Roblox Motion Tools
Allows rigging characters, fitting a basic humanoid skeleton, binding skin weights, and exporting rigs and animations to FBX.
Provides rigging, animation, and VFX tools for Roblox, including joint editing, keyframe sequences, and particle effects.
Integrates with Roblox Studio to inspect rigs, edit animations, add VFX, and preview timed effects on a temporary copy of a rig.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Roblox Motion ToolsFit a humanoid rig to the Body mesh and check the skin weights."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Roblox Motion Tools
Rigging, animation, and VFX tools for Roblox that you can use through an MCP-compatible chat client.
Making a model is only part of getting a character into a game. It still needs a skeleton, animations, and effects that line up with the motion. This project connects Blender and Roblox Studio so those jobs can be done from the same conversation.
The project has three parts: a local MCP server, a small Studio plugin, and a Blender worker. Use it with a client such as Codex or Cursor. There is no separate chat app or hosted service to sign up for.
What it does
Area | Included so far |
Rigging | Inspect bones and Roblox joints, connect rigid parts with Motor6Ds, fit a basic humanoid skeleton in Blender, and bind skin weights |
Animation | Start with idle, walk, cast, or slash motions, edit individual joint keyframes, and save new versions |
VFX | Build particle effects with editable color, size, lifetime, speed, spread, and emission |
Preview | Preview an animation with timed effects on a temporary copy of a Studio rig |
Export | Save Roblox KeyframeSequences or export a Blender rig and its active animation to FBX |
Status: early development. The Blender workflow has passed an automated test covering rigging, skin weights, mesh deformation, and FBX export/import. Studio inspection, preview dispatch, and animation/VFX saves have been exercised on an R15 avatar with AnimationConstraints. Visual quality, undo, and loading clips in the Animation Editor still need testing.
Related MCP server: Blender MCP
Getting started
The setup scripts target Windows. You will need:
Node.js 22 or newer
Roblox Studio
An MCP-compatible chat client
Blender if you want to use the mesh rigging and FBX tools
Clone the repo and install the dependencies:
git clone https://github.com/kaziislam11/roblox-motion-tools.git
cd roblox-motion-tools
npm.cmd ci --ignore-scriptsIf Blender is not on your PATH, set its location before running setup:
$env:BLENDER_EXECUTABLE = 'C:\path\to\blender.exe'Build the server and install the Studio plugin:
npm.cmd run setup
.\scripts\install-studio-plugin.ps1Setup creates the plugin and connection files in .local/. It does not edit your chat client's settings. Add the generated server configuration to your client:
File | Use |
| Clients with a JSON |
| Codex MCP configuration |
Reload your chat client, then restart Studio. Open Plugins > Motion Tools, select a rig in Workspace, and click Connect. Allow the plugin to communicate with 127.0.0.1 if Studio asks. Keep Studio in edit mode.
Let your MCP client start the server. Running npm start at the same time will cause a port conflict. Use one client connection at a time.
The files in .local/ contain your pairing token and machine-specific paths. Keep them local. The plugin installer backs up an existing copy before replacing it.
Try it
Once connected, ask your client to:
Inspect my selected rig. Make a two-second casting animation and preview it with a fire charge on the right hand.
Or refine something you already made:
Shorten the windup, keep the release at the same point, and save a new version so I can compare them.
For Blender:
Inspect this saved .blend file. Fit a humanoid rig to the Body mesh and check the skin weights.
The client interprets the request and calls the tools. Animation and effect recipes stay editable, and each saved revision gets its own file. Studio commands return a job ID so the client can check whether the operation actually finished.
To watch again, click Replay last preview in Motion Tools. Each click restarts the animation and its timed effects on a fresh temporary copy. Stop preview removes the copy. The last preview is remembered until you close the experience; after reopening, ask the chat to preview your saved recipe once.
R15 previews support Motor6D and AnimationConstraint joints. Rigid accessories follow welds, rigid constraints, or a uniquely matching avatar attachment. This carries accessories with the body; it does not simulate cape cloth or hair physics.
Blender works on saved .blend files. Save your work first, including anything made through another Blender MCP. Each operation writes a new file and returns its path for the next step. The original file is preserved.
