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Blender Production MCP

Blender Production MCP

by DiegoArias32

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    • A
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      Enables MCP hosts and coding agents to model, inspect, measure, and deliver real Blender scenes through 15 tools and 217 catalog operations, returning actual rendered images after key edits. Works against a live Blender GUI via addon or a persistent headless worker, producing editable .blend files, GLB exports, previews, and acceptance records.
      1
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    • F
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      32
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    • A
      license
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      C
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      Enables AI agents and MCP clients to perform 3D asset creation and verification: exact b-rep CAD, GLB validation with embedded certificates, mesh inspection, and physics scenes, with most tools running without Blender.
      36
      48 npm
      MIT
    • A
      license
      D
      quality
      A
      maintenance
      Enables Blender automation via MCP with 107 tools for complex mesh modeling, PBR texturing, UV mapping, rigging, animation, lighting, rendering, and a pre-export curing pipeline for Godot 4.x/Redot GLB export.
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    • A
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      Enables connecting Blender 3D to AI assistants via MCP, allowing prompt-driven 3D modeling, scene editing, and real-time manipulation. Supports object/material control, scene inspection, viewport screenshots, and integrations with Poly Haven, Sketchfab, and AI model generators.
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    TDQS

    C2.5/5.0

    Scored across 274 tools

    Disambiguation2/5

    While many names are individually descriptive, large blocks of tools share verbatim boilerplate descriptions (every M6 animation_* unit, every facial_* unit, every physics_* unit, every material_*/texture_* unit), so an agent must infer purpose from the name suffix alone. There is also genuine conceptual overlap: mesh_region_define / character_define_regions / character_lock_regions / mesh_region_verify / character_validate_locked_regions all manipulate and check region manifests, and mesh_candidate_create / character_create_candidate / retopology_create_candidate / physics_create_candidate all create candidates with nearly identical semantics described separately.

    Naming Consistency4/5

    Names follow a stable snake_case pattern with a domain prefix (mesh_, character_, rig_, animation_, retopology_, uv_, bake_, material_, facial_, physics_) plus a verb_noun suffix, which is predictable and greppable. A few entries drop the verb (scene_audit, physics_plan, physics_status) and prefix families overlap slightly (uv_analyze vs uv_analyze_texel_density), but overall the convention holds.

    Tool Count1/5

    274 tools is a massive mismatch for any single MCP server surface, far beyond what an agent can reliably select from. Many are near-duplicate lifecycle stages (analyze/propose/preview/apply/verify/revert) replicated per subdomain, inflating the count well past usefulness.

    Completeness4/5

    Coverage of the Blender production pipeline is genuinely deep: checkpointing, asset roles, region locking, retopology, UV/UDIM, baking, rig analysis, animation/mocap/facial, physics, materials and textures, each with QA gates and a plan-first mutation model. Gaps are minor (little direct scene-object/export manipulation), but the surface is arguably over-complete rather than incomplete.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues