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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
SUPER_MCP_HOSTNoThe hostname for the SuperMCP server. Defaults to localhost. BLENDER_MCP_HOST is used as a fallback.localhost
SUPER_MCP_PORTNoThe port for the SuperMCP server. Defaults to 9877.9877
BLENDER_MCP_HOSTNoFallback hostname used when SUPER_MCP_HOST is not set.

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
anim_insert_keyframeD–
anim_delete_keyframeD–
anim_set_timelineD–
anim_create_actionD–
anim_assign_actionD–
anim_set_interpolationD

interpolation: BEZIER, LINEAR, CONSTANT.

anim_bakeD–
anim_create_nla_stripC

Push action to NLA. Use -loop suffix for Godot looping.

anim_copy_keyframesD–
anim_clearD–
anim_get_infoD–
anim_set_graph_handlesD–
batch_execute_on_objectsC

Execute code with obj var on each object.

batch_render_queueD–
batch_importA

Import all files matching pattern from directory (fbx, gltf, obj, stl, etc).

batch_exportC

Export each MESH object as separate file.

batch_process_directoryC

Process all .blend files in directory with script_code.

cure_modelA

Cure a single mesh before Godot export: apply transforms, merge vertices by distance, recalc normals.

  • Apply Transforms bakes location/rotation/scale into mesh (scale→1,1,1) — fixes Godot skinning/collision.

  • Merge by Distance removes duplicate vertices (bmesh remove_doubles).

  • Recalc Normals fixes inverted faces (bmesh recalc_face_normals outside).

Use before godot_export_glb or let godot_export_glb auto-cure.

cure_sceneA

Cure every (or selected) mesh in the scene: apply transforms + merge by distance + recalc normals.

This is the pre-export gate for Godot. Run explicitly to inspect cure Report, or rely on godot_export_glb auto-cure.

Returns per-object reports and summary {cured_count, total_vertices_removed}.

diag_check_rig_healthD–
diag_validate_armatureD–
diag_fix_rigD–
diag_get_rig_reportD–
scene_cleanD–
scene_organize_collectionsD–
scene_mergeD–
scene_get_statsD–
geometry_nodes_createB

Create a Geometry Nodes modifier with a new or existing node group.

geometry_nodes_add_nodeC

Add a node to a geometry node group. e.g. GeometryNodeMeshCube, GeometryNodeSubdivideMesh, GeometryNodeDistributePointsOnFaces.

geometry_nodes_linkB

Link two nodes in a geometry node group by socket names.

geometry_nodes_set_paramB

Set a param on a node (property or input default_value). value is string-coerced.

geometry_nodes_templatesA

List 8 curated Geometry Nodes templates (scatter, extrude, boolean, etc.).

godot_validate_sceneA

Validate scene for Godot 4.x glTF export. Gate before godot_export_glb.

Checks: scale !=1, ngons, missing UV, missing images, degenerate faces, armature scale. Returns {can_export, errors[], warnings[], infos[], mesh_count}. If can_export is false, fix errors before exporting. Warnings are auto-fixed by cure on export.

godot_export_glbA

Export to glTF 2.0 (.glb) for Godot 4.x with automatic curing before export.

Pipeline when auto_cure=true (default):

  1. cure_scene (apply transforms → merge by distance → recalc normals) on targets

  2. godot_validate_scene (post-cure)

  3. bpy.ops.export_scene.gltf (GLB, Y-up, tangents, materials, skins)

Set auto_cure=false to export raw (not recommended — Godot will show scale/normal artifacts). cure_merge_distance default 0.0001 (0.1mm at 1 unit=1m).

Args: filepath: absolute path like /tmp/model.glb or /home/user/exports/prop.glb export_format: GLB (single file, recommended) or GLTF_SEPARATE / GLTF_EMBEDDED use_selection: only export selected objects auto_cure: run cure pipeline before export (recommended)

Returns {success, filepath, file_size_bytes, cure_report, validation}.

get_godot_export_infoA

Info about SuperMCP Godot pipeline: ports, curing steps, formats.

get_scene_infoA

List objects in current Blender scene (via SuperMCP port 9877).

get_object_infoB

Details for one object, including curing hints (needs_apply_transforms, ngon_count).

execute_blender_codeA

Execute arbitrary Blender Python (bpy, bmesh, mathutils) on SuperMCP port 9877.

Assign result variable for return. Separate from Free's execute on 9876.

reset_scene_cleanA

Limpia mallas/materiales/texturas sin read_factory_settings (sandbox-safe).

auto_frame_cameraB

Calcula AABB y posiciona cámara en ángulo ideal antes de captura. Usa temp_override.

render_object_previewC

Renderiza miniatura de objeto en 1 paso: auto_frame + render EEVEE.

export_godot_glbC

Alias PBR-compat de godot_export_glb con compresión opcional para Godot/Redot.

io_import_fileC

AUTO detects .fbx/.gltf/.glb/.obj/.stl/.ply/.dae/.abc/.usd/.blend.

io_export_fileC

Formats: GLB, FBX, OBJ, STL, PLY, DAE, ABC, USD.

io_list_formatsD–
io_get_import_optionsD–
light_createD

light_type: POINT, SUN, SPOT, AREA.

