blockbench-animation

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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Install skill "blockbench-animation" with this command: npx skills add jasonjgardner/blockbench-mcp-project/jasonjgardner-blockbench-mcp-project-blockbench-animation

Blockbench Animation

Create animations for 3D models using Blockbench MCP tools.

Available Tools

ToolPurpose
create_animationCreate animation with keyframes for bones
manage_keyframesCreate/edit/delete keyframes per bone and channel
animation_graph_editorFine-tune animation curves (smooth, linear, ease)
bone_riggingCreate/modify bone structure for animation
animation_timelineControl playback, time, FPS, loop settings
batch_keyframe_operationsBatch operations: offset, scale, reverse, mirror
animation_copy_pasteCopy 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

  • position - [x, y, z] offset
  • rotation - [x, y, z] degrees
  • scale - [x, y, z] or uniform number

Interpolation Types

  • linear - Constant rate
  • catmullrom - Smooth spline
  • bezier - Custom curves
  • step - Instant change

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 duration

Bone 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 list_outline to see available bones before animating
  • Set up bone hierarchy first with bone_rigging before adding keyframes
  • Use catmullrom interpolation for organic movement
  • Use step interpolation for mechanical/robotic movement
  • Mirror animations for symmetrical rigs to save time

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