blockbench-mcp-project
Example project using the Blockbench MCP plugin
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Install command
npx skhub add --skillset @jasonjgardner/blockbench-mcp-projectIncluded Skills
Add particle effects (smoke, fire, sparks, magic, glow, dust, snow, drips, bubbles, bursts) to Blockbench models with MCP tools. Covers Bedrock/Snowstorm particle JSON, presets and design knobs, locators, particle keyframes on animations, Blockbench's Animate-mode preview, and delivery to Bedrock resource packs (client entity particle_effects) and GeckoLib, plus fallbacks for glTF, Java block and Hytale targets that cannot carry particles. Use when a model needs an emitter, VFX, particle effect, locator, Snowstorm file, particle_effects keyframe, or effect polish in a deliverable.
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Create and manage PBR materials in Blockbench using MCP tools. Use for Bedrock texture_set.json import/export, normal or height maps, packed MER textures, material channel replacement, and uniform material properties.
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Derive height, tangent-space normal and packed MER (metalness, emissive, roughness) maps from an albedo/base-color texture for Blockbench PBR materials, using PyPBR (Python) or vgpu + Dawn WebGPU (Node.js), with optional Depth Anything V2 height estimation and MER inferred from the albedo plus the normal's curvature. Use after a color texture exists (painted, imported, or generated with blockbench-gpt-image-textures) when a material needs normal, heightmap or MER channels, a Bedrock RTX texture_set, or when asked to make a normal map, bump map, height map, roughness, metalness or emissive map from a texture. Triggers on albedo to normal, normal map from texture, height map from albedo, MER map, roughness from texture, metalness map, emissive map, Depth Anything, PyPBR, vgpu, Sobel normal, DirectX vs OpenGL normal, texture_set normal, heightmap or metalness_emissive_roughness layer.
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Create and manage animations in Blockbench using MCP tools. Use when animating 3D models, creating keyframes, managing bone rigs, editing animation curves, or working with animation timelines. Covers walk cycles, idle animations, combat animations, and complex multi-bone animations.
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Create animated flipbook textures for Blockbench and Minecraft using blockbench-gpt-image-textures and GPT Image 2.5. Plan frame dimensions and motion, generate a sprite sheet, repack grids or horizontal sheets into a vertical PNG, and configure animation playback and target metadata. Use for animated block textures, looping texture effects, or sprite-sheet-to-flipbook conversion.
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Generate Blockbench texture atlases, skins and tiles with OpenAI GPT Image 2.5 (Flare or Sunburst) on fal.ai, writing the model's expected UV layout into the prompt so painted regions land on the right faces. Use when asked to AI-generate, concept, or repaint a texture for a Blockbench model, or to call openai/gpt-image-2.5/flare/text-to-image or openai/gpt-image-2.5/sunburst/text-to-image. Triggers on gpt image 2.5, gpt-image-2.5, flare, sunburst, fal.ai texture, generate texture with AI, UV-aware prompt, texture atlas prompt, AI skin, AI texture sheet.
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Create Hytale models and animations through Blockbench MCP. Use for character/attachment or prop formats, UV density, stretch, quads, shading, attachment pieces, and visibility keyframes. Requires the Hytale Models plugin.
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Discover and use Blockbench MCP tools, resources, and prompts. Use for capability questions, new-project planning, mode navigation, export, display transforms, Bedrock face materials, or native armature workflows.
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Create and edit 3D models in Blockbench using MCP tools. Use when building geometry with cubes, creating meshes, placing spheres/cylinders, editing vertices, extruding faces, or organizing models with groups. Covers both cube-based Minecraft modeling and freeform mesh editing.
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Start a new Blockbench model or scene from a short intake form and deliver a render-ready Blender scene. Asks for quality, texture style (PBR 2K/HD/standard, vanilla Minecraft, classic Blockbench), animation (keyframed or Havok physics), scene type (scene, vignette, isometric room), subject, output folder and render preset; builds .bbmodel files with the headless Blockbench MCP server and parallel agents; imports them into Blender; and writes a render.cmd that renders stills on every GPU and assembles them into a video with FFmpeg. Use when the user runs /blockbench-new-model or asks for a new Blockbench model delivered as a rendered Blender scene or video.
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Blockbench plugin/extension development for the 3D modeling tool. Use when creating, modifying, or debugging JavaScript plugins for Blockbench including actions, dialogs, panels, menus, toolbars, model manipulation, animation APIs, and custom formats/codecs. Triggers on Blockbench plugin, Blockbench extension, Blockbench API, BBPlugin, model editor plugin, or 3D modeling tool extension.
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Optional, advanced pipeline between Blockbench and Adobe Substance 3D (Designer, Painter and the Substance Automation Toolkit command lines). Use only when the user has Substance installed and asks for it — render .sbsar procedural materials to Blockbench-sized PBR maps with sbsrender, cook .sbs graphs with sbscooker, bake AO/curvature/normal/position/ID maps from a Blockbench export with substance3d_baker, drive Substance 3D Painter over its remote-scripting HTTP API to paint a Blockbench model and export Bedrock MER or glTF maps, and pack results into texture_set.json. Triggers on Substance, Substance 3D, Substance Designer, Substance Painter, SAT, Substance Automation Toolkit, sbsar, .sbs, sbsrender, sbscooker, sbsmutator, sbsupdater, sbsbaker, substance3d_baker, pysbs, bake AO for Blockbench, Painter export to Blockbench. Not needed for ordinary painting, generated textures or derived normal maps.
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Create and paint textures in Blockbench using MCP tools. Use when creating textures, painting on models, using brush tools, filling colors, drawing shapes, applying gradients, managing texture layers, or working with UV mapping. Covers pixel art texturing, procedural painting, and UV manipulation.
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Load before Blockbench MCP calls that create, modify, or export content. Discover the active format and tools, route to modeling, UV/texturing, animation, particle, PBR, or Hytale guidance, and verify the requested result.
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Pull original ("vanilla") Minecraft textures from Mojang's bedrock-samples repository through the jsDelivr CDN and apply them to Blockbench models, resolving block IDs to per-face files, tinting grayscale grass/leaves/water, tiling large faces, handling flipbooks, and importing the vanilla PBR texture_set (MERS/normal). Use when the user asks for vanilla, default, original, real or Minecraft-accurate textures, names a Minecraft block or material for a model (brick wall, oak log, stone bricks, grass block, wool, glass), wants a model to match the base game, or needs a Bedrock texture name mapped to Java Edition. Works for Bedrock, Java and generic models.
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