Agent Skills: 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.

UncategorizedID: jasonjgardner/blockbench-mcp-project/blockbench-animation

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pnpm dlx add-skill https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-animation

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skills/blockbench-animation/SKILL.md

Skill Metadata

Name
blockbench-animation
Description
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.

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 Simple Animation

1. create_animation: name="walk", animation_length=1.0, loop=true
2. manage_keyframes: bone_name="leg_left", channel="rotation",
   keyframes=[{time: 0, values: [30, 0, 0]}, {time: 0.5, values: [-30, 0, 0]}]
3. animation_timeline: action="play"

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)

create_animation: name="walk", animation_length=1.0, loop=true, bones={
  "leg_left": [
    {time: 0, rotation: [30, 0, 0]},
    {time: 0.5, rotation: [-30, 0, 0]},
    {time: 1.0, rotation: [30, 0, 0]}
  ],
  "leg_right": [
    {time: 0, rotation: [-30, 0, 0]},
    {time: 0.5, rotation: [30, 0, 0]},
    {time: 1.0, rotation: [-30, 0, 0]}
  ]
}

Smooth Curves

animation_graph_editor: bone_name="arm", channel="rotation", action="smooth"

Copy Animation to Mirrored Bone

animation_copy_paste: action="copy", source={bone: "arm_left"}
animation_copy_paste: action="mirror_paste", target={bone: "arm_right", mirror_axis: "x"}

Batch Timing Adjustment

batch_keyframe_operations: operation="scale", selection="all",
  parameters={scale_factor: 2.0}  # Double animation duration

Bone Rigging

Create Bone Structure

bone_rigging: action="create", bone_data={name: "spine", origin: [0, 12, 0]}
bone_rigging: action="create", bone_data={name: "head", origin: [0, 24, 0], parent: "spine"}

Set Pivot Point

bone_rigging: action="set_pivot", bone_data={name: "arm_left", origin: [4, 22, 0]}

Timeline Control

animation_timeline: action="set_fps", fps=60
animation_timeline: action="set_length", length=2.5
animation_timeline: action="loop", loop_mode="loop"  # or "once", "hold"
animation_timeline: action="set_time", time=0.5
animation_timeline: action="play"

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
  • Mirror animations for symmetrical rigs to save time