
Connects Claude to Ludo AI's asset generation API for creating game content without leaving your workflow. You get tools for generating sprites, icons, backgrounds, and textures with style and perspective controls, plus 3D model conversion from 2D images, animated spritesheets with frame count options, motion transfer from video or presets, and audio generation for sound effects and music. The edit and style transfer operations let you iterate on existing assets. Requires a Ludo AI API key and costs 0.5 credits per image, 3 per 3D model, and 5 per animation. Useful when prototyping game concepts or building asset pipelines where you want AI generation directly accessible to your LLM.
Generate game assets using AI through the Model Context Protocol (MCP).
| 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) |
| Video | Generate short videos from images or reference images (1-15 seconds, varies by model), 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 |
Sign up at ludo.ai and get your API key from app.ludo.ai.
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"
}
}
}
}
Add to your MCP settings in Cursor preferences:
{
"mcpServers": {
"ludo": {
"url": "https://mcp.ludo.ai/mcp",
"headers": {
"Authorization": "ApiKey YOUR_API_KEY"
}
}
}
}
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.
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
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
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
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:
generatePosemotion_prompt directly in animateSprite for optimal animation resultsCredits: 0.5 per image
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
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) |
request_id | No | Client-provided ID to retrieve results later |
Returns: a single result with url (transparent PNG)
Credits: 0.5 per image
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
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
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
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
animateSprite)Create animated spritesheets from static images.
| 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, sprite-vfx, ui_asset |
frames | No | 4, 9, 16, 25, 36 (default), 49, 64 |
frame_size | No | 32, 64, 96, 128, 192, 256 (default), 384, 0 (max resolution), -1 (AI 1.5× upscale), -9 (match input frame) |
loop | No | Seamless loop (default: true) |
crop | No | Crop frames to fit content; 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). 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 | blitz (default; most reliable and predictable, can struggle with very short animations), forge (best for basic animations and relatively simple sprites), eagle (for complex motion or visually complex sprites), eagle-audio (same visuals as Eagle, plus audio generation). Legacy alias: standard→blitz |
duration | No | Depends on model: Blitz: 1.2–4s (1.2, 1.5, 2, 2.5, 3, 3.5, 4); Forge: 1–4s in 0.5 steps; Eagle / Eagle with Audio: 1–4s |
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, video_url, gif_url, individual_frame_urls, spritesheet_with_background_url, individual_frame_with_background_urls, num_frames, num_cols, num_rows
Credits: Varies by duration and model, each with a 4-credit minimum - Forge: 1.5/sec, Blitz: 1.9/sec, Eagle: 2.6/sec, Eagle with Audio: 3.1/sec (e.g. Blitz 3s ≈ 5.7). Processing time: 30-90 seconds
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. Always runs on the Forge model (no model parameter; Forge is the only model supporting middle keyframes). The motion prompt is optional here: when omitted, the motion is derived purely from the keyframes. Use animateSprite instead for the classic single-image + text-prompt animation with model choice.
| 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, sprite-vfx, ui_asset |
frames | No | 4, 9, 16, 25, 36 (default), 49, 64 |
frame_size | No | 32, 64, 96, 128, 192, 256 (default), 384, 0 (max resolution), -1 (AI 1.5× upscale), -9 (match input frame) |
loop | No | Seamless loop (default: true) |
crop | No | Crop frames to fit content; 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 | Forge durations: 1–4s in 0.5 steps (default: 1) |
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, gif_url, num_frames, num_cols, num_rows, ...)
Credits: Forge only, 1.5 credits/sec with a 4-credit minimum (1s–2.5s = 4, 3s = 4.5, 3.5s ≈ 5.3, 4s = 6) Processing time: 30-90 seconds
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 with id, name, category, description, duration, preview_url, and clip_url on the presets that can be retargeted onto a rigged 3D modelperspectives: Array with id, name, description (all animations support all perspectives)directions: ["N", "NE", "E", "SE", "S", "SW", "W", "NW"] (all animations support all directions)Credits: Free
transferMotion)Transfer motion from a video or animation preset onto a static sprite, producing an animated spritesheet.
