skills/blockbench-use/SKILL.md
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.
npx skillsauth add jasonjgardner/blockbench-mcp-project blockbench-useInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Orchestrator for Blockbench MCP work. Load this before touching the 3D scene so the right sub-skills load and the right pre-flight checks run.
Any request that will call an mcp__blockbench__* tool to create or modify content must go through this skill first.
Steps, in order:
save_checkpoint for multi-step edits that might need rollback.Pick by primary intent. When the task spans domains, load all relevant skills before starting.
| User intent | Primary skill | Also load when… |
|---|---|---|
| Build cubes, meshes, groups, hierarchy | blockbench-modeling | needs texture → blockbench-texturing |
| Paint, fill, draw, brush, layers, UV | blockbench-texturing | channel-aware (normal/MER) → blockbench-pbr-materials |
| Keyframes, bone rigs, walk/idle/attack | blockbench-animation | bones need geometry first → blockbench-modeling |
| .texture_set.json, normal/height/MER | blockbench-pbr-materials | textures not yet drawn → blockbench-texturing |
| .blockymodel, .blockyanim, attachments, quads, stretch, shading modes | blockbench-hytale | modeling/animation parts → those skills |
| "What tools are available?" / unclear scope | blockbench-mcp-overview | — |
| Write a Blockbench JS plugin (not use MCP) | blockbench-plugins (from blockbench-development/) | — |
Skip this skill for pure research questions (API docs, "how does Blockbench work?"). Go straight to blockbench-mcp-overview.
Run before any mutation. One round of list_outline + list_textures is usually enough.
create_project first (format from the routing table below).bedrock_block, java_block, bedrockfree, modded_entity, optifine_entityhytale_character (64px)hytale_prop (32px)generic or freelist_outline (structure) + list_textures (materials). Prefer find_elements_by_criteria / filter_by_material over dumping the whole outline for large projects.hytale_validate_model at the end; never silently exceed 255 nodes.blockbench-modeling → bones + cubes
blockbench-texturing → skin texture
blockbench-animation → walk cycle keyframes
# finally:
capture_screenshot → preview
export_model: codec_id="project" → save .bbmodel
blockbench-modeling → single cube
blockbench-texturing → color map
blockbench-pbr-materials → normal + MER + texture_set.json
# finally:
hytale_validate_model → (skip — not Hytale)
capture_screenshot
blockbench-hytale → read first: format, node limits, pieces
blockbench-modeling → geometry in character format
blockbench-animation → optional keyframes (60 FPS)
# separately per attachment collection:
blockbench-hytale → hytale_set_attachment_piece on bones
# finally:
hytale_validate_model → node count, stretch, shading
export_model: codec_id="blockymodel"
# Pre-flight: find everything that uses the old texture
filter_by_material: texture="old_skin"
# Load:
blockbench-texturing → paint/create replacement
# Swap references:
apply_texture per match (from filter_by_material results)
save_checkpoint: name="<descriptive>" first. If the result is wrong, undo: steps=N back.find_elements_by_criteria, filter_by_material, or select_all_of_type over list_outline when you know the shape of what you want. Large outlines blow context.Format.id via risky_eval or hytale_get_format_info if unsure.capture_screenshot confirms the model looks right. Do it at milestones, not every edit.list_export_formats first to pick the right codec, then export_model with a path (or content-only if the user just wants to see it).trigger_action: action="undo" or "redo". Use the dedicated undo / redo tools — they return which actions were traversed.find_elements_by_criteria and filtering work later.blockbench-mcp-overviewLoad it instead of a specialized skill when:
Otherwise prefer the specialized skills — they have concrete examples and return shapes.
.js plugins) → blockbench-pluginstools
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.
tools
Overview of the Blockbench MCP server tools, resources, and prompts. Use to understand the full MCP capability set, learn how tools work together, or when starting a new Blockbench project. Covers all domains (modeling, animation, texturing, PBR, UI, camera) and their MCP interfaces.