blockbench-use
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ChineseBlockbench Use
Blockbench 使用
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.
Blockbench MCP工作的编排器。在接触3D场景前加载此技能,以便加载正确的子技能并执行正确的飞行前检查。
Rule
规则
Any request that will call an tool to create or modify content must go through this skill first.
mcp__blockbench__*Steps, in order:
- Classify the request → pick one or more sub-skills (table below).
- Pre-flight → confirm a project is open and the format is correct (see "Pre-flight checks").
- Load the sub-skill(s) via the Skill tool.
- Checkpoint before risk → call for multi-step edits that might need rollback.
save_checkpoint - Execute the sub-skill's workflow.
- Close the loop → screenshot, validate (Hytale), or export if the user asked for a deliverable.
任何将调用工具来创建或修改内容的请求必须先经过此技能处理。
mcp__blockbench__*步骤顺序:
- 分类请求 → 选择一个或多个子技能(见下表)。
- 飞行前检查 → 确认项目已打开且格式正确(见“飞行前检查”部分)。
- 加载子技能 → 通过Skill工具加载相关子技能。
- 风险操作前设置检查点 → 对于可能需要回滚的多步骤编辑,调用。
save_checkpoint - 执行子技能的工作流。
- 闭环处理 → 如果用户需要交付成果,进行截图、验证(Hytale项目)或导出操作。
Skill routing table
技能路由表
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 | | 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) | | — |
Skip this skill for pure research questions (API docs, "how does Blockbench work?"). Go straight to .
blockbench-mcp-overview根据主要意图选择。当任务跨多个领域时,在开始前加载所有相关技能。
| 用户意图 | 主技能 | 额外加载场景… |
|---|---|---|
| 构建立方体、网格、组、层级结构 | | 需要纹理 → |
| 绘制、填充、手绘、笔刷、图层、UV | | 需要通道感知(法线/MER) → |
| 关键帧、骨骼绑定、行走/idle/攻击动画 | | 骨骼需要先有几何结构 → |
| | 纹理尚未绘制 → |
| | 包含建模/动画部分 → 加载对应技能 |
| “有哪些可用工具?” / 范围不明确 | | — |
| 编写Blockbench JS插件(非使用MCP) | | — |
跳过此技能的场景:纯研究类问题(API文档、“Blockbench如何工作?”)。直接调用。
blockbench-mcp-overviewPre-flight checks
飞行前检查
Run before any mutation. One round of + is usually enough.
list_outlinelist_textures- Is a project open? If no project, call first (format from the routing table below).
create_project - Is the format correct for the task?
- Cube modeling (Minecraft) → ,
bedrock_block,java_blockbedrock - Mesh/freeform → ,
free,modded_entityoptifine_entity - Hytale character → (64px)
hytale_character - Hytale prop → (32px)
hytale_prop - Generic → or
genericfree
- Cube modeling (Minecraft) →
- What's already there? Use (structure) +
list_outline(materials). Preferlist_textures/find_elements_by_criteriaover dumping the whole outline for large projects.filter_by_material - Hytale project? Run at the end; never silently exceed 255 nodes.
hytale_validate_model
在任何修改操作前执行。通常调用一次 + 即可。
list_outlinelist_textures- 是否有项目已打开? 如果没有,先调用(格式参考下方路由表)。
create_project - 格式是否符合任务要求?
- 立方体建模(Minecraft) → 、
bedrock_block、java_blockbedrock - 网格/自由形态 → 、
free、modded_entityoptifine_entity - Hytale角色 → (64px)
hytale_character - Hytale道具 → (32px)
hytale_prop - 通用格式 → 或
genericfree
- 立方体建模(Minecraft) →
- 已有内容是什么? 使用(结构) +
list_outline(材质)。对于大型项目,优先使用list_textures/find_elements_by_criteria,而非导出完整大纲。filter_by_material - 是否为Hytale项目? 最后执行;绝对不要静默超过255个节点。
hytale_validate_model
Multi-skill workflow compositions
多技能工作流组合
"Create a Minecraft character with a walk cycle"
“创建一个带有行走循环的Minecraft角色”
blockbench-modeling → bones + cubes
blockbench-texturing → skin texture
blockbench-animation → walk cycle keyframesblockbench-modeling → 骨骼 + 立方体
blockbench-texturing → 皮肤纹理
blockbench-animation → 行走循环关键帧finally:
最后:
capture_screenshot → preview
export_model: codec_id="project" → save .bbmodel
undefinedcapture_screenshot → 预览
export_model: codec_id="project" → 保存为.bbmodel
undefined"Make a Bedrock RTX block"
“制作一个Bedrock RTX方块”
blockbench-modeling → single cube
blockbench-texturing → color map
blockbench-pbr-materials → normal + MER + texture_set.jsonblockbench-modeling → 单个立方体
blockbench-texturing → 颜色贴图
blockbench-pbr-materials → 法线 + MER + texture_set.jsonfinally:
最后:
hytale_validate_model → (skip — not Hytale)
capture_screenshot
