BlenderMCP

by ahujasid
Verified
import bpy import mathutils import json import threading import socket import time import requests import tempfile import traceback import os import shutil from bpy.props import StringProperty, IntProperty, BoolProperty, EnumProperty bl_info = { "name": "Blender MCP", "author": "BlenderMCP", "version": (0, 2), "blender": (3, 0, 0), "location": "View3D > Sidebar > BlenderMCP", "description": "Connect Blender to Claude via MCP", "category": "Interface", } RODIN_FREE_TRIAL_KEY = "k9TcfFoEhNd9cCPP2guHAHHHkctZHIRhZDywZ1euGUXwihbYLpOjQhofby80NJez" class BlenderMCPServer: def __init__(self, host='localhost', port=9876): self.host = host self.port = port self.running = False self.socket = None self.server_thread = None def start(self): if self.running: print("Server is already running") return self.running = True try: # Create socket self.socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) self.socket.bind((self.host, self.port)) self.socket.listen(1) # Start server thread self.server_thread = threading.Thread(target=self._server_loop) self.server_thread.daemon = True self.server_thread.start() print(f"BlenderMCP server started on {self.host}:{self.port}") except Exception as e: print(f"Failed to start server: {str(e)}") self.stop() def stop(self): self.running = False # Close socket if self.socket: try: self.socket.close() except: pass self.socket = None # Wait for thread to finish if self.server_thread: try: if self.server_thread.is_alive(): self.server_thread.join(timeout=1.0) except: pass self.server_thread = None print("BlenderMCP server stopped") def _server_loop(self): """Main server loop in a separate thread""" print("Server thread started") self.socket.settimeout(1.0) # Timeout to allow for stopping while self.running: try: # Accept new connection try: client, address = self.socket.accept() print(f"Connected to client: {address}") # Handle client in a separate thread client_thread = threading.Thread( target=self._handle_client, args=(client,) ) client_thread.daemon = True client_thread.start() except socket.timeout: # Just check running condition continue except Exception as e: print(f"Error accepting connection: {str(e)}") time.sleep(0.5) except Exception as e: print(f"Error in server loop: {str(e)}") if not self.running: break time.sleep(0.5) print("Server thread stopped") def _handle_client(self, client): """Handle connected client""" print("Client handler started") client.settimeout(None) # No timeout buffer = b'' try: while self.running: # Receive data try: data = client.recv(8192) if not data: print("Client disconnected") break buffer += data try: # Try to parse command command = json.loads(buffer.decode('utf-8')) buffer = b'' # Execute command in Blender's main thread def execute_wrapper(): try: response = self.execute_command(command) response_json = json.dumps(response) try: client.sendall(response_json.encode('utf-8')) except: print("Failed to send response - client disconnected") except Exception as e: print(f"Error executing command: {str(e)}") traceback.print_exc() try: error_response = { "status": "error", "message": str(e) } client.sendall(json.dumps(error_response).encode('utf-8')) except: pass return None # Schedule execution in main thread bpy.app.timers.register(execute_wrapper, first_interval=0.0) except json.JSONDecodeError: # Incomplete data, wait for more pass except Exception as e: print(f"Error receiving data: {str(e)}") break except Exception as e: print(f"Error in client handler: {str(e)}") finally: try: client.close() except: pass print("Client handler stopped") def execute_command(self, command): """Execute a command in the main Blender thread""" try: cmd_type = command.get("type") params = command.get("params", {}) # Ensure we're in the right context if cmd_type in ["create_object", "modify_object", "delete_object"]: override = bpy.context.copy() override['area'] = [area for area in bpy.context.screen.areas if area.type == 'VIEW_3D'][0] with bpy.context.temp_override(**override): return self._execute_command_internal(command) else: return self._execute_command_internal(command) except Exception as e: print(f"Error executing command: {str(e)}") traceback.print_exc() return {"status": "error", "message": str(e)} def _execute_command_internal(self, command): """Internal command execution with proper context""" cmd_type = command.get("type") params = command.get("params", {}) # Add a handler for checking PolyHaven status if cmd_type == "get_polyhaven_status": return {"status": "success", "result": self.get_polyhaven_status()} # Base handlers that are always available handlers = { "get_scene_info": self.get_scene_info, "create_object": self.create_object, "modify_object": self.modify_object, "delete_object": self.delete_object, "get_object_info": self.get_object_info, "execute_code": self.execute_code, "set_material": self.set_material, "get_polyhaven_status": self.get_polyhaven_status, "get_hyper3d_status": self.get_hyper3d_status, } # Add Polyhaven handlers only if enabled if bpy.context.scene.blendermcp_use_polyhaven: polyhaven_handlers = { "get_polyhaven_categories": self.get_polyhaven_categories, "search_polyhaven_assets": self.search_polyhaven_assets, "download_polyhaven_asset": self.download_polyhaven_asset, "set_texture": self.set_texture, } handlers.update(polyhaven_handlers) # Add Hyper3d handlers only if enabled if bpy.context.scene.blendermcp_use_hyper3d: polyhaven_handlers = { "create_rodin_job": self.create_rodin_job, "poll_rodin_job_status": self.poll_rodin_job_status, "import_generated_asset": self.import_generated_asset, } handlers.update(polyhaven_handlers) handler = handlers.get(cmd_type) if handler: try: print(f"Executing handler for {cmd_type}") result = handler(**params) print(f"Handler execution complete") return {"status": "success", "result": result} except Exception as e: print(f"Error in handler: {str(e)}") traceback.print_exc() return {"status": "error", "message": str(e)} else: return {"status": "error", "message": f"Unknown command type: {cmd_type}"} def get_simple_info(self): """Get basic Blender information""" return { "blender_version": ".".join(str(v) for v in bpy.app.version), "scene_name": bpy.context.scene.name, "object_count": len(bpy.context.scene.objects) } def get_scene_info(self): """Get information about the current Blender