- Home
- Skills
- Jasonjgardner
- Blockbench Mcp Project
- Blockbench Modeling
blockbench-modeling_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-modeling- SKILL.md5.0 KB
Overview
This skill enables creating and editing 3D models in Blockbench using the MCP toolset. It covers both cube-based Minecraft-style modeling and freeform mesh editing, plus organization tools for groups/bones. Use it to build characters, props, and organic shapes with precise control over vertices, faces, and UVs.
How this skill works
You issue discrete commands to place and modify cubes, create and edit meshes, and manage element/group hierarchies. Tools include cube placement and modification, mesh primitives (sphere, cylinder), vertex/face edit operations (extrude, subdivide, knife, merge), and organizational actions (add_group, duplicate_element, list_outline). Commands accept element lists, transforms, textures, and selection modes for targeted edits.
When to use it
- Building Minecraft-style models quickly with cube geometry and auto-UVs
- Creating organic or complex shapes using mesh primitives and vertex editing
- Preparing a rigged hierarchy by adding groups/bones and setting origins for pivots
- Editing or optimizing mesh topology: subdivide, merge, or knife-cut for new edge loops
- Duplicating symmetrical parts or organizing large models using groups and outline listing
Best practices
- Create group/bone hierarchy before placing geometry so pivots are correct for animation
- Use faces=true on cubes for automatic UVs when texturing Minecraft-style models
- Set group origins at joint pivot points to simplify rotations and rigging
- Subdivide only where needed to preserve performance; merge close vertices after edits
- Duplicate symmetrical elements with offset instead of manual re-creation for accuracy
Example use cases
- Assemble a Minecraft character: add_group for limbs, place_cube for head/body/limbs, then duplicate arms and legs
- Model a smooth creature: create_sphere, subdivide, select top vertices and move to form features
- Make a decorative pillar: create_cylinder, extrude top faces, cap ends and knife-cut grooves
- Convert blocky props to optimized meshes by placing cubes then using knife_tool and merge_mesh_vertices
- Prepare an animated tool by setting group origins at handles and rotating modified cube elements
FAQ
Yes. Place cubes for blocky parts and add meshes for organic details; manage both under the same group hierarchy.
How do I get clean UVs on cubes?
Use faces=true when placing cubes to auto-generate UVs, and adjust per-face UVs with modify_cube if needed.