blender-mcp-ultra
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| BLENDER_HOST | No | Hostname of the Blender addon TCP socket. | localhost |
| BLENDER_PORT | No | Port of the Blender addon TCP socket. | 9876 |
| BLENDER_MCP_MODE | No | Transport mode for the MCP server: 'stdio' or 'sse'. | stdio |
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| get_scene_infoB | Kondisi scene: jumlah objek, nama, tipe, lokasi. |
| execute_blender_codeA | Jalankan Python bebas di dalam Blender. Utamakan tool terstruktur; gunakan search_api_docs dulu untuk mencari API yang benar. |
| get_viewport_screenshotA | Tangkap viewport 3D ke PNG (memerlukan UI Blender). |
| search_api_docsA | Cari dokumentasi API Blender yang disertakan. Baca SEBELUM menulis kode. |
| get_python_api_docsA | Dokumentasi detail topik API Blender, mis. bpy.ops.mesh.primitive_cube_add. |
| snap_and_parentB | Snap obj_move ke obj_target dengan mencocokkan anchor 27-titik, lalu parent. |
| snap_to_anchorC | Pindahkan objek agar salah satu dari 27 anchor-nya cocok dengan anchor objek lain. |
| apply_symmetryC | Tambah modifier Mirror untuk simetri industri. |
| fix_normalsB | Hitung ulang normal mesh agar konsisten (memerlukan UI). |
| get_object_anchorsC | Kembalikan 27 titik anchor objek dalam ruang global. |
| get_model_blueprintA | Blueprint teknis lengkap mesh: topologi, fisika, dimensi, anchor. |
| get_spatial_visualB | Telemetri spasial ASCII scene untuk agen. |
| validate_geometryB | Laporan QC: tabrakan (BVH), z-fighting, objek mengambang. |
| get_scene_propertyC | Baca properti scene apa pun. |
| pingA | Pemeriksaan liveness terhadap Blender. |
| export_glbA | Export seluruh scene sebagai GLB. |
| jump_to_view3d_object_by_nameB | Frame viewport 3D ke sebuah objek (memerlukan UI). |
| create_objectB | Buat primitive dari nol: CUBE/PLANE/SPHERE/UVSPHERE/ICOSPHERE/CYLINDER/CONE/TORUS/MONKEY/GRID/CIRCLE/EMPTY. Aman di background. |
| get_object_infoB | Info satu objek: transform, topologi, material, modifier. |
| delete_objectA | Hapus objek berdasarkan nama. |
| transform_objectB | Pindah/putar/skala objek (absolut atau relatif). |
| duplicate_objectC | Duplikat objek (data dibagi). |
| select_objectD | Pilih satu objek. |
| add_modifierC | Tambah modifier: SUBSURF/BEVEL/BOOLEAN/ARRAY/MIRROR/SOLIDIFY/SCREW/WIREFRAME/DECIMATE/REMESH/WELD/DISPLACE/... Aman di background. |
| list_modifiersC | Daftar modifier pada objek. |
| remove_modifierB | Hapus modifier berdasarkan nama. |
| apply_modifiersB | Bakar semua modifier ke data mesh. |
| boolean_operationC | Boolean DIFFERENCE/UNION/INTERSECT antara dua mesh. |
| join_objectsC | Gabungkan beberapa objek mesh menjadi satu. |
| merge_by_distanceC | Hapus vertex ganda. |
| bevel_meshC | Bevel edge atau vertex dengan bmesh. |
| extrude_faceC | Extrude satu face sepanjang offset. |
| inset_faceC | Inset satu face. |
| solidify_meshC | Tambah ketebalan kulit (modifier Solidify). |
| clean_meshB | Hapus vertex ganda + geometri lepas. |
| create_textC | Buat objek teks 3D. |
| create_curveB | Buat kurva bezier/poly dari titik-titik. |
| create_screw_profileC | Lathe/screw kurva profil mengelilingi sumbu. |
| create_emptyB | Buat objek Empty (titik referensi/kontrol). |
| subdivide_meshC | Subdivide semua edge mesh (bmesh). |
| loop_cutC | Potong loop mesh sepanjang bidang (bmesh.bisect_plane). |
| apply_transformB | Bakar transform objek ke data mesh dan reset. |
| model_from_scratchA | Buat model dasar lengkap dari nol: primitive, skala, subdivision, bevel, dan smooth shading. |
| create_materialB | Buat material PBR (Principled BSDF): warna, roughness, metallic, emisi, IOR, alpha, transmission, blend mode. |
| assign_materialD | Tetapkan material ke objek. |
| list_materialsA | Daftar semua material di file. |
| set_colorB | Atur Base Color material aktif objek. |
