skills/blockbench-development/SKILL.md
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.
npx skillsauth add jasonjgardner/blockbench-mcp-project blockbench-pluginsInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Blockbench runs on Electron (desktop) and as a web PWA, using THREE.js for 3D rendering and Vue 2 for reactive UI. Plugins have full access to global APIs within an isolated execution context.
| Task | Approach |
|------|----------|
| Create clickable command | new Action() - add to menus/toolbars |
| Show form/dialog | new Dialog() with form fields |
| Add sidebar panel | new Panel() with Vue component |
| Modify model elements | Use Undo.initEdit() → modify → Undo.finishEdit() |
| Custom import/export | new Codec() + new ModelFormat() |
| React to changes | Blockbench.on('event_name', callback) |
plugins/
└── my_plugin/
├── my_plugin.js # Main file (required, ID must match filename)
├── about.md # Extended docs (optional)
└── icon.png # 48x48 icon (optional)
(function() {
// Store references for cleanup
let myAction, myPanel, myDialog, eventCallback;
Plugin.register('my_plugin', {
title: 'My Plugin',
author: 'Author Name',
description: 'Short description',
icon: 'extension', // Material icon name
version: '1.0.0',
variant: 'both', // 'desktop', 'web', or 'both'
min_version: '4.8.0',
tags: ['Utility'],
onload() {
// Initialize all components here
},
onunload() {
// CRITICAL: Delete ALL components here
},
oninstall() {
Blockbench.showQuickMessage('Installed!');
}
});
})();
Actions are clickable commands for menus, toolbars, and keybindings.
myAction = new Action('my_action_id', {
name: 'Action Name',
description: 'Tooltip text',
icon: 'star',
category: 'edit', // For keybind settings
condition: () => Cube.selected.length > 0,
keybind: new Keybind({ key: 'k', ctrl: true }),
click(event) {
// Action logic
}
});
MenuBar.addAction(myAction, 'filter'); // Add to Filter menu
// Cleanup
myAction.delete();
Menu locations: 'file', 'edit', 'transform', 'filter', 'tools', 'view', 'help'
Action variants:
// Toggle (on/off state)
new Toggle('toggle_id', {
name: 'Feature',
default: false,
onChange(value) { /* handle */ }
});
// Tool (viewport interaction)
new Tool('tool_id', {
name: 'My Tool',
cursor: 'crosshair',
onCanvasClick(data) { /* handle */ },
onCanvasDrag(data) { /* handle */ }
});
myDialog = new Dialog({
id: 'my_dialog',
title: 'Dialog Title',
width: 540,
form: {
name: { label: 'Name', type: 'text', value: 'default' },
count: { label: 'Count', type: 'number', value: 10, min: 1, max: 100 },
enabled: { label: 'Enabled', type: 'checkbox', value: true },
mode: {
label: 'Mode',
type: 'select',
options: { a: 'Option A', b: 'Option B' },
value: 'a'
},
color: { label: 'Color', type: 'color', value: '#ff0000' },
// Conditional field
advanced: {
label: 'Advanced',
type: 'text',
condition: (form) => form.enabled
}
},
onConfirm(formData) {
console.log(formData.name, formData.count);
this.hide();
}
});
myDialog.show();
// Quick dialogs
Blockbench.textPrompt('Enter Value', 'default', (text) => { });
Blockbench.showMessageBox({ title: 'Alert', message: 'Text', buttons: ['OK'] });
Panels appear in sidebars with Vue components.
myPanel = new Panel('my_panel', {
name: 'My Panel',
icon: 'dashboard',
condition: () => Format.animation_mode,
default_position: {
slot: 'left_bar', // 'left_bar', 'right_bar', 'bottom'
height: 300
},
component: {
template: `
<div>
<h3>{{ title }}</h3>
<ul><li v-for="item in items">{{ item.name }}</li></ul>
<button @click="refresh">Refresh</button>
</div>
`,
data() {
return { title: 'Items', items: [] };
},
methods: {
refresh() {
this.items = Cube.selected.map(c => ({ name: c.name }));
}
}
}
});
// Cleanup
myPanel.delete();
CRITICAL: Always wrap modifications in Undo for user reversibility.
