blender-asset-mcp
Related Servers
Alternatives to blender-asset-mcp
No user-submitted related servers found.
Related Servers
- AlicenseNot gradedqualityCmaintenanceEnables agents and Blender users to generate game-ready art through a set of Blender tools covering concept image generation, image-to-3D mesh creation, mesh cleanup, PBR material assignment, greybox level layout, camera pathing and still or sequence rendering. Every action runs headless Blender, returns machine-readable JSON with pass/fail self-checks such as triangle budget, scale, pivot and clearance, so agents can verify and fix each step unattended.MIT
- AlicenseCqualityAmaintenanceEnables AI agents to control Blender through 150+ tools across 24 modules, including modeling, materials, lighting, animation, rendering, mesh quality analysis, and visual feedback, plus expert prompts and goal-first workflow management.2092MIT
- AlicenseBqualityCmaintenanceEnables 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.58MIT
- AlicenseNot gradedqualityCmaintenanceEnables AI agents to build models, import assets, animate scenes, render images, and save versioned projects through validated MCP tools backed by headless Blender, with a live browser viewer for inspection.GPL 3.0
- AlicenseAqualityCmaintenanceEnables 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.10MIT
- AlicenseAqualityCmaintenanceEnables AI-driven 3D modeling and scene creation in Blender, allowing LLMs to create, modify, and manipulate objects, materials, and assets through natural language.31MIT
TDQS
Scored across 126 tools
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.
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.
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.
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.