--- 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 | 8 | Groups, outliner, duplication, selection/filtering | | Export | 2 | Compile and save models via codecs | | History | 4 | Undo, redo, checkpoint, inspect stack | | 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 list_export_formats # View available export codecs get_undo_stack # Inspect undo history find_elements_by_criteria # Search model by name, type, size, parent filter_by_material # Find elements referencing a texture 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 ``` ### Undo & Checkpoints Use history tools to branch, recover, and mark progress in multi-step agent workflows. Prefer `undo`/`redo` over `trigger_action: action="undo"`. ``` # Mark a state before risky work save_checkpoint: name="before_arm_rework" # Make changes... modify_cube: id="arm_left", rotation=[0, 45, 0] duplicate_element: id="arm_left", newName="arm_right", offset=[-8, 0, 0] # Didn't like the result - roll back 2 steps undo: steps=2 # Inspect what's in the stack get_undo_stack: limit=10 # → { index, total, can_undo, can_redo, entries: [...] } ``` The checkpoint appears in `get_undo_stack` as `[checkpoint] before_arm_rework`, so an agent can count entries between the current index and the checkpoint to know how many times to call `undo`. ### Export Export the current project through any registered Blockbench codec. Content is returned in the response; optionally written to disk. ``` # Discover codecs (filter to current format's compatible codecs) list_export_formats: only_current_format=true # Compile and return content (default path: none, content returned) export_model: codec_id="obj" # Compile, write to disk (requires Blockbench v5.0+ fs permission prompt) export_model: codec_id="gltf", path="C:/models/character.gltf" # Large files: skip content in response, only write export_model: codec_id="project", path="C:/models/save.bbmodel", max_content_length=0 ``` Content is truncated at `max_content_length` characters (default 100,000) to protect the MCP context window. Use `byte_length` in the response to see the real size. ## 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` 7. **Checkpoint before risk**: Call `save_checkpoint` before experimental edits so `undo` can return cleanly 8. **Filter before iterate**: Prefer `find_elements_by_criteria` or `filter_by_material` over loading the full outline and filtering client-side ## Tool Status - **stable**: Production-ready - **experimental**: Working but may change Most tools are experimental but functional. Check tool annotations for current status.