| add_shader_nodeC | Tambah node shader: bsdf_principled/bsdf_diffuse/emission/tex_noise/tex_image/mix_shader/math/... |
| list_shader_nodesB | Daftar node shader di node tree material. |
| set_node_valueA | Atur nilai input node shader (mis. Roughness pada Principled BSDF). |
| connect_shader_nodesC | Hubungkan dua socket node shader. |
| remove_shader_nodeD | Hapus node shader. |
| create_image_textureC | Buat datablock gambar prosedural. |
| assign_image_textureB | Tambah node Image Texture dan hubungkan ke Base Color. |
| add_vertex_colorC | Tambah layer vertex color yang dicat satu warna. |
| set_emissionC | Buat material memancar (emissive). |
| set_transparencyC | Buat material transparan (alpha + metode blend). |
| colorize_from_scratchC | Sekali jalan: buat + tetapkan material PBR ke objek. |
| create_armatureC | Buat objek armature (opsional tulang akar). |
| add_boneA | Tambah tulang ke armature (edit mode; memerlukan UI di Blender asli). |
| remove_boneC | Hapus tulang. |
| list_bonesB | Daftar tulang armature. |
| rename_boneC | Ganti nama tulang. |
| add_vertex_groupC | Buat vertex group pada mesh. |
| assign_vertex_weightsC | Tetapkan bobot ke vertex group (indeks opsional = semua). |
| remove_vertex_groupD | Hapus vertex group. |
| add_constraintC | Tambah constraint (COPY_LOCATION/COPY_TRANSFORMS/TRACK_TO/IK/...). |
| setup_ik_chainC | Constraint IK pada pose bone dengan chain count dan pole target. |
| auto_rig_weightA | Parent mesh ke armature dengan bobot otomatis (memerlukan UI). |
| mirror_bonesC | Simetrikan tulang armature (memerlukan UI). |
| reset_poseC | Reset transform pose bone ke posisi istirahat. |
| pose_boneB | Atur transform pose bone (relatif secara default). |
| add_armature_modifierA | Tambah modifier Armature ke mesh tanpa weight painting (background-safe). |
| rig_from_scratchA | Buat armature dan rantai tulang dari nol lalu ikat ke mesh. Multi-tulang di background memerlukan bobot manual. |
| insert_keyframeC | Sisipkan keyframe (location/rotation_euler/scale/...) pada sebuah frame. |
| animate_locationC | Animasi objek dari A ke B antara dua frame. |
| animate_rotationC | Putar objek N putaran mengelilingi sumbu. |
| animate_scaleC | Animasi skala objek antara dua frame. |
| keyframe_animationC | Sisipkan keyframe di beberapa frame dengan nilai yang cocok. |
| set_render_rangeC | Atur rentang frame animasi. |
| set_frameC | Lompat timeline ke sebuah frame. |
| create_actionB | Buat datablock Action dan tetapkan ke objek. |
| list_actionsA | Daftar semua action di file. |
| set_keyframe_interpolationC | Atur interpolasi CONSTANT/LINEAR/BEZIER pada action objek. |
| add_shape_keyC | Tambah shape key (opsional di-keyframe). |
| list_shape_keysC | Daftar shape key mesh. |
| add_rigid_bodyC | Jadikan objek rigid body (memerlukan UI). |
| set_gravityC | Atur gravitasi scene. |
| clear_keyframesB | Hapus semua keyframe properti dari action objek ('all' = semua). |
| animate_from_scratchA | Bersihkan animasi lama lalu buat gerak lokasi/rotasi lengkap beserta rentang frame. |
| create_lightB | Buat cahaya POINT/SUN/SPOT/AREA. |
| setup_three_point_lightingC | Cahaya key + fill + rim mengelilingi bounding box objek. |
| create_cameraD | Buat kamera. |
| set_camera_targetC | Buat kamera melacak objek target. |
| set_camera_activeC | Jadikan kamera sebagai kamera aktif scene. |
| set_render_engineA | Atur engine render: CYCLES / EEVEE / WORKBENCH. |
| set_render_resolutionC | Atur resolusi render. |
| set_render_samplesB | Atur sample untuk engine aktif (Cycles/EEVEE). |
| set_cycles_deviceB | Atur device Cycles: CPU / GPU / OPTIX / CUDA / HIP / METAL. |
| render_frameC | Render frame saat ini (write_still). |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| resource_scene_info |
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