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skills/smithery/ai/blockbench-animate

blockbench-animate

SKILL.md

Animation Creation

Create and edit animations in Blockbench with keyframes, bone rigging, and Hytale-specific animation features.

Usage

/blockbench-animate <action> [args]

Actions:

  • create <name> - Create a new animation
  • keyframe <bone> <property> - Add keyframes
  • rig - Set up bone hierarchy
  • play - Preview animation
  • visibility <bone> - Toggle bone visibility (Hytale)

Prerequisites

  • Blockbench must be running with the MCP plugin enabled
  • A model must be open with proper bone structure (groups)

Steps

Creating Animations

  1. Create animation using mcp__blockbench__create_animation:
    {
      "name": "walk",
      "length": 1.0,
      "loop": "loop"
    }
    
    • name: Animation identifier
    • length: Duration in seconds
    • loop: "loop", "hold", or "once"

Managing Keyframes

  1. Add keyframe using mcp__blockbench__manage_keyframes:

    {
      "action": "create",
      "animation": "walk",
      "bone": "left_leg",
      "channel": "rotation",
      "time": 0.0,
      "value": [0, 0, 0]
    }
    
    • action: "create", "update", or "delete"
    • channel: "position", "rotation", or "scale"
    • time: Time in seconds
    • value: [x, y, z] values
  2. Edit keyframe - same tool with action: "update":

    {
      "action": "update",
      "keyframe_uuid": "<uuid>",
      "value": [15, 0, 0],
      "interpolation": "smooth"
    }
    
  3. Delete keyframe - same tool with action: "delete":

    {
      "action": "delete",
      "keyframe_uuid": "<uuid>"
    }
    

Animation Graph Editor

  1. Edit curves using mcp__blockbench__animation_graph_editor:
    • Adjust easing between keyframes
    • keyframe_uuid: Target keyframe
    • interpolation: "linear", "smooth", "step", "bezier"
    • For bezier: handle_left, handle_right control points

Bone Rigging

  1. Set up bones using mcp__blockbench__bone_rigging:
    • Groups in Blockbench act as bones
    • parent_bone: Parent bone UUID
    • child_bone: Child bone UUID
    • Creates parent-child relationship

Timeline Control

  1. Control playback using mcp__blockbench__animation_timeline:
    • action: "play", "pause", "stop", "seek"
    • time: Seek position (for seek action)
    • speed: Playback speed multiplier

Batch Operations

  1. Batch keyframes using mcp__blockbench__batch_keyframe_operations:

    • Apply changes to multiple keyframes
    • operation: "shift", "scale", "delete"
    • keyframes: Array of keyframe UUIDs
    • value: Operation value
  2. Copy/paste animation using mcp__blockbench__animation_copy_paste:

    • action: "copy" or "paste"
    • source_bone: Bone to copy from
    • target_bone: Bone to paste to
    • mirror: Boolean to mirror values

Hytale-Specific Animation

  1. Visibility keyframe using mcp__blockbench__hytale_create_visibility_keyframe:

    • Toggle bone visibility at specific times
    • animation: Animation name
    • bone: Target bone
    • time: Keyframe time
    • visible: Boolean visibility state
  2. Set loop mode using mcp__blockbench__hytale_set_animation_loop:

    • animation: Animation name
    • mode: "loop", "hold", or "once"
      • loop - Repeat indefinitely
      • hold - Stay at last frame
      • once - Play once and stop

Keyframe Channels

Channel Values Description
position [x, y, z] Translation offset
rotation [x, y, z] Euler angles in degrees
scale [x, y, z] Scale multiplier

Interpolation Modes

Mode Behavior
linear Constant speed between keyframes
smooth Ease in/out (catmull-rom)
step Instant jump at keyframe
bezier Custom curve with handles

Example Workflow

User: Create a walking animation

1. Create animation "walk" length 1.0s, loop mode
2. Add keyframes for left_leg rotation:
   - 0.0s: [0, 0, 0]
   - 0.25s: [-30, 0, 0]
   - 0.5s: [0, 0, 0]
   - 0.75s: [30, 0, 0]
   - 1.0s: [0, 0, 0]
3. Copy animation to right_leg with mirror
4. Add arm swing keyframes (opposite to legs)
5. Set smooth interpolation on all keyframes
6. Preview with timeline play
7. Adjust timing as needed

Animation Tips

  • Start with blocking: Key poses first, then refine
  • Use smooth interpolation: More natural movement
  • Mirror for symmetry: Copy/paste with mirror for limbs
  • Test frequently: Use timeline playback
  • Keep it loopable: First and last frame should match for loop
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smithery/ai
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