light_set_paramsD–
light_set_world_hdriD–
light_setup_studioD–
light_listD–
camera_createD–
camera_set_paramsC

params: lens, clip_start, clip_end, etc.

camera_set_viewD–
camera_track_toD–
camera_create_rigD–
camera_renderD–
camera_listD–
render_set_engineC

engine: CYCLES or BLENDER_EEVEE.

render_set_settingsD–
render_set_outputD–
render_get_infoD–
mesh_operationB

bmesh operation on a mesh. operation: subdivide (params {cuts}), bevel ({offset, segments}), triangulate, decimate ({angle_limit}), merge_by_distance ({distance}), recalc_normals.

validate_meshB

Stats for mesh: ngons/tris/quads, degenerate, UV, scale. Returns needs_cure flag.

add_modifierA

Add a modifier to a mesh. modifier_type: subsurf, bevel, boolean, array, mirror, solidify, decimate, remesh, weld, triangulate, shrinkwrap, weighted_normal, etc. Handles 22 types. params example: {"levels":2, "render_levels":3} for Subsurf, {"operation":"DIFFERENCE"} for Boolean, {"segments":3} for Bevel.

remove_modifierC

Remove a modifier by name.

set_modifier_paramsA

Update params on an existing modifier. Returns applied/failed.

move_modifierC

Reorder modifier stack to target index.

apply_modifierB

Apply (bake) a modifier destructively.

list_modifiersA

List all modifiers on an object with index/type/visibility.

pbr_create_materialC

Create or update Principled BSDF material.

pbr_assign_materialD–
pbr_pack_ormA

Pack AO(R) + Rough(G) + Metal(B) into one ORM image for Godot (Non-Color).

pbr_bake_textureB

Bake Cycles: AO, DIFFUSE, NORMAL, COMBINED, ROUGHNESS, EMIT. Saves to filepath.

preset_applyC

Presets: studio_lighting, turntable, character_base.

preset_listD–
preset_create_from_sceneD–
preset_get_hintC

Contexts: modeling, texturing, rigging, export.

godot_setup_collisionC

collision_type: -col, -convcol, -colonly, -convcolonly. Duplicates mesh as Godot collision via suffix.

godot_setup_lodD–
godot_check_material_compatibilityB

Empty object_name checks all meshes.

godot_batch_exportD–
rig_create_armatureD–
rig_add_boneD–
rig_set_bone_paramsD–
rig_parent_to_armatureD

with_weights: ARMATURE_AUTO, ARMATURE_ENVELOPE, or ARMATURE.

rig_add_ik_constraintD–
rig_create_presetC

preset: basic_chain (3 bones).

rig_weight_transferD–
rig_list_armaturesD–
shader_create_treeA

Ensure material has node tree. Create if not exists. clear_existing removes non-output nodes.

shader_add_nodeC

Add node e.g. ShaderNodeTexImage, ShaderNodeNormalMap, ShaderNodeSeparateColor to material.

shader_remove_nodeD–
shader_link_nodesC

Link two shader nodes by socket names.

shader_set_node_paramB

Set param on shader node. For TEX_IMAGE image, pass image name or filepath.

shader_get_treeA

Get nodes and links of a material.

shader_clear_treeD–
shader_duplicate_treeD–
shader_arrange_nodesC

Auto-grid arrange nodes.

shader_export_as_codeB

Export shader tree as bpy Python code.

uv_unwrapC

Unwrap UV: SMART_PROJECT, CUBE_PROJECT, UNWRAP.

uv_add_layerD–
uv_pack_islandsD–
uv_get_infoD–
uv_export_layoutD–
uv_validateD–
get_viewport_screenshotA

Screenshot of 3D viewport via GPUOffScreen (fix Bug #189 — black when window not foreground). Falls back to window grab if GPU unavailable. Returns {success, width, height, filepath, method}.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

D1.9/5.0

Scored across 107 tools

Disambiguation3/5

Most tools are grouped by clear prefixes (anim_, rig_, uv_, shader_), so a knowledgeable agent can often infer intent, but several blur together: export_godot_glb duplicates godot_export_glb, diag_check_rig_health/diag_validate_armature/diag_get_rig_report overlap, and anim_clear vs anim_delete_keyframe is misleading. With many tools having no description, selection becomes harder than it should be.

Naming Consistency3/5

The dominant pattern is snake_case category prefixes with verb_noun names, but it is not applied uniformly: get_scene_info vs scene_get_stats, export_godot_glb vs godot_export_glb, add_modifier/validate_mesh without category prefixes, and reset_scene_clean all break the pattern. It remains readable but is inconsistent enough to be a real friction point.

Tool Count1/5

107 tools is an extreme mismatch for a coherent MCP surface, far exceeding the calibration threshold of 50+ tools. Even for a complex Blender/Godot pipeline, this forces agents to navigate a massive namespace and suggests micro-tool sprawl rather than careful scoping.

Completeness3/5

The toolset covers an unusually wide range: import/export, animation, rigging, materials, UVs, lighting, rendering, Godot validation, and batch operations. However, there are notable lifecycle gaps like no object create/transform/delete, no selection API, no material listing/deletion, and no deletion for several entity types, forcing agents to fall back to execute_blender_code.

Maintenance

ActivityMaintained
ResponsivenessNo issues