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- Jasonjgardner
- Blockbench Mcp Project
- Blockbench Animation
blockbench-animation_skill
- JavaScript
4
GitHub Stars
1
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.
Installation
Preview and clipboard use veilstrat where the catalogue uses aiagentskills.
npx veilstrat add skill jasonjgardner/blockbench-mcp-project --skill blockbench-animation- SKILL.md3.3 KB
Overview
This skill enables creation and management of animations in Blockbench using MCP tools. It supports building keyframed animations, rigging bones, editing animation curves, and controlling timelines for game-ready 3D model animation. Use it to produce walk cycles, idle poses, combat moves, and complex multi-bone choreography.
How this skill works
The skill exposes task-specific tools: create animations with named timelines and keyframes, manage per-bone keyframes and channels (position, rotation, scale), and edit interpolation curves with a graph editor. It also provides bone rigging utilities, timeline controls (FPS, length, loop), and batch or copy/mirror operations to speed repetitive work. Actions are performed by calling the appropriate tool with parameters like bone name, channel, keyframe list, or operation type.
When to use it
- Creating new animations (walk, idle, attack) for a Blockbench model
- Adding or editing keyframes on specific bones or channels
- Rigging or adjusting bone pivots and parent/child relationships
- Polishing motion with curve editing (smooth, linear, bezier)
- Applying batch timing changes or mirroring animations between sides
Best practices
- Set up a clean bone hierarchy before adding keyframes to avoid mismatched transforms
- Use small animation lengths for cycles (e.g., 1s for walk) and set loop=true for repeating actions
- Prefer catmullrom or bezier for organic motion; use step for robotic, instant changes
- Use copy-and-mirror to duplicate symmetric animations and save time
- Adjust FPS and timeline length early to match target engine playback
Example use cases
- Create a 1-second looping walk cycle using left/right leg keyframes and mirrored timing
- Rig a spine/head chain and animate a breathing idle with subtle rotation and position keyframes
- Polish a sword-swing with the animation_graph_editor to add ease-in and ease-out curves
- Double an animation duration with batch_keyframe_operations scale to reuse a clip at different speeds
- Copy arm animation from left to right using animation_copy_paste then mirror on the X axis
FAQ
Ensure the first and last keyframes match in pose and interpolation, set animation_length accordingly, and enable loop mode in the timeline.
Which interpolation should I use for natural motion?
Use catmullrom or bezier for smooth, organic movement; apply linear for mechanical motion and step for instantaneous changes.