scene""" try: print("Getting scene info...") # Simplify the scene info to reduce data size scene_info = { "name": bpy.context.scene.name, "object_count": len(bpy.context.scene.objects), "objects": [], "materials_count": len(bpy.data.materials), } # Collect minimal object information (limit to first 10 objects) for i, obj in enumerate(bpy.context.scene.objects): if i >= 10: # Reduced from 20 to 10 break obj_info = { "name": obj.name, "type": obj.type, # Only include basic location data "location": [round(float(obj.location.x), 2), round(float(obj.location.y), 2), round(float(obj.location.z), 2)], } scene_info["objects"].append(obj_info) print(f"Scene info collected: {len(scene_info['objects'])} objects") return scene_info except Exception as e: print(f"Error in get_scene_info: {str(e)}") traceback.print_exc() return {"error": str(e)} @staticmethod def _get_aabb(obj): """ Returns the world-space axis-aligned bounding box (AABB) of an object. """ if obj.type != 'MESH': raise TypeError("Object must be a mesh") # Get the bounding box corners in local space local_bbox_corners = [mathutils.Vector(corner) for corner in obj.bound_box] # Convert to world coordinates world_bbox_corners = [obj.matrix_world @ corner for corner in local_bbox_corners] # Compute axis-aligned min/max coordinates min_corner = mathutils.Vector(map(min, zip(*world_bbox_corners))) max_corner = mathutils.Vector(map(max, zip(*world_bbox_corners))) return [ [*min_corner], [*max_corner] ] def create_object(self, type="CUBE", name=None, location=(0, 0, 0), rotation=(0, 0, 0), scale=(1, 1, 1), align="WORLD", major_segments=48, minor_segments=12, mode="MAJOR_MINOR", major_radius=1.0, minor_radius=0.25, abso_major_rad=1.25, abso_minor_rad=0.75, generate_uvs=True): """Create a new object in the scene""" try: # Deselect all objects first bpy.ops.object.select_all(action='DESELECT') # Create the object based on type if type == "CUBE": bpy.ops.mesh.primitive_cube_add(location=location, rotation=rotation, scale=scale) elif type == "SPHERE": bpy.ops.mesh.primitive_uv_sphere_add(location=location, rotation=rotation, scale=scale) elif type == "CYLINDER": bpy.ops.mesh.primitive_cylinder_add(location=location, rotation=rotation, scale=scale) elif type == "PLANE": bpy.ops.mesh.primitive_plane_add(location=location, rotation=rotation, scale=scale) elif type == "CONE": bpy.ops.mesh.primitive_cone_add(location=location, rotation=rotation, scale=scale) elif type == "TORUS": bpy.ops.mesh.primitive_torus_add( align=align, location=location, rotation=rotation, major_segments=major_segments, minor_segments=minor_segments, mode=mode, major_radius=major_radius, minor_radius=minor_radius, abso_major_rad=abso_major_rad, abso_minor_rad=abso_minor_rad, generate_uvs=generate_uvs ) elif type == "EMPTY": bpy.ops.object.empty_add(location=location, rotation=rotation, scale=scale) elif type == "CAMERA": bpy.ops.object.camera_add(location=location, rotation=rotation) elif type == "LIGHT": bpy.ops.object.light_add(type='POINT', location=location, rotation=rotation, scale=scale) else: raise ValueError(f"Unsupported object type: {type}") # Force update the view layer bpy.context.view_layer.update() # Get the active object (which should be our newly created object) obj = bpy.context.view_layer.objects.active # If we don't have an active object, something went wrong if obj is None: raise RuntimeError("Failed to create object - no active object") # Make sure it's selected obj.select_set(True) # Rename if name is provided if name: obj.name = name if obj.data: obj.data.name = name # Return the object info result = { "name": obj.name, "type": obj.type, "location": [obj.location.x, obj.location.y, obj.location.z], "rotation": [obj.rotation_euler.x, obj.rotation_euler.y, obj.rotation_euler.z], "scale": [obj.scale.x, obj.scale.y, obj.scale.z], } if obj.type == "MESH": bounding_box = self._get_aabb(obj) result["world_bounding_box"] = bounding_box return result except Exception as e: print(f"Error in create_object: {str(e)}") traceback.print_exc() return {"error": str(e)} def modify_object(self, name, location=None, rotation=None, scale=None, visible=None): """Modify an existing object in the scene""" # Find the object by name obj = bpy.data.objects.get(name) if not obj: raise ValueError(f"Object not found: {name}") # Modify properties as requested if location is not None: obj.location = location if rotation is not None: obj.rotation_euler = rotation if scale is not None: obj.scale = scale if visible is not None: obj.hide_viewport = not visible obj.hide_render = not visible result = { "name": obj.name, "type": obj.type, "location": [obj.location.x, obj.location.y, obj.location.z], "rotation": [obj.rotation_euler.x, obj.rotation_euler.y, obj.rotation_euler.z], "scale": [obj.scale.x, obj.scale.y, obj.scale.z], "visible": obj.visible_get(), } if obj.type == "MESH": bounding_box = self._get_aabb(obj) result["world_bounding_box"] = bounding_box return result def delete_object(self, name): """Delete an object from the scene""" obj = bpy.data.objects.get(name) if not obj: raise ValueError(f"Object not found: {name}") # Store the name to return obj_name = obj.name # Select and delete the object if obj: bpy.data.objects.remove(obj, do_unlink=True) return {"deleted": obj_name} def get_object_info(self, name): """Get detailed information about a specific object""" obj = bpy.data.objects.get(name) if not obj: raise ValueError(f"Object not found: {name}") # Basic object info obj_info = { "name": obj.name, "type": obj.type, "location": [obj.location.x, obj.location.y, obj.location.z], "rotation": [obj.rotation_euler.x, obj.rotation_euler.y, obj.rotation_euler.z], "scale": [obj.scale.x, obj.scale.y, obj.scale.z], "visible": obj.visible_get(), "materials": [], } if obj.type == "MESH": bounding_box = self._get_aabb(obj) obj_info["world_bounding_box"] = bounding_box # Add material slots for slot in obj.material_slots: if slot.material: obj_info["materials"].append(slot.material.name) # Add mesh data if applicable if obj.type == 'MESH' and obj.data: mesh = obj.data obj_info["mesh"] = { "vertices": len(mesh.vertices), "edges": len(mesh.edges), "polygons": len(mesh.polygons), } return obj_info def execute_code(self, code): """Execute arbitrary Blender Python code""" # This is powerful but potentially dangerous - use with caution try: # Create a local