OpenToonz MCP
Animate in OpenToonz from an AI assistant: native vector levels, xsheet timing, rigs and physics.
Connector by konkomaji · GitHub account verified by the MCP Registry
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Install
Works with Claude Code, Codex, VS Code, Cursor, Windsurf, Claude Desktop. Read the repository before you give any tool access to your data.
npx agentmarket install connector/konkomaji-opentoonz-mcp
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
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Permissions
What this server can do and what it asks for, from its tool list, install config and code. Checked Oct 26, 2026.
- Tools
- 9 read · 27 write · 3 delete · 14 not yet classified
- Secrets
- None asked for
- Install scripts
- None found
- Runs as
- Python package
Tools by what they do 53
Read from the source code; the running server may list different tools.
Read 9 · Look things up without changing anything.
compile_vectorsget_journalknowledgelist_lookslist_partslist_regionslist_scenespreview_framevalidate_scene
Write 27 · Create, change, send or run things.
add_layeradd_noteadd_peganimate_actionapply_lookblinkbuild_charactercamera_followcamera_movecreate_scenefeedbackfollow_through
Show 15 more tools
import_imageimport_sceneimport_svglearn_lessonlip_syncrun_cyclesave_partscene_contextset_exposureset_keyframeset_layerset_parentset_pivotset_scene_settingsundo
Delete 3 · Delete, drop, revoke or wipe things.
clear_keyframesdelete_layerremove_look
Not yet classified 14 · We could not tell from the name and description.
anatomy_referencecontact_sheetdrawdraw_manyinbetweenopen_in_opentoonzopentoonz_infophysics_bouncephysics_jumprenderstyle_guidetune_style
Show 2 more tools
walk_cyclewrapper
Secrets and settings it asks for
Other settings (environment variables or headers).
OPENTOONZ_HOMEOPENTOONZ_STUFFOTMCP_WORK
Network hosts it talks to 2
github.com· found in codekonkomaji.com· found in code
Files it touches
- Your home directory (~)
- Any path the agent passes to its tools
Tools (53)
Read from the source code; the running server may differ. Descriptions are the server’s own words; hidden characters are shown as [U+…].
add_layerAdd a column with its own drawing level. Later layers are drawn ON TOP. mode: 'vector' (native OpenToonz vector .pli, editable in GUI, pressure lines) | 'raster' (PNG). style: override scene style for this layer (e.g. 'clean' for BG, 'sketch' for effects). parent: 'Table', a peg or another layer. boil: hand-drawn line boil on held drawings.
add_noteSave a memory note for this scene (story, character design, decisions, todo). Shown in scene_context.
add_pegAdd a pegbar (invisible transform node). Parent layers to it to move groups (character rigs, BG sets).
anatomy_referenceBody proportions for drawing a person, from anthropometric data (Drillis-Contini segment lengths, de Leva masses, CDC/NHANES stature, growth-standard head ratios). person: baby | toddler | boy | girl | child | teen | teen_boy | teen_girl | young_man | young_woman | man | woman | old_man | old_woman (or give age years / label and sex). Returns heights from the floor, segment lengths, front widths, side depths (px), heads tall, mass fractions, centre of mass, notes. Scale: height_px, or px_per_m (340 = 1.75 m adult about 600 px; keep one px_per_m per scene). region (list_regions): population ave…
animate_actionMove a layer/peg/camera with animation principles baked in (Illusion of Life numbers): anticipation (opposite move, 15% amplitude, 25% of duration, min 3f), main move with slow-in/out, overshoot (10% past target) and damped settle (x0.45 swing) over settle_frames AFTER 'end'. to/from_: {x,y,rotation,scale,scale_x,scale_y} (px/deg/factor). from_ defaults to current value at start.
apply_lookGive the scene a studio look made of real OpenToonz fx nodes (open the FX Schematic to tweak them). look: ghibli | klaus | spider_verse | comic | anime_satsuei | painterly | cartoon_saloon (list_looks). Whole-frame fx go just before the output; per-layer fx (e.g. Klaus form shadow and rim light) go on `layers` (default: every layer except ones named like bg/background/sky). strength scales the amounts (0.5 subtle, 1 default, 1.5 strong). light_angle: degrees, 90 = light from above, 135 = top-left. Re-applying replaces the previous look; fx you made by hand are kept.
