blockbench-use
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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.
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NPX Install
npx skill4agent add jasonjgardner/blockbench-mcp-project blockbench-useTags
Translated version includes tags in frontmatterSKILL.md Content
View Translation Comparison →Blockbench Use
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.
Rule
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.
Skill routing table
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-overviewPre-flight checks
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
Multi-skill workflow compositions
"Create a Minecraft character with a walk cycle"
blockbench-modeling → bones + cubes
blockbench-texturing → skin texture
blockbench-animation → walk cycle keyframes
# finally:
capture_screenshot → preview
export_model: codec_id="project" → save .bbmodel"Make a Bedrock RTX block"
blockbench-modeling → single cube
blockbench-texturing → color map
blockbench-pbr-materials → normal + MER + texture_set.json
# finally:
hytale_validate_model → (skip — not Hytale)
capture_screenshot"Build a Hytale character with attachments"
blockbench-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""Retexture an existing model"
# 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)Safety & efficiency rules (apply in every session)
- 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
When to load 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.
What this skill does NOT cover
- 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