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mcp-3d-modeling-agent

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    • F
      license
      Not graded
      quality
      A
      maintenance
      Enables AI agents to inspect and control a live Blender session through MCP tools that create, modify, and delete objects, apply materials, render images, execute Python, and pull PolyHaven assets over a local TCP add-on. It also exposes a provider-agnostic LLM layer that can be pointed at Ollama, LM Studio, llama.cpp, OpenAI-compatible, or Azure endpoints and switched at runtime.
      -
    • A
      license
      Not graded
      quality
      B
      maintenance
      MCP server for procedural 3D synthetic-data generation in Blender, providing 33 grounded tools for node graph authoring, scene-graph traversal, and parameter sweeps with schema verification.
      MIT

    TDQS

    B3/5.0

    Scored across 218 tools

    Disambiguation2/5

    The set contains several near-duplicate tools that make agent selection hard: blender_refine_iteration and blender_ai_refine both describe the same render-evaluate-suggest loop, and blender_ai_list_backends overlaps heavily with blender_ai_probe_backends. Many workflows also have two parallel implementations (e.g., blender_scatter_on_surface vs blender_geonode_scatter_instances), so boundaries are often unclear even when individual descriptions are good.

    Naming Consistency4/5

    Most tools follow a clear blender_<domain>_<action> or blender_<domain>_<noun> snake_case pattern, which makes large chunks like blender_object_*, blender_mesh_*, and blender_msfs_* predictable. Deviations exist (blender_undo, blender_save, blender_silhouette_compare, blender_mesh_proportional_transform, blender_sculpt_to_retopo), but they are few compared to the 218-tool surface.

    Tool Count1/5

    218 tools is an extreme count for any MCP server, far beyond the threshold where a toolset becomes unwieldy. The surface tries to cover entire Blender plus MSFS and AI pipelines in one server, making discovery and selection expensive for agents.

    Completeness4/5

    The domain coverage is impressively broad: object/scene lifecycle, mesh editing, materials, animation, rendering, physics, rigging, sculpting, baking, geometry nodes, and MSFS-specific workflows are all present. Minor gaps exist (no material_delete, no constraint_remove, no individual object visibility toggle, no render samples/output settings), but agents can often work around them via blender_execute_script.

    Maintenance

    ActivityStale
    ResponsivenessNo issues