home / skills / jasonjgardner / blockbench-mcp-project / blockbench-mcp-overview
This skill provides a concise overview of Blockbench MCP, detailing tools, resources, and prompts to accelerate AI-assisted modeling workflows.
npx playbooks add skill jasonjgardner/blockbench-mcp-project --skill blockbench-mcp-overviewReview the files below or copy the command above to add this skill to your agents.
---
name: blockbench-mcp-overview
description: 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.
---
# 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:
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
```
## 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**: 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.
This skill provides a concise overview of the Blockbench MCP server tools, resources, and prompts for AI-assisted 3D modeling workflows. It summarizes available tool domains (modeling, animation, texturing, PBR, UI, camera) and the read-only resources and reusable prompts that coordinate them. Use it to understand MCP capabilities or to plan a new Blockbench project.
The skill describes three MCP concepts: Tools (actions that create, modify, or query models), Resources (read-only endpoints exposing project, texture, and node data), and Prompts (reusable guidance for common workflows). It lists tool counts per domain and common URI patterns for resources so agents can locate project assets and format-specific data (including Hytale). It also provides canonical workflows and patterns for creating models, animations, textures, PBR materials, and screenshots.
What are the main MCP domains exposed?
Domains include Animation, Camera, Cubes, Elements, Import, Mesh, Paint, Texture, UI, UV, and Hytale-specific tools.
How do I find a texture or element by ID?
Use list_textures or list_outline to discover available IDs and metadata, then pass the ID to modification tools.
Are tools production-stable?
Tool status varies; many are marked experimental but functional. Check tool annotations for stability before relying on them in critical pipelines.