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Read scene info

scene_info
Idempotent

Read a Blender scene without rendering (a few seconds, no GPU time): cameras and the active one, frame range and fps, resolution, objects by type, lights, materials, whether it is animated, and missing linked files that would render pink. Use it for a .blend you did not write, or to check what a bpy script built. Returns scene_id; pass it to render_preview and render_final instead of sending the scene again.

Tool call template

This tool declares no required parameters. Add optional parameters from the input schema as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {},
    "name": "scene_info"
  }
}

Input Schema

NameRequiredDescriptionDefault
blenderNoBlender version: '' (default: a .blend opens with the version it was saved in, other scenes with 5.0) or '5.0' / '5.2' / '5.3' (also '4.5', '4.2', '3.6'; a script that stops on Blender 5 because of an older API is rendered again on those automatically) to choose.
scene_idNoscene_id returned by an earlier call (reuses the uploaded scene without sending it again).
scene_urlNohttps link to a .blend, a .py script or a 3D file (.glb/.gltf/.fbx/.usd/.obj/.stl/.ply/.abc; a Gaussian splat .spz or 3DGS .ply opens with Blender 5.3); the service fetches it (e.g. the sample https://render.janction.jp/samples/cube_scene.py, or a 12-hour /upload link). A .gltf or .obj also brings its .bin / .mtl / textures from the same folder.
asset_urlsNoExtra files sent with the scene: https links (textures, glTF .bin) or 'polyhaven:<id>' CC0 assets from asset_search ('polyhaven:<id>@2k' for 2k textures). A .blend finds them through relative paths (same folder); a script through os.environ['JR_ASSETS_DIR'] or the jr_assets helpers.
scene_scriptNoThe scene as bpy Python code (text). No file and no local Blender needed; the service runs it in Blender 5.0 (5.2 or 5.3 with blender='5.2' / '5.3'). Blender 5.0 API notes: materials are node-based, so set a colour on the Principled BSDF (mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value = (r, g, b, 1)); mat.diffuse_color only affects the viewport; do not set Material.use_nodes. Animate with obj.keyframe_insert() (action.fcurves no longer exists; set bpy.context.preferences.edit.keyframe_new_interpolation_type = 'LINEAR' first for constant speed). Build the scene, camera and frame range only; leave resolution, samples and denoising to the service. Helpers: `import jr_assets`, then jr_assets.frame_camera(margin=1.1) points the camera at every object and fits them in the frame; jr_assets.import_model('<id>'), jr_assets.material('<id>') and jr_assets.world_hdri('<id>') use Poly Haven assets passed in asset_urls.