undefinedhytale_validate_model → (跳过——非Hytale项目)
capture_screenshot
undefined"Build a Hytale character with attachments"
“构建一个带有附件的Hytale角色”
blockbench-hytale → read first: format, node limits, pieces
blockbench-modeling → geometry in character format
blockbench-animation → optional keyframes (60 FPS)blockbench-hytale → 先阅读:格式、节点限制、组件
blockbench-modeling → 角色格式的几何结构
blockbench-animation → 可选关键帧(60 FPS)separately per attachment collection:
针对每个附件集合单独处理:
blockbench-hytale → hytale_set_attachment_piece on bones
blockbench-hytale → 在骨骼上执行hytale_set_attachment_piece
finally:
最后:
hytale_validate_model → node count, stretch, shading
export_model: codec_id="blockymodel"
undefinedhytale_validate_model → 节点数量、拉伸、着色
export_model: codec_id="blockymodel"
undefined"Retexture an existing model"
“为现有模型重新绘制纹理”
undefinedundefinedPre-flight: find everything that uses the old texture
飞行前:找到所有使用旧纹理的元素
filter_by_material: texture="old_skin"
filter_by_material: texture="old_skin"
Load:
加载:
blockbench-texturing → paint/create replacement
blockbench-texturing → 绘制/创建替代纹理
Swap references:
替换引用:
apply_texture per match (from filter_by_material results)
undefined对filter_by_material结果中的每个匹配项执行apply_texture
undefinedSafety & efficiency rules (apply in every session)
安全与效率规则(所有会话均适用)
- Checkpoint before risk. For any workflow of 3+ mutations, call first. If the result is wrong,
save_checkpoint: name="<descriptive>"back.undo: steps=N - Filter, don't dump. Prefer ,
find_elements_by_criteria, orfilter_by_materialoverselect_all_of_typewhen you know the shape of what you want. Large outlines blow context.list_outline - Respect the format. Don't call Hytale tools on a non-Hytale project — they will error. Check via
Format.idorrisky_evalif unsure.hytale_get_format_info - Screenshot after meaningful changes. confirms the model looks right. Do it at milestones, not every edit.
capture_screenshot - Export only when the user asks for a deliverable. Use first to pick the right codec, then
list_export_formatswith aexport_model(or content-only if the user just wants to see it).path - Never call or
trigger_action: action="undo". Use the dedicated"redo"/undotools — they return which actions were traversed.redo - Name everything. Descriptive names make and filtering work later.
find_elements_by_criteria
- 风险操作前设置检查点。对于包含3次及以上修改的工作流,先调用。如果结果错误,使用
save_checkpoint: name="<描述性名称>"回滚。undo: steps=N - 过滤而非导出完整内容。当你知道目标内容的特征时,优先使用、
find_elements_by_criteria或filter_by_material,而非select_all_of_type。大型大纲会占用过多上下文空间。list_outline - 遵循格式要求。不要在非Hytale项目上调用Hytale工具——会报错。如果不确定,通过或
risky_eval检查hytale_get_format_info。Format.id - 有意义的修改后截图。用于确认模型外观正确。在里程碑节点执行,而非每次编辑后都执行。
capture_screenshot - 仅当用户要求交付成果时导出。先使用选择正确的编码格式,然后使用带
list_export_formats参数的path(如果用户仅需查看内容,则仅导出内容)。export_model - 切勿调用或
trigger_action: action="undo"。使用专门的"redo"/undo工具——它们会返回已执行的操作。redo - 为所有元素命名。描述性名称便于后续使用和过滤功能。
find_elements_by_criteria
When to load blockbench-mcp-overview
blockbench-mcp-overview何时加载blockbench-mcp-overview
blockbench-mcp-overviewLoad it instead of a specialized skill when:
- The user's intent is ambiguous ("help me with this model")
- The tool call count will be small (<5) and spans multiple domains
- The user is asking about capabilities, not executing
Otherwise prefer the specialized skills — they have concrete examples and return shapes.
在以下场景中,加载此技能而非专业子技能:
- 用户意图不明确(“帮我处理这个模型”)
- 工具调用次数较少(<5次)且跨多个领域
- 用户询问功能而非执行操作
否则优先使用专业子技能——它们有具体示例和返回格式。
What this skill does NOT cover
此技能不涵盖的内容
- Blockbench plugin development (writing plugins) →
.jsblockbench-plugins - MCP server development (adding tools to this repo) → not in this skill set
- General 3D theory / THREE.js / rendering internals → out of scope
- Blockbench插件开发(编写.js插件) →
blockbench-plugins - MCP服务器开发(向此仓库添加工具) → 不在此技能集中
- 通用3D理论 / THREE.js / 渲染内部原理 → 超出范围