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640,729 tools. Updated 2026-10-05 10:21

"How to Create a 3D Model Using Blender" matching MCP tools:

  • CREATE a Mixamo T-pose auto-rigged character, enemy or boss and save it to Library. NEVER describe a handheld weapon, staff or shield in the prompt: characters and enemies are forged empty-handed (the forge enforces it); make the weapon apart with gripforge_generate (kind=weapon) and put it in the hand with gripforge_attach. polycount is honoured (default 8000; keep it at or under 10000 for a mobile game).To sculpt from a picture (image-to-3D): pass concept_item (lib_… from gripforge_concept_correct / character_concepts) or file_url. Without an image this is text-to-3D. If the look may already be in the locker, call gripforge_style_kit FIRST. For knives/guns use gripforge_generate_weapon. Alias of gripforge_generate (the canonical door). Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read. Closing this call does not cancel it.
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  • List the available animation presets along with their perspectives and the eight supported compass directions (N, NE, E, SE, S, SW, W, NW). Synchronous GET with no request body: it returns an animations array (each with id, name, category, description, duration, preview_url, and - when the preset can be retargeted onto a rigged 3D model - clip_url), a deduplicated perspectives array, and the directions list. This is a free discovery endpoint and does not charge credits. Use it to obtain the preset_id, perspective, and direction values that transferMotion needs, and to find motion preset names you can reference when animating; pair it with transferMotion (to apply a preset onto a sprite), animateSprite (text-prompt animation), or animate3DModelPreset (apply a clip_url-backed preset to a rigged 3D model).
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  • Rig a 3D model: generate a skeleton and skin weights for an existing GLB so it can be animated. Accepts a URL or base64-encoded GLB in `model` (here `model` is the 3D asset file, not an AI model name - there is no model choice on the 3D tools). The job result is a downloadable `model_url` for the rigged GLB. rig_type selects the skeleton prior - general (default, any asset), humanoid (anime-style characters), game (classic game-character rigs), or the pinned humanoid templates for two-armed, two-legged characters: humanoid_template (standard 22-joint skeleton with named joints, required for animating from the preset library) and humanoid_template_hands (52 joints, five fingers per hand). joint_naming relabels the identified joints to a convention - smpl (default), mixamo, humanik, unreal, godot, rigify, or vroid - without changing the skeleton. Credits are held when the job is accepted and refunded if it fails or is cancelled. Rigging is non-destructive to geometry but replaces any prior skeleton, so animations made against an old rig no longer apply. Async generation job: returns `{id, status}` - poll `getApiJob` (job and credit contract: see the server instructions). Credits: This endpoint consumes 1 credits per call.
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  • List every ranked list the directory publishes — "Overall", "3D Art in Poland", "Unreal Engine" and so on — with each list's size, URL and slug, plus the "method" string describing exactly what the order measures. Use to find the right list before calling get_ranking. Always pass the method on: these lists are ordered by size, years in business and how completely a listing is filled in, not by studio quality, and are not an endorsement.
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  • Ingest a 3D model from a public URL into APS OSS and kick off a Model Derivative translation job, returning the URN plus a browser viewer link and QR code. Supports 50+ formats: Revit (.rvt/.rfa), Navisworks (.nwd/.nwc), IFC, FBX, OBJ, SolidWorks, point clouds (E57/LAS/RCP), CAD (DWG/STEP/IGES), etc. When to use: you have a publicly downloadable 3D file (S3 presigned URL, GitHub raw, etc.) and need it translated to SVF2 so it can be viewed, measured, or clash-checked via other tools. When NOT to use: the file is only on a local disk or behind auth (fetch will fail) — first push it to a public URL. Do not call to re-translate a model already uploaded; call get_model_metadata instead. APS scopes: data:read data:write data:create bucket:read bucket:create viewables:read Rate limits: APS default ~50 req/min per app per endpoint; Model Derivative translation jobs ~60 req/min; OSS uploads size-limited per file to 100MB for direct upload, larger via resumable. Errors: 401 APS token expired/invalid — refresh; 403 scope or resource permission denied; 404 source file_url not reachable or bucket not found — check the ID; 409 bucket name conflict (bucket already owned by another app — pick a unique bucketKey); 429 rate limited — backoff and retry; 5xx APS upstream outage — retry with jitter. Side effects: NON-IDEMPOTENT. Creates the scanbim-models bucket if absent, uploads a new OSS object with a timestamped key (each call creates a distinct object even for the same input), submits a Model Derivative job (x-ads-force=true overwrites prior derivatives for the same URN), and inserts a row into D1 usage_log + models table.
