partme_blender
Related Servers
Alternatives to partme_blender
No user-submitted related servers found.
Related Servers
- AlicenseNot gradedqualityDmaintenanceEnables LLM clients like Claude to control Blender remotely, including scene inspection, object creation/modification, and Python code execution, via a socket-based MCP server.315 npmMIT
- AlicenseNot gradedqualityAmaintenanceEnables AI clients to control Blender's 3D workflow via an embedded MCP server.881 PyPI51MIT
- FlicenseNot gradedqualityAmaintenanceEnables AI agents to control a live Blender session, including scene and object operations, materials, rendering, PolyHaven asset downloads, and prompts to configurable LLM backends through MCP tools.-
- AlicenseNot gradedqualityCmaintenanceEnables any MCP client to drive Blender 5.2 LTS through natural language, with tools for scene inspection, object creation and transformation, material and modifier handling, rendering, viewport capture, and guarded Python execution.2MIT
- FlicenseBqualityBmaintenanceEnables safe, observable Blender research by exposing structured tools for viewport capture, object and material edits, semantic scene creation, and managed .blend project lifecycles with transactional rollback and validation.42-
- AlicenseCqualityBmaintenanceEnables secure, local automation of Blender through typed MCP tools for scene, modeling, material, animation, rendering, and file workflows via an authenticated loopback bridge.173MIT
TDQS
Scored across 184 tools
Each tool is namespaced by domain (e.g., animation, rig, object) with a specific action, making purposes clear and distinct. Even within the same area, actions like add_node vs. create_group vs. set_input are well-separated.
All tools follow the consistent pattern blender_<domain>_<subdomain>_<action> or blender_<domain>_<action>. The naming is uniform and predictable, with no mixed conventions or vague verbs.
At 184 tools, this server vastly exceeds any practical tool count for an MCP. Even for a complex application like Blender, this number is extreme and will overwhelm the agent's context and selection process, likely degrading performance.
The tool surface is extremely broad, covering animation, rigging, sculpting, retopology, UV, simulation, tracking, compositing, materials, and more. Minor gaps exist (e.g., general object creation without mesh/curve/text separation, no dedicated world settings tool), but the core workflow areas are well covered.