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StudioTwin MCP

Generate production-ready assets from any AI agent

Connect agents like Claude Code and Cursor to every StudioTwin toolkit. Ask for an animation, a 3D model, a material, an environment, or a sound, and it lands in your project ready to use.

~/MyProjectclaude
Unreal Engine 5 · viewport✓ delivered
❯ make a weathered stone well and place it in the level
● I'll use the StudioTwin skill to generate the mesh and import it.
● Skill(studiotwin-mcp)
⌞ Successfully loaded skill · 14 tools allowed
● studiotwin - text_to_3d (MCP)
⌞ prompt: "weathered stone well, wooden cover and roof"
● Imported SM_StoneWell_01 to /Game/StudioTwin/Meshes/
⌞ Placed in the level at the cursor
SM_StoneWell_01 · placed in the level

Install the skill

npx skills add realtwin/studiotwin-mcp-skill

Works with

Claude CodeCursorAntigravityCodexOpenClawHermes and any agent that supports skills

Works in Unreal, Blender, and any MCP client

Generate and import StudioTwin assets directly where you work.

Plugin UI + Agent

Unreal Engine

Live

StudioTwin runs directly inside Unreal Engine with its own plugin, and it extends Unreal's own MCP so your agent can also use every toolkit. Generated assets land in your project, without leaving the editor.

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Agent only

Blender

Live

Your agent generates assets via Remote MCP in the cloud, then uses Blender's official MCP and the StudioTwin addon to import them right into your Blender scene.

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Agent only

Remote MCP

Live

Connect any MCP client to StudioTwin and generate any type of asset with no editor open. Guided by the StudioTwin skill, your agent uses every toolkit and saves each result into your project.

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Get started with one command

Install the StudioTwin skill in your agent. It guides everything else: account, API key, and integration-specific setup.

You install the skill

One command adds the StudioTwin skill to your agent. Copy it, and hand it to the agent you already use.

npx skills add realtwin/studiotwin-mcp-skill

Your agent does the rest

No account yet? No plugin? It walks you through each piece, checks it landed, then starts generating.

~/AncientRuinsclaude
❯ set up StudioTwin for this project
● Skill(studiotwin-mcp)
⌞ Successfully loaded skill · 14 tools allowed
● Checking your environment…
● You'll need the StudioTwin plugin for Unreal Engine. Do you want to install it from the Fab marketplace, or do you prefer to download it directly?
❯

Every toolkit in one connection

All of StudioTwin's generative toolkits are callable by your agent through the same connection.

Animation toolkit preview

Animation

Text-to-motion for characters and MetaHumans, generated in seconds.

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3D Models toolkit preview

3D Models

Text-to-3D and image-to-3D, ready-to-import meshes.

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Materials toolkit preview

Materials

PBR materials from a description or a reference image.

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Environments toolkit preview

Environments

HDRI environments from a prompt or image, with outpainting and upscaling built in.

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Sound Effects toolkit preview

Sound Effects

Sound effects from a text description.

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Coming soon

Video

Video-to-video workflows.

ConceptLab. Your agent can use ConceptLab to create and refine concepts in 2D first, then pass them to StudioTwin's 3D tools.

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Runs on your existing credits

✓

One credit balance

MCP spends the same credits as the plugin, and every spend shows in your dashboard's usage history.

✓

Free plan included

Connect an agent and start generating with your free monthly credits.

✓

You control the spend

Ask your agent to request approval before each generation, and nothing runs without your go-ahead.

Frequently asked questions

MCP (Model Context Protocol) is the open standard AI agents use to call external tools. StudioTwin MCP makes every StudioTwin toolkit callable from any MCP client. Agents like Claude Code and Cursor can generate animations, 3D models, materials, environments, and sound effects, using the best model for each use case, and deliver them straight into your project. It works inside Unreal Engine, in Blender, and through Remote MCP with no editor open.

Any MCP-compatible agent works with StudioTwin, including Claude Code, Cursor, Antigravity, Codex, OpenClaw, and Hermes.

Send one command to your agent to install the StudioTwin skill. From there the skill checks your setup and walks you through connecting your API key and any steps specific to Unreal Engine, Blender, or Remote MCP. It confirms each step as it lands.

The StudioTwin plugin interface supports Unreal Engine 5.6, 5.7, and 5.8. Native UE MCP agent access requires Unreal Engine 5.8 or newer, StudioTwin 3.0.0 or newer, and the matching plugin build for your engine version.

They do different jobs. Unreal's MCP server controls the editor: spawning actors, setting up lighting, running tests. StudioTwin MCP integrates with it to expose the StudioTwin toolkits, so the same agent can also generate the assets those scenes need.

No. They use the same credits as generating from the plugin interface, on any plan including the free tier, and every spend shows in your dashboard. If you want to approve each generation before it runs, ask your agent to request approval on every StudioTwin call.

StudioTwin works directly in Unreal Engine through its plugin. In Blender, your agent imports StudioTwin assets through Remote MCP and the StudioTwin Blender addon. Other digital content creation tools are on the roadmap.

Yes. Your agent generates and downloads the asset through Remote MCP, then the StudioTwin Blender addon imports it into your Blender scene. Your agent can refine the asset in Blender and bring the finished version back into your project. Motion import is still in progress.

Yes. StudioTwin is an AI creative suite for Unreal Engine 5 that covers animations, 3D models, materials, environments, and sound effects with a single UE plugin, and every toolkit is callable by AI agents through StudioTwin MCP.

Put a creative suite behind your agent

Add StudioTwin asset generation as a skill for your AI agent. Start on the free plan today.