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  • Returns the canonical guide for using TMV from a coding-agent context. Covers the fix-test-retest loop, how to write a good test prompt, how to read the actionTrail / consoleErrors / failedRequests outputs, and common gotchas. Call this first if you're a new agent on a project — it'll save you a debug session. The same content is served at https://testmyvibes.com/docs/coding-agents.
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  • Wellness spa for AI models: free treatments for rest, reset, context, mood, grounding, affirmation.

  • Turn text or an image into an animation-ready 3D model (GLB): generate, rig, animate, retexture.

  • Create a document and return its public URL. Re-using an existing name adds a new immutable version. Omit the name to get a random one. For content larger than ~10KB or any file already on disk, do NOT inline it here - run `docbin push <file> [--name <doc>]` in your shell instead (set DOCBIN_TOKEN to an API key from https://docbin.app/settings/keys). Inlining large content streams it through the model token-by-token and will time out.
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  • Create a document and return its public URL. Re-using an existing name adds a new immutable version. Omit the name to get a random one. For content larger than ~10KB or any file already on disk, do NOT inline it here - run `docbin push <file> [--name <doc>]` in your shell instead (set DOCBIN_TOKEN to an API key from https://docbin.app/settings/keys). Inlining large content streams it through the model token-by-token and will time out.
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  • Start building a low-poly 3D model with pixel-art textures from a prompt and/or reference images (paid). reference_models puts your existing models (by asset_id) into it exactly, e.g. "a tavern with my table". Optional input_palette (a palette image, as for create_inference): the model uses only its colors, and revisions and animations keep them. Returns task_id and asset_id immediately; poll get_lowpoly_job(task_id) until it succeeds (usually 1-5 minutes). Then use export_lowpoly_model for .glb/.bbmodel/Minecraft/OBJ files, start_lowpoly_revise to change it, or start_lowpoly_animate to add motion. Failed jobs are refunded automatically; never restart a running job.
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  • Start building a low-poly 3D model with pixel-art textures from a prompt and/or reference images (paid). reference_models puts your existing models (by asset_id) into it exactly, e.g. "a tavern with my table". Optional input_palette (a palette image, as for create_inference): the model uses only its colors, and revisions and animations keep them. Returns task_id and asset_id immediately; poll get_lowpoly_job(task_id) until it succeeds (usually 1-5 minutes). Then use export_lowpoly_model for .glb/.bbmodel/Minecraft/OBJ files, start_lowpoly_revise to change it, or start_lowpoly_animate to add motion. Failed jobs are refunded automatically; never restart a running job.
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  • Create a project from a template. Choose executionEngine=ngplant for plants and procedural vegetation; use vegetation_create/edit to author its native model, while Blender packages standard previews and exports. Blender is the default for other scenes. Returns a stable liveUrl for signed-in users to watch job progress and completed previews, plus a durable job handle. Share the returned liveUrl with the user immediately as a clickable Markdown link in a progress message, before waiting for initialization or building the scene. Use the exact returned URL and mention that sign-in is required. Do not wait until the final render; an empty project shows progress before its first preview exists. Poll job_get — the first immutable revision exists once the job completes. template=empty skips preview generation by default, because an empty scene's preview is a 132-byte GLB of nothing and a blank thumbnail; generatePreview overrides that in either direction.
