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.
What this skill does
# 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 | 8 | Groups, outliner, duplication, selection/filtering |
| Export | 2 | Compile and save models via codecs |
| History | 4 | Undo, redo, checkpoint, inspect stack |
| 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
list_export_formats # View available export codecs
get_undo_stack # Inspect undo history
find_elements_by_criteria # Search model by name, type, size, parent
filter_by_material # Find elements referencing a texture
hytale_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 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
```
### Undo & Checkpoints
Use history tools to branch, recover, and mark progress in multi-step agent workflows. Prefer `undo`/`redo` over `trigger_action: action="undo"`.
```
# Mark a state before risky work
save_checkpoint: name="before_arm_rework"
# Make changes...
modify_cube: id="arm_left", rotation=[0, 45, 0]
duplicate_element: id="arm_left", newName="arm_right", offset=[-8, 0, 0]
# Didn't like the result - roll back 2 steps
undo: steps=2
# Inspect what's in the stack
get_undo_stack: limit=10
# → { index, total, can_undo, can_redo, entries: [...] }
```
The checkpoint appears in `get_undo_stack` as `[checkpoint] before_arm_rework`, so an agent can count entries between the current index and the checkpoint to know how many times to call `undo`.
### Export
Export the current project through any registered Blockbench codec. Content is returned in the response; optionally written to disk.
```
# Discover codecs (filter to current format's compatible codecs)
list_export_formats: only_current_format=true
# Compile and return content (default path: none, content returned)
export_model: codec_id="obj"
# Compile, write to disk (requires Blockbench v5.0+ fs permission prompt)
export_model: codec_id="gltf", path="C:/models/character.gltf"
# Large files: skip content in response, only write
export_model: codec_id="project", path="C:/models/save.bbmodel", max_content_length=0
```
Content is truncated at `max_content_length` characters (default 100,000) to protect the MCP context window. Use `byte_length` in the response to see the real size.
## 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
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**: Related in Design
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