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.

By jasonjgardner · 800 installs

npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-mcp-overview

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Blockbench MCP Overview For content changes, load [blockbench use](../blockbench use/SKILL.md) first. The running server's tool list and schemas determine available operations; this source skill can describe tools newer than an installed bundle. Tool status and success text are not a substitute for result inspection. Discover the Host and Workflow project may be null . Use exact registered format IDs: Generic Model is normally free . Inspect a prospective format with get capabilities: format id="free" without switching projects. Detailed feature flags can be null (unknown); compact listings distinguish true flags and unknown flags. Installed plugin formats are supported through discovery rather than a fixed whitelist in these skills. When a tool depends on editor state, use list modes and set mode: mode id="<returned ID " , then refresh availability. Animate uses animate , not animation . Changing mode does not change project format. Workflow Tools or guidance Cubes, meshes and groups [Modeling](../blockbench modeling/SKILL.md) Cube/mesh UVs, texture images, painting and layers [Texturing](../blockbench texturing/SKILL.md) Group rigs, keyframes, curves and timelines [Animation](../blockbench animation/SKILL.md) Normal/height/MER channel materials [PBR materials](../blockbench pbr materials/SKILL.md) Hytale specific formats, attachments and visibility [Hytale](../blockbench hytale/SKILL.md) Native armatures and vertex weights Armature section below Java item/block display transforms Display section below Bedrock block face material names Material instance section below Undo history and file delivery Recovery/export sections below Inspection and IDs Prefer find elements by criteria and filter by material for targeted questions; use list outline to understand a hierarchy. Read list textures and list materials before referring to existing assets. Names can collide, especially a group and its cube, so retain UUIDs. place mesh returns {meshes: [{name, uuid, vertex keys, face keys}]} . Component arrays follow input order. Other mesh creators and existing meshes can be inspected with get mesh info ; its vertices and faces have independent next offset values. Read to null before mutating. Positions and normals are mesh local. Reinspect after topology changes or undo/redo. See the modeling skill for executable client orchestration examples. get cube uv: id="<cube UUID " reads box/per face mode, face UVs and effective texture dimensions. set cube uv edits those values with format checks. list textures reports uv size , bitmap size , and frame size ; create texture can set an explicit uv width / uv height pair in formats with per texture UV sizing. Schemas and examples are in the texturing skill. Resources include projects://{id} , nodes://{id} , textures://{id} , and Hytale specific resources. Discover resource templates and concrete URIs from the live server instead of inventing IDs. Project exports can also return a live .bbmodel resource link. A Small Model and Animation This is tool call pseudocode for a newly intended Bedrock entity. Confirm the format is registered and the project supports animation first. Bind idle.uuid to the returned value; it is not a literal tool argument. Inspect UVs before adding detailed texture art. A rest pose screenshot alone does not verify motion. Native Armatures When the running format supports armature rig , discover the native armature tools: list armatures , get armature , add armature , list armature bones , get armature bone , add armature bone , and the update/remove operations. ArmatureBones and group based BoneAnimators are different APIs; the general animation tools resolve groups. For an existing mesh and armature, inspect get mesh info for runtime vertex keys and get vertex weights: mesh id="<UUID " for current weights. set vertex weights batch takes bone id , mesh id , and weights: { "<vertex key ": 0.5 } ; weights are 0–1. Inspect all contributing weights and deformation at joints after changes; setting one bone's values does not establish a correctly bound or normalized whole rig. Check exporter support for the native rig before promising a skinned runtime asset. Java Display Transforms For formats supporting display mode : Display transforms change exported data. Confirm the requested hand, inventory, ground or frame views with their corresponding slots; do not use a camera adjustment to imply those transforms were authored. Bedrock Block Material Instances In bedrock block , get face material instances reads and set face material instance writes names mapped by the target's minecraft:material instances component. The tools assign face names; they do not create the block's resource pack material definitions. These material instances are separate from PBR texture groups. Inspect the geometry export and accompanying target configuration. Recovery save checkpoint inserts a history marker. It does not save a file, preserve an existing redo branch, or make unrecorded script mutations undoable. Use get undo stack to locate the marker and count actual entries before undo: steps=N ; a paint tool may create multiple native strokes. Preserve intervening user edits. Use dedicated undo / redo rather than trigger action for those operations. Direct risky eval scripts must manage native undo aspects and failure cleanup for mutations. Prefer available dedicated tools and follow the session's existing authorization. Export Use an authorized destination on the Blockbench host. Filesystem permission may be handled by the host. only current format=true filters the codec listing; use the full listing to discover other available compatible exports. export model invokes a codec's compile operation. It does not automatically run the codec's interactive export flow, write all external images, or export separate animation files. Inspect byte length , output path, truncation and returned content/resource metadata. A truncated text/base64 preview is not a complete downloadable asset. Embedded results contain a complete file only when it fits the response limit. Select format, dependencies and destination checks using [format and delivery guidance](../blockbench use/references/formats and delivery.md). Reopen a copy or inspect the destination app when available; report verification limits accurately.