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blockbench-mcp-overviewblockbench MCP overview 命令行

Agent Skill

blockbench-mcp-overview 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

2,909

周安装

120

GitHub Stars

5

下载量

950
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:blockbench-mcp-overview(blockbench MCP overview 命令行)
来源仓库:https://github.com/jasonjgardner/blockbench-mcp-project
仓库路径:skills/blockbench-mcp-overview
安装命令:
npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-mcp-overview
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-mcp-overview

简介

blockbench-mcp-overview 提供 Blockbench MCP 服务器的完整功能概览,涵盖工具、资源与提示分类。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中探索 3D 建模自动化接口与最佳实践。
  • 工具分为动画、相机、立方体、元素等多个领域,支持细粒度操作与批量处理。
  • 资源端点提供只读模型信息,便于上下文感知与状态同步。
  • 使用前应确认 MCP 服务端已启动并暴露正确端口,否则工具调用将超时失败。

SKILL.md

Blockbench MCP Overview

Complete guide to the Blockbench MCP server for AI-assisted 3D modeling.

What is Blockbench MCP?

An MCP server that exposes Blockbench functionality to AI agents through:

  • Tools: Actions that create, modify, or query the 3D model
  • Resources: Read-only data endpoints for model information
  • Prompts: Reusable guidance for specific workflows

Tool Categories

DomainToolsPurpose
Animation7Keyframes, rigs, curves, timeline
Camera3Screenshots, camera control
Cubes2Cube creation and modification
Elements5Groups, outliner, duplication
Import1GeoJSON import
Mesh11Spheres, cylinders, extrusion, vertices
Paint12Brushes, fill, shapes, layers
Texture13Textures, PBR materials
UI4Actions, evaluation, dialogs
UV3UV mapping
Hytale12Hytale-specific (requires plugin)

Resources

ResourceURI PatternData
projectsprojects://{id}Project info, formats
texturestextures://{id}Texture metadata
nodesnodes://{id}3D node data
hytale-formathytale://formatHytale format info
hytale-attachmentshytale://attachments/{id}Attachment collections
hytale-pieceshytale://pieces/{id}Attachment pieces
hytale-cubeshytale://cubes/{id}Hytale cube properties

Prompts

PromptPurpose
blockbench_native_apisBlockbench v5.0 API security guide
blockbench_code_eval_safetySafe code evaluation patterns
model_creation_strategyModel creation guidance
hytale_model_creationHytale modeling guide
hytale_animation_workflowHytale animation guide
hytale_attachmentsHytale attachments guide

Quick Start Workflows

Create a Simple Model

# 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

Create and Animate

# 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"

Paint a Texture

# 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"

Tool Patterns

Information Gathering

list_outline            # View model hierarchy
list_textures           # View textures
list_materials          # View PBR materials
hytale_get_format_info  # View Hytale format (if active)

Modification Pattern

Most modification tools follow:

  1. Identify target by ID or name
  2. Specify changes
  3. Changes are recorded for undo

Screenshot Workflow

set_camera_angle: position=[0, 20, 50], rotation=[0, 0, 0], projection="perspective"
capture_screenshot      # 3D view only
capture_app_screenshot  # Entire Blockbench window

Evaluation (Advanced)

risky_eval: code="Cube.all.length"  # Query Blockbench directly
trigger_action: action="undo"       # Trigger Blockbench actions

Domain Integration

Model + Texture

# 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"

Model + Animation

# 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]}]

PBR Material Workflow

# 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}
}

Error Handling

Tools throw descriptive errors with suggestions:

  • Element not found: "Use list_outline tool to see available elements"
  • Texture not found: "Use list_textures tool to see available textures"
  • Invalid format: "Current project is not using a Hytale format"

Best Practices

  1. Query first: Use list_* tools to understand current state
  2. Build hierarchy: Create bone structure before geometry
  3. Set origins: Place group origins at pivot points for animation
  4. Name elements: Use descriptive names for easy reference
  5. Validate: Use hytale_validate_model for Hytale projects
  6. Screenshot: Capture progress with capture_screenshot

Tool Status

  • stable: Production-ready
  • experimental: Working but may change

Most tools are experimental but functional. Check tool annotations for current status.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

27.12%
按下载量换算258

Antigravity

20.87%
按下载量换算198

OpenCode

18.92%
按下载量换算180

Gemini CLI

11.4%
按下载量换算108

Codex

8.34%
按下载量换算79

Cursor

3.14%
按下载量换算30

安全审计

Gen Agent Trust Hub

可疑

Socket

通过

Snyk

通过

权限和风险

external-service

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在 warning/failed 结果,不能写成本站确认安全。

来源信息

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