Blockbench Mcp Overview

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

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

Overview of the Blockbench MCP server tools, resources, and prompts. Use to understand the full MCP capability set, learn how tools work together, or when starting a new Blockbench project. Covers all domains (modeling, animation, texturing, PBR, UI, camera) and their MCP interfaces.

仅含说明AI & Agents
AI 生成的概览

Blockbench MCP 服务器工具、资源与提示的概览参考,用于 AI 辅助的 3D 建模。

功能
该技能以文档形式概览 Blockbench MCP 服务器,该服务器将 Blockbench 的 3D 建模功能开放给 AI 智能体。它列出工具类别(动画、摄像机、立方体、元素、网格、绘制、纹理、UI、UV、Hytale)、只读资源及其 URI 模式,以及可复用的提示。它还给出创建模型、制作动画、绘制纹理和构建 PBR 材质的示例工作流,并附有错误处理说明和最佳实践。它产出的是指导内容,而非文件或代码。
适用场景
用于了解 Blockbench MCP 的完整能力、查看各工具如何协同工作,或开始新的 Blockbench 项目。在调用具体工具前,也可作为可用资源和提示的参考。
运行要求
不包含脚本,仅为说明文档。需要能够访问 Blockbench MCP 服务器;部分 Hytale 专用工具和资源需要 Hytale 插件。

Blockbench MCP Overview

Complete guide to the Blockbench MCP server for AI-assisted 3D modeling.

What is Blockbench MCP?

An MCP server that exposes Blockbench functionality to AI agents through:

  • Tools: Actions that create, modify, or query the 3D model
  • Resources: Read-only data endpoints for model information
  • Prompts: Reusable guidance for specific workflows

Tool Categories

DomainToolsPurpose
Animation7Keyframes, rigs, curves, timeline
Camera3Screenshots, camera control
Cubes2Cube creation and modification
Elements5Groups, outliner, duplication
Import1GeoJSON import
Mesh11Spheres, cylinders, extrusion, vertices
Paint12Brushes, fill, shapes, layers
Texture13Textures, PBR materials
UI4Actions, evaluation, dialogs
UV3UV mapping
Hytale12Hytale-specific (requires plugin)

Resources

ResourceURI PatternData
projectsprojects://{id}Project info, formats
texturestextures://{id}Texture metadata
nodesnodes://{id}3D node data
hytale-formathytale://formatHytale format info
hytale-attachmentshytale://attachments/{id}Attachment collections
hytale-pieceshytale://pieces/{id}Attachment pieces
hytale-cubeshytale://cubes/{id}Hytale cube properties

Prompts

PromptPurpose
blockbench_native_apisBlockbench v5.0 API security guide
blockbench_code_eval_safetySafe code evaluation patterns
model_creation_strategyModel creation guidance
hytale_model_creationHytale modeling guide
hytale_animation_workflowHytale animation guide
hytale_attachmentsHytale attachments guide

Quick Start Workflows

Create a Simple Model

# 1. Create projectcreate_project: name="my_model", format="bedrock"
# 2. Create texturecreate_texture: name="skin", width=64, height=64
# 3. Add bone structureadd_group: name="root", origin=[0, 0, 0]add_group: name="body", parent="root", origin=[0, 12, 0]
# 4. Add geometryplace_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"
# 5. Apply textureapply_texture: id="torso", texture="skin"
# 6. View resultcapture_screenshot

Create and Animate

# 1. Build model (see above)
# 2. Create animationcreate_animation: name="idle", animation_length=2.0, loop=true
# 3. Add keyframesmanage_keyframes: bone_name="body", channel="rotation",  keyframes=[    {time: 0, values: [0, 0, 0]},    {time: 1.0, values: [0, 5, 0]},    {time: 2.0, values: [0, 0, 0]}  ]
# 4. Play animationanimation_timeline: action="play"

Paint a Texture

# 1. Create texturecreate_texture: name="block", width=16, height=16, fill_color="#8B4513"
# 2. Add detailsdraw_shape_tool: shape="rectangle", start={x: 2, y: 2}, end={x: 14, y: 14}, color="#A0522D"paint_with_brush: coordinates=[{x: 8, y: 8}], brush_settings={color: "#654321", size: 2}
# 3. View textureget_texture: texture="block"

Tool Patterns

Information Gathering

list_outline            # View model hierarchylist_textures           # View textureslist_materials          # View PBR materialshytale_get_format_info  # View Hytale format (if active)

Modification Pattern

Most modification tools follow:

  1. Identify target by ID or name
  2. Specify changes
  3. Changes are recorded for undo

Screenshot Workflow

set_camera_angle: position=[0, 20, 50], rotation=[0, 0, 0], projection="perspective"capture_screenshot      # 3D view onlycapture_app_screenshot  # Entire Blockbench window

Evaluation (Advanced)

risky_eval: code="Cube.all.length"  # Query Blockbench directlytrigger_action: action="undo"       # Trigger Blockbench actions

Domain Integration

Model + Texture

# Create modelplace_cube: elements=[{name: "block", from: [0,0,0], to: [16,16,16]}]
# Create texturecreate_texture: name="block_tex", width=16, height=16
# Paint texturepaint_fill_tool: texture_id="block_tex", x=0, y=0, color="#00FF00", fill_mode="element"
# Applyapply_texture: id="block", texture="block_tex"

Model + Animation

# Create bone hierarchy (important for animation)add_group: name="root", origin=[0, 0, 0]add_group: name="arm", parent="root", origin=[4, 12, 0]
# Add geometry to bonesplace_cube: elements=[{name: "arm_geo", from: [0, 0, -1], to: [2, 10, 1]}], group="arm"
# Animate the bonecreate_animation: name="wave", animation_length=1.0manage_keyframes: bone_name="arm", channel="rotation",  keyframes=[{time: 0, values: [0, 0, 0]}, {time: 0.5, values: [0, 0, 90]}]

PBR Material Workflow

# Create textures for each channelcreate_texture: name="stone_color", width=16, height=16create_texture: name="stone_normal", width=16, height=16, fill_color="#8080FF"create_texture: name="stone_mer", width=16, height=16, fill_color=[0, 0, 200, 255]
# Create materialcreate_pbr_material: name="stone", textures={  color: "stone_color",  normal: "stone_normal",  mer: "stone_mer"}
# Configureconfigure_material: material_id="stone", config={  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.9}}

Error Handling

Tools throw descriptive errors with suggestions:

  • Element not found: "Use list_outline tool to see available elements"
  • Texture not found: "Use list_textures tool to see available textures"
  • Invalid format: "Current project is not using a Hytale format"

Best Practices

  1. Query first: Use list_* tools to understand current state
  2. Build hierarchy: Create bone structure before geometry
  3. Set origins: Place group origins at pivot points for animation
  4. Name elements: Use descriptive names for easy reference
  5. Validate: Use hytale_validate_model for Hytale projects
  6. Screenshot: Capture progress with capture_screenshot

Tool Status

  • stable: Production-ready
  • experimental: Working but may change

Most tools are experimental but functional. Check tool annotations for current status.

来源与署名

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

许可证: 无许可证

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