blender-iso-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| BLENDER_HOST | No | Loopback IP address for secure local WebSocket transport. | 127.0.0.1 |
| BLENDER_PATH | No | Absolute path to the Blender executable (versions 3.6 LTS to 5.2+ LTS). If not set, system auto-detect is used. | |
| BLENDER_PORT | No | WebSocket port for bridge communication with Blender. | 9876 |
| BLENDER_AUTH_TOKEN | No | Shared secret token for WebSocket authentication when isolation is required. | |
| BLENDER_TIMEOUT_MS | No | Communication timeout in milliseconds to prevent hung client calls. | 15000 |
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 |
|---|---|
| blender_iso_setup_sceneC | Configures Blender camera and scene for 2:1 dimetric isometric rendering |
| blender_iso_create_tileC | Generates 3D isometric tile geometry according to standard dimetric grid templates |
| blender_iso_apply_npr_materialC | Applies stylized non-photorealistic pixel/toon shading and palette quantization to objects |
| blender_iso_render_turnaroundC | Renders multi-angle isometric turnaround sprites and generates engine-ready atlas files |
| blender_iso_bake_2d_passesC | Bakes secondary 2D render passes (albedo, normal_2d, depth, shadow_mask) for isometric sprites |
| blender_iso_inspect_sceneA | Inspects current Blender scene structure, objects, camera configuration, and active materials |
| blender_iso_build_roomC | Declaratively builds a production-grade 2:1 dimetric isometric virtual avatar lounge with fine-density tiles, translucent glass shaders, ergonomic furniture with suspended legs, 50+ avatar capacity, and exports for web game frameworks (Phaser, Pixi, ThreeJS, Babylon, Excalibur) |
| blender_iso_bake_assetsC | Bakes 2:1 dimetric isometric asset definitions, mathematical collision diamonds, and engine manifests |
| blender_iso_create_avatarC | Procedurally builds and renders a 2:1 dimetric NPR stylized humanoid avatar in Blender with customizable palette, beveled hair, layered clothing, and generates 8-direction turnaround sprites |
| blender_iso_synthesize_worldB | Synthesizes a full-scale 2:1 dimetric isometric world from a semantic ASCII or JSON blueprint grid with procedural geometry, stairs, furniture, collisions, and web manifests |
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 10 tools
Each tool targets a distinct stage of the isometric pipeline—scene setup, geometry creation, material application, rendering, and baking. Even seemingly similar tools like create_tile, build_room, and synthesize_world are clearly scoped to single tiles, rooms, and full worlds respectively.
All tools use the consistent blender_iso_ prefix followed by a clear verb_noun snake_case pattern. Minor variations like bake_2d_passes versus bake_assets still follow the same structural convention, so naming is highly predictable.
10 tools is within the optimal range and each covers a dedicated function in the asset-generation workflow. There are no redundant or filler tools, and the count matches the server's specialized Blender isometric purpose.
The set covers the full pipeline from scene configuration, geometry creation, NPR materials, rendering turnarounds, and baking passes and manifests. A minor gap is the absence of explicit update/cleanup operations, but inspect_scene provides read-only oversight and the core workflow has no dead ends.