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64-encoded sprite image |
video | No | URL of the video to use as motion source. You can use videos from the animateSprite endpoint or provide your own. Videos up to 4 seconds will produce better results. Either video or preset_id + perspective + direction must be provided. |
preset_id | No | ID of an animation preset to use instead of a video URL. Use the animation-presets endpoint to list available presets. When using a preset, perspective and direction are required. |
direction | No | Direction for the animation preset. When using a preset, direction is required. Values: N, NE, E, SE, S, SW, W, NW |
perspective | No | Perspective ID to use with the animation preset. When using a preset, perspective is required. |
frames | No | Number of frames in the output spritesheet |
frame_size | No | Size of each frame in pixels |
loop | No | Trim animation for seamless loop |
crop | No | Crop frames to fit content |
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 | tango (default), most powerful for demanding use cases; forge, cost-effective for simple motion, works best with presets and matching poses |
duration | No | Animation length in seconds: 1–4 (default 1.5). If the reference video is longer, it is compressed to this duration |
request_id | No | Client-provided ID to retrieve results later |
Returns: spritesheet_url, video_url, gif_url, individual_frame_urls, spritesheet_with_background_url, individual_frame_with_background_urls, num_frames, num_cols, num_rows
Credits: Varies by duration and model, 4-credit minimum. Tango: 4 credits/sec (default 1.5s = 6, up to 16 at 4s); Forge: 2 credits/sec (1.5s = 4, up to 8 at 4s)
editSpritesheet)Edit a spritesheet you previously generated: re-prompt its animation, outpaint beyond the frame, or repair a bad loop. Pass back the spritesheet_url you received from animateSprite, transferMotion, or an earlier edit; it must be a spritesheet you generated in the last 7 days (external URLs are not accepted).
| 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: 1–4. Defaults to the source spritesheet's duration |
model | No | forge (default) |
crop | No | Crop frames to fit content |
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, ...)
Credits: Varies by duration: 2 credits/sec with a 4-credit minimum (3s = 6, 4s = 8)
createVideo)Generate short videos from images.
| Parameter | Required | Description |
|---|---|---|
image | Yes | URL or base64 starting frame |
prompt | Yes | Motion description (e.g., "camera zooms in", "character walks forward") |
duration | No | Depends on model (defaults to the model's shortest): Blitz: 2–12s; Eagle / Eagle with Audio: 1–15s |
model | No | blitz (default), eagle, eagle-audio. Legacy alias: standard→blitz |
final_image | No | Ending frame for interpolation |
request_id | No | Client-provided ID to retrieve results later |
Credits: Varies by duration and model. Standard model: 1 credit/sec (3s = 3, 5s = 5, 8s = 8, 10s = 10). Higher-quality models cost more per second.
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: 1–15 (default 5) |
model | No | eagle (default), eagle-audio (adds a generated audio track) |
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: Varies by duration and model. Eagle: 1.5 credits/sec (5s = 7.5); Eagle with Audio: 2 credits/sec (5s = 10)
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: 1–15. Defaults to the source video's duration |
model | No | eagle (default) |
request_id | No | Client-provided ID to retrieve results later |
Returns: url, duration, has_audio
Credits: Varies by duration: 2 credits/sec (5s = 10)
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). Only videos below 960x960 pixels can be upscaled; larger sources are rejected.
| Parameter | Required | Description |
|---|---|---|
video | Yes | URL of a video you generated in the last 7 days, below 960x960 pixels |
request_id | No | Client-provided ID to retrieve results later |
Returns: url, duration, has_audio
Credits: Flat rate by duration, independent of model: 0.2 credits/sec (5s = 1)
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
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) |
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
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
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 = 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
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
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
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
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 on failure, plus poll_after_ms on non-terminal responses (wait at least that long before polling again)
Credits: Free
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
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
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
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.
(If you call the REST API directly rather than through MCP, async is a payload flag there. Synchronous is still the REST default until September 10, 2026, after which requests default to async and return a job id; async: false keeps synchronous behaviour during and after the transition, and stays supported indefinitely.)
# 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).
429 with code PENDING_JOBS_LIMIT; wait for jobs to finish, then submit again.429 carries Retry-After.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.
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.
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
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
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"
Full API documentation with all parameters and response formats: api.ludo.ai/api-documentation
Proprietary - See ludo.ai/terms for terms of service.