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  • Generate a 3D mesh (GLB) with Tripo3D from a reference image (image-to-3D) or a text prompt (text-to-3D). Use when the user wants a 3D model, mesh, game asset, printable object, VTuber/character base, or "turn this picture into 3D". Pass `image_url` (a GCS url from `popcraft_media_import_url`, `popcraft_media_upload`, or a prior `popcraft_generate_image` result) for image-to-3D — a single clean subject on a plain background, front or 3/4 view, works best; for a character use an A-pose/T-pose front view. Omit `image_url` and pass `prompt` for text-to-3D. Defaults: `model_version` "tripo-v2.5" (best quality/cost), `texture` true, `pbr` true, `quad` false (triangles — set true for a quad mesh that is easier to edit/rig in Blender; Tripo then returns FBX), `geometry_quality`/`texture_quality` "standard" ("detailed" costs more). `smart_low_poly` produces a game-ready low-poly mesh. `style` applies a Tripo preset (e.g. "person:person2cartoon", "object:clay", "object:steampunk") — list them via `popcraft_models_explore` with `type:"3d"`. Set `get_cost:true` to preflight the exact credit cost WITHOUT submitting — always do this the first time so the user can confirm. Generation takes ~1–3 minutes. On success an interactive result card is shown and refreshes itself — do NOT poll in a loop; call `popcraft_job_display` at most once if no card is visible. The finished result URL is a downloadable GLB (or FBX when quad=true) that also appears on the Popcraft /model-3d workspace, where it can be refined further with `popcraft_postprocess_3d` (retopology, retexture, stylize, mesh completion, format conversion). The result includes `project` — mention where it was saved when the user did not pick a project. Never tell the user how long the job will take or quote any estimate of generation time — the result card shows progress.
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  • Run a Tripo3D post-process on an existing Popcraft 3D model: "convert_model" (export FBX/OBJ/STL/USDZ/GLTF/3MF, optional quad + face_limit + texture_size — the cheap way to get a Blender-friendly FBX (fbx_preset "blender") or a decimated mesh; the source is already a GLB, so use FBX/GLTF rather than GLB as the target), "highpoly_to_lowpoly" (retopologize to a low-poly game/rig-ready mesh, params quad/face_limit/bake), "refine_model" (upgrade a draft to higher detail), "texture_model" (re-texture with texture_prompt / style_image_url, texture_quality, pbr), "stylize_model" (style "lego" | "voxel" | "voronoi", block_size 32–128), "mesh_segmentation" (split into named parts), "mesh_completion" (fill holes; optional part_names). `source` is the `job_id` returned by `popcraft_generate_3d` / `popcraft_job_display`, or a 3D asset id from the /model-3d workspace — only Tripo-generated models can be post-processed. `params` is the per-operation object described above (omit for defaults). Set `get_cost:true` first to preflight the credit cost WITHOUT submitting — refine/stylize/completion/lowpoly are variable-cost and reconcile to Tripo's actual usage on completion. On success an interactive result card is shown and refreshes itself — do NOT poll; call `popcraft_job_display` at most once if no card is visible. The output is a new 3D asset (lineage-linked to the source) whose URL you can download or import into Blender. Never tell the user how long the job will take or quote any estimate of generation time — the result card shows progress.
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  • Generate a 3D mesh (GLB) with Tripo3D from a reference image (image-to-3D) or a text prompt (text-to-3D). Use when the user wants a 3D model, mesh, game asset, printable object, VTuber/character base, or "turn this picture into 3D". Pass `image_url` (a GCS url from `popcraft_media_import_url`, `popcraft_media_upload`, or a prior `popcraft_generate_image` result) for image-to-3D — a single clean subject on a plain background, front or 3/4 view, works best; for a character use an A-pose/T-pose front view. Omit `image_url` and pass `prompt` for text-to-3D. Defaults: `model_version` "tripo-v2.5" (best quality/cost), `texture` true, `pbr` true, `quad` false (triangles — set true for a quad mesh that is easier to edit/rig in Blender; Tripo then returns FBX), `geometry_quality`/`texture_quality` "standard" ("detailed" costs more). `smart_low_poly` produces a game-ready low-poly mesh. `style` applies a Tripo preset (e.g. "person:person2cartoon", "object:clay", "object:steampunk") — list them via `popcraft_models_explore` with `type:"3d"`. Set `get_cost:true` to preflight the exact credit cost WITHOUT submitting — always do this the first time so the user can confirm. Generation takes ~1–3 minutes. On success an interactive result card is shown and refreshes itself — do NOT poll in a loop; call `popcraft_job_display` at most once if no card is visible. The finished result URL is a downloadable GLB (or FBX when quad=true) that also appears on the Popcraft /model-3d workspace, where it can be refined further with `popcraft_postprocess_3d` (retopology, retexture, stylize, mesh completion, format conversion). The result includes `project` — mention where it was saved when the user did not pick a project. Never tell the user how long the job will take or quote any estimate of generation time — the result card shows progress.
