Blockbench Animation

jasonjgardner/blockbench-mcp-project/.claude/skills/blockbench-animation

by jasonjgardnere9c29a93e54bdd9aaa8a308196dfd4147e47d88cNo licenseListed Oct 9, 2026Updated Oct 9, 2026

Create and manage animations in Blockbench using MCP tools. Use when animating 3D models, creating keyframes, managing bone rigs, editing animation curves, or working with animation timelines. Covers walk cycles, idle animations, combat animations, and complex multi-bone animations.

Instructions onlyDesign & Creative
AI-generated overview

Guides creation and management of 3D model animations in Blockbench through MCP tools.

What it does
This skill provides instructions for animating 3D models in Blockbench using MCP tools. It documents tools for creating animations, managing keyframes, editing curves, rigging bones, controlling the timeline, and batch or copy-paste operations. It includes example workflows such as walk cycles, smooth curves, mirrored animation, and timing adjustments.
When to use it
Use it when animating 3D models in Blockbench, such as building walk cycles, idle or combat animations, or complex multi-bone motion. It also fits tasks involving keyframes, bone rigs, animation curves, or timeline settings.
Requirements
Requires Blockbench with the referenced MCP tools available; no scripts are shipped, only instructions.

Blockbench Animation

Create animations for 3D models using Blockbench MCP tools.

Available Tools

ToolPurpose
create_animationCreate animation with keyframes for bones
manage_keyframesCreate/edit/delete keyframes per bone and channel
animation_graph_editorFine-tune animation curves (smooth, linear, ease)
bone_riggingCreate/modify bone structure for animation
animation_timelineControl playback, time, FPS, loop settings
batch_keyframe_operationsBatch operations: offset, scale, reverse, mirror
animation_copy_pasteCopy animation data between bones/animations

Quick Start

Create a Simple Animation

1. create_animation: name="walk", animation_length=1.0, loop=true2. manage_keyframes: bone_name="leg_left", channel="rotation",   keyframes=[{time: 0, values: [30, 0, 0]}, {time: 0.5, values: [-30, 0, 0]}]3. animation_timeline: action="play"

Animation Channels

  • position - [x, y, z] offset
  • rotation - [x, y, z] degrees
  • scale - [x, y, z] or uniform number

Interpolation Types

  • linear - Constant rate
  • catmullrom - Smooth spline
  • bezier - Custom curves
  • step - Instant change

Common Workflows

Walk Cycle (1 second)

create_animation: name="walk", animation_length=1.0, loop=true, bones={  "leg_left": [    {time: 0, rotation: [30, 0, 0]},    {time: 0.5, rotation: [-30, 0, 0]},    {time: 1.0, rotation: [30, 0, 0]}  ],  "leg_right": [    {time: 0, rotation: [-30, 0, 0]},    {time: 0.5, rotation: [30, 0, 0]},    {time: 1.0, rotation: [-30, 0, 0]}  ]}

Smooth Curves

animation_graph_editor: bone_name="arm", channel="rotation", action="smooth"

Copy Animation to Mirrored Bone

animation_copy_paste: action="copy", source={bone: "arm_left"}animation_copy_paste: action="mirror_paste", target={bone: "arm_right", mirror_axis: "x"}

Batch Timing Adjustment

batch_keyframe_operations: operation="scale", selection="all",  parameters={scale_factor: 2.0}  # Double animation duration

Bone Rigging

Create Bone Structure

bone_rigging: action="create", bone_data={name: "spine", origin: [0, 12, 0]}bone_rigging: action="create", bone_data={name: "head", origin: [0, 24, 0], parent: "spine"}

Set Pivot Point

bone_rigging: action="set_pivot", bone_data={name: "arm_left", origin: [4, 22, 0]}

Timeline Control

animation_timeline: action="set_fps", fps=60animation_timeline: action="set_length", length=2.5animation_timeline: action="loop", loop_mode="loop"  # or "once", "hold"animation_timeline: action="set_time", time=0.5animation_timeline: action="play"

Tips

  • Use list_outline to see available bones before animating
  • Set up bone hierarchy first with bone_rigging before adding keyframes
  • Use catmullrom interpolation for organic movement
  • Use step interpolation for mechanical/robotic movement
  • Mirror animations for symmetrical rigs to save time

Source and attribution

Source:jasonjgardner/blockbench-mcp-projectin.claude/skills/blockbench-animationat commite9c29a9

License: No license

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