Blockbench Animation

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

作者 jasonjgardnere9c29a93e54bdd9aaa8a308196dfd4147e47d88c無授權條款收錄於 2026年10月9日更新於 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.

僅含說明Design & Creative
AI 產生的概覽

指導透過 MCP 工具在 Blockbench 中建立與管理 3D 模型動畫。

功能
此技能提供在 Blockbench 中使用 MCP 工具製作 3D 模型動畫的說明。內容記錄了建立動畫、管理關鍵影格、編輯曲線、綁定骨骼、控制時間軸,以及批次或複製貼上操作等工具。也包含走路循環、平滑曲線、鏡像動畫與時間調整等範例工作流程。
適用情境
適用於在 Blockbench 中製作 3D 模型動畫,例如走路循環、待機或戰鬥動畫,以及複雜的多骨骼動作。也適合涉及關鍵影格、骨骼綁定、動畫曲線或時間軸設定的工作。
執行需求
需要安裝 Blockbench 並具備所引用的 MCP 工具;不隨附指令碼,僅提供說明。

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

來源與署名

來源:jasonjgardner/blockbench-mcp-project位於.claude/skills/blockbench-animation提交e9c29a9

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