namespace for execution namespace = {"bpy": bpy} exec(code, namespace) return {"executed": True} except Exception as e: raise Exception(f"Code execution error: {str(e)}") def set_material(self, object_name, material_name=None, create_if_missing=True, color=None): """Set or create a material for an object""" try: # Get the object obj = bpy.data.objects.get(object_name) if not obj: raise ValueError(f"Object not found: {object_name}") # Make sure object can accept materials if not hasattr(obj, 'data') or not hasattr(obj.data, 'materials'): raise ValueError(f"Object {object_name} cannot accept materials") # Create or get material if material_name: mat = bpy.data.materials.get(material_name) if not mat and create_if_missing: mat = bpy.data.materials.new(name=material_name) print(f"Created new material: {material_name}") else: # Generate unique material name if none provided mat_name = f"{object_name}_material" mat = bpy.data.materials.get(mat_name) if not mat: mat = bpy.data.materials.new(name=mat_name) material_name = mat_name print(f"Using material: {mat_name}") # Set up material nodes if needed if mat: if not mat.use_nodes: mat.use_nodes = True # Get or create Principled BSDF principled = mat.node_tree.nodes.get('Principled BSDF') if not principled: principled = mat.node_tree.nodes.new('ShaderNodeBsdfPrincipled') # Get or create Material Output output = mat.node_tree.nodes.get('Material Output') if not output: output = mat.node_tree.nodes.new('ShaderNodeOutputMaterial') # Link if not already linked if not principled.outputs[0].links: mat.node_tree.links.new(principled.outputs[0], output.inputs[0]) # Set color if provided if color and len(color) >= 3: principled.inputs['Base Color'].default_value = ( color[0], color[1], color[2], 1.0 if len(color) < 4 else color[3] ) print(f"Set material color to {color}") # Assign material to object if not already assigned if mat: if not obj.data.materials: obj.data.materials.append(mat) else: # Only modify first material slot obj.data.materials[0] = mat print(f"Assigned material {mat.name} to object {object_name}") return { "status": "success", "object": object_name, "material": mat.name, "color": color if color else None } else: raise ValueError(f"Failed to create or find material: {material_name}") except Exception as e: print(f"Error in set_material: {str(e)}") traceback.print_exc() return { "status": "error", "message": str(e), "object": object_name, "material": material_name if 'material_name' in locals() else None } def render_scene(self, output_path=None, resolution_x=None, resolution_y=None): """Render the current scene""" if resolution_x is not None: bpy.context.scene.render.resolution_x = resolution_x if resolution_y is not None: bpy.context.scene.render.resolution_y = resolution_y if output_path: bpy.context.scene.render.filepath = output_path # Render the scene bpy.ops.render.render(write_still=bool(output_path)) return { "rendered": True, "output_path": output_path if output_path else "[not saved]", "resolution": [bpy.context.scene.render.resolution_x, bpy.context.scene.render.resolution_y], } def get_polyhaven_categories(self, asset_type): """Get categories for a specific asset type from Polyhaven""" try: if asset_type not in ["hdris", "textures", "models", "all"]: return {"error": f"Invalid asset type: {asset_type}. Must be one of: hdris, textures, models, all"} response = requests.get(f"https://api.polyhaven.com/categories/{asset_type}") if response.status_code == 200: return {"categories": response.json()} else: return {"error": f"API request failed with status code {response.status_code}"} except Exception as e: return {"error": str(e)} def search_polyhaven_assets(self, asset_type=None, categories=None): """Search for assets from Polyhaven with optional filtering""" try: url = "https://api.polyhaven.com/assets" params = {} if asset_type and asset_type != "all": if asset_type not in ["hdris", "textures", "models"]: return {"error": f"Invalid asset type: {asset_type}. Must be one of: hdris, textures, models, all"} params["type"] = asset_type if categories: params["categories"] = categories response = requests.get(url, params=params) if response.status_code == 200: # Limit the response size to avoid overwhelming Blender assets = response.json() # Return only the first 20 assets to keep response size manageable limited_assets = {} for i, (key, value) in enumerate(assets.items()): if i >= 20: # Limit to 20 assets break limited_assets[key] = value return {"assets": limited_assets, "total_count": len(assets), "returned_count": len(limited_assets)} else: return {"error": f"API request failed with status code {response.status_code}"} except Exception as e: return {"error": str(e)} def download_polyhaven_asset(self, asset_id, asset_type, resolution="1k", file_format=None): try: # First get the files information files_response = requests.get(f"https://api.polyhaven.com/files/{asset_id}") if files_response.status_code != 200: return {"error": f"Failed to get asset files: {files_response.status_code}"} files_data = files_response.json() # Handle different asset types if asset_type == "hdris": # For HDRIs, download the .hdr or .exr file if not file_format: file_format = "hdr" # Default format for HDRIs if "hdri" in files_data and resolution in files_data["hdri"] and file_format in files_data["hdri"][resolution]: file_info = files_data["hdri"][resolution][file_format] file_url = file_info["url"] # For HDRIs, we need to save to a temporary file first # since Blender can't properly load HDR data directly from memory with tempfile.NamedTemporaryFile(suffix=f".