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jasonjgardner/blockbench-mcp-project

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Overview

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.

How this skill works

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.

When to use it

  • Starting a new Blockbench project and choosing which tools to call
  • Mapping an AI agent workflow across modeling, animation, texturing, and camera capture
  • Learning MCP resource URIs and what read-only data is available
  • Planning Hytale-specific work or validating Hytale models/plugins
  • Designing automated screenshot, evaluation, or undo-aware modification flows

Best practices

  • Query project state first with list_* tools before making changes
  • Build a bone/group hierarchy and set group origins before adding geometry
  • Use descriptive names for elements and textures to simplify target selection
  • Record changes in steps and respect undo recording patterns
  • Validate format-specific models (e.g., hytale_validate_model) before export
  • Capture periodic screenshots to track visual progress

Example use cases

  • Create a simple character: create project, texture, add bone groups, place cubes, apply texture, capture screenshot
  • Animate a rig: add groups, attach geometry, create_animation, manage_keyframes, play timeline
  • Paint and export textures: create_texture, draw_shape_tool or paint_with_brush, get_texture for preview
  • PBR workflow: create channel textures, create_pbr_material, configure_material with MER/normal maps
  • Hytale pipeline: use hytale prompts, hytale-format resource, and hytale-specific tools to create attachments and pieces

FAQ

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.

5 skills

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