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skills/smithery/ai/blockbench-create-model

blockbench-create-model

SKILL.md

Create 3D Model (Geometry Only)

Build a 3D model's geometry in Blockbench. This skill creates the shape - use blockbench-texture afterward to add materials.

Overview

  1. Interview the user about the model
  2. Create the project (Hytale Prop format)
  3. Build geometry (cubes and groups)
  4. Verify with screenshots
  5. Hand off to texture skill

Phase 1: Interview

Use AskUserQuestion to gather:

Required Information

Question Example Answer
What is this model? "A steam-powered generator"
Model name? "fabrica_generator"
Approximate size? "16x16x16 blocks"
Main components? "base, body, chimney, control panel, vents"
Detail level? Simple (5-10), Medium (10-25), Detailed (25+)

Component Naming Convention

Name components by their intended material for easy texturing later:

Prefix/Contains Intended Material
base_, frame_, trim_ dark_iron
body_, panel_, vent_ steel
dial_, switch_, pipe_ copper
fire_, glow_, heat_ fire/emissive

Phase 2: Create Project

mcp__blockbench__create_project({
  name: "model_name",
  format: "hytale_prop"
})

Important: Close any other open projects first (single project rule).


Phase 3: Build Geometry

3.1 Create Root Group

mcp__blockbench__add_group({
  name: "root",
  origin: [0, 0, 0],
  rotation: [0, 0, 0]
})

3.2 Build Order

  1. Base/frame - Bottom structural elements
  2. Main body - Largest central volumes
  3. Secondary shapes - Attached components
  4. Detail pieces - Small trim, accents, controls

3.3 Place Cubes

mcp__blockbench__place_cube({
  elements: [
    { name: "base_plate", from: [-8, 0, -8], to: [8, 2, 8] },
    { name: "body_main", from: [-6, 2, -6], to: [6, 12, 6] }
  ],
  group: "root"
})

Geometry Guidelines

Guideline Details
Coordinate system Y is up, centered on origin
from / to Min corner to max corner
Naming Use material-indicative names
Batch placement Place multiple cubes in one call when possible

3.4 Add Detail

For medium/detailed models, add:

  • Corner posts - Small vertical cubes at corners
  • Trim pieces - Thin horizontal cubes at edges
  • Vents/grills - Repeating thin cubes
  • Control panels - Recessed or protruding sections
  • Pipes/tubes - Cylindrical arrangements of cubes

Phase 4: Verify Geometry

Take Screenshots

mcp__blockbench__set_camera_angle({
  position: [30, 20, 30],
  target: [0, 8, 0],
  projection: "perspective"
})

mcp__blockbench__capture_screenshot()

Check from Multiple Angles

  • Front: position: [0, 10, 30]
  • Side: position: [30, 10, 0]
  • Top: position: [0, 40, 0]

Verify Element List

mcp__blockbench__list_outline()

Confirm all components are created with correct names.


Phase 5: Hand Off to Texturing

After geometry is complete, inform the user:

"Model geometry is complete with X elements. Use /blockbench-texture to create and apply materials."

Provide a summary of element names grouped by intended material:

  • Dark iron: base_plate, frame_front, trim_bottom...
  • Steel: body_main, panel_left, vent_1...
  • Copper: dial_1, switch_2, pipe_inlet...

DO NOT

  • Create textures (that's the texture skill's job)
  • Apply materials or set UVs
  • Use the texture parameter in place_cube

Quick Reference

Tool Purpose
create_project Start new Hytale Prop project
add_group Create bone/group hierarchy
place_cube Add geometry
modify_cube Adjust existing cube
list_outline Verify element names
capture_screenshot Visual verification
Weekly Installs
1
Repository
smithery/ai
First Seen
1 day ago
Installed on
codex1