{file_format}", delete=False) as tmp_file: # Download the file response = requests.get(file_url) if response.status_code != 200: return {"error": f"Failed to download HDRI: {response.status_code}"} tmp_file.write(response.content) tmp_path = tmp_file.name try: # Create a new world if none exists if not bpy.data.worlds: bpy.data.worlds.new("World") world = bpy.data.worlds[0] world.use_nodes = True node_tree = world.node_tree # Clear existing nodes for node in node_tree.nodes: node_tree.nodes.remove(node) # Create nodes tex_coord = node_tree.nodes.new(type='ShaderNodeTexCoord') tex_coord.location = (-800, 0) mapping = node_tree.nodes.new(type='ShaderNodeMapping') mapping.location = (-600, 0) # Load the image from the temporary file env_tex = node_tree.nodes.new(type='ShaderNodeTexEnvironment') env_tex.location = (-400, 0) env_tex.image = bpy.data.images.load(tmp_path) # Use a color space that exists in all Blender versions if file_format.lower() == 'exr': # Try to use Linear color space for EXR files try: env_tex.image.colorspace_settings.name = 'Linear' except: # Fallback to Non-Color if Linear isn't available env_tex.image.colorspace_settings.name = 'Non-Color' else: # hdr # For HDR files, try these options in order for color_space in ['Linear', 'Linear Rec.709', 'Non-Color']: try: env_tex.image.colorspace_settings.name = color_space break # Stop if we successfully set a color space except: continue background = node_tree.nodes.new(type='ShaderNodeBackground') background.location = (-200, 0) output = node_tree.nodes.new(type='ShaderNodeOutputWorld') output.location = (0, 0) # Connect nodes node_tree.links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector']) node_tree.links.new(mapping.outputs['Vector'], env_tex.inputs['Vector']) node_tree.links.new(env_tex.outputs['Color'], background.inputs['Color']) node_tree.links.new(background.outputs['Background'], output.inputs['Surface']) # Set as active world bpy.context.scene.world = world # Clean up temporary file try: tempfile._cleanup() # This will clean up all temporary files except: pass return { "success": True, "message": f"HDRI {asset_id} imported successfully", "image_name": env_tex.image.name } except Exception as e: return {"error": f"Failed to set up HDRI in Blender: {str(e)}"} else: return {"error": f"Requested resolution or format not available for this HDRI"} elif asset_type == "textures": if not file_format: file_format = "jpg" # Default format for textures downloaded_maps = {} try: for map_type in files_data: if map_type not in ["blend", "gltf"]: # Skip non-texture files if resolution in files_data[map_type] and file_format in files_data[map_type][resolution]: file_info = files_data[map_type][resolution][file_format] file_url = file_info["url"] # Use NamedTemporaryFile like we do for HDRIs with tempfile.NamedTemporaryFile(suffix=f".{file_format}", delete=False) as tmp_file: # Download the file response = requests.get(file_url) if response.status_code == 200: tmp_file.write(response.content) tmp_path = tmp_file.name # Load image from temporary file image = bpy.data.images.load(tmp_path) image.name = f"{asset_id}_{map_type}.{file_format}" # Pack the image into .blend file image.pack() # Set color space based on map type if map_type in ['color', 'diffuse', 'albedo']: try: image.colorspace_settings.name = 'sRGB' except: pass else: try: image.colorspace_settings.name = 'Non-Color' except: pass downloaded_maps[map_type] = image # Clean up temporary file try: os.unlink(tmp_path) except: pass if not downloaded_maps: return {"error": f"No texture maps found for the requested resolution and format"} # Create a new material with the downloaded textures mat = bpy.data.materials.new(name=asset_id) mat.use_nodes = True nodes = mat.node_tree.nodes links = mat.node_tree.links # Clear default nodes for node in nodes: nodes.remove(node) # Create output node output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (300, 0) # Create principled BSDF node principled = nodes.new(type='ShaderNodeBsdfPrincipled') principled.location = (0, 0) links.new(principled.outputs[0], output.inputs[0]) # Add texture nodes based on available maps tex_coord = nodes.new(type='ShaderNodeTexCoord') tex_coord.location = (-800, 0) mapping = nodes.new(type='ShaderNodeMapping') mapping.location = (-600, 0) mapping.vector_type = 'TEXTURE' # Changed from default 'POINT' to 'TEXTURE' links.new(tex_coord.outputs['UV'], mapping.inputs['Vector']) # Position offset for texture nodes x_pos = -400 y_pos = 300 # Connect different texture maps for map_type, image in downloaded_maps.items(): tex_node = nodes.new(type='ShaderNodeTexImage') tex_node.location = (x_pos, y_pos) tex_node.image = image # Set color space based on map type if map_type.lower() in ['color', 'diffuse', 'albedo']: try: tex_node.image.colorspace_settings.name = 'sRGB' except: pass # Use default if sRGB not available else: try: tex_node.image.colorspace_settings.name = 'Non-Color' except: pass # Use default if Non-Color not available links.new(mapping.outputs['Vector'], tex_node.inputs['Vector']) # Connect to appropriate input on Principled BSDF if map_type.lower() in ['color', 'diffuse', 'albedo']: links.new(tex_node.outputs['Color'], principled.inputs['Base Color']) elif map_type.lower() in ['roughness', 'rough']: links.new(tex_node.outputs['Color'], principled.inputs['Roughness']) elif map_type.lower() in ['metallic', 'metalness', 'metal']: links.new(tex_node.outputs['Color'], principled.inputs['Metallic']) elif map_type.lower() in ['normal', 'nor']: # Add normal map node normal_map = nodes.new(type='ShaderNodeNormalMap') normal_map.location = (x_pos + 200, y_pos) links.new(tex_node.outputs['Color'], normal_map.inputs['Color']) links.new(normal_map.outputs['Normal'], principled.inputs['Normal']) elif map_type in ['displacement', 'disp', 'height']: # Add displacement node disp_node = nodes.new(type='ShaderNodeDisplacement') disp_node.location = (x_pos + 200, y_pos - 200) links.new(tex_node.outputs['Color'], disp_node.inputs['Height']) links.new(disp_node.outputs['Displacement'], output.inputs['Displacement']) y_pos -= 250 return { "success": True, "message": f"Texture {asset_id} imported as material", "material": mat.name, "maps": list(downloaded_maps.keys()) } except Exception as e: return {"error": f"Failed to process textures: {str(e)}"} elif asset_type == "models": # For models, prefer glTF format if available if not file_format: file_format = "gltf" # Default format for models if file_format in files_data and resolution in files_data[file_format]: file_info = files_data[file_format][resolution][file_format] file_url = file_info["url"] # Create a temporary directory to store the model and its dependencies temp_dir = tempfile.mkdtemp() main_file_path = "" try: # Download the main model file main_file_name = file_url.split("/")[-1] main_file_path = os.path.join(temp_dir, main_file_name) response = requests.get(file_url) if response.status_code != 200: return {"error": f"Failed to download model: {response.status_code}"} with open(main_file_path, "wb") as f: f.write(response.content) # Check