Output Schema

NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changed
    • changedInput schema / properties / blender / description
      Previous value: -"Blender version: '' (default: a .blend opens with the version it was saved in, other scenes with 5.0) or '5.0' / '5.2' (also '4.5', '4.2', '3.6'; a script that stops on Blender 5 because of an older API is rendered again on those automatically) to choose."New value: +"Blender version: '' (default: a .blend opens with the version it was saved in, other scenes with 5.0) or '5.0' / '5.2' / '5.3' (also '4.5', '4.2', '3.6'; a script that stops on Blender 5 because of an older API is rendered again on those automatically) to choose."
    • changedInput schema / properties / scene_script / description
      Previous value: -"The scene as bpy Python code (text). No file and no local Blender needed; the service runs it in Blender 5.0 (5.2 with blender='5.2'). Blender 5.0 API notes: materials are node-based, so set a colour on the Principled BSDF (mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value = (r, g, b, 1)); mat.diffuse_color only affects the viewport; do not set Material.use_nodes. Animate with obj.keyframe_insert() (action.fcurves no longer exists; set bpy.context.preferences.edit.keyframe_new_interpolation_type = 'LINEAR' first for constant speed). Build the scene, camera and frame range only; leave resolution, samples and denoising to the service. Helpers: `import jr_assets`, then jr_assets.frame_camera(margin=1.1) points the camera at every object and fits them in the frame; jr_assets.import_model('<id>'), jr_assets.material('<id>') and jr_assets.world_hdri('<id>') use Poly Haven assets passed in asset_urls."New value: +"The scene as bpy Python code (text). No file and no local Blender needed; the service runs it in Blender 5.0 (5.2 or 5.3 with blender='5.2' / '5.3'). Blender 5.0 API notes: materials are node-based, so set a colour on the Principled BSDF (mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value = (r, g, b, 1)); mat.diffuse_color only affects the viewport; do not set Material.use_nodes. Animate with obj.keyframe_insert() (action.fcurves no longer exists; set bpy.context.preferences.edit.keyframe_new_interpolation_type = 'LINEAR' first for constant speed). Build the scene, camera and frame range only; leave resolution, samples and denoising to the service. Helpers: `import jr_assets`, then jr_assets.frame_camera(margin=1.1) points the camera at every object and fits them in the frame; jr_assets.import_model('<id>'), jr_assets.material('<id>') and jr_assets.world_hdri('<id>') use Poly Haven assets passed in asset_urls."
    • changedInput schema / properties / scene_url / description
      Previous value: -"https link to a .blend, a .py script or a 3D file (.glb/.gltf/.fbx/.usd/.obj/.stl/.ply/.abc); the service fetches it (e.g. the sample https://render.janction.jp/samples/cube_scene.py, or a 12-hour /upload link). A .gltf or .obj also brings its .bin / .mtl / textures from the same folder."New value: +"https link to a .blend, a .py script or a 3D file (.glb/.gltf/.fbx/.usd/.obj/.stl/.ply/.abc; a Gaussian splat .spz or 3DGS .ply opens with Blender 5.3); the service fetches it (e.g. the sample https://render.janction.jp/samples/cube_scene.py, or a 12-hour /upload link). A .gltf or .obj also brings its .bin / .mtl / textures from the same folder."
  2. Changed1 schema field changed
    • changedInput schema / properties / blender / description
      Previous value: -"Blender version: '' (default: a .blend opens with the version it was saved in, other scenes with 5.0) or '5.0' / '5.2' to choose."New value: +"Blender version: '' (default: a .blend opens with the version it was saved in, other scenes with 5.0) or '5.0' / '5.2' (also '4.5', '4.2', '3.6'; a script that stops on Blender 5 because of an older API is rendered again on those automatically) to choose."
  3. Changed1 schema field changed
    • changedInput schema / properties / scene_script / description
      Previous value: -"The scene as bpy Python code (text). No file and no local Blender needed; the service runs it in Blender 5.0. Blender 5.0 API notes: materials are node-based, so set a colour on the Principled BSDF (mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value = (r, g, b, 1)); mat.diffuse_color only affects the viewport; do not set Material.use_nodes. Animate with obj.keyframe_insert() (action.fcurves no longer exists; set bpy.context.preferences.edit.keyframe_new_interpolation_type = 'LINEAR' first for constant speed). Build the scene, camera and frame range only; leave resolution, samples and denoising to the service. Helpers: `import jr_assets`, then jr_assets.frame_camera(margin=1.1) points the camera at every object and fits them in the frame; jr_assets.import_model('<id>'), jr_assets.material('<id>') and jr_assets.world_hdri('<id>') use Poly Haven assets passed in asset_urls."New value: +"The scene as bpy Python code (text). No file and no local Blender needed; the service runs it in Blender 5.0 (5.2 with blender='5.2'). Blender 5.0 API notes: materials are node-based, so set a colour on the Principled BSDF (mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value = (r, g, b, 1)); mat.diffuse_color only affects the viewport; do not set Material.use_nodes. Animate with obj.keyframe_insert() (action.fcurves no longer exists; set bpy.context.preferences.edit.keyframe_new_interpolation_type = 'LINEAR' first for constant speed). Build the scene, camera and frame range only; leave resolution, samples and denoising to the service. Helpers: `import jr_assets`, then jr_assets.frame_camera(margin=1.1) points the camera at every object and fits them in the frame; jr_assets.import_model('<id>'), jr_assets.material('<id>') and jr_assets.world_hdri('<id>') use Poly Haven assets passed in asset_urls."
  4. Changed1 schema field changed
    • changedInput schema / properties / blender / description
      Previous value: -"Blender version: '' (5.0, default) or '5.2' when the worker has it."New value: +"Blender version: '' (default: a .blend opens with the version it was saved in, other scenes with 5.0) or '5.0' / '5.2' to choose."
  5. Changed5 schema fields changed
    • addedInput schema / properties / asset_urls / description
      Added value: +"Extra files sent with the scene: https links (textures, glTF .bin) or 'polyhaven:<id>' CC0 assets from asset_search ('polyhaven:<id>@2k' for 2k textures). A .blend finds them through relative paths (same folder); a script through os.environ['JR_ASSETS_DIR'] or the jr_assets helpers."
    • addedInput schema / properties / blender / description
      Added value: +"Blender version: '' (5.0, default) or '5.2' when the worker has it."
    • addedInput schema / properties / scene_id / description
      Added value: +"scene_id returned by an earlier call (reuses the uploaded scene without sending it again)."
    • addedInput schema / properties / scene_script / description
      Added value: +"The scene as bpy Python code (text). No file and no local Blender needed; the service runs it in Blender 5.0. Blender 5.0 API notes: materials are node-based, so set a colour on the Principled BSDF (mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value = (r, g, b, 1)); mat.diffuse_color only affects the viewport; do not set Material.use_nodes. Animate with obj.keyframe_insert() (action.fcurves no longer exists; set bpy.context.preferences.edit.keyframe_new_interpolation_type = 'LINEAR' first for constant speed). Build the scene, camera and frame range only; leave resolution, samples and denoising to the service. Helpers: `import jr_assets`, then jr_assets.frame_camera(margin=1.1) points the camera at every object and fits them in the frame; jr_assets.import_model('<id>'), jr_assets.material('<id>') and jr_assets.world_hdri('<id>') use Poly Haven assets passed in asset_urls."
    • addedInput schema / properties / scene_url / description
      Added value: +"https link to a .blend, a .py script or a 3D file (.glb/.gltf/.fbx/.usd/.obj/.stl/.ply/.abc); the service fetches it (e.g. the sample https://render.janction.jp/samples/cube_scene.py, or a 12-hour /upload link). A .gltf or .obj also brings its .bin / .mtl / textures from the same folder."
  6. First observed