Current limits
Humanoid rig fitting assumes a Z-up character in a T-pose. It is a starting skeleton, not a general-purpose auto-rigger. Joint placement and skinning need a visual check.
The animation presets are simple starting motions. They need refinement for a finished game.
Joint name mapping does not fix differences in bone axes or rest poses. Blender bones with active constraints need those controls baked or disabled in a copy first.
VFX supports ParticleEmitters and straight lasers made with native Beams. Trails and mesh effects are not implemented yet.
Preview effects fire once at their assigned times. They do not repeat when the animation loops.
Publishing animations and adding gameplay code are separate steps. This tool does not upload assets or create combat scripts.
See the tool reference for all 18 MCP tools, recipe details, and the Studio test checklist. There are also example recipes you can use as a starting point.
Development
Run the build and tests:
npm.cmd testTo run the Blender smoke test, set BLENDER_EXECUTABLE to your Blender executable, then run:
npm.cmd run test:blenderThe test creates its own mesh, rigs and animates it, checks that the vertices move, and re-imports the exported FBX. Results go in .local/blender-test/.
Optional scripts in scripts/ download checksum-verified copies of Blender 4.5.0 and Luau 0.737 into the project. See verification for the checks run so far.
With Luau installed, run node scripts/test-studio.mjs for accessory binding regression checks. Set LUAU_EXECUTABLE if your Luau executable is elsewhere.
src/ MCP server, recipes, asset library, and application connections
studio/ Rig inspection, animation, VFX, preview, and plugin panel
blender/ Blender operations and native verification
scripts/ Build, setup, installation, and test helpers
tests/ Core and MCP integration tests
examples/ Animation and VFX recipesIf something breaks, open an issue with the operation you tried, your Blender or Studio version, and the error message. A small test rig or recipe helps. Leave pairing tokens and private assets out of the report.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections. Dates show when Glama detected each change.
No tool schema history has been recorded yet.
This server cannot be installed
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
Related MCP Connectors
Cloud Blender for AI agents: scenes, assets, renders, MP4, STL, GLB — over hosted remote MCP.
Generate game-ready 3D models, textures, and audio from natural language, over MCP.
3D avatar/asset foundry: text/image -> rigged, validated, engine-ready GLB via x402.
Turn text or an image into an animation-ready 3D model (GLB): generate, rig, animate, retexture.
Related MCP Servers
- AlicenseNot gradedqualityCmaintenanceTransforms Blender into an MCP server with 50+ tools for AI-driven 3D workflows, enabling complete control over objects, materials, animations, physics simulations, and rendering through natural language commands.45MIT
- AlicenseNot gradedqualityCmaintenanceEnables AI-assisted 3D modeling workflows by connecting Blender with LLMs and CSM.ai, allowing text-based editing, asset retrieval from CSM.ai sessions, and humanoid animation using Mixamo files.132MIT
- AlicenseNot gradedqualityCmaintenanceEnables natural language control of Blender 3D through MCP clients, allowing creation, modification, and manipulation of 3D models, animations, and scenes.299MIT
- AlicenseBqualityCmaintenanceComprehensive MCP server for Blender with 308 tools across 25 modules, enabling AI-powered 3D creation and full VRChat avatar pipeline.1003MIT
Latest Blog Posts
- Who's Calling? MCP Hosts Are an Identity Blind Spot (And the Spec Knows It)By Om-Shree-0709 on .mcpAgent IdentityOAuth 2.1
- Your AI Chatbot Just Exposed Your CEO's Salary to an InternBy Om-Shree-0709 on .Agent IdentityMCP SecurityOAuth Delegation
- Why MCP Servers Need Execution Sandboxing (And Why Your Current Stack Isn't Enough)By Om-Shree-0709 on .Agentic AiPrompt InjectionWebAssembly
MCP directory API
We provide all the information about MCP servers via our MCP API.
curl -X GET 'https://glama.ai/api/mcp/v1/servers/kaziislam11/motion-tools'
If you have feedback or need assistance with the MCP directory API, please join our Discord server