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:
- 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 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
- 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.