Blockbench Animation

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

作者 jasonjgardnere9c29a93e54bdd9aaa8a308196dfd4147e47d88c无许可证收录于 2026年10月9日更新于 2026年10月9日

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.

仅含说明Design & Creative
AI 生成的概览

指导通过 MCP 工具在 Blockbench 中创建和管理 3D 模型动画。

功能
该技能提供在 Blockbench 中使用 MCP 工具制作 3D 模型动画的说明。它记录了创建动画、管理关键帧、编辑曲线、绑定骨骼、控制时间轴以及批量或复制粘贴操作等工具。还包含行走循环、平滑曲线、镜像动画和时间调整等示例工作流。
适用场景
适用于在 Blockbench 中制作 3D 模型动画,例如行走循环、待机或战斗动画,以及复杂的多骨骼动作。也适合涉及关键帧、骨骼绑定、动画曲线或时间轴设置的任务。
运行要求
需要安装 Blockbench 并具备所引用的 MCP 工具;不附带脚本,仅提供说明。

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

来源与署名

来源:jasonjgardner/blockbench-mcp-project位于.claude/skills/blockbench-animation提交e9c29a9

许可证: 无许可证

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