重要前提
安装AI Skills的关键前提是:必须科学上网,且开启TUN模式,这一点至关重要,直接决定安装能否顺利完成,在此郑重提醒三遍:科学上网,科学上网,科学上网。查看完整安装教程 →
blockbench-mcp-overview by jasonjgardner/blockbench-mcp-project
npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-mcp-overview适用于 AI 辅助 3D 建模的 Blockbench MCP 服务器完整指南。
一个 MCP 服务器,通过以下方式向 AI 智能体公开 Blockbench 功能:
| 领域 | 工具数量 | 用途 |
|---|---|---|
| 动画 | 7 | 关键帧、骨骼绑定、曲线、时间轴 |
| 相机 | 3 | 截图、相机控制 |
| 立方体 | 2 | 立方体创建与修改 |
| 元素 | 5 | 组、大纲视图、复制 |
| 导入 | 1 | GeoJSON 导入 |
| 网格 | 11 | 球体、圆柱体、挤出、顶点 |
广告位招租
在这里展示您的产品或服务
触达数万 AI 开发者,精准高效
| 绘制 | 12 | 画笔、填充、形状、图层 |
| 纹理 | 13 | 纹理、PBR 材质 |
| 用户界面 | 4 | 操作、评估、对话框 |
| UV | 3 | UV 映射 |
| Hytale | 12 | Hytale 特定功能(需要插件) |
| 资源 | URI 模式 | 数据 |
|---|---|---|
| 项目 | projects://{id} | 项目信息、格式 |
| 纹理 | textures://{id} | 纹理元数据 |
| 节点 | nodes://{id} | 3D 节点数据 |
| hytale-format | hytale://format | Hytale 格式信息 |
| hytale-attachments | hytale://attachments/{id} | 附件集合 |
| hytale-pieces | hytale://pieces/{id} | 附件部件 |
| hytale-cubes | hytale://cubes/{id} | Hytale 立方体属性 |
| 提示 | 用途 |
|---|---|
blockbench_native_apis | Blockbench v5.0 API 安全指南 |
blockbench_code_eval_safety | 安全代码评估模式 |
model_creation_strategy | 模型创建指导 |
hytale_model_creation | Hytale 建模指南 |
hytale_animation_workflow | Hytale 动画指南 |
hytale_attachments | Hytale 附件指南 |
# 1. 创建项目
create_project: name="my_model", format="bedrock"
# 2. 创建纹理
create_texture: name="skin", width=64, height=64
# 3. 添加骨骼结构
add_group: name="root", origin=[0, 0, 0]
add_group: name="body", parent="root", origin=[0, 12, 0]
# 4. 添加几何体
place_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"
# 5. 应用纹理
apply_texture: id="torso", texture="skin"
# 6. 查看结果
capture_screenshot
# 1. 构建模型(见上文)
# 2. 创建动画
create_animation: name="idle", animation_length=2.0, loop=true
# 3. 添加关键帧
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. 播放动画
animation_timeline: action="play"
# 1. 创建纹理
create_texture: name="block", width=16, height=16, fill_color="#8B4513"
# 2. 添加细节
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. 查看纹理
get_texture: texture="block"
list_outline # 查看模型层级
list_textures # 查看纹理
list_materials # 查看 PBR 材质
hytale_get_format_info # 查看 Hytale 格式信息(如果已激活)
大多数修改工具遵循以下步骤:
set_camera_angle: position=[0, 20, 50], rotation=[0, 0, 0], projection="perspective"
capture_screenshot # 仅 3D 视图
capture_app_screenshot # 整个 Blockbench 窗口
risky_eval: code="Cube.all.length" # 直接查询 Blockbench
trigger_action: action="undo" # 触发 Blockbench 操作
# 创建模型
place_cube: elements=[{name: "block", from: [0,0,0], to: [16,16,16]}]
# 创建纹理
create_texture: name="block_tex", width=16, height=16
# 绘制纹理
paint_fill_tool: texture_id="block_tex", x=0, y=0, color="#00FF00", fill_mode="element"
# 应用
apply_texture: id="block", texture="block_tex"
# 创建骨骼层级(对动画很重要)
add_group: name="root", origin=[0, 0, 0]
add_group: name="arm", parent="root", origin=[4, 12, 0]
# 向骨骼添加几何体
place_cube: elements=[{name: "arm_geo", from: [0, 0, -1], to: [2, 10, 1]}], group="arm"
# 为骨骼制作动画
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]}]
# 为每个通道创建纹理
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]
# 创建材质
create_pbr_material: name="stone", textures={
color: "stone_color",
normal: "stone_normal",
mer: "stone_mer"
}
# 配置
configure_material: material_id="stone", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.9}
}
工具会抛出带有建议的描述性错误:
list_* 工具了解当前状态hytale_validate_modelcapture_screenshot 记录进度大多数工具处于实验阶段但功能正常。请查看工具注释了解当前状态。
每周安装数
67
代码仓库
GitHub 星标数
4
首次出现
Jan 24, 2026
安全审计
安装于
codex62
gemini-cli61
opencode60
github-copilot60
kimi-cli52
amp52
Complete guide to the Blockbench MCP server for AI-assisted 3D modeling.
An MCP server that exposes Blockbench functionality to AI agents through:
| 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) |
| 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} |
| 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 |
# 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
# 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"
# 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"
list_outline # View model hierarchy
list_textures # View textures
list_materials # View PBR materials
hytale_get_format_info # View Hytale format (if active)
Most modification tools follow:
set_camera_angle: position=[0, 20, 50], rotation=[0, 0, 0], projection="perspective"
capture_screenshot # 3D view only
capture_app_screenshot # Entire Blockbench window
risky_eval: code="Cube.all.length" # Query Blockbench directly
trigger_action: action="undo" # Trigger Blockbench actions
# 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"
# 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]}]
# 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}
}
Tools throw descriptive errors with suggestions:
list_* tools to understand current statehytale_validate_model for Hytale projectscapture_screenshotMost tools are experimental but functional. Check tool annotations for current status.
Weekly Installs
67
Repository
GitHub Stars
4
First Seen
Jan 24, 2026
Security Audits
Gen Agent Trust HubWarnSocketPassSnykPass
Installed on
codex62
gemini-cli61
opencode60
github-copilot60
kimi-cli52
amp52
超能力技能使用指南:AI助手技能调用优先级与工作流程详解
53,700 周安装
| Attachment collections |
| hytale-pieces | hytale://pieces/{id} | Attachment pieces |
| hytale-cubes | hytale://cubes/{id} | Hytale cube properties |
| Hytale attachments guide |