blender-control-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| BLENDER_EXECUTABLE | No | Path to the Blender executable (blender.exe). Used if Blender is not at the default location. | |
| BLENDER_CONTROL_WORKDIR | No | Root directory for storing logs and operation plans for read-only inspection tasks. Defaults to the system temp directory under blender-control-mcp. | |
| BLENDER_TIMEOUT_SECONDS | No | Timeout in seconds for a single Blender operation. Must be between 1 and 3600. Default is 180. |
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 |
|---|---|
| scene.inspectA | Open one GLB, FBX, or BLEND asset in headless Blender and return its scene structure. Returns object names/types, material slots, mesh vertex/polygon counts, dimensions, locations, and modifier names/types. The source file is never modified. |
| material.listB | List materials and Principled BSDF Base Color, Roughness, Metallic, and Alpha values. Also reports whether Base Color is node-linked, since a linked texture can visually override the socket's default value. The source file is never modified. |
| asset.apply_materialA | Change only allow-listed Principled BSDF values and create new GLB, BLEND, and FBX files. target is 'all', an exact material name, or an exact object name with exactly one material. base_color accepts normalized RGB or RGBA. Scalar values are 0..1. The input is never overwritten; outputs and logs go into a unique job subfolder. |
| asset.transformA | Set explicit location, Euler rotation in degrees, and/or scale on target objects. Each supplied vector must have exactly three finite numbers. target is 'all' or an exact object name. Creates new GLB, BLEND, and FBX files without changing the input. |
| asset.add_modifierA | Add only a Bevel or Decimate modifier to exact target mesh objects. Bevel accepts width >0..1000 and segments 1..16 (defaults 0.1 and 3). Decimate accepts ratio 0.01..1 (default 0.5). Parameters for the other modifier are rejected. Creates new GLB, BLEND, and FBX files without changing the input. |
| asset.set_smooth_shadingA | Enable smooth shading on 'all' mesh objects or one exact mesh object. Creates new GLB, BLEND, and FBX files in a unique job subfolder; never overwrites input. |
| asset.exportA | Export the complete asset to a non-empty unique list of GLB, BLEND, and/or FBX formats. Outputs and logs are isolated in a new operation-ID subfolder. The input is never overwritten. |
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 7 tools
Each tool addresses a distinct resource and action. Read-only tools (scene.inspect, material.list) are clearly separated from write operations (apply_material, transform, add_modifier, set_smooth_shading, export), and no two tools overlap in purpose. An agent could select the correct tool without ambiguity.
Tools follow a consistent <domain>.<action> pattern using dots (e.g., scene.inspect, asset.transform), but action verbs vary in style (e.g., 'apply_material' vs 'transform' vs 'export'). This is a minor inconsistency, but the pattern is predictable and readable.
With 7 tools, the server is well-scoped for asset inspection, material editing, transformations, modifiers, shading, and export. Each tool serves a clear purpose without redundancy or bloat, fitting comfortably in the ideal 3-15 range.
The surface covers common asset editing workflows (inspect, modify, export), but lacks removal operations such as deleting objects, removing modifiers, or changing material assignments. These gaps could cause dead ends in more complex pipelines, though core workflows are functional.