for included files and download them if "include" in file_info and file_info["include"]: for include_path, include_info in file_info["include"].items(): # Get the URL for the included file - this is the fix include_url = include_info["url"] # Create the directory structure for the included file include_file_path = os.path.join(temp_dir, include_path) os.makedirs(os.path.dirname(include_file_path), exist_ok=True) # Download the included file include_response = requests.get(include_url) if include_response.status_code == 200: with open(include_file_path, "wb") as f: f.write(include_response.content) else: print(f"Failed to download included file: {include_path}") # Import the model into Blender if file_format == "gltf" or file_format == "glb": bpy.ops.import_scene.gltf(filepath=main_file_path) elif file_format == "fbx": bpy.ops.import_scene.fbx(filepath=main_file_path) elif file_format == "obj": bpy.ops.import_scene.obj(filepath=main_file_path) elif file_format == "blend": # For blend files, we need to append or link with bpy.data.libraries.load(main_file_path, link=False) as (data_from, data_to): data_to.objects = data_from.objects # Link the objects to the scene for obj in data_to.objects: if obj is not None: bpy.context.collection.objects.link(obj) else: return {"error": f"Unsupported model format: {file_format}"} # Get the names of imported objects imported_objects = [obj.name for obj in bpy.context.selected_objects] return { "success": True, "message": f"Model {asset_id} imported successfully", "imported_objects": imported_objects } except Exception as e: return {"error": f"Failed to import model: {str(e)}"} finally: # Clean up temporary directory try: shutil.rmtree(temp_dir) except: print(f"Failed to clean up temporary directory: {temp_dir}") else: return {"error": f"Requested format or resolution not available for this model"} else: return {"error": f"Unsupported asset type: {asset_type}"} except Exception as e: return {"error": f"Failed to download asset: {str(e)}"} def set_texture(self, object_name, texture_id): """Apply a previously downloaded Polyhaven texture to an object by creating a new material""" try: # Get the object obj = bpy.data.objects.get(object_name) if not obj: return {"error": f"Object not found: {object_name}"} # Make sure object can accept materials if not hasattr(obj, 'data') or not hasattr(obj.data, 'materials'): return {"error": f"Object {object_name} cannot accept materials"} # Find all images related to this texture and ensure they're properly loaded texture_images = {} for img in bpy.data.images: if img.name.startswith(texture_id + "_"): # Extract the map type from the image name map_type = img.name.split('_')[-1].split('.')[0] # Force a reload of the image img.reload() # Ensure proper color space if map_type.lower() in ['color', 'diffuse', 'albedo']: try: img.colorspace_settings.name = 'sRGB' except: pass else: try: img.colorspace_settings.name = 'Non-Color' except: pass # Ensure the image is packed if not img.packed_file: img.pack() texture_images[map_type] = img print(f"Loaded texture map: {map_type} - {img.name}") # Debug info print(f"Image size: {img.size[0]}x{img.size[1]}") print(f"Color space: {img.colorspace_settings.name}") print(f"File format: {img.file_format}") print(f"Is packed: {bool(img.packed_file)}") if not texture_images: return {"error": f"No texture images found for: {texture_id}. Please download the texture first."} # Create a new material new_mat_name = f"{texture_id}_material_{object_name}" # Remove any existing material with this name to avoid conflicts existing_mat = bpy.data.materials.get(new_mat_name) if existing_mat: bpy.data.materials.remove(existing_mat) new_mat = bpy.data.materials.new(name=new_mat_name) new_mat.use_nodes = True # Set up the material nodes nodes = new_mat.node_tree.nodes links = new_mat.node_tree.links # Clear default nodes nodes.clear() # Create output node output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (600, 0) # Create principled BSDF node principled = nodes.new(type='ShaderNodeBsdfPrincipled') principled.location = (300, 0) links.new(principled.outputs[0], output.inputs[0]) # Add texture nodes based on available maps tex_coord = nodes.new(type='ShaderNodeTexCoord') tex_coord.location = (-800, 0) mapping = nodes.new(type='ShaderNodeMapping') mapping.location = (-600, 0) mapping.vector_type = 'TEXTURE' # Changed from default 'POINT' to 'TEXTURE' links.new(tex_coord.outputs['UV'], mapping.inputs['Vector']) # Position offset for texture nodes x_pos = -400 y_pos = 300 # Connect different texture maps for map_type, image in texture_images.items(): tex_node = nodes.new(type='ShaderNodeTexImage') tex_node.location = (x_pos, y_pos) tex_node.image = image # Set color space based on map type if map_type.lower() in ['color', 'diffuse', 'albedo']: try: tex_node.image.colorspace_settings.name = 'sRGB' except: pass # Use default if sRGB not available else: try: tex_node.image.colorspace_settings.name = 'Non-Color' except: pass # Use default if Non-Color not available links.new(mapping.outputs['Vector'], tex_node.inputs['Vector']) # Connect to appropriate input on Principled BSDF if map_type.lower() in ['color', 'diffuse', 'albedo']: links.new(tex_node.outputs['Color'], principled.inputs['Base Color']) elif map_type.lower() in ['roughness', 'rough']: links.new(tex_node.outputs['Color'], principled.inputs['Roughness']) elif map_type.lower() in ['metallic', 'metalness', 'metal']: links.new(tex_node.outputs['Color'], principled.inputs['Metallic']) elif map_type.lower() in ['normal', 'nor', 'dx', 'gl']: # Add normal map node normal_map = nodes.new(type='ShaderNodeNormalMap') normal_map.location = (x_pos + 200, y_pos) links.new(tex_node.outputs['Color'], normal_map.inputs['Color']) links.new(normal_map.outputs['Normal'], principled.inputs['Normal']) elif map_type.lower() in ['displacement', 'disp', 'height']: # Add displacement node disp_node = nodes.new(type='ShaderNodeDisplacement') disp_node.location = (x_pos + 200, y_pos - 200) disp_node.inputs['Scale'].default_value = 0.1 # Reduce displacement strength links.new(tex_node.outputs['Color'], disp_node.inputs['Height']) links.new(disp_node.outputs['Displacement'], output.inputs['Displacement']) y_pos -= 250 # Second pass: Connect nodes with proper handling for special cases texture_nodes = {} # First find all