Grok2Blender
# Grok2Blender
Natural language control system for Blender 4.2+ with vision feedback and Grok Resolve Studio (GRS) handoff.
**Repository:** https://github.com/VisionaryPOV/Grok2Blender
## Quick Start (Mac)
```bash
cd /Users/nesta/Grok2Blender
./scripts/install.sh
```
1. **Blender** → Preferences → Add-ons → Install `dist/grok2blender.zip` → Enable
2. View3D sidebar → **Grok2Blender** → **Start Server** (port 9876)
3. Register MCP: `./scripts/register-mcp.sh`
4. Verify: `grok mcp doctor grok2blender`
## First Test
In Grok Build:
> Create a dramatic three-point lighting setup on a product cube and show me the viewport.
## Architecture
```
Grok Build → FastMCP (stdio) → TCP JSON (:9876) → Blender Addon (bpy)
```
See [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) for details.
## Documentation
- [USAGE.md](docs/USAGE.md) — 30+ prompt examples
- [SAFETY.md](docs/SAFETY.md) — Safe mode, undo, recovery
- [GRS_INTEGRATION.md](docs/GRS_INTEGRATION.md) — Resolve handoff
- [TROUBLESHOOTING.md](docs/TROUBLESHOOTING.md) — Common issues
## GRS Handoff
Exports to `~/Movies/Grok2Blender/<project>/` with full GRS payload.
```bash
# In Grok: "Prepare GRS handoff for shot Hero_Previz_001"
# Then in Resolve: Grok Resolve Studio → Import Campaign Folder
```
## Development
```bash
uv sync --dev
uv run pytest -v
./scripts/smoke_test.sh
```
## Requirements
- macOS (v1)
- Blender 4.2+ with GUI (vision requires viewport)
- Python 3.11+
- [uv](https://docs.astral.sh/uv/)TDQS
Scored across 38 tools
Most tools have distinct purposes, but 'apply_material_preset' and 'assign_material' overlap significantly in description, potentially confusing an agent. Otherwise, tools are clearly separated.
All tool names follow a consistent verb_noun pattern in snake_case, with no mixed conventions or irregularities. Examples include 'create_camera', 'export_alembic_cache', and 'set_dry_run'.
With 38 tools, the count is high for a typical MCP server, but each tool addresses a specific operation in a broad domain (Blender 3D). It borders on excessive but is still manageable.
The tools cover creation, lighting, animation, rendering, and export, but lack editing operations (e.g., mesh modifiers, materials editing) and advanced features like physics or rigging. Gaps exist for a general Blender workflow.