设计与多媒体

blockbench-animation

jasonjgardner/b…-project

Create and manage animations in Blockbench using MCP tools. Use when animating 3D models, creating keyframes, managing bone rigs, editing animation curves, or working with animation timelines. Covers walk cycles, idle animations, combat animations, and complex multi-bone animations.

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安装命令

npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-animation

SKILL.md

Blockbench Animation

Create animations for 3D models using Blockbench MCP tools.

Rig and Motion Decisions

Confirm the format's animation support and intended exporter before animating. Group-based bone_rigging and manage_keyframes operate on Blockbench groups; native armature bones and vertex weights are a separate rig type with their own tools. Do not assume these group tools animate an ArmatureBone merely because it has a similar name. See MCP overview for discovery and format/delivery guidance for target requirements.

Choose the animation type before modeling, because it changes the geometry.

  • Minecraft supports only rigid bone (node) animation. Split each bend into separate parts at the joint, and overlap them so rotation opens no gaps.
  • Skinned deformation needs a Generic Model armature with vertex weights, edge loops at joints, and an exporter that carries the rig.
  • No MCP tools author morph targets. Substitute bones, visibility keyframes, or texture flipbooks.

See real-time asset planning section 10.

Place pivots at joints and build outward through the hierarchy. Block important poses and timing first, then refine weight, contact, anticipation and follow-through as the action requires. Smooth interpolation can overshoot, and mechanical motion can be continuous; choose curves to suit the movement rather than assigning one interpolation to a whole genre. The official Blockbench overview explains hierarchy, pivots and timeline controls.

Animation times are seconds. Timeline FPS controls snapping, not a universal game playback rate or a guarantee that an exporter samples at that rate. Preserve the target format's rules. Inspect start, extrema and in-between poses, and the loop seam for repeating clips; equal endpoint values alone do not guarantee smooth velocity or foot contact.