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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
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
blender_get_scene_info

Query current Blender scene hierarchy, objects list, materials, and world settings.

Returns complete scene metadata including all objects, their types, transforms, materials, and collections.

Args:

  • response_format ('markdown' | 'json'): Output format (default: 'markdown')

Returns: For JSON: { objects: [...], materials: [...], collections: [...], world: {...} } For markdown: Formatted hierarchy with object details

Use when: Need to understand current scene state, find object names, or verify scene setup Don't use when: Modifying scene (use create/modify tools instead)

blender_get_object_info

Query detailed properties of specific Blender object by name.

Returns object type, transforms (location/rotation/scale), bounding box, materials, modifiers, and parent/children relationships.

Args:

  • object_name (string): Name of object to query (e.g., "Cube", "Camera")

  • response_format ('markdown' | 'json'): Output format (default: 'markdown')

Returns: For JSON: { name, type, location: [x,y,z], rotation: [...], scale: [...], materials: [...], ... } For markdown: Formatted object details

Use when: Need specific object details before modifying Don't use when: Querying entire scene (use blender_get_scene_info instead)

Error: Returns "Object not found" if object_name doesn't exist

blender_create_primitive

Create basic 3D primitive object in Blender scene.

Creates mesh primitive at specified location with optional custom name and scale.

Args:

  • primitive_type: 'CUBE' | 'SPHERE' | 'CYLINDER' | 'CONE' | 'TORUS' | 'PLANE' | 'MONKEY' | 'UV_SPHERE' | 'ICO_SPHERE'

  • name (optional): Custom object name (default: auto-generated)

  • location (optional): Position [x, y, z] (default: [0, 0, 0])

  • scale (optional): Scale [x, y, z] (default: [1, 1, 1])

Returns: Success message with created object name

Examples:

  • Create cube at origin: { primitive_type: "CUBE" }

  • Create sphere at (5, 0, 2): { primitive_type: "SPHERE", location: [5, 0, 2] }

Use when: Starting new scene, adding basic geometry Don't use when: Need complex custom geometry (use execute_blender_code instead)

blender_modify_object

Modify transforms of existing Blender object.

Update location, rotation (in radians), and/or scale of object by name.

Args:

  • object_name (string): Object to modify

  • location (optional): New position [x, y, z]

  • rotation (optional): New rotation in radians [x, y, z]

  • scale (optional): New scale [x, y, z]

At least one transform property must be provided.

Returns: Success message with updated properties

Use when: Positioning, rotating, or scaling existing objects Don't use when: Creating new objects (use create_primitive instead)

blender_delete_object

Delete object from Blender scene by name.

Permanently removes object and its data. Cannot be undone via MCP.

Args:

  • object_name (string): Object to delete

Returns: Success confirmation

Use when: Cleaning up scene, removing unwanted objects Don't use when: Temporarily hiding objects (no hide functionality in MCP currently)

Error: "Object not found" if object doesn't exist

blender_create_material

Create PBR material with Principled BSDF shader.

Creates material with standard PBR properties. Use Principled BSDF workflow.

Args:

  • material_name: Material name

  • base_color (optional): RGBA [r, g, b, a] with 0-1 values

  • metallic (optional): 0-1, default 0

  • roughness (optional): 0-1, default 0.5

  • emission_color (optional): RGBA for emission

  • emission_strength (optional): Emission intensity

Returns: Success message

Example: { material_name: "RedMetal", base_color: [0.8, 0.1, 0.1, 1], metallic: 1, roughness: 0.2 }

blender_apply_material

Apply existing material to Blender object.

Assigns material to object's active material slot. Object must exist and material must be created first.

Args:

  • object_name (string): Object to apply material to

  • material_name (string): Material to apply

Returns: Success confirmation

Use when: Texturing objects after creating materials Don't use when: Material doesn't exist (create it first)

blender_set_material_property

Modify specific property of existing material.

Updates PBR material properties like color, metallic, roughness, or emission.

Args:

  • material_name (string): Material to modify

  • property: 'base_color' | 'metallic' | 'roughness' | 'emission_color' | 'emission_strength'

  • value: Property value (color as RGBA array or number for metallic/roughness/strength)

Returns: Success confirmation

Examples:

  • Make metallic: { material_name: "Metal", property: "metallic", value: 1.0 }

  • Set red color: { material_name: "Red", property: "base_color", value: [1, 0, 0, 1] }

blender_get_screenshot

Capture current viewport as base64 image.

Takes screenshot of current 3D viewport view. Limited to 800px max dimension for performance.