TDQS

A4.4/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare idempotent, non-destructive, open-world behavior, and the description adds genuinely new context: cost and latency ('a few seconds, no GPU time'), the diagnostic detail about pink missing linked files, and the side effect that a reusable scene_id is produced. It does not say whether the call uploads/executes the scene (consistent with readOnlyHint=false), but nothing contradicts the annotations.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with what the tool does and its cost, then usage, then the return/handoff. The output enumeration is long but each item is a distinct diagnostic signal, so little is wasted; it could be trimmed with a list rather than a run-on clause.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

An output schema exists, yet the description still tells the agent what the call reveals and why it matters (broken links), plus where the resulting scene_id goes next. For a 5-parameter, zero-required inspection tool, an agent has everything needed to decide and invoke correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3; the description still earns a step up by explaining the cross-tool meaning of scene_id — it can be reused in later render calls rather than resending the scene. Mode selection between scene_id, scene_url and scene_script is left entirely to the schema descriptions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('Read a Blender scene without rendering') and then enumerates exactly what is reported: cameras and the active one, frame range/fps, resolution, objects by type, lights, materials, animation, missing linked files. That level of specificity lets an agent distinguish it from render_info or render_status without opening the schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives explicit when-to-use contexts ('a .blend you did not write', 'check what a bpy script built') and a clear handoff: pass the returned scene_id to render_preview and render_final instead of resending the scene. It does not explicitly state when *not* to use it or contrast it with render_info, so it stops short of full routing.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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