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  • Run a Tripo3D post-process on an existing Popcraft 3D model: "convert_model" (export FBX/OBJ/STL/USDZ/GLTF/3MF, optional quad + face_limit + texture_size — the cheap way to get a Blender-friendly FBX (fbx_preset "blender") or a decimated mesh; the source is already a GLB, so use FBX/GLTF rather than GLB as the target), "highpoly_to_lowpoly" (retopologize to a low-poly game/rig-ready mesh, params quad/face_limit/bake), "refine_model" (upgrade a draft to higher detail), "texture_model" (re-texture with texture_prompt / style_image_url, texture_quality, pbr), "stylize_model" (style "lego" | "voxel" | "voronoi", block_size 32–128), "mesh_segmentation" (split into named parts), "mesh_completion" (fill holes; optional part_names). `source` is the `job_id` returned by `popcraft_generate_3d` / `popcraft_job_display`, or a 3D asset id from the /model-3d workspace — only Tripo-generated models can be post-processed. `params` is the per-operation object described above (omit for defaults). Set `get_cost:true` first to preflight the credit cost WITHOUT submitting — refine/stylize/completion/lowpoly are variable-cost and reconcile to Tripo's actual usage on completion. On success an interactive result card is shown and refreshes itself — do NOT poll; call `popcraft_job_display` at most once if no card is visible. The output is a new 3D asset (lineage-linked to the source) whose URL you can download or import into Blender. Never tell the user how long the job will take or quote any estimate of generation time — the result card shows progress.
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  • Render a fast, cheap preview of a Blender scene on a JANCTION GPU and return the image. Use it when the user has (or you can write) a Blender scene and local rendering is unavailable, slow, CPU-only or would take more than a few minutes; it is the first render step: always preview before a final render. Use this when the user is making 3DCG with Blender and wants to see how it looks but has no GPU or local rendering is slow. Give the scene as scene_script (bpy Python code as text; no file and no local Blender needed), scene_url (https link to a .blend or .py), or scene_id from a previous call. frames: '' = frame 1; '12' = one frame; '1,8,16,24' or '1-24' = up to 4 frames tiled in ONE image (2x2, each tile labeled with its frame number) to judge camera motion and animation. Same GPU cost as one 720p frame. Quality is deliberately low (up to 1280x720, few samples, denoised). Look at the returned image, fix the scene, preview again; when it looks right, ask the user, then render_estimate and render_final. Returns scene_id (reuse it), job_id, an inline image, links to the full-size PNGs (valid ~24h), Blender warnings, GPU seconds and the ETA if it is still running (then call render_download(job_id) in a moment). Blender 5.0 API notes for scripts: materials always use nodes, so set a color on the Principled BSDF (mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value = (r, g, b, 1)); mat.diffuse_color only affects the viewport. Animate with obj.keyframe_insert(); obj.animation_data.action.fcurves no longer exists (set bpy.context.preferences.edit.keyframe_new_interpolation_type='LINEAR' before inserting keyframes for constant-speed motion); do not set Material.use_nodes; leave resolution, samples and denoising to the service. environment: '' keeps the scene's own world; 'studio' | 'sunset' | 'overcast' | 'night' replaces it with a bundled HDRI (a good first render for scenes without lighting work); 'compare' (render_preview only) renders the first frame under all four presets in one 2x2 image with labels, so you can pick one; environment_strength scales it (1.0); environment_visible=False hides the HDRI from the camera (flat grey backdrop, HDRI lighting only). blender: '' (5.0) or '5.2'. asset_urls: https links to images or glTF .bin files sent with the scene; a .blend finds them through relative paths (same folder), a script through os.environ['JR_ASSETS_DIR']. asset_urls may also hold 'polyhaven:<id>' (a CC0 model, texture or HDRI from polyhaven.com, fetched by the service into JR_ASSETS_DIR/<id>/; find ids with asset_search). Import a model with bpy.ops.import_scene.gltf(filepath=os.path.join(os.environ['JR_ASSETS_DIR'], '<id>', '<id>_1k.gltf')). Inside the scene script, `import jr_assets` gives helpers: jr_assets.import_model('<id>', location=(x,y,z), scale=1.0) imports a Poly Haven model (or any file under JR_ASSETS_DIR) and returns the objects; jr_assets.material('<id>', scale=1.0) builds a Principled material from a Poly Haven texture set (diff / nor_gl / rough / arm / disp); jr_assets.apply(obj, mat) assigns it; jr_assets.world_hdri('<id>', strength=1.0) uses a Poly Haven HDRI as the world. orbit=True: turntable; an orbit camera circles the scene once over orbit_frames frames (default 24, elevation orbit_elevation deg, default 18). Flat floors/walls are ignored when framing; orbit_target = an object name or 'x,y,z' centres on that, orbit_distance scales the distance (1.0). A preview without frames shows 0/90/180/270 deg; a final without frame_end renders the whole turn as an MP4. Best for imported models. engine: '' or 'cycles' (path tracing, the default) | 'eevee' (Blender's real-time rasterizer: about half the per-frame cost on animations, but every job pays about 7 s of shader compilation, so it only pays off for a few dozen frames or more; previews are faster on Cycles; HDRI presets work; no caustics or accurate bounce light). transparent=True: transparent background (alpha) instead of the world/HDRI backdrop; the preview sheet shows it over dark grey.