Args:

  • max_size (optional): Maximum dimension in pixels (100-800, default: 800)

Returns: Base64 encoded PNG image data with metadata

Use when: Visualizing scene state, checking results, debugging Don't use when: Need high resolution renders (use Blender render instead)

Performance: Larger images take longer to process and transfer

blender_execute_code

Execute Python code using Blender's bpy API.

Provides escape hatch for complex operations not covered by other tools. Use full bpy API access.

Args:

  • code (string): Python code to execute using bpy API (max 100KB)

  • timeout (optional): Execution timeout in milliseconds (1000-180000, default: 180000)

Returns: Execution result with any output or error message

Examples:

  • List objects: [obj.name for obj in bpy.data.objects]

  • Create custom mesh: bpy.ops.mesh.primitive_cube_add(location=(1, 2, 3))

  • Get object location: bpy.data.objects['Cube'].location[:]

Use when: Complex operations, custom workflows, bpy API access Don't use when: Simple operations covered by dedicated tools

Security: Code is validated for dangerous patterns. System commands are restricted. Performance: Long-running code may hit timeout limits (default 3 minutes)

blender_create_collection

Create a new Blender collection for organizing assets.

Collections in Blender help organize scenes by grouping related objects. Collections can be nested for hierarchical organization.

Args:

  • name (string): Collection name (alphanumeric, spaces, hyphens, underscores, max 64 chars)

  • parent_collection (optional): Parent collection name for nested organization

Returns: Collection creation confirmation and collection information

Examples:

  • Create main collection: name="Environment"

  • Nested collection: name="Trees", parent_collection="Environment"

  • Asset library: name="Props", parent_collection="Library"

Use when: Organizing scene assets, creating asset libraries, structuring complex scenes Don't use when: Creating single objects without organization needs

Performance: Instant operation, negligible performance impact

blender_add_to_collection

Move or copy an object to a specific collection.

Objects in Blender can belong to multiple collections. This tool provides flexible asset organization and scene management.

Args:

  • object_name (string): Target object name to add to collection

  • collection_name (string): Destination collection name

  • remove_from_others (boolean, default false): Remove from other collections

Returns: Collection assignment confirmation and updated object information

Examples:

  • Move object: object_name="TreeOak", collection_name="Trees", remove_from_others=true

  • Add to multiple: object_name="Rock", collection_name="Environment", remove_from_others=false

  • Organize assets: object_name="Character", collection_name="Characters"

Use when: Organizing scene assets, managing object relationships, structuring workflow Don't use when: Creating new objects (use object creation tools instead)

Performance: Instant operation, negligible performance impact

blender_list_collections

List all collections in the current Blender scene with optional object details.

Provides comprehensive view of scene organization structure, including nested collections and object membership.

Args:

  • include_objects (boolean, default false): Include objects in each collection

  • object_details (boolean, default false): Include detailed object information

Returns: Hierarchical list of collections with optional object details and statistics

Examples:

  • Simple list: include_objects=false, object_details=false

  • With objects: include_objects=true, object_details=false

  • Full details: include_objects=true, object_details=true

Use when: Understanding scene structure, managing assets, planning organization Don't use when: Creating new collections (use create_collection instead)

Performance: Fast operation, minimal performance impact

blender_organize_assets_by_type

Automatically organize scene assets into collections based on object type.

This intelligent organization tool creates collections for different asset types (models, materials, etc.) and moves objects accordingly.

Args:

  • create_collections (boolean, default true): Create collections for each asset type

  • existing_objects_only (boolean, default true): Only organize existing objects

  • prefix_with_type (boolean, default false): Prefix object names with asset type

Returns: Organization summary with collections created and objects moved

Examples:

  • Basic organization: create_collections=true, existing_objects_only=true, prefix_with_type=false

  • Include new objects: create_collections=true, existing_objects_only=false

  • Naming convention: create_collections=true, prefix_with_type=true

Use when: Cleaning up disorganized scenes, establishing asset workflows, improving scene management Don't use when: Fine-grained manual control needed, complex custom organization

Performance: Moderate impact depending on scene size and object count

blender_list_files

List files and directories in the Blender project or specified directory.

Provides comprehensive file system overview for project management and asset organization.

Args:

  • directory_path (optional): Directory path to list (relative to project)

  • recursive (boolean, default false): Include subdirectories recursively

  • include_hidden (boolean, default false): Include hidden files and directories

Returns: File listing with metadata including sizes, types, and modification times

Examples:

  • Current directory: directory_path="", recursive=false

  • Recursive list: directory_path="assets", recursive=true

  • Include hidden: directory_path=".", include_hidden=true

Use when: Project organization, asset management, file system navigation Don't use when: Creating new files or directories (use create_directory/save_file)

Performance: Fast operation, minor impact with large recursive listings

Security: Only accesses files within project directory structure

blender_create_directory

Create a new directory within the Blender project structure.

