Skip to main content
Glama

Related Servers

Alternatives to blender-asset-mcp

No user-submitted related servers found.

    Related Servers

    • A
      license
      B
      quality
      C
      maintenance
      Enables LLMs such as Claude to drive Blender through high-level tools for real-world-scale modeling, PBR texturing, lighting, rendering, rigging/animation, and UE5 game-asset baking and export. It also provides asset-library search, reference comparison, quality inspection, and import/export of common 3D file formats.
      58
      MIT
    • A
      license
      A
      quality
      C
      maintenance
      Enables AI-driven 3D modeling in Blender by providing tools to create primitives, apply modifiers and materials, set up lighting and cameras, capture viewport snapshots, export assets, inspect scenes, and execute Python commands via natural language.
      10
      MIT
    • A
      license
      A
      quality
      C
      maintenance
      Enables AI-driven 3D modeling and scene creation in Blender, allowing LLMs to create, modify, and manipulate objects, materials, and assets through natural language.
      31
      MIT
    • A
      license
      A
      quality
      A
      maintenance
      Enables an AI agent to drive a live Blender session, building, sculpting, measuring, checking, rigging, lighting, rendering and exporting 3D models through safe operations in world units. Every geometry-changing call reports achieved dimensions, open edges and failures as numbers and review images, so modelling mistakes become visible instead of silent.
      113
      MIT

    TDQS

    C2.9/5.0

    Scored across 126 tools

    Disambiguation3/5

    Most tools target a specific resource and action, and the descriptions are unusually clear, but several pairs overlap purposefully: add_modifier duplicates the specialized add_bevel/add_subdivision/... wrappers, create_primitive duplicates create_cube, and analyze_game_asset/validate_game_asset plus execute_blender_python/evaluate_blender_expression sit close together. An agent can usually disambiguate by reading descriptions, but the boundaries are not always crisp.

    Naming Consistency4/5

    Names overwhelmingly follow a snake_case verb_noun pattern (list_objects, create_material, apply_modifier), which makes the set predictable. The pattern breaks in spots: bare verbs (undo, redo, ping), noun-first or adjective-first names (mesh_cleanup, smart_uv_project), and inconsistent singular/plural pairs (delete_object vs delete_objects, connect_nodes vs disconnect_node_input) keep it from being perfect.

    Tool Count1/5

    At 126 tools this is far beyond the 3-15 well-scoped range and above any reasonable surface for an agent to consider; many are convenience wrappers that could be consolidated (8+ add_<modifier> tools, 7 export/read/render variants). Even if Blender is a wide domain, this tool count is an extreme mismatch and will hurt selection reliability.

    Completeness4/5

    The surface covers the full game-asset pipeline: scene/object CRUD, mesh editing, modifiers, materials/nodes, UVs, cameras/lights, rendering/previews, exports, checkpoints, validation, collisions, and LODs. Gaps like structured armature/rigging and animation tools, collection/image deletion, and a singular collection getter remain, though execute_blender_python acts as an escape hatch.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues