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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
blender_get_objectsA

List objects in the Blender scene with optional filters. Returns name and type for each object by default.

Use this as the first call to understand what exists in a scene.

Do NOT use for: detailed object properties (use blender_get_object_data), material listing (use blender_get_materials), or collection tree (use blender_get_collections).

blender_get_object_dataA

Get detailed data for a single object. Use the 'include' parameter to control which data is returned, avoiding context overflow.

Use this when: you need details about a specific object.

Do NOT use for: armature bone data (use blender_get_armature_data), node tree structure (use blender_get_node_tree).

blender_get_node_treeA

Read the structure of any node tree — shader, compositor, or geometry nodes. Supports all 7 contexts.

Use this when: you need to understand node graph structure before editing.

Do NOT use for: editing nodes (use blender_edit_nodes).

blender_get_animation_dataA

Read animation data for an object or scene — keyframes, F-Curves, NLA strips, drivers, and shape keys.

Use this when: you need to understand existing animation before modifying it.

Do NOT use for: modifying animation (use blender_edit_animation).

blender_get_materialsA

List all materials in the file with their basic properties (name, use_nodes, user count, base PBR values).

Use this when: you need an overview of available materials.

Do NOT use for: detailed node tree structure (use blender_get_node_tree with tree_type=SHADER).

blender_get_sceneA

Get scene-level global information — statistics, render engine config, world environment basics, timeline/FPS, Blender version, memory usage.

Use this when: you need the high-level project overview.

Do NOT use for: object details (use blender_get_objects or blender_get_object_data).

blender_get_collectionsA

Return the collection hierarchy tree. Each collection shows name, child collections, object count, viewport/render visibility, and color tag.

Use this when: you need to understand scene organization.

Do NOT use for: listing objects (use blender_get_objects with collection filter).

blender_get_armature_dataA

Read armature/bone data — bone hierarchy, head/tail/roll positions, bone constraints, rest/pose transforms, bone groups, IK chains.

Use this when: you need bone/rig information for animation or rigging.

Do NOT use for: general object info (use blender_get_object_data).

blender_get_imagesA

List all images/textures in the file — name, dimensions, format, file path, packed status, color space, user count.

Use this when: you need to audit textures or find missing image files.

Do NOT use for: viewport screenshot (use blender_capture_viewport).

blender_capture_viewportA

Capture a screenshot of the current 3D viewport. This is the LLM's only way to 'see' the visual result. Supports different shading modes and camera view.

Use this when: you need visual verification of changes.

Do NOT use for: scene data queries (use blender_get_scene).

blender_get_selectionA

Return the current selection state — selected objects, active object, current interaction mode, and active tool.

Also returns node_editor selection if a Shader/Geometry/Compositor node editor is open, including selected nodes and the active node.

Use this when: you need to understand what the user is currently working on.

Do NOT use for: listing all objects (use blender_get_objects).

blender_edit_nodesA

Edit any node tree in Blender — add/remove nodes, connect/disconnect sockets, set node input values and properties. Supports all 7 node tree contexts. Operations are executed in order within a single call.

Use this when: you need to build or modify shader, compositor, or geometry node graphs.

Do NOT use for: high-level PBR properties (use blender_manage_material), reading node trees (use blender_get_node_tree first).

blender_edit_animationA

Edit animation data — insert/modify/delete keyframes, manage NLA strips, set drivers, control shape keys, and configure timeline settings.

Use this when: you need to create or modify animation.

Do NOT use for: reading animation data (use blender_get_animation_data).

blender_edit_sequencerA

Edit the Video Sequence Editor (VSE) — add/modify/delete strips, add transitions and effects. Supports video, image, audio, text, color, and adjustment layer strips.

Use this when: you need to edit video sequences or add VSE effects.

Do NOT use for: compositor node effects (use blender_edit_nodes with tree_type=COMPOSITOR).

blender_create_objectA

Create a new object in the Blender scene. Supports mesh primitives, lights, cameras, curves, empties, armatures, and text objects. Automatically linked to the specified collection.