Useful for organizing assets, creating project folders, and establishing file system structure.

Args:

  • directory_path (string): Directory path to create (relative to project)

  • parent_directories (boolean, default true): Create parent directories if needed

Returns: Directory creation confirmation and path information

Examples:

  • Asset folder: directory_path="assets/models"

  • Textures: directory_path="assets/textures"

  • Project structure: directory_path="scenes/environment"

Use when: Setting up project structure, organizing assets, creating workflow folders Don't use when: Creating files (use save_file instead)

Performance: Instant operation, negligible performance impact

Security: Only creates directories within project boundary

blender_save_file

Save base64 encoded file data to the Blender project directory.

Supports saving various file types including assets, textures, and project files.

Args:

  • file_path (string): Destination file path (relative to project)

  • data (string): Base64 encoded file data

  • overwrite (boolean, default false): Overwrite existing file

Returns: File save confirmation with size and type information

Examples:

  • Save texture: file_path="assets/textures/wood.png", data="[base64]"

  • Save model: file_path="assets/models/chair.fbx", data="[base64]"

  • Save project: file_path="scenes/level1.blend", data="[base64]"

Use when: Saving downloaded assets, exporting files, project file management Don't use when: Creating files from Blender operations (use Blender export tools)

Performance: Depends on file size, typically fast for assets under 100MB

Security: Validates file paths and saves within project directory

blender_download_file

Download file from URL and save to Blender project directory.

Supports downloading assets, textures, and reference materials from external sources.

Args:

  • url (string): URL to download from

  • destination_path (string): Destination file path (relative to project)

  • timeout (number, default 30000): Download timeout in milliseconds

Returns: Download confirmation with file size, type, and save location

Examples:

  • Download texture: url="https://example.com/texture.jpg", destination_path="assets/textures/download.jpg"

  • Download model: url="https://example.com/model.fbx", destination_path="assets/models/download.fbx"

  • Reference image: url="https://example.com/ref.png", destination_path="references/ref.png"

Use when: Downloading external assets, reference materials, textures from web Don't use when: Accessing local files (use save_file with local data)

Performance: Depends on file size and network speed, timeout protection included

Security: Validates URLs, enforces timeouts, saves within project directory

blender_import_asset

Import external 3D assets into Blender scene with comprehensive options.

Supports multiple 3D file formats including FBX, OBJ, GLTF, and more with advanced import options.

Args:

  • file_path (string): Path to asset file to import (relative to project)

  • format (optional): Asset format (auto-detected if not specified)

  • options (optional): Import options including location, rotation, scale, and processing

Returns: Import confirmation with object details and processing information

Examples:

  • Basic import: file_path="assets/models/chair.fbx"

  • With positioning: file_path="assets/tree.obj", options={location: [0, 0, 0]}

  • Optimized import: file_path="assets/vehicle.gltf", options={decimate: true, decimate_ratio: 0.5}

Use when: Adding external assets to scenes, importing models/textures, asset workflows Don't use when: Creating new primitives (use object creation tools instead)

Performance: Varies by file size and complexity, typically 1-10 seconds for most assets

blender_export_asset

Export Blender objects or entire scene to various 3D formats.

Comprehensive export tool with support for multiple formats and export options including materials and animations.

Args:

  • objects (optional): Object names to export (exports all if not specified)

  • format (enum): Export format (fbx, obj, gltf, glb, stl, ply, abc)

  • file_path (string): Export destination path (relative to project)

  • options (optional): Export options including modifiers, materials, and compression

Returns: Export confirmation with file size, format, and object count

Examples:

  • Export all: format="fbx", file_path="exports/scene.fbx"

  • Export specific: objects=["Cube", "Sphere"], format="obj", file_path="exports/selection.obj"

  • Optimized export: format="gltf", file_path="exports/optimized.glb", options={compression: 90}

Use when: Sharing assets, exporting for other applications, backup and version control Don't use when: Quick previews (use screenshot tools instead)

Performance: Varies by scene complexity and format, typically 5-30 seconds

blender_get_supported_formats

List all supported file formats for import and export operations.

Provides comprehensive format information with capabilities and recommended use cases.

Args:

  • operation (enum): Filter by operation type (import, export, both)

Returns: Detailed list of supported formats with capabilities and use cases

Examples:

  • All formats: operation="both"

  • Import only: operation="import"

  • Export only: operation="export"

Use when: Planning asset workflows, choosing formats, understanding capabilities Don't use when: Actual import/export operations (use import_asset/export_asset instead)

Performance: Instant operation, negligible performance impact

blender_optimize_asset

Optimize 3D assets for better performance through mesh decimation and cleanup.