blinkInsert a blink into a layer's xsheet at `start` (switches the layer to manual timing). pattern: standard (H C C H) | quick | anime_twos | physiological | sleepy | double. Drawings: the eye open/half/closed drawing numbers on that layer.
build_characterBuild a side-view cut-out character rig with real proportions for the age and sex. Creates a root peg '<name>' at the hips and 16 vector layers '<name>_<part>' (torso, head, upper arm, forearm, hand, thigh, shin, foot, toe; far side darker and behind), parented like a skeleton with each pivot on its joint. Animate it with walk_cycle / run_cycle, or key the parts directly (rotation on a part turns it about its joint). x: hip x px (default centre); ground_y: floor line px (default 90% of the frame). hair: short | long | bob | ponytail | bun | none. colors: {skin, hair, top, bottom, shoes, line}.…
camera_followFollow a layer/peg with the camera using critically damped smoothing (game-camera SmoothDamp). smooth_time in frames (7 = 0.3 s); axis x | y | xy; offset px added to the followed position.
camera_moveCamera work (satsuei): kind='pan': move view by dx,dy px from start..end (eased 8f). parallax={layer: ratio} makes layers move at ratio of camera speed (sky 0.05, far BG 0.3, mid 0.6, char 1.0, FG 1.8). kind='truck': zoom to 'zoom' scale (0.75 = push in 25%) with exponential interpolation. kind='shake': impact shake starting at 'start', strength px (8 default), decays x0.7/frame on ones.
clear_keyframesRemove keys from a target (optionally one param: x,y,rotation,scale,scale_x,scale_y,z; optional frame range).
compile_vectorsConvert pending vector drawings to native OpenToonz .pli levels with pen-pressure lines. Runs automatically before preview/render/open. force=true also overwrites GUI-edited levels.
contact_sheetRender several frames into one labelled grid (default 6 spread over the scene) to review motion.
create_sceneCreate a scene in the OpenToonz sandbox project. style: anime | feature | cartoon | sketch | clean (line weight, wobble, taper, default timing).
delete_layerDelete a layer (column, level, drawings). Undo-able.
Show 38 more tools
drawDraw drawing #frame on a layer (held until the next drawing when timing is auto). Shapes (canvas px, origin top-left), painted in order: circle{x,y,r} ellipse{x,y,rx,ry,rotation} rect{x,y,w,h,radius,rotation} (x,y=top-left) polygon{points,smooth} path{points,smooth=true,closed} text{x,y,text,size,anchor='mm'} svgpath{d:'M.. C.. A.. Z', transform?} - any SVG path data (detailed art: hair, hands, folds) brush{points:[[x,y,pressure 0-1],...], width:px max, color} - inked stroke with per-point pressure Paint/ink: fill, stroke, stroke_width (px; default from style), opacity, interior=true …
draw_manyBatch draw: drawings=[{"frame": n, "shapes": [...]}, ...]. Use for frame-by-frame animation.
feedbackStore the USER's rating (1-5) and comment about a result. Ranked highest in lessons/preferences. Ask the user for this after showing a render.
follow_throughOverlapping action / follow-through from a damped spring (second-order system). The target reacts to the driver's motion (driver's `param`, exact OpenToonz values). mode 'follow': target_param = spring(driver) (a separate object trailing the driver). mode 'offset': target_param = gain * (spring(driver) - driver) (a part PARENTED to the driver: hair, ears, tail, cloth; use target_param='rotation' with gain in deg per px for a swing). frequency Hz (hair 2-2.5, ears 3, belly 4-5, cape 1.2), damping 0.25-0.5 (overshoot 15-45%), response < 0 anticipates. Keep frequency <= 4 Hz on ones, <= 2.5 H…
get_journalOperation history of a scene (every MCP action, outside edits detected, errors).
