Agent skill
blockbench-animation
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.
Install this agent skill to your Project
npx add-skill https://github.com/jasonjgardner/blockbench-mcp-project/tree/main/skills/blockbench-animation
SKILL.md
Blockbench Animation
Create animations for 3D models using Blockbench MCP tools.
Available Tools
| Tool | Purpose |
|---|---|
create_animation |
Create animation with keyframes for bones |
manage_keyframes |
Create/edit/delete keyframes per bone and channel |
animation_graph_editor |
Fine-tune animation curves (smooth, linear, ease) |
bone_rigging |
Create/modify bone structure for animation |
animation_timeline |
Control playback, time, FPS, loop settings |
batch_keyframe_operations |
Batch operations: offset, scale, reverse, mirror |
animation_copy_paste |
Copy animation data between bones/animations |
Quick Start
Create a Simple Animation
1. create_animation: name="walk", animation_length=1.0, loop=true
2. 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] offsetrotation- [x, y, z] degreesscale- [x, y, z] or uniform number
Interpolation Types
linear- Constant ratecatmullrom- Smooth splinebezier- Custom curvesstep- 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=60
animation_timeline: action="set_length", length=2.5
animation_timeline: action="loop", loop_mode="loop" # or "once", "hold"
animation_timeline: action="set_time", time=0.5
animation_timeline: action="play"
Tips
- Use
list_outlineto see available bones before animating - Set up bone hierarchy first with
bone_riggingbefore adding keyframes - Use
catmullrominterpolation for organic movement - Use
stepinterpolation for mechanical/robotic movement - Mirror animations for symmetrical rigs to save time
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