VoxelFlow Studio
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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 | {
"listChanged": true
} |
| prompts | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| get_editor_statusA | Read live Blockbench connection, project, version and format. Returns connected:false when unavailable; never simulates an editor. |
| inspect_projectA | Read actual geometry, bone mapping, textures and native keyframe summaries of the active Blockbench project. |
| create_modelA | Propose an editable humanoid robot with palette, articulated rig, and idle/walk/attack clips in a NEW Bedrock project tab. Translate natural language into AssetSpec; only robot/bedrock is implemented. Returns pending_approval. Ask the artist to approve in Blockbench, then poll get_operation. Eye color is bright cyan, not an emissive shader. |
| create_propA | Create a Minecraft-style prop from the user’s natural-language request: bags/backpacks, staffs, swords, shields, furniture, chests, lanterns, or other objects representable by cubes. YOU design a structured PropSpec with 1–128 named cube parts and 1–16 named hex-color materials. There is NO category whitelist or keyword parser. Y is up, front is negative Z, coordinates/pivots must be -128..128 pixels, from < to, rotations in degrees. Organize related parts with group names; include recognizable silhouette and details. This tool builds real geometry, part groups, PNG atlas and UVs in a NEW Blockbench tab. It creates a static prop, not a humanoid or a registered game item. Returns pending_approval; wait for the artist to approve in Blockbench, then poll get_operation. Do not claim emissive materials or gameplay behavior. |
| apply_prop_materialsA | Propose changing named colors on an existing VoxelFlow prop. First inspect_project to read its actual material names. Supply only the names/colors to update; preserve other materials, painted pixels and geometry. Requires Blockbench approval. |
| apply_materialsA | Propose recoloring the VoxelFlow atlas while preserving pixels painted by the artist. Does not rebuild geometry or animations. Requires Blockbench approval. |
| generate_rigA | Propose a body-part mapping for an existing humanoid hierarchy. Exact/alias detection is conservative; provide all 11 mapped bone names when detection is ambiguous. Does not invent joints or move imported geometry. Requires approval and a valid existing hierarchy. |
| generate_animationsA | Propose real native idle/walk/attack keyframes for a validated mapped humanoid. Replaces only the named preset clips after approval; speed/intensity do not rebuild the model. |
| validate_assetA | Run deterministic quality gates against the LIVE project, including unsupported geometry, hierarchy, pivots, texture/UVs and actual native keyframes. This does not certify Minecraft runtime compatibility. |
| export_assetA | Propose a Bedrock resource asset ZIP with geometry, current PNG, animations, controllers, client entity, manifest, source bbmodel and report. Requires passing gates and editor approval, then a native Save dialog. Poll until applied; cancelled is not success. No arbitrary output path accepted. |
| undo_last_changeA | Propose undoing the most recent VoxelFlow edit using native Undo. Refuses to undo unrelated artist edits. Requires editor approval. |
| get_operationA | Read a proposed operation by its request_id. Only applied means the scene/export action completed. pending_approval means the artist must approve in Blockbench. Retry an uncertain command only with its original request_id and parameters. |
| cancel_operationA | Cancel a pending approval without changing the scene. Running exports must be cancelled in the native Save dialog. |
| preview_animationA | Select and play or stop an existing idle, walk, or attack clip in the real Blockbench animation timeline. Does not create or edit keyframes. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| create_animated_robot | Guided VoxelFlow robot pipeline |
| create_minecraft_asset | Turn a prompt into an editable Minecraft prop or animated robot |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 14 tools
Most tools have clearly distinct targets: get_editor_status/inspect_project are reads, create_model vs create_prop split humanoid vs prop, generate_rig/generate_animations/preview_animation are separated, and validate_asset/export_asset are distinct lifecycle stages. The main overlap is apply_materials (recolor the atlas) vs apply_prop_materials (change named colors on a prop), which an agent could easily misselect since both sound like material editing on VoxelFlow assets.
All 14 tools follow a consistent snake_case verb_noun pattern (get_editor_status, create_model, generate_rig, validate_asset, cancel_operation, etc.). There are no mixed conventions or vague standalone verbs; apply_materials is slightly less specific in its noun but still fits the pattern.
14 tools is well within the ideal range and each tool maps to a real step in the asset pipeline: inspect, create, material edit, rig, animate, preview, validate, export, undo, plus operation polling/cancel. Nothing appears redundant beyond the apply_materials pair.
The surface covers a full lifecycle: read state, create model/prop, edit materials, rig, animate, preview, validate, export, undo, and async operation handling. Minor gaps exist — there is no tool to list pending operations (only get_operation by known request_id) and no way to edit or add geometry after creation beyond materials/undo, but agents can work around these.