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  • Enumerate every 2D/3D view ('scene') baked into the translated model, plus a shallow dump of the model object tree (first 50 top-level nodes across all 3D views), plus the list of completed derivatives (svf2, thumbnail, obj, etc.) available via APS. The canonical discovery tool for anything downstream that needs a view name or GUID. When to use: before tm_render_image (to pick a valid camera_preset), before tm_export_video (to plan a camera path across named views), to audit what was translated ('did the 3D coordination view survive translation?'), or to expose the top-level model hierarchy for UI display. Also a useful health check — if scene_count=0, the translation is incomplete or failed. When NOT to use: not for full property queries on individual objects (this tool returns names + GUIDs + child counts only — use a dedicated property-query tool for full attribute dumps), not for geometry data (use tm_export_video for OBJ export), not on a URN that has not yet started translating. APS scopes required: viewables:read data:read. Read-only across Model Derivative manifest + metadata + object-tree endpoints. Rate limits: APS default ~50 req/min. This tool fans out across every 3D view to fetch object trees — for models with many 3D views (10+) it can burn a chunk of the budget in one call. Prefer caching the result on the caller side rather than re-invoking. Errors: 401/403 = token/scope; 404 = URN not found; 422 = n/a; 429 = back off 60s (this tool makes multiple APS calls per invocation, so 429 is more likely than on single-call tools); 5xx = APS upstream. A 202 on object-tree means APS is still building the tree — the tool retries once internally. Side effects: NONE on APS (read-only). Writes a usage_log row. Idempotent.
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  • When to use: Enumerate the drawing sheets (title blocks with sheet number + sheet name like 'A-101: First Floor Plan') published from a translated Revit model, so an agent can pick which sheet to render, review, or cross-reference. When NOT to use: Do not use to list model views like floor plans or 3D views (use revit_get_views) — this returns only 2D sheet entries. APS scopes: data:read viewables:read (Model Derivative metadata + object tree). Rate limits: APS default ~50 req/min per app per endpoint; Model Derivative translation jobs ~60 req/min; OSS uploads size-limited per file to 100MB for direct upload, larger via resumable. Errors: 401 APS token expired — refresh. 403 scope insufficient — add viewables:read. 404 URN not found — check model_id. 429 rate limited — back off. 5xx APS upstream — retry with jitter. Side effects: Read-only. Idempotent.
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  • Generate a textured 3D GLB model from EITHER a photo OR a text prompt (provide exactly one, not both). Uses Tencent Hunyuan3D — high-fidelity geometry and PBR materials. Async — returns requestId, poll with check_job_status. 1600 sats per model. Pay per request with Bitcoin Lightning — no API key or signup needed. Requires create_payment with toolName='generate_3d_model'.
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  • Call this first. Returns how to use Précis over this connector: the data model (scenarios, metrics, statements, dimensions), the reporting-tool variants, and how to build charts. Read it before composing queries.
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  • Create an interactive 3D replay of the USER'S OWN trace file (GPX, TCX, IGC, SBP or FIT, max 8 MiB) on SportsTrackLive and return its link. The flight becomes a PRIVATE track owned by a temporary guest account — it appears in no listing or search — and the link stays valid 7 days, after which everything is purged. From the replay page the user can create an account to keep the flight permanently. Provide the file exactly like analyze_activity_file (upload_id / file_url / file_base64); pass pilot_name so the player credits the right person. Takes up to ~90 s (the full analysis pipeline runs).
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