Claude Bridge
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| CLAUDE_BRIDGE_PORT | No | The port the MCP server uses to connect to the Blender add-on bridge (default `9877`; a second Blender takes the next free port). Set it in Blender Preferences ▸ Bridge, or via the `CLAUDE_BRIDGE_PORT` environment variable for the MCP server. | 9877 |
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
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| blB | Control the live Blender. ops = list of {"op":..., ...}; runs in order as ONE undo step, stops at first error.
Refs: obj = name | [names] | "sel" | "active". Angles deg. Colors "#rrggbb" or [r,g,b].
scene{filter,type} info{obj} get{path} prop{path,value} (path e.g. "scene.render.fps", "Cube.data.energy", "objects.Cube.location")
add{type:cube|sphere|ico|cylinder|cone|plane|circle|torus|monkey|grid|empty|text|curve|camera|point|sun|spot|area, name,loc,rot,scale,dims,size,mat,smooth,body,energy,color,args{}}
set{obj,loc,rot,scale,dims,name,hide,parent,smooth,props{dotted.attr:val}} move{obj,by,rot,scale}
del{obj} dup{obj,n,by,linked,name,tree} select{obj|"all"|"none",active,add} join{obj} (add/dup/cam take col:"Name")
col{name,obj,parent,hide,exclude,color} rename{obj,seq:"Leg_{n}",sort:x|y|z|name,prefix,suffix,find,replace}
curve{name,pts[[x,y,z]..],type:poly|smooth,cyclic,bevel,fill,lathe[[r,z]..],steps,mesh,mat} (pipes, cables, vases, turned legs)
fit{obj,height|longest|dims,at,floor,apply,faces} (normalize imports; import{path,fit:true|{height}})
mat{obj,name,color,metal,rough,alpha,transmission,ior,emit,emit_strength,coat,spec,slot}
tex{obj|mat,kind:wood|fabric|marble|noise|brick|checker|tiles|leather|concrete,color1,color2,scale,bump,rough[min,max]} (procedural texture)
img{obj|mat,path|dir|maps{albedo,rough,normal,metal,disp,ao},size_m,proj:box|uv} (photo PBR set at real scale, no UVs needed)
asset{search,type:textures|hdris|models} -> ids; asset{id,res,obj|mat,size_m | rot,strength | at,height} (free CC0 Poly Haven; downloads)
mod{obj,type:bevel|subsurf|array|mirror|solidify|bool|decimate|weld|wireframe|screw|displace|remesh|nodes|...,name,props{},inputs{GN input:val},apply}
nodes{mat|obj|world|gn|comp, add{id:type|alias}, set{"id.Socket":v,"id.prop":v,"ramp.0":"#hex"}, link["a.Out>b.In"], del[ids], show, preset:"scatter"+instance,density,scale} (ids: bsdf,out,bg,in,rl)
apply{obj,mod:name|"all",xform:loc|rot|scale|all}
edit{obj,sel:all|keep|+z|-y..|{normal,tol}|{mat}|{above}|[ids],do:[{extrude:d|[x,y,z]},{inset:w|{w,depth}},{bevel:{w,seg}},{cut:{axis,n}},{bisect},{delete},{move},{scale},{subdivide},{mat},{smooth}]} (steps chain on new faces)
room{pts[[x,y]..],h,t,openings[{wall:i,at,w,h,sill(0=door)}],name,floor,ceiling,walls[i..],wall_mat,floor_mat} (walls+doors+windows+glass; walls:[0,1]=open corner)
place{obj,on:"floor"|name,at:[x,y]|"center",against,side:+x|-x|+y|-y,gap} (exact contact by real bounds)
check{obj,only:[floating,overlap,frame,scale,images,light,cam]|["game"],budget} (measured problems + fix hints; run before the final look)
gameprep{obj,engine:unity|unreal|godot,uv,apply,lods,collision,names} export{path,preset:unity|unreal|godot,obj,per:"object"}
aim{obj,at} cam{name,loc,at,lens,active}
key{obj,f,loc,rot,scale,props{},interp:linear|bezier|constant|bounce|...,ease:in|out|in_out}
anim{start,end,fps,preset:turntable|spin|pop_in|bounce|float,obj,turns,stagger,height}
con{obj,type:track|damped_track|follow_path|copy_loc|copy_rot|child_of|limit_dist|floor|...,target,name,props{},animate}
view{preset:front|back|left|right|top|bottom|camera|persp|ortho, orbit[yaw,pitch], zoom, dist, at, frame:"sel"|"all"|name, shading:solid|material|rendered|wireframe}
bop{id:"mesh.subdivide",args{},obj,edit,ctx:"view3d"} (any bpy.ops operator)
api{id|path|node|search} (look up operator args, writable props, node sockets in this Blender; use before guessing)
world{color,strength | hdri:studio|interior|forest|city|courtyard|night|sunrise|sunset|path,rot | sky:true,sun_elev,sun_rot,sun | bg}
render{path,res[w,h],pct,samples,engine,preview,look,max} (look:true returns the image; settings restored) import{path} export{path} save{path} open{path} new{keep} undo{n} redo{n}
py{code} (last resort; set |
| lookA | Small JPEG of the user's viewport (or camera view with cam:true). Optional view args (preset, orbit, zoom, frame, shading, dist, at) are applied first. max = longest side px (default 512; use 256-384 when possible). views:["cam","front","right","top"] = one grid image of several angles for the price of one (leaves the user's view alone). |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 2 tools
The set collapses to one god-tool (bl) whose sub-ops overlap heavily: property setting can be done via prop, set{props}, nodes set, or bop; movement via move, set{loc}, and apply xform; and the look tool duplicates bl's render look:true and view presets. With 50+ operations inside a single description, an agent faces constant misselection risk between import/export (listed twice, once inside fit), add vs dup vs bop, and del vs edit{delete}.
Within bl the ops follow a consistent terse lowercase style (add, del, mat, tex, mod, con, bop, py), but the style mixes verbs (add, move, apply, aim) with bare nouns (scene, prop, col, nodes, room) and heavy abbreviations. The two top-level names don't follow a shared pattern either: 'bl' is an abbreviation while 'look' is a verb.
Literally there are only 2 tools, which is thin for a Blender bridge, but the bl tool crams roughly 50+ distinct operations into one dispatch surface, so the effective API is far above the 3-15 sweet spot. The single mega-tool trades count for a massive surface, which is borderline rather than well-scoped.
Coverage of the Blender domain is near-total: modeling (add/edit/mod/room/curve), materials and PBR textures, assets, geometry nodes, animation and constraints, camera/lighting, viewport capture, render/export, scene checks, and escape hatches (py, bop, api) for anything not covered. There are effectively no dead ends.