Reduces polygon count and optimizes geometry while preserving visual quality and essential attributes.

Args:

  • objects (array): Object names to optimize

  • target_poly_count (optional): Target polygon count (100-1000000)

  • decimation_ratio (optional): Decimation ratio (0.1-1.0)

  • preserve_uvs (boolean, default true): Preserve UV coordinates

  • preserve_materials (boolean, default true): Preserve material assignments

  • preserve_vertex_colors (boolean, default true): Preserve vertex colors

Returns: Optimization summary with before/after statistics and performance improvements

Examples:

  • Target count: objects=["HighPolyModel"], target_poly_count=10000

  • Ratio based: objects=["Tree"], decimation_ratio=0.3

  • Multiple objects: objects=["Rock1", "Rock2", "Rock3"], decimation_ratio=0.5

Use when: Optimizing for real-time applications, reducing file sizes, performance improvements Don't use when: Preserving maximum detail for rendering (use export with high quality instead)

Performance: Moderate impact depending on mesh complexity, typically 5-60 seconds

blender_search_polyhaven

Search the PolyHaven library for free 3D assets, textures, and HDRIs.

PolyHaven offers 10,000+ free CC0-licensed 3D assets including models, materials, textures, and HDRIs.

Args:

  • query (optional): Search query for assets

  • type (optional): Asset type filter (model, material, texture, hdri)

  • limit (integer): Maximum number of results (1-100, default 20)

  • quality (optional): Quality level for thumbnails

  • tags (optional): Filter by tags array

Returns: Search results with asset metadata, thumbnails, and download options

Examples:

  • Wood textures: query="wood", type="texture", limit=10

  • Tree models: query="tree", type="model", limit=5

  • HDRI skies: type="hdri", limit=8

  • Popular materials: type="material", limit=15

Use when: Finding reference assets, texture sourcing, environment creation Don't use when: Downloading specific assets (use download_polyhaven_asset instead)

Performance: Network-dependent, typically 1-5 seconds

License: All PolyHaven assets are CC0 (public domain)

blender_download_polyhaven_asset

Download a PolyHaven asset and optionally import it directly into Blender.

Downloads high-quality assets from PolyHaven with automatic file management and scene integration.

Args:

  • asset_id (string): PolyHaven asset ID to download

  • quality (enum): Download quality level (hd, 1k, 2k, 4k, 8k)

  • save_path (optional): Save path (relative to project assets directory)

  • import_to_scene (boolean, default true): Import directly into Blender scene

  • import_options (optional): Import options if importing to scene

Returns: Download confirmation with file information and import status

Examples:

  • Download 2K texture: asset_id="old_wood_01", quality="2k"

  • Download and import model: asset_id="oak_tree", quality="4k", import_to_scene=true

  • Custom save path: asset_id="sky_cloudy", quality="hdr", save_path="environments/sky.hdr"

Use when: Adding professional assets to scenes, sourcing textures, environment setup Don't use when: Just browsing assets (use search_polyhaven instead)

Performance: Network and file-size dependent, typically 5-60 seconds

Security: Validates asset IDs, downloads to secure project directory

blender_get_polyhaven_asset_details

Get detailed information about a specific PolyHaven asset.

Provides comprehensive asset metadata including download options, technical specifications, and licensing information.

Args:

  • asset_id (string): PolyHaven asset ID to get details for

  • include_thumbnails (boolean, default true): Include thumbnail information

Returns: Complete asset metadata with download options, file sizes, and quality levels

Examples:

  • Basic details: asset_id="old_wood_01"

  • With thumbnails: asset_id="oak_tree", include_thumbnails=true

  • Check availability: asset_id="sky_cloudy"

Use when: Verifying asset availability, checking download options, asset metadata research Don't use when: Downloading assets (use download_polyhaven_asset instead)

Performance: Fast network request, typically 1-3 seconds

License: Returns CC0 licensing information for all assets

blender_get_polyhaven_popular

Get trending and popular assets from PolyHaven.

Returns the most downloaded and highly-rated assets across different categories.

Args:

  • type (optional): Asset type filter (model, material, texture, hdri)

  • limit (integer): Maximum number of results (1-100, default 20)

  • quality (optional): Quality level for thumbnails

Returns: List of popular assets with download counts and ratings

Examples:

  • Popular models: type="model", limit=10

  • Trending textures: type="texture", limit=15

  • Top HDRIs: type="hdri", limit=5

  • All categories: limit=20

Use when: Discovering trending assets, finding high-quality content, asset inspiration Don't use when: Searching for specific criteria (use search_polyhaven instead)

Performance: Fast network request, typically 1-3 seconds

Content: Updated daily based on community downloads and ratings

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