Blockbench Animation
Create animations for 3D models using Blockbench MCP tools.
Available 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 Quick Start Create a Simple Animation 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"
Animation Channels position - [x, y, z] offset rotation - [x, y, z] degrees scale - [x, y, z] or uniform number Interpolation Types linear - Constant rate catmullrom - Smooth spline bezier - Custom curves step - Instant change Common Workflows Walk Cycle (1 second) create_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]} ] }
Smooth Curves animation_graph_editor: bone_name="arm", channel="rotation", action="smooth"
Copy Animation to Mirrored Bone animation_copy_paste: action="copy", source={bone: "arm_left"} animation_copy_paste: action="mirror_paste", target={bone: "arm_right", mirror_axis: "x"}
Batch Timing Adjustment batch_keyframe_operations: operation="scale", selection="all", parameters={scale_factor: 2.0} # Double animation duration
Bone Rigging Create Bone Structure 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"}
Set Pivot Point bone_rigging: action="set_pivot", bone_data={name: "arm_left", origin: [4, 22, 0]}
Timeline Control 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"
Tips Use list_outline to see available bones before animating Set up bone hierarchy first with bone_rigging before adding keyframes Use catmullrom interpolation for organic movement Use step interpolation for mechanical/robotic movement Mirror animations for symmetrical rigs to save time