texture nodes and store them by map type for node in nodes: if node.type == 'TEX_IMAGE' and node.image: for map_type, image in texture_images.items(): if node.image == image: texture_nodes[map_type] = node break # Now connect everything using the nodes instead of images # Handle base color (diffuse) for map_name in ['color', 'diffuse', 'albedo']: if map_name in texture_nodes: links.new(texture_nodes[map_name].outputs['Color'], principled.inputs['Base Color']) print(f"Connected {map_name} to Base Color") break # Handle roughness for map_name in ['roughness', 'rough']: if map_name in texture_nodes: links.new(texture_nodes[map_name].outputs['Color'], principled.inputs['Roughness']) print(f"Connected {map_name} to Roughness") break # Handle metallic for map_name in ['metallic', 'metalness', 'metal']: if map_name in texture_nodes: links.new(texture_nodes[map_name].outputs['Color'], principled.inputs['Metallic']) print(f"Connected {map_name} to Metallic") break # Handle normal maps for map_name in ['gl', 'dx', 'nor']: if map_name in texture_nodes: normal_map_node = nodes.new(type='ShaderNodeNormalMap') normal_map_node.location = (100, 100) links.new(texture_nodes[map_name].outputs['Color'], normal_map_node.inputs['Color']) links.new(normal_map_node.outputs['Normal'], principled.inputs['Normal']) print(f"Connected {map_name} to Normal") break # Handle displacement for map_name in ['displacement', 'disp', 'height']: if map_name in texture_nodes: disp_node = nodes.new(type='ShaderNodeDisplacement') disp_node.location = (300, -200) disp_node.inputs['Scale'].default_value = 0.1 # Reduce displacement strength links.new(texture_nodes[map_name].outputs['Color'], disp_node.inputs['Height']) links.new(disp_node.outputs['Displacement'], output.inputs['Displacement']) print(f"Connected {map_name} to Displacement") break # Handle ARM texture (Ambient Occlusion, Roughness, Metallic) if 'arm' in texture_nodes: separate_rgb = nodes.new(type='ShaderNodeSeparateRGB') separate_rgb.location = (-200, -100) links.new(texture_nodes['arm'].outputs['Color'], separate_rgb.inputs['Image']) # Connect Roughness (G) if no dedicated roughness map if not any(map_name in texture_nodes for map_name in ['roughness', 'rough']): links.new(separate_rgb.outputs['G'], principled.inputs['Roughness']) print("Connected ARM.G to Roughness") # Connect Metallic (B) if no dedicated metallic map if not any(map_name in texture_nodes for map_name in ['metallic', 'metalness', 'metal']): links.new(separate_rgb.outputs['B'], principled.inputs['Metallic']) print("Connected ARM.B to Metallic") # For AO (R channel), multiply with base color if we have one base_color_node = None for map_name in ['color', 'diffuse', 'albedo']: if map_name in texture_nodes: base_color_node = texture_nodes[map_name] break if base_color_node: mix_node = nodes.new(type='ShaderNodeMixRGB') mix_node.location = (100, 200) mix_node.blend_type = 'MULTIPLY' mix_node.inputs['Fac'].default_value = 0.8 # 80% influence # Disconnect direct connection to base color for link in base_color_node.outputs['Color'].links: if link.to_socket == principled.inputs['Base Color']: links.remove(link) # Connect through the mix node links.new(base_color_node.outputs['Color'], mix_node.inputs[1]) links.new(separate_rgb.outputs['R'], mix_node.inputs[2]) links.new(mix_node.outputs['Color'], principled.inputs['Base Color']) print("Connected ARM.R to AO mix with Base Color") # Handle AO (Ambient Occlusion) if separate if 'ao' in texture_nodes: base_color_node = None for map_name in ['color', 'diffuse', 'albedo']: if map_name in texture_nodes: base_color_node = texture_nodes[map_name] break if base_color_node: mix_node = nodes.new(type='ShaderNodeMixRGB') mix_node.location = (100, 200) mix_node.blend_type = 'MULTIPLY' mix_node.inputs['Fac'].default_value = 0.8 # 80% influence # Disconnect direct connection to base color for link in base_color_node.outputs['Color'].links: if link.to_socket == principled.inputs['Base Color']: links.remove(link) # Connect through the mix node links.new(base_color_node.outputs['Color'], mix_node.inputs[1]) links.new(texture_nodes['ao'].outputs['Color'], mix_node.inputs[2]) links.new(mix_node.outputs['Color'], principled.inputs['Base Color']) print("Connected AO to mix with Base Color") # CRITICAL: Make sure to clear all existing materials from the object while len(obj.data.materials) > 0: obj.data.materials.pop(index=0) # Assign the new material to the object obj.data.materials.append(new_mat) # CRITICAL: Make the object active and select it bpy.context.view_layer.objects.active = obj obj.select_set(True) # CRITICAL: Force Blender to update the material bpy.context.view_layer.update() # Get the list of texture maps texture_maps = list(texture_images.keys()) # Get info about texture nodes for debugging material_info = { "name": new_mat.name, "has_nodes": new_mat.use_nodes, "node_count": len(new_mat.node_tree.nodes), "texture_nodes": [] } for node in new_mat.node_tree.nodes: if node.type == 'TEX_IMAGE' and node.image: connections = [] for output in node.outputs: for link in output.links: connections.append(f"{output.name} → {link.to_node.name}.{link.to_socket.name}") material_info["texture_nodes"].append({ "name": node.name, "image": node.image.name, "colorspace": node.image.colorspace_settings.name, "connections": connections }) return { "success": True, "message": f"Created new material and applied texture {texture_id} to {object_name}", "material": new_mat.name, "maps": texture_maps, "material_info": material_info } except Exception as e: print(f"Error in set_texture: {str(e)}") traceback.print_exc() return {"error": f"Failed to apply texture: {str(e)}"} def get_polyhaven_status(self): """Get the current status of PolyHaven integration""" enabled = bpy.context.scene.blendermcp_use_polyhaven if enabled: return {"enabled": True, "message": "PolyHaven integration is enabled and ready to use."