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Reference

Exode MCP Tools: What the Server Can Change in a File

Updated November 20269 min readSource: npm claude-exode-mcp
Short answer

The Exode MCP tools are grouped by what they change: artboards and objects, animation and physics, state machines and logic, components and imports, exports, and validation. Each tool takes a path to a .exode file plus the values to set. Naming the group you need is the fastest way to write a prompt that gets the right tool.

This page is a map, not an API reference. It lists the tools an agent is most likely to call and what each one is for, so you can ask for the right thing instead of describing the outcome and hoping.

Tool names below are the ones in the published package. If a client shows a slightly different list, the client is running an older version of the server.

Artboards and objects

These tools read and write the file itself, and they are what an agent uses to orient before changing anything. A prompt that starts with "list the artboards and summarise this file" gets better results than one that jumps straight to edits.

  • ls_artboards, read_artboard, get_artboard: find and read .exode files in the workspace.
  • get_artboard_summary: a short report of what exists, or a workspace-wide audit when called without a path.
  • create_from_template: start a new file from a base template.
  • update_artboard_config: size, fit mode, alignment, device frame and responsive settings.
  • open_editor: open the file in the desktop editor.

Animation and physics

The animation group covers both keyframe timelines and real springs. A spring is set as stiffness, damping and mass rather than as a hand-tuned curve, which is why prompts about feel work better here than prompts about keyframes.

  • create_spring_animation: spring motion with stiffness, damping and mass.
  • add_keyframe, animate_properties, create_timeline: keyframe and multi-property timeline work.
  • add_stagger: offset several objects for an entrance sequence.
  • generate_wiggle: procedural noise, in the style of a wiggle expression.
  • add_motion_path: bind an object to a shape-defined path.
  • update_object_physics, update_global_physics: gravity, wind, mass and restitution for physics objects.

State machines, inputs and logic

This is the group that makes the file more than a timeline. States hold animations, inputs hold values, and transitions connect them with conditions. Object interactions add trigger-to-action rules without a full state graph.

  • add_input, edit_input: booleans, numbers, triggers, text and arrays.
  • add_layer, edit_state, delete_state: state machine layers and states.
  • add_transition, edit_entry_conditions: conditional transitions between states.
  • add_logic_node: boolean, math, comparison and scroll or pointer inputs.
  • add_object_interaction: when a click, hover, drag or focus trigger fires, do an action.
  • add_behavior: proximity, magnetic, parallax, drag and the rest of the behaviour list.
  • add_flow_rule: sequence animations on load, on scroll, after a delay or when a variable changes.

Components, imports and tokens

These tools turn a description into structure, which is useful when the mechanical part of a screen is not the interesting part.

  • scaffold_ui_component: a button, switch, slider or card with logic already attached.
  • generate_hero: a full hero artboard with animation and a hover state.
  • import_svg, import_image, add_3d_model, add_video: bring assets into a file.
  • css_to_exode, lottie_to_exode, rive_to_exode: convert an existing asset into an artboard.
  • import_design_tokens, apply_design_system: apply colour and type tokens to matching objects.

Exports and validation

Two sets of tools that pair well: what you ask for at the end, and what you ask for before you trust the result.

  • export_react_code: a self-contained React component with CSS keyframes.
  • export_animation: render a video from the file, headless.
  • validate_artboard: cross-references, broken transitions, orphaned references, bounds and overlaps.
  • lint_artboard: structural problems, with an autoFix option.
  • search_objects: regex search across every artboard in the workspace.

What no tool will do

No tool will tell you whether the motion is good. Validation catches a broken graph, not a wrong one: a state machine can be perfectly valid and still be the wrong interaction.

No tool will see your running app, match your design system without tokens, or replace a review in the editor. And no tool needs a connection to the internet, which is worth knowing if your team has rules about where prompts and files go.

Frequently asked questions

Related
Guides for the other clients
Sources checked November 2026

We make ExodeUI and its MCP server. Treat what an agent produces as a draft, the same way you would treat code from a new teammate.

Connect the server, then build the motion

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