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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 skill4agent add jasonjgardner/blockbench-mcp-project blockbench-usemcp__blockbench__*save_checkpoint| User intent | Primary skill | Also load when… |
|---|---|---|
| Build cubes, meshes, groups, hierarchy | | needs texture → |
| Paint, fill, draw, brush, layers, UV | | channel-aware (normal/MER) → |
| Keyframes, bone rigs, walk/idle/attack | | bones need geometry first → |
| | textures not yet drawn → |
| | modeling/animation parts → those skills |
| "What tools are available?" / unclear scope | | — |
| Write a Blockbench JS plugin (not use MCP) | | — |
blockbench-mcp-overviewlist_outlinelist_texturescreate_projectbedrock_blockjava_blockbedrockfreemodded_entityoptifine_entityhytale_characterhytale_propgenericfreelist_outlinelist_texturesfind_elements_by_criteriafilter_by_materialhytale_validate_modelblockbench-modeling → bones + cubes
blockbench-texturing → skin texture
blockbench-animation → walk cycle keyframes
# finally:
capture_screenshot → preview
export_model: codec_id="project" → save .bbmodelblockbench-modeling → single cube
blockbench-texturing → color map
blockbench-pbr-materials → normal + MER + texture_set.json
# finally:
hytale_validate_model → (skip — not Hytale)
capture_screenshotblockbench-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>"undo: steps=Nfind_elements_by_criteriafilter_by_materialselect_all_of_typelist_outlineFormat.idrisky_evalhytale_get_format_infocapture_screenshotlist_export_formatsexport_modelpathtrigger_action: action="undo""redo"undoredofind_elements_by_criteriablockbench-mcp-overview.jsblockbench-plugins