blockbench-modeling

安装量: 70
排名: #11038

安装

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

Blockbench Modeling

Build 3D models using cubes and meshes in Blockbench.

Available Tools Cube Tools Tool Purpose place_cube Create cubes with position, size, texture modify_cube Edit cube properties (position, rotation, UV, etc.) Mesh Tools Tool Purpose place_mesh Create mesh with vertices create_sphere Create sphere mesh create_cylinder Create cylinder mesh extrude_mesh Extrude faces/edges/vertices subdivide_mesh Add geometry detail select_mesh_elements Select vertices/edges/faces move_mesh_vertices Move selected vertices delete_mesh_elements Remove geometry merge_mesh_vertices Weld nearby vertices create_mesh_face Create face from vertices knife_tool Cut edges into faces Element Tools Tool Purpose add_group Create bone/group list_outline View model hierarchy duplicate_element Copy elements rename_element Rename elements remove_element Delete elements Cube Modeling Place a Cube place_cube: elements=[{ name: "body", from: [-4, 0, -2], to: [4, 12, 2] }], faces=true # Auto UV

Place Multiple Cubes place_cube: elements=[ {name: "head", from: [-4, 12, -4], to: [4, 20, 4]}, {name: "arm_left", from: [4, 4, -1], to: [6, 12, 1]}, {name: "arm_right", from: [-6, 4, -1], to: [-4, 12, 1]} ], group="body"

Modify Cube modify_cube: id="body", rotation=[0, 45, 0], origin=[0, 6, 0]

Cube with Texture place_cube: elements=[{name: "block", from: [0,0,0], to: [16,16,16]}], texture="stone", faces=true

Mesh Modeling Create Sphere create_sphere: elements=[{ name: "ball", position: [0, 8, 0], diameter: 16, sides: 12 }]

Create Cylinder create_cylinder: elements=[{ name: "pillar", position: [0, 0, 0], diameter: 8, height: 24, sides: 12, capped: true }]

Extrude Face select_mesh_elements: mesh_id="pillar", mode="face", elements=["top_face"] extrude_mesh: mesh_id="pillar", mode="faces", distance=4

Subdivide for Detail subdivide_mesh: mesh_id="sphere", cuts=2

Move Vertices select_mesh_elements: mesh_id="mesh1", mode="vertex", elements=["v1", "v2"] move_mesh_vertices: offset=[0, 2, 0]

Merge Close Vertices merge_mesh_vertices: mesh_id="mesh1", threshold=0.1

Knife Cut knife_tool: mesh_id="cube_mesh", points=[ {position: [0, 8, -4]}, {position: [0, 8, 4]} ]

Organization Create Group Hierarchy add_group: name="root", origin=[0, 0, 0], rotation=[0, 0, 0] add_group: name="body", parent="root", origin=[0, 12, 0] add_group: name="head", parent="body", origin=[0, 24, 0]

Add Cubes to Groups place_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"

Duplicate Element duplicate_element: id="arm_left", newName="arm_right", offset=[-8, 0, 0]

View Hierarchy list_outline # Returns all groups and elements

Common Patterns Minecraft Character

Create hierarchy

add_group: name="root", origin=[0, 0, 0] add_group: name="body", parent="root", origin=[0, 24, 0] add_group: name="head", parent="body", origin=[0, 24, 0] add_group: name="arm_left", parent="body", origin=[5, 22, 0] add_group: name="arm_right", parent="body", origin=[-5, 22, 0] add_group: name="leg_left", parent="root", origin=[2, 12, 0] add_group: name="leg_right", parent="root", origin=[-2, 12, 0]

Add geometry

place_cube: elements=[{name: "head", from: [-4, 24, -4], to: [4, 32, 4]}], group="head" place_cube: elements=[{name: "body", from: [-4, 12, -2], to: [4, 24, 2]}], group="body" place_cube: elements=[{name: "arm", from: [-1, 0, -1], to: [1, 10, 1]}], group="arm_left" place_cube: elements=[{name: "arm", from: [-1, 0, -1], to: [1, 10, 1]}], group="arm_right" place_cube: elements=[{name: "leg", from: [-2, 0, -2], to: [2, 12, 2]}], group="leg_left" place_cube: elements=[{name: "leg", from: [-2, 0, -2], to: [2, 12, 2]}], group="leg_right"

Smooth Organic Shape create_sphere: elements=[{name: "base", position: [0, 8, 0], diameter: 16, sides: 16}] subdivide_mesh: mesh_id="base", cuts=1

Select and move vertices to shape

select_mesh_elements: mesh_id="base", mode="vertex" move_mesh_vertices: offset=[0, 4, 0], vertices=["top_verts"]

Tips Use list_outline to see current model structure Set group origins at joint/pivot points for animation Use faces=true for auto UV mapping on cubes Create bone hierarchy before adding geometry Use duplicate_element with offset for symmetrical parts Mesh editing is more flexible but cubes are simpler for Minecraft-style models

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