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.
By jasonjgardner · 800 installs
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-animation
Source repository · Upstream listing
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 Continuous Rotation
Check get capabilities for format.features.animation mode=true and use list outline to identify the existing bone/group. Animate a shared parent group to rotate a multi mesh object together; place that group's pivot at the intended center before adding keyframes. Preserve the user's existing project and geometry.
The examples use tool call pseudocode. Bind spin.uuid to the UUID returned by create animation ; do not invent animation IDs or assume a name prefix. bones is required, including when creating an empty animation for subsequent keyframe calls.
Replace logo root with a group returned by list outline . This example turns around the Y axis once every four seconds; use Z for an in plane spin of a logo lying in the XY plane. Keep the final angle at 360 degrees, with linear interpolation, for a continuous turn. Inspect a nonzero time before playback to verify the model moves around the intended pivot.
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)
Smooth Curves
Batch Timing Adjustment
Bone Rigging
Create Bone Structure
Set Pivot Point
Timeline Control
Pass the returned animation UUID as animation id to target a timeline explicitly. Omitting it uses the selected animation; create animation selects its result. Batch operations use the active timeline, so confirm its selection first. Increasing keyframe times requires updating the animation length separately.
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
For exact rotation values, use manage keyframes with explicit per axis values. Copy/paste and batch value offset/mirror operations currently have unresolved value handling bugs; do not rely on their success text as verification.