file. Restart Cursor after saving.
If this MCP is also published on mcpchannel.ai, you can subscribe from Browse and use the gateway config there instead.