skills/blockbench-animation/SKILL.md
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.
npx skillsauth add jasonjgardner/blockbench-mcp-project blockbench-animationInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Create animations for 3D models using Blockbench MCP tools.
| Tool | Purpose |
|------|---------|
| create_animation | Create animation with keyframes for bones |
| manage_keyframes | Create/edit/delete keyframes per bone and channel |
| animation_graph_editor | Fine-tune animation curves (smooth, linear, ease) |
| bone_rigging | Create/modify bone structure for animation |
| animation_timeline | Control playback, time, FPS, loop settings |
| batch_keyframe_operations | Batch operations: offset, scale, reverse, mirror |
| animation_copy_paste | Copy animation data between bones/animations |
1. create_animation: name="walk", animation_length=1.0, loop=true
2. manage_keyframes: bone_name="leg_left", channel="rotation",
keyframes=[{time: 0, values: [30, 0, 0]}, {time: 0.5, values: [-30, 0, 0]}]
3. animation_timeline: action="play"
position - [x, y, z] offsetrotation - [x, y, z] degreesscale - [x, y, z] or uniform numberlinear - Constant ratecatmullrom - Smooth splinebezier - Custom curvesstep - Instant changecreate_animation: name="walk", animation_length=1.0, loop=true, bones={
"leg_left": [
{time: 0, rotation: [30, 0, 0]},
{time: 0.5, rotation: [-30, 0, 0]},
{time: 1.0, rotation: [30, 0, 0]}
],
"leg_right": [
{time: 0, rotation: [-30, 0, 0]},
{time: 0.5, rotation: [30, 0, 0]},
{time: 1.0, rotation: [-30, 0, 0]}
]
}
animation_graph_editor: bone_name="arm", channel="rotation", action="smooth"
animation_copy_paste: action="copy", source={bone: "arm_left"}
animation_copy_paste: action="mirror_paste", target={bone: "arm_right", mirror_axis: "x"}
batch_keyframe_operations: operation="scale", selection="all",
parameters={scale_factor: 2.0} # Double animation duration
bone_rigging: action="create", bone_data={name: "spine", origin: [0, 12, 0]}
bone_rigging: action="create", bone_data={name: "head", origin: [0, 24, 0], parent: "spine"}
bone_rigging: action="set_pivot", bone_data={name: "arm_left", origin: [4, 22, 0]}
animation_timeline: action="set_fps", fps=60
animation_timeline: action="set_length", length=2.5
animation_timeline: action="loop", loop_mode="loop" # or "once", "hold"
animation_timeline: action="set_time", time=0.5
animation_timeline: action="play"
list_outline to see available bones before animatingbone_rigging before adding keyframescatmullrom interpolation for organic movementstep interpolation for mechanical/robotic movementtools
MANDATORY prerequisite — invoke BEFORE any mcp__blockbench__* tool call that creates, modifies, or exports Blockbench content. Orchestrates the other blockbench-* skills (modeling, texturing, animation, PBR, Hytale, MCP overview). Trigger on: 3D model/texture/animation creation or edits in Blockbench; calls to mcp__blockbench__* tools; phrases like 'build a Minecraft model', 'paint a texture', 'animate this rig', 'export the model'. Dispatches to the right sub-skill(s), enforces pre-flight checks (project open, format, outline), wraps risky work in checkpoints, and ensures exports close the loop.
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