blender-animation-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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 | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| ping_blenderA | Check the Blender bridge and report the open file, Blender version, and scene. |
| inspect_sceneA | Inspect animation-relevant scene state: timeline, camera, objects, actions, strips, and markers. |
| inspect_object_animationA | Get exact actions, F-curves, keyframe values/handles, constraints, and NLA strips for an object. |
| import_glb_assetB | Import a GLB/glTF asset, including its PBR materials, armature, skin weights, and animation clips. Optionally normalize its largest world dimension while preserving the hierarchy. |
| inspect_rigA | Inspect a generated asset's armature hierarchy, rest pose, pose transforms, deform flags, mesh bindings, and available animation actions. |
| inspect_bone_axesC | Inspect rest-pose local X/Y/Z axes, hierarchy, dimensions, and mesh-weight coverage for selected bones. |
| discover_limb_chainsB | Discover weighted deform-bone chains that geometrically resemble front or rear limbs. Treat roles as candidates until deformation probing confirms them. |
| probe_bone_deformationB | Temporarily rotate a bone around local X, Y, and Z, measure evaluated mesh deformation, restore the pose, and report the strongest effective axis. |
| create_limb_ikC | Create or reuse a world-space paw target and an IK constraint on a verified limb end bone. |
| key_paw_poseC | Place and key a paw IK target in world space, using either an absolute location or a delta from its current location. |
| validate_walk_cycleB | Sample paw IK targets across a walk, identify ground-contact frames, and flag displacement while a paw should be planted. |
| key_pose_boneB | Key a generated rig's pose bone using local-space location, WXYZ quaternion, and/or scale. Only supplied channels are changed. |
| set_timelineC | Set the animation range and frames per second. |
| set_current_frameC | Move the timeline and evaluate the dependency graph at an exact frame/subframe. |
| insert_keyframeC | Set an optional property value and insert a keyframe, then set its interpolation. Data paths include location, rotation_euler, scale, and custom properties. |
| delete_keyframeC | Delete a keyframe from an animated object property. |
| set_keyframe_interpolationC | Change interpolation for matching keyframes, optionally restricted to a frame range. |
| render_frameC | Render and return an exact animation frame as an image the model can see. |
| setup_video_referenceA | Attach a reference video to Blender's compositor for pose-by-pose rotoscoping. The model is rendered over the corresponding video frame; video_frame_offset shifts video timing relative to the Blender timeline. |
| render_video_overlayC | Render an exact Blender timeline frame with the posed model composited over its mapped reference-video frame. |
| inspect_video_overlayC | Render a contact sheet of the model over mapped reference-video frames for pose, silhouette, timing, and foot-contact comparison. |
| inspect_animation_visualA | Render a labeled contact sheet of animation frames. Use after edits to visually verify poses, timing, continuity, staging, and camera motion. If frames are omitted they are evenly sampled across the timeline. |
| evaluate_animationA | Sample evaluated world transforms, camera visibility, and bounding boxes at exact frames for numeric verification of motion and spacing. |
| save_blendB | Save the current .blend file, or save a copy to an explicit absolute path. |
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 24 tools
Tools are mostly distinct, covering scene inspection, rig analysis, keyframing, timeline, rendering, and validation. The only minor overlap is between key_pose_bone (for generated rig bones) and insert_keyframe (generic property keying), but descriptions clarify the intended use.
All tool names follow a consistent verb-first snake_case pattern (e.g., inspect_scene, create_limb_ik, set_timeline). No mixing of camelCase or inconsistent verb styles. Naming is uniform and predictable.
24 tools is on the heavier side but appropriate for the breadth of animation-related tasks (import, rig inspection, keyframing, timeline, rendering, video reference). Each tool has a clear purpose, and the count does not feel excessive given the complexity of Blender animation.
The tool set covers the full animation pipeline: asset import, scene and rig inspection, limb discovery, IK setup, keyframing, timeline control, validation, rendering, and video reference. Minor gaps exist like direct NLA strip editing or advanced animation modifiers, but the core workflow is well supported.