// Start tracking
Undo.initEdit({ elements: Cube.selected });
// Modify elements
Cube.selected.forEach(cube => {
cube.from[0] += 5;
cube.to[1] = 20;
cube.rotation[1] = 45;
});
// Update view
Canvas.updateView({
elements: Cube.selected,
element_aspects: { geometry: true, transform: true }
});
// Commit
Undo.finishEdit('Move cubes');
// Cube
let cube = new Cube({
name: 'my_cube',
from: [0, 0, 0],
to: [16, 16, 16],
origin: [8, 8, 8],
rotation: [0, 45, 0]
}).init();
cube.addTo(Group.selected[0]); // Add to group
// Group (bone)
let group = new Group({
name: 'bone_arm',
origin: [0, 12, 0]
}).init();
group.addTo(); // Add to root
// Texture
let texture = new Texture({ name: 'my_texture' });
texture.fromPath('/path/to/file.png'); // or .fromDataURL()
texture.add(true); // true = add to undo
| Collection | Description |
|------------|-------------|
| Cube.all / Cube.selected | All cubes / selected cubes |
| Group.all / Group.selected | All groups / selected groups |
| Mesh.all / Mesh.selected | All meshes / selected meshes |
| Texture.all / Texture.selected | All textures / selected |
| Animation.all / Animation.selected | All animations / selected |
| Outliner.elements | All outliner elements |
// Subscribe
eventCallback = (data) => { /* handle */ };
Blockbench.on('update_selection', eventCallback);
// Unsubscribe (use SAME function reference)
Blockbench.removeListener('update_selection', eventCallback);
Common events: update_selection, select_project, new_project, load_project, save_project, close_project, add_cube, add_group, add_texture, add_animation, select_animation, render_frame, undo, redo, finish_edit
See references/events.md for full list.
let menu = new Menu([
'existing_action_id',
myAction,
'_', // Separator
{
name: 'Custom Item',
icon: 'star',
click() { /* handle */ }
},
{
name: 'Submenu',
children: [ /* more items */ ]
}
]);
menu.open(event); // Open at mouse position
const myCodec = new Codec('my_codec', {
name: 'My Format',
extension: 'mymodel',
compile(options) {
// Model → file content
let data = { bones: [] };
Group.all.forEach(g => {
data.bones.push({
name: g.name,
pivot: g.origin,
cubes: g.children.filter(c => c instanceof Cube).map(c => ({
from: c.from, to: c.to
}))
});
});
return JSON.stringify(data, null, 2);
},
parse(content, path) {
// File content → model
let data = JSON.parse(content);
newProject(myFormat);
data.bones.forEach(b => {
let group = new Group({ name: b.name, origin: b.pivot }).init();
b.cubes.forEach(c => {
new Cube({ from: c.from, to: c.to }).init().addTo(group);
});
});
Canvas.updateAll();
}
});
const myFormat = new ModelFormat('my_format', {
id: 'my_format',
name: 'My Format',
icon: 'icon_name',
codec: myCodec,
box_uv: true,
bone_rig: true,
animation_mode: true
});
// Cleanup
myFormat.delete();
myCodec.delete();
// Function
condition: () => Format.id === 'bedrock' && Cube.selected.length > 0
// Object (combined with AND)
condition: {
formats: ['bedrock', 'java_block'],
modes: ['edit', 'paint'],
project: true,
selected: { cube: 1 },
method: () => customCheck()
}
| Type | Convention | Examples |
|------|------------|----------|
| Classes | PascalCase | OutlinerElement, Animation |
| Methods | camelCase | updateTransform, getSelectedFaces |
| Properties | snake_case | data_points, uv_offset |
| Event/Action IDs | snake_case | select_project, my_action |
MUST delete all components in onunload() to prevent memory leaks.
let action, panel, dialog, toolbar, format, codec, eventCallback, css;
Plugin.register('my_plugin', {
onload() {
action = new Action('id', { /* ... */ });
panel = new Panel('id', { /* ... */ });
format = new ModelFormat('id', { /* ... */ });
codec = new Codec('id', { /* ... */ });
eventCallback = (data) => { };
Blockbench.on('update_selection', eventCallback);
css = Blockbench.addCSS('.my-class { color: blue; }');
},
onunload() {
action.delete();
panel.delete();
format.delete();
codec.delete();
Blockbench.removeListener('update_selection', eventCallback);
css.delete();
}
});
// ❌ No stored reference = memory leak
onload() { new Action('leaked', { }); }
// ❌ No Undo = users can't reverse
Cube.selected.forEach(c => c.from[0] += 1);
// ❌ Bundling THREE.js (already global)
import * as THREE from 'three';
// ❌ Global pollution
window.myData = {};
icon: 'star' // Material icon
icon: 'fa-bone' // Font Awesome
icon: 'icon-player' // Blockbench custom
icon: 'data:image/...' // Base64 image
npm i --save-dev blockbench-types
/// <reference types="blockbench-types" />
assets/plugin_template.js — Complete starter pluginassets/format_plugin.js — Custom format/codec examplereferences/events.md — Full event listreferences/api.md — Detailed API referencereferences/elements.md — Element types and propertiestools
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.
tools
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.
tools
Create and manage PBR (Physically Based Rendering) materials in Blockbench using MCP tools. Use when working with texture_set.json files, creating normal/height/MER maps, configuring material properties for Minecraft Bedrock RTX, or setting up multi-channel texture workflows.
tools
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.