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
- Interview the user about the model
- Create the project (Hytale Prop format)
- Build geometry (cubes and groups)
- Verify with screenshots
- 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
- Base/frame - Bottom structural elements
- Main body - Largest central volumes
- Secondary shapes - Attached components
- 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-textureto 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
textureparameter inplace_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 |