} else: return { "enabled": False, "message": """PolyHaven integration is currently disabled. To enable it: 1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden) 2. Check the 'Use assets from Poly Haven' checkbox 3. Restart the connection to Claude""" } #region Hyper3D def get_hyper3d_status(self): """Get the current status of Hyper3D Rodin integration""" enabled = bpy.context.scene.blendermcp_use_hyper3d if enabled: if not bpy.context.scene.blendermcp_hyper3d_api_key: return { "enabled": False, "message": """Hyper3D Rodin integration is currently enabled, but API key is not given. To enable it: 1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden) 2. Keep the 'Use Hyper3D Rodin 3D model generation' checkbox checked 3. Choose the right plaform and fill in the API Key 4. Restart the connection to Claude""" } mode = bpy.context.scene.blendermcp_hyper3d_mode message = f"Hyper3D Rodin integration is enabled and ready to use. Mode: {mode}. " + \ f"Key type: {'private' if bpy.context.scene.blendermcp_hyper3d_api_key != RODIN_FREE_TRIAL_KEY else 'free_trial'}" return { "enabled": True, "message": message } else: return { "enabled": False, "message": """Hyper3D Rodin integration is currently disabled. To enable it: 1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden) 2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox 3. Restart the connection to Claude""" } def create_rodin_job(self, *args, **kwargs): match bpy.context.scene.blendermcp_hyper3d_mode: case "MAIN_SITE": return self.create_rodin_job_main_site(*args, **kwargs) case "FAL_AI": return self.create_rodin_job_fal_ai(*args, **kwargs) case _: return f"Error: Unknown Hyper3D Rodin mode!" def create_rodin_job_main_site( self, text_prompt: str=None, images: list[tuple[str, str]]=None, bbox_condition=None ): try: if images is None: images = [] """Call Rodin API, get the job uuid and subscription key""" files = [ *[("images", (f"{i:04d}{img_suffix}", img)) for i, (img_suffix, img) in enumerate(images)], ("tier", (None, "Sketch")), ("mesh_mode", (None, "Raw")), ] if text_prompt: files.append(("prompt", (None, text_prompt))) if bbox_condition: files.append(("bbox_condition", (None, json.dumps(bbox_condition)))) response = requests.post( "https://hyperhuman.deemos.com/api/v2/rodin", headers={ "Authorization": f"Bearer {bpy.context.scene.blendermcp_hyper3d_api_key}", }, files=files ) data = response.json() return data except Exception as e: return {"error": str(e)} def create_rodin_job_fal_ai( self, text_prompt: str=None, images: list[tuple[str, str]]=None, bbox_condition=None ): try: req_data = { "tier": "Sketch", } if images: req_data["input_image_urls"] = images if text_prompt: req_data["prompt"] = text_prompt if bbox_condition: req_data["bbox_condition"] = bbox_condition response = requests.post( "https://queue.fal.run/fal-ai/hyper3d/rodin", headers={ "Authorization": f"Key {bpy.context.scene.blendermcp_hyper3d_api_key}", "Content-Type": "application/json", }, json=req_data ) data = response.json() return data except Exception as e: return {"error": str(e)} def poll_rodin_job_status(self, *args, **kwargs): match bpy.context.scene.blendermcp_hyper3d_mode: case "MAIN_SITE": return self.poll_rodin_job_status_main_site(*args, **kwargs) case "FAL_AI": return self.poll_rodin_job_status_fal_ai(*args, **kwargs) case _: return f"Error: Unknown Hyper3D Rodin mode!" def poll_rodin_job_status_main_site(self, subscription_key: str): """Call the job status API to get the job status""" response = requests.post( "https://hyperhuman.deemos.com/api/v2/status", headers={ "Authorization": f"Bearer {bpy.context.scene.blendermcp_hyper3d_api_key}", }, json={ "subscription_key": subscription_key, }, ) data = response.json() return { "status_list": [i["status"] for i in data["jobs"]] } def poll_rodin_job_status_fal_ai(self, request_id: str): """Call the job status API to get the job status""" response = requests.get( f"https://queue.fal.run/fal-ai/hyper3d/requests/{request_id}/status", headers={ "Authorization": f"KEY {bpy.context.scene.blendermcp_hyper3d_api_key}", }, ) data = response.json() return data @staticmethod def _clean_imported_glb(filepath, mesh_name=None): # Import the GLB file bpy.ops.import_scene.gltf(filepath=filepath) # Ensure the context is updated bpy.context.view_layer.update() # Get all imported objects imported_objects = [obj for obj in bpy.context.view_layer.objects if obj.select_get()] if not imported_objects: print("Error: No objects were imported.") return # Identify the mesh object mesh_obj = None if len(imported_objects) == 1 and imported_objects[0].type == 'MESH': mesh_obj = imported_objects[0] print("Single mesh imported, no cleanup needed.") else: parent_obj = imported_objects[0] if parent_obj.type == 'EMPTY' and len(parent_obj.children) == 1: potential_mesh = parent_obj.children[0] if potential_mesh.type == 'MESH': print("GLB structure confirmed: Empty node with one mesh child.") # Unparent the mesh from the empty node potential_mesh.parent = None # Remove the empty node bpy.data.objects.remove(parent_obj) print("Removed empty node, keeping only the mesh.") mesh_obj = potential_mesh else: print("Error: Child is not a mesh object.") return else: print("Error: Expected an empty node with one mesh child or a single mesh object.") return # Rename the mesh if needed if mesh_obj and mesh_name: mesh_obj.name = mesh_name print(f"Mesh renamed to: {mesh_name}") return mesh_obj def import_generated_asset(self, *args, **kwargs): match bpy.context.scene.blendermcp_hyper3d_mode: case "MAIN_SITE": return self.import_generated_asset_main_site(*args, **kwargs) case "FAL_AI": return self.import_generated_asset_fal_ai(*args, **kwargs) case _: return f"Error: Unknown Hyper3D Rodin mode!" def import_generated_asset_main_site(self, task_uuid: str, name: str): """Fetch the generated asset, import into blender""" response = requests.post( "https://hyperhuman.deemos.com/api/v2/download", headers={ "Authorization": f"Bearer {bpy.context.scene.blendermcp_hyper3d_api_key}", }, json={ 'task_uuid': task_uuid } ) data_ = response.json() temp_file = None for i in data_["list"]: if i["name"].endswith(".glb"): temp_file = tempfile.NamedTemporaryFile( delete=False, prefix=task_uuid, suffix=".glb", ) try: # Download the content response = requests.get(i["url"], stream=True) response.raise_for_status() # Raise an exception for HTTP errors # Write the content to the temporary file for chunk in response.iter_content(chunk_size=8192): temp_file.write(chunk) # Close the file temp_file.close() except Exception as e: # Clean up the file if there's an error temp_file.close() os.unlink(temp_file.name) return {"succeed": False, "error": str(e)} break try: obj = self._clean_imported_glb( filepath=temp_file.name, mesh_name=name ) result = { "name": obj.name, "type": obj.type, "location": [obj.location.x, obj.location.y, obj.location.z], "rotation": [obj.rotation_euler.x, obj.rotation_euler.y, obj.rotation_euler.z], "scale": [obj.scale.x, obj.scale.y, obj.scale.z], } if obj.type == "MESH": bounding_box = self._get_aabb(obj) result["world_bounding_box"] = bounding_box return { "succeed": True, **result } except Exception as e: return {"succeed": False, "error": str(e)} def import_generated_asset_fal_ai(self, request_id: str, name: str): """Fetch the generated asset, import into blender""" response = requests.get( f"https://queue.fal.run/fal-ai/hyper3d/requests/{request_id}", headers={ "Authorization": f"Key {bpy.context.scene.blendermcp_hyper3d_api_key}", } ) data_ = response.json() temp_file = None temp_file = tempfile.NamedTemporaryFile( delete=False, prefix=request_id, suffix=".glb", ) try: # Download the content response = requests.get(data_["model_mesh"]["url"], stream=True) response.raise_for_status() # Raise an exception for HTTP errors # Write the content to the temporary file for chunk in response.iter_content(chunk_size=8192): temp_file.write(chunk) # Close the file temp_file.close() except Exception as e: # Clean up the file if there's an error temp_file.close() os.unlink(temp_file.name) return {"succeed": False, "error": str(e)} try: obj = self._clean_imported_glb( filepath=temp_file.name, mesh_name=name ) result = { "name": obj.name, "type": obj.type, "location": [obj.location.x, obj.location.y, obj.location.z], "rotation": [obj.rotation_euler.x, obj.rotation_euler.y, obj.rotation_euler.z], "scale": [obj.scale.x, obj.scale.y, obj.scale.z], } if obj.type == "MESH": bounding_box = self._get_aabb(obj) result["world_bounding_box"] = bounding_box return { "succeed": True, **result } except Exception as e: return {"succeed": False, "error": str(e)} #endregion # Blender UI Panel class BLENDERMCP_PT_Panel(bpy.types.Panel): bl_label = "Blender MCP" bl_idname = "BLENDERMCP_PT_Panel" bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_category = 'BlenderMCP' def draw(self, context): layout = self.layout scene = context.scene layout.prop(scene, "blendermcp_port") layout.prop(scene, "blendermcp_use_polyhaven", text="Use assets from Poly Haven") layout.prop(scene, "blendermcp_use_hyper3d", text="Use Hyper3D Rodin 3D model generation") if scene.blendermcp_use_hyper3d: layout.prop(scene, "blendermcp_hyper3d_mode", text="Rodin Mode") layout.prop(scene, "blendermcp_hyper3d_api_key", text="API Key") layout.operator("blendermcp.set_hyper3d_free_trial_api_key", text="Set Free Trial API Key") if not scene.blendermcp_server_running: layout.operator("blendermcp.start_server", text="Start MCP Server") else: layout.operator("blendermcp.stop_server", text="Stop MCP Server") layout.label(text=f"Running on port {scene.blendermcp_port}") # Operator to set Hyper3D API Key class BLENDERMCP_OT_SetFreeTrialHyper3DAPIKey(bpy.types.Operator): bl_idname = "blendermcp.set_hyper3d_free_trial_api_key" bl_label = "Set Free Trial API Key" def execute(self, context): context.scene.blendermcp_hyper3d_api_key = RODIN_FREE_TRIAL_KEY context.scene.blendermcp_hyper3d_mode = 'MAIN_SITE' self.report({'INFO'}, "API Key set successfully!") return {'FINISHED'} # Operator to start the server class BLENDERMCP_OT_StartServer(bpy.types.Operator): bl_idname = "blendermcp.start_server" bl_label = "Connect to Claude" bl_description = "Start the BlenderMCP server to connect with Claude" def execute(self, context): scene = context.scene # Create a new server instance if not hasattr(bpy.types, "blendermcp_server") or not bpy.types.blendermcp_server: bpy.types.blendermcp_server = BlenderMCPServer(port=scene.blendermcp_port) # Start the server bpy.types.blendermcp_server.start() scene.blendermcp_server_running = True return {'FINISHED'} # Operator to stop the server class BLENDERMCP_OT_StopServer(bpy.types.Operator): bl_idname = "blendermcp.stop_server" bl_label = "Stop the connection to Claude" bl_description = "Stop the connection to Claude" def execute(self, context): scene = context.scene # Stop the server if it exists if hasattr(bpy.types, "blendermcp_server") and bpy.types.blendermcp_server: bpy.types.blendermcp_server.stop() del bpy.types.blendermcp_server scene.blendermcp_server_running = False return {'FINISHED'} # Registration functions def register(): bpy.types.Scene.blendermcp_port = IntProperty( name="Port", description="Port for the BlenderMCP server", default=9876, min=1024, max=65535 ) bpy.types.Scene.blendermcp_server_running = bpy.props.BoolProperty( name="Server Running", default=False ) bpy.types.Scene.blendermcp_use_polyhaven = bpy.props.BoolProperty( name="Use Poly Haven", description="Enable Poly Haven asset integration", default=False ) bpy.types.Scene.blendermcp_use_hyper3d = bpy.props.BoolProperty( name="Use Hyper3D Rodin", description="Enable Hyper3D Rodin generatino integration", default=False ) bpy.types.Scene.blendermcp_hyper3d_mode = bpy.props.EnumProperty( name="Rodin Mode", description="Choose the platform used to call Rodin APIs", items=[ ("MAIN_SITE", "hyper3d.ai", "hyper3d.ai"), ("FAL_AI", "fal.ai", "fal.ai"), ], default="MAIN_SITE" ) bpy.types.Scene.blendermcp_hyper3d_api_key = bpy.props.StringProperty( name="Hyper3D API Key", subtype="PASSWORD", description="API Key provided by Hyper3D", default="" ) bpy.utils.register_class(BLENDERMCP_PT_Panel) bpy.utils.register_class(BLENDERMCP_OT_SetFreeTrialHyper3DAPIKey) bpy.utils.register_class(BLENDERMCP_OT_StartServer) bpy.utils.register_class(BLENDERMCP_OT_StopServer) print("BlenderMCP addon registered") def unregister(): # Stop the server if it's running if hasattr(bpy.types, "blendermcp_server") and bpy.types.blendermcp_server: bpy.types.blendermcp_server.stop() del bpy.types.blendermcp_server bpy.utils.unregister_class(BLENDERMCP_PT_Panel) bpy.utils.unregister_class(BLENDERMCP_OT_SetFreeTrialHyper3DAPIKey) bpy.utils.unregister_class(BLENDERMCP_OT_StartServer) bpy.utils.unregister_class(BLENDERMCP_OT_StopServer) del bpy.types.Scene.blendermcp_port del bpy.types.Scene.blendermcp_server_running del bpy.types.Scene.blendermcp_use_polyhaven del bpy.types.Scene.blendermcp_use_hyper3d del bpy.types.Scene.blendermcp_hyper3d_mode del bpy.types.Scene.blendermcp_hyper3d_api_key print("BlenderMCP addon unregistered") if __name__ == "__main__": register()