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.
- Skill ID
- jasonjgardner/blockbench-mcp-project/blockbench-mcp-overview
- Publisher
- jasonjgardner
- Repository
- blockbench-mcp-project
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
jasonjgardner/blockbench-mcp-project/blockbench-mcp-overviewInstalls these files- SKILL.md
What this skill tells the agent
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_screenshotCreate 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 windowEvaluation (Advanced)
risky_eval: code="Cube.all.length" # Query Blockbench directly
trigger_action: action="undo" # Trigger Blockbench actionsDomain 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.
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