Agent skill
blockbench-mcp-overview
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.
Install this agent skill to your Project
npx add-skill https://github.com/jasonjgardner/blockbench-mcp-project/tree/main/skills/blockbench-mcp-overview
SKILL.md
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
| Domain | Tools | Purpose |
|---|---|---|
| Animation | 7 | Keyframes, rigs, curves, timeline |
| Camera | 3 | Screenshots, camera control |
| Cubes | 2 | Cube creation and modification |
| Elements | 5 | Groups, outliner, duplication |
| Import | 1 | GeoJSON import |
| Mesh | 11 | Spheres, cylinders, extrusion, vertices |
| Paint | 12 | Brushes, fill, shapes, layers |
| Texture | 13 | Textures, PBR materials |
| UI | 4 | Actions, evaluation, dialogs |
| UV | 3 | UV mapping |
| Hytale | 12 | Hytale-specific (requires plugin) |
Resources
| Resource | URI Pattern | Data |
|---|---|---|
| projects | projects://{id} |
Project info, formats |
| textures | textures://{id} |
Texture metadata |
| nodes | nodes://{id} |
3D node data |
| hytale-format | hytale://format |
Hytale format info |
| hytale-attachments | hytale://attachments/{id} |
Attachment collections |
| hytale-pieces | hytale://pieces/{id} |
Attachment pieces |
| hytale-cubes | hytale://cubes/{id} |
Hytale cube properties |
Prompts
| Prompt | Purpose |
|---|---|
blockbench_native_apis |
Blockbench v5.0 API security guide |
blockbench_code_eval_safety |
Safe code evaluation patterns |
model_creation_strategy |
Model creation guidance |
hytale_model_creation |
Hytale modeling guide |
hytale_animation_workflow |
Hytale animation guide |
hytale_attachments |
Hytale attachments guide |
Quick Start Workflows
Create a Simple Model
# 1. Create project
create_project: name="my_model", format="bedrock"
# 2. Create texture
create_texture: name="skin", width=64, height=64
# 3. Add bone structure
add_group: name="root", origin=[0, 0, 0]
add_group: name="body", parent="root", origin=[0, 12, 0]
# 4. Add geometry
place_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"
# 5. Apply texture
apply_texture: id="torso", texture="skin"
# 6. View result
capture_screenshot
Create and Animate
# 1. Build model (see above)
# 2. Create animation
create_animation: name="idle", animation_length=2.0, loop=true
# 3. Add keyframes
manage_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 animation
animation_timeline: action="play"
Paint a Texture
# 1. Create texture
create_texture: name="block", width=16, height=16, fill_color="#8B4513"
# 2. Add details
draw_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 texture
get_texture: texture="block"
Tool Patterns
Information Gathering
list_outline # View model hierarchy
list_textures # View textures
list_materials # View PBR materials
hytale_get_format_info # View Hytale format (if active)
Modification Pattern
Most modification tools follow:
- Identify target by ID or name
- Specify changes
- Changes are recorded for undo
Screenshot Workflow
set_camera_angle: position=[0, 20, 50], rotation=[0, 0, 0], projection="perspective"
capture_screenshot # 3D view only
capture_app_screenshot # Entire Blockbench window
Evaluation (Advanced)
risky_eval: code="Cube.all.length" # Query Blockbench directly
trigger_action: action="undo" # Trigger Blockbench actions
Domain Integration
Model + Texture
# Create model
place_cube: elements=[{name: "block", from: [0,0,0], to: [16,16,16]}]
# Create texture
create_texture: name="block_tex", width=16, height=16
# Paint texture
paint_fill_tool: texture_id="block_tex", x=0, y=0, color="#00FF00", fill_mode="element"
# Apply
apply_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 bones
place_cube: elements=[{name: "arm_geo", from: [0, 0, -1], to: [2, 10, 1]}], group="arm"
# Animate the bone
create_animation: name="wave", animation_length=1.0
manage_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 channel
create_texture: name="stone_color", width=16, height=16
create_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 material
create_pbr_material: name="stone", textures={
color: "stone_color",
normal: "stone_normal",
mer: "stone_mer"
}
# Configure
configure_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
- Query first: Use
list_*tools to understand current state - Build hierarchy: Create bone structure before geometry
- Set origins: Place group origins at pivot points for animation
- Name elements: Use descriptive names for easy reference
- Validate: Use
hytale_validate_modelfor Hytale projects - 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.
Recommended Agent Skills
Expand your agent's capabilities with these related and highly-rated skills.
blockbench-hytale
Create Hytale models and animations using Blockbench MCP tools. Use when working with Hytale character/prop formats, creating attachments, setting shading modes, using quads, or animating with visibility keyframes. Requires the Hytale Blockbench plugin to be installed.
blockbench-modeling
Create and edit 3D models in Blockbench using MCP tools. Use when building geometry with cubes, creating meshes, placing spheres/cylinders, editing vertices, extruding faces, or organizing models with groups. Covers both cube-based Minecraft modeling and freeform mesh editing.
blockbench-plugins
Blockbench plugin/extension development for the 3D modeling tool. Use when creating, modifying, or debugging JavaScript plugins for Blockbench including actions, dialogs, panels, menus, toolbars, model manipulation, animation APIs, and custom formats/codecs. Triggers on Blockbench plugin, Blockbench extension, Blockbench API, BBPlugin, model editor plugin, or 3D modeling tool extension.
blockbench-texturing
Create and paint textures in Blockbench using MCP tools. Use when creating textures, painting on models, using brush tools, filling colors, drawing shapes, applying gradients, managing texture layers, or working with UV mapping. Covers pixel art texturing, procedural painting, and UV manipulation.
blockbench-pbr-materials
Create and manage PBR (Physically Based Rendering) materials in Blockbench using MCP tools. Use when working with texture_set.json files, creating normal/height/MER maps, configuring material properties for Minecraft Bedrock RTX, or setting up multi-channel texture workflows.
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.
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