import_imageBring a picture (sketch, scanned drawing, painting, photo, AI image) into a layer. Raster layer (mode 'raster'): the image is placed as-is. Traced layer (add_layer mode='traced'): OpenToonz's own vectorizer turns it into editable vector strokes and fills on compile. trace: set the traced layer's method once: 'outline' (colour regions) | 'centerline' (ink lines). box [x,y,w,h] px (default whole canvas); fit contain | cover | stretch | none.
import_sceneBring an existing OpenToonz .tnz (made in the GUI) under MCP control. Copies it into the sandbox scenes folder if it is elsewhere. Its columns appear as 'foreign_columns' you can key/retime. A scene the MCP already manages is refused unless overwrite=true (its MCP layer data is reset).
import_svgImport an SVG file (Inkscape/Illustrator/free assets) as editable vector shapes on a drawing. Every path becomes an 'svgpath' shape you can tween, recolour or humanize (human=true adds the hand-drawn wobble/pressure of the layer style). box [x,y,w,h] fits the art (default whole canvas).
inbetweenGenerate in-betweens (douga) between two key drawings (genga). start/end_shapes default to the drawings already on start_frame/end_frame. easing: slow_in_out (studio chart) | snappy | linear | in | out | bounce | elastic | back. step: 1 ones, 2 twos, 3 threes (default: style timing, anime=3, feature=2). arc: bow of the travel path (0.15 = natural arc). squash: 0-1 stretch round shapes along motion. Studio rule: only auto-inbetween 'tight' moves (rotation<=30deg, scale change<=25%); add a breakdown key otherwise.
knowledgeSearch accumulated lessons (errors seen, quality issues, insights, user preferences) with advice.
learn_lessonRecord an insight from reviewing your own output (e.g. 'squash 0.8 looks rubbery; 0.4 reads better for a heavy ball'). Lessons are shown in every later scene_context so future work improves.
lip_syncAnimate a mouth from text (no audio): each mouth shape is a VARIANT of a library part (anime3: closed/half/open; blair: AI E O U WQ MBP FV L etc rest). Draws one drawing per shape on the layer and writes the xsheet from `start` (2-frame minimum holds). Shift `start` 2 frames earlier than the audio (mouths lead sound).
list_looksStudio looks apply_look can build from real OpenToonz fx, with what each does.
list_partsParts in the model-sheet library with their variants.
list_regionsRegions with surveyed body averages for anatomy_reference / build_character (region=...).
list_scenesScenes known to the MCP.
open_in_opentoonzOpen the scene in the OpenToonz GUI for hand editing (vector levels compiled first). After editing: SAVE in OpenToonz, then the MCP picks up your changes automatically.
opentoonz_infoInstall paths, version, scenes, and whether the OpenToonz GUI is running.
physics_bouncePhysically exact bouncing (gravity parabolas, coefficient of restitution) on a layer/peg. The drawing must rest on the ground line; y offsets go UP from there. height px. fall_frames: frames for the first drop (default: real gravity for a 1.7 m character = 1080 px tall, i.e. 14.1*sqrt(height/1080)). material: rubber_ball | table_tennis | basketball | tennis | soft_rubber | bowling | balloon (sets restitution and squash). travel_x: px moved over the whole bounce, slowing with each contact. squash: area-preserving contact squash (set_pivot at the feet first).
physics_jumpRecipe jump on a layer/peg: anticipation crouch -> takeoff stretch -> exact parabola -> landing squash -> recovery. style: realistic | feature | cartoon (crouch depth, stretch and squash amounts). air_frames default: real gravity for the scene height (1.7 m character = frame height).
preview_frameRender one frame through OpenToonz and return the image (check your work visually).
remove_lookRemove the fx apply_look added (fx you made in OpenToonz stay).
renderRender with OpenToonz (tcomposer), then double-check: frame count, blank frames, flashing. format: mp4 | gif | png (sequence). shrink 2 = half size (faster drafts).