Use this when: you need to add a new object to the scene.

Do NOT use for: modifying existing objects (use blender_modify_object), adding modifiers (use blender_manage_modifier), assigning materials (use blender_manage_material).

blender_modify_objectA

Modify an existing object — transform, parent, visibility, rename, set origin, or delete. The 'delete' action is destructive and irreversible.

Use this when: you need to change an object's properties.

Do NOT use for: modifiers (use blender_manage_modifier), materials (use blender_manage_material), constraints (use blender_manage_constraints), physics (use blender_manage_physics).

blender_manage_materialA

Create, edit, assign, duplicate, or delete materials. For high-level PBR property editing only. The 'delete' action is destructive and irreversible.

Use this when: you need to create/configure materials or assign them to objects.

Do NOT use for: node-level shader editing (use blender_edit_nodes with tree_type=SHADER).

blender_manage_modifierA

Add, configure, apply, remove, or reorder modifiers on an object. The 'apply' and 'remove' actions are destructive.

Use this when: you need to work with modifiers.

Do NOT use for: reading modifier details (use blender_get_object_data with include=['modifiers']).

blender_manage_collectionA

Create, delete, or manage collections — link/unlink objects, set parent, control visibility.

Use this when: you need to organize scene objects into collections.

Do NOT use for: reading collection data (use blender_get_collections).

blender_manage_uvA

UV mapping operations — mark/clear seams, unwrap with various algorithms, pack/scale UV islands, manage UV layers.

Use this when: you need algorithmic UV unwrapping or UV layer management.

Do NOT use for: UV painting (use blender_execute_operator).

blender_manage_constraintsA

Add, configure, remove, enable/disable, or reorder constraints on objects or bones.

Use this when: you need to set up rigging constraints or motion control.

Do NOT use for: reading constraints (use blender_get_object_data with include=['constraints'] or blender_get_armature_data with include=['constraints']).

blender_manage_physicsA

Add, configure, remove, or bake physics simulations — rigid body, cloth, soft body, fluid, particle systems, and force fields.

Use this when: you need physics simulations on objects.

Do NOT use for: reading physics data (use blender_get_object_data with include=['physics']).

blender_setup_sceneA

Configure scene-level settings — render engine and quality, output resolution, world environment basics, and timeline/FPS.

Use this when: you need to configure render, output, or timeline settings.

Do NOT use for: detailed world shader editing (use blender_edit_nodes with tree_type=SHADER, context=WORLD).

blender_edit_meshA

Edit mesh geometry with operations like extrude, inset, bevel, loop cut, dissolve, merge, subdivide, and delete.

Use this when: you need to modify mesh topology.

Do NOT use for: UV operations (use blender_manage_uv), object transforms (use blender_modify_object).

blender_execute_operatorA

Execute any Blender operator (bpy.ops.*) by name with parameters.

Use this when: you need a Blender operation not covered by other tools. Prefer specialized tools first for better validation and error messages.

Do NOT use for: object creation (use blender_create_object), script execution (use blender_execute_script), or import/export (use blender_import_export).

blender_execute_scriptA

Execute arbitrary Python code in Blender's Python environment. CAUTION: This tool has full access to Blender's API and filesystem.

Use only when: no other tool can accomplish the task. Try blender_execute_operator first for standard Blender operations.

blender_import_exportA

Import or export asset files in various formats — FBX, OBJ, glTF, USD, Alembic, STL, and more.

Use this when: you need to import assets into or export assets from Blender.

Do NOT use for: scene manipulation (use blender_create_object or blender_modify_object).

blender_render_sceneA

Render the current scene to an image file. Supports both still images and animations.

Use this when: you need to render the scene to disk.

Do NOT use for: viewport screenshots (use blender_capture_viewport), scene setup (use blender_setup_scene).

blender_batch_executeA

Execute multiple operations in a single batch request. Reduces MCP round-trips for complex workflows.

Use this when: you need to perform multiple independent operations efficiently.

Do NOT use for: single operations (use the specific tool directly).

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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