blockbench-animation
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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.
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NPX Install
npx skill4agent add jasonjgardner/blockbench-mcp-project blockbench-animationTags
Translated version includes tags in frontmatterSKILL.md Content
View Translation Comparison →Blockbench Animation
Create animations for 3D models using Blockbench MCP tools.
Available Tools
| Tool | Purpose |
|---|---|
| Create animation with keyframes for bones |
| Create/edit/delete keyframes per bone and channel |
| Fine-tune animation curves (smooth, linear, ease) |
| Create/modify bone structure for animation |
| Control playback, time, FPS, loop settings |
| Batch operations: offset, scale, reverse, mirror |
| 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
- - [x, y, z] offset
position - - [x, y, z] degrees
rotation - - [x, y, z] or uniform number
scale
Interpolation Types
- - Constant rate
linear - - Smooth spline
catmullrom - - Custom curves
bezier - - Instant change
step
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 durationBone 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 to see available bones before animating
list_outline - Set up bone hierarchy first with before adding keyframes
bone_rigging - Use interpolation for organic movement
catmullrom - Use interpolation for mechanical/robotic movement
step - Mirror animations for symmetrical rigs to save time