run_cycleRun a build_character rig: spring-mass physics (exact gravity in the flight phase, a spring arc in contact, lowest at mid-stance), planted feet, high knee recovery, bent arms. Defaults by age and sex from jogging norms (adult man about 166 steps/min at 3.3 m/s). Same options as walk_cycle; bounce=1 keeps gravity exact.
save_partSave a reusable part to the global model-sheet library (head, eye, hand, mouth chart, prop). shapes use the part's own coordinates; anchor [x,y] is its attachment/pivot point. variants: alternative drawings by name, e.g. {"closed": [...], "A": [...], "O": [...]}. Use in any drawing as {"type":"part","name":..,"variant":..,"x","y","scale","rotation","flip"}.
scene_contextCALL FIRST. Full current state of a scene from disk: settings, layers, timing, keyframes, outside (GUI) changes detected, notes/memory, recent journal, warnings.
set_exposureXsheet timing for a layer (sets timing=manual). cells[i] = drawing at frame i+1 (0 = blank), or run-length text '1x6 2x6 3x4 0x2' (drawing x frames). Cycle example on twos: '1x2 2x2 3x2 4x2 1x2 ...'.
set_keyframeKeyframe a layer, peg, or 'camera' (real OpenToonz keys, editable in GUI Function Editor). x/y: px offset from rest (+y down). rotation: deg CCW. scale*: 1.0=100%. z: depth. interp (segment starting at this key): ease | linear | constant | speed | exp. Camera: scale<1 zooms IN; use exp interp for trucks (natural zoom).
set_layerLayer properties: visible, opacity (0-1, renders), boil, style (needs redraw), timing 'auto'|'manual'.
set_parentRe-parent a layer or peg to 'Table', a peg, or another layer.
set_pivotSet the rotation/scale pivot of a layer or peg without moving it (OpenToonz 'center'). x,y: canvas px. x='auto': from the layer's drawing bounds; anchor 'bottom' (feet - use for squash on the ground) | 'center' | 'top'. Do this BEFORE squash/stretch or rotation keys.
set_scene_settingsChange scene length (frames), fps, background colour, or default drawing style.
style_guideStudio animation rules (Ghibli/Disney/anime practice) with numbers: timing, spacing, squash, line weight, shading, camera. topic: 'rules' (numbered defaults) | 'full' | 'styles'.
tune_stylePermanently adjust a style preset's defaults (learned from feedback). Keys: line, interior, wobble, wavelength, taper_start, taper_end, min_ratio, pressure_var, loop_var, exposure, squash [lo,hi], shadow, overshoot_ends. Applies to all future drawings using that style.
undoRestore the scene (and any overwritten vector levels) to the state before the last N MCP writes.
validate_sceneDouble-check a scene: structure, missing files, layer/column mapping, timing gaps, studio rule warnings (holds, pan speed), and optionally a 1-frame test render.
walk_cycleWalk a build_character rig with biomechanically correct timing for its age and sex. Feet stay planted and roll heel -> flat -> ball -> toe; legs use two-bone IK; the hips ride an inverted-pendulum arc (low at contact, high at passing); arms swing opposite the legs. Defaults come from gait studies (e.g. adult man 108 steps/min at 1.4 m/s; toddler 154 at 0.86; old age shorter steps). speed m/s, cadence steps/min override them. cycles (default 2) or end. travel=false walks in place (pan the BG). on=2 holds every pose 2 frames (keys become constant). bounce, arm_swing scale the motion (1 = natural…
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- Weekly downloads
- 132
- Last commit
- Oct 22, 2026 (9 days ago)
- Last release
- Oct 22, 2026 (9 days ago)
- Last package publish
- Oct 22, 2026 (9 days ago)
From GitHub (fetched Oct 24, 2026) and the package registry.
Details
- Registry name
io.github.konkomaji/opentoonz-mcp- Version
- 0.1.0
- Auth
- No auth
- Packages
- pypi opentoonz-mcp
- License
- MIT
- Repository
- github.com/konkomaji/opentoonz-mcp
- Website
- konkomaji.com/
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
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OpenToonz MCP. Agent Mart. https://agentmart.dev/connectors/konkomaji-opentoonz-mcp (last updated 2026-10-24)