blockbench-use

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Chinese

Blockbench 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
mcp__blockbench__*
tool to create or modify content must go through this skill first.
Steps, in order:
  1. Classify the request → pick one or more sub-skills (table below).
  2. Pre-flight → confirm a project is open and the format is correct (see "Pre-flight checks").
  3. Load the sub-skill(s) via the Skill tool.
  4. Checkpoint before risk → call
    save_checkpoint
    for multi-step edits that might need rollback.
  5. Execute the sub-skill's workflow.
  6. Close the loop → screenshot, validate (Hytale), or export if the user asked for a deliverable.
任何将调用
mcp__blockbench__*
工具来创建或修改内容的请求必须先经过此技能处理。
步骤顺序:
  1. 分类请求 → 选择一个或多个子技能(见下表)。
  2. 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)。
  3. 加载子技能 → 通过Skill工具加载相关子技能。
  4. 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
  5. 执行子技能的工作流。
  6. 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 intentPrimary skillAlso load when…
Build cubes, meshes, groups, hierarchy
blockbench-modeling
needs texture →
blockbench-texturing
Paint, fill, draw, brush, layers, UV
blockbench-texturing
channel-aware (normal/MER) →
blockbench-pbr-materials
Keyframes, bone rigs, walk/idle/attack
blockbench-animation
bones need geometry first →
blockbench-modeling
.texture_set.json
, normal/height/MER
blockbench-pbr-materials
textures not yet drawn →
blockbench-texturing
.blockymodel
,
.blockyanim
, attachments, quads, stretch, shading modes
blockbench-hytale
modeling/animation parts → those skills
"What tools are available?" / unclear scope
blockbench-mcp-overview
Write a Blockbench JS plugin (not use MCP)
blockbench-plugins
(from
blockbench-development/
)
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
blockbench-modeling
需要纹理 →
blockbench-texturing
绘制、填充、手绘、笔刷、图层、UV
blockbench-texturing
需要通道感知(法线/MER) →
blockbench-pbr-materials
关键帧、骨骼绑定、行走/idle/攻击动画
blockbench-animation
骨骼需要先有几何结构 →
blockbench-modeling
.texture_set.json
、法线/高度/MER
blockbench-pbr-materials
纹理尚未绘制 →
blockbench-texturing
.blockymodel
.blockyanim
、附件、四边形、拉伸、着色模式
blockbench-hytale
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
blockbench-mcp-overview
编写Blockbench JS插件(非使用MCP)
blockbench-plugins
(来自
blockbench-development/
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-overview

Pre-flight checks

飞行前检查

Run before any mutation. One round of
list_outline
+
list_textures
is usually enough.
  1. Is a project open? If no project, call
    create_project
    first (format from the routing table below).
  2. Is the format correct for the task?
    • Cube modeling (Minecraft) →
      bedrock_block
      ,
      java_block
      ,
      bedrock
    • Mesh/freeform →
      free
      ,
      modded_entity
      ,
      optifine_entity
    • Hytale character →
      hytale_character
      (64px)
    • Hytale prop →
      hytale_prop
      (32px)
    • Generic →
      generic
      or
      free
  3. What's already there? Use
    list_outline
    (structure) +
    list_textures
    (materials). Prefer
    find_elements_by_criteria
    /
    filter_by_material
    over dumping the whole outline for large projects.
  4. Hytale project? Run
    hytale_validate_model
    at the end; never silently exceed 255 nodes.
在任何修改操作前执行。通常调用一次
list_outline
+
list_textures
即可。
  1. 是否有项目已打开? 如果没有,先调用
    create_project
    (格式参考下方路由表)。
  2. 格式是否符合任务要求?
    • 立方体建模(Minecraft) →
      bedrock_block
      java_block
      bedrock
    • 网格/自由形态 →
      free
      modded_entity
      optifine_entity
    • Hytale角色 →
      hytale_character
      (64px)
    • Hytale道具 →
      hytale_prop
      (32px)
    • 通用格式 →
      generic
      free
  3. 已有内容是什么? 使用
    list_outline
    (结构) +
    list_textures
    (材质)。对于大型项目,优先使用
    find_elements_by_criteria
    /
    filter_by_material
    ,而非导出完整大纲。
  4. 是否为Hytale项目? 最后执行
    hytale_validate_model
    ;绝对不要静默超过255个节点。

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 keyframes
blockbench-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
undefined
capture_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.json
blockbench-modeling        → 单个立方体
blockbench-texturing       → 颜色贴图
blockbench-pbr-materials   → 法线 + MER + texture_set.json

finally:

最后:

hytale_validate_model → (skip — not Hytale) capture_screenshot
undefined
hytale_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"
undefined
hytale_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”

undefined
undefined

Pre-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
undefined

Safety & efficiency rules (apply in every session)

安全与效率规则(所有会话均适用)

  1. Checkpoint before risk. For any workflow of 3+ mutations, call
    save_checkpoint: name="<descriptive>"
    first. If the result is wrong,
    undo: steps=N
    back.
  2. Filter, don't dump. Prefer
    find_elements_by_criteria
    ,
    filter_by_material
    , or
    select_all_of_type
    over
    list_outline
    when you know the shape of what you want. Large outlines blow context.
  3. Respect the format. Don't call Hytale tools on a non-Hytale project — they will error. Check
    Format.id
    via
    risky_eval
    or
    hytale_get_format_info
    if unsure.
  4. Screenshot after meaningful changes.
    capture_screenshot
    confirms the model looks right. Do it at milestones, not every edit.
  5. Export only when the user asks for a deliverable. Use
    list_export_formats
    first to pick the right codec, then
    export_model
    with a
    path
    (or content-only if the user just wants to see it).
  6. Never call
    trigger_action: action="undo"
    or
    "redo"
    .
    Use the dedicated
    undo
    /
    redo
    tools — they return which actions were traversed.
  7. Name everything. Descriptive names make
    find_elements_by_criteria
    and filtering work later.
  1. 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
    save_checkpoint: name="<描述性名称>"
    。如果结果错误,使用
    undo: steps=N
    回滚。
  2. 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
    filter_by_material
    select_all_of_type
    ,而非
    list_outline
    。大型大纲会占用过多上下文空间。
  3. 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
    risky_eval
    hytale_get_format_info
    检查
    Format.id
  4. 有意义的修改后截图
    capture_screenshot
    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。
  5. 仅当用户要求交付成果时导出。先使用
    list_export_formats
    选择正确的编码格式,然后使用带
    path
    参数的
    export_model
    (如果用户仅需查看内容,则仅导出内容)。
  6. 切勿调用
    trigger_action: action="undo"
    "redo"
    。使用专门的
    undo
    /
    redo
    工具——它们会返回已执行的操作。
  7. 为所有元素命名。描述性名称便于后续使用
    find_elements_by_criteria
    和过滤功能。

When to load
blockbench-mcp-overview

何时加载
blockbench-mcp-overview

Load 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
    .js
    plugins) →
    blockbench-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