Blender MCP
About
A lightweight MCP (Model Context Protocol) server for Blender. It offers a natural language interface with Blender’s Python API, improving access to documentation, and allowing users to explore and understand complex setups.
Details
- Author
- Unknown
- Categories
- Design, Other, Knowledge Base
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- Scene performance analysis— Ask your AI to analyze the open Blender scene and identify objects with high polygon counts relative to their on-screen size, like the classroom demo outlier detection.
- Data-block renaming— Have the assistant fix typos or suggest descriptive names for all data-blocks in the current file, applying changes only after your approval.
- Natural language scene queries— Ask questions about object relationships, such as "Which objects are using the material 'pebbles'?" or identify the highest poly-count object in the scene.
- Geometry Nodes documentation— Request an explanation of the main geometry nodes setup, with inline frame documentation and a text data-block summarizing the analysis.
- Scene debugging— Get help troubleshooting issues like non-uniformly scaled meshes, bad normals, or objects not deforming correctly with armatures.
A lightweight MCP (Model Context Protocol) server for Blender. It offers a natural language interface with Blender’s Python API, improving access to documentation, and allowing users to explore and understand complex setups.
For technical details and documentation about the architecture check thesource code.
[!warning] WarningSecurity Warning
The MCP server will execute LLM generated code in Blender without any guards in place to protect your data from removal or being sent to a remote location. To keep your data safe it is recommended to use a virtual machine, or a system without access to sensitive information.
Blender does not have any built-in functionality for connecting to LLMs.
In order for Blender to connect with LLMs,three external tools must be manually downloaded, installed, and run.
In order to interact with your Blender session you need to install a specific add-on for the MCP Server integration.
If you drag & drop into Blenderyou will need to do it twice. First to add the Blender Lab repository, secondly to install the add-on itself. This method allows you to receive update notifications whenever a new version of this add-on is available.
MCP Servers follow a well defined standard and are compatible with a myriad of clients. Please follow theLLama.cppdocumentation, or install a LLM client of your preference.
There are different ways to install the MCP Server depending on your LLM client capabilities.
- MCP Bundle: For newer clients that support.mcpbfiles, download thelatest packagefrom the release page.Llama.cpp doesn’t support this yet.
- MCP Server: To install from the source code check theLlama.cpp documentationor thesetup instructions.
Once if you have your MCP Server setup within your LLM Client, you can start to explore your Blender scenes.
llama.cpp web interface running the blender-mcp server.
MCP can be used to programatically analyze the scene for performance bottomnecks. Take for instance theClassroom demo file:
While checking for polygon count is often enough, even more interesting is to plot the number of polygons based on how big they show on the final render. This can be obtained with the following prompt.
Analyze the scene and list the outliers: objects with highest polygon count but smaller size from the camera point of view.
The plotted resulting data shows clearly two objects which stand out from the rest:alphabetandcoat 1:
Graph analysis of the polycount per screen area for the classroom demo scene.
Thealphabetobject has 20k polygons. Because of its flat disposition it could be replaced by a texture with little downside to the final result. Thecoat 1object has 37k polygons due to its Subsurf modifier. Lowering the subdivision level could alleviate the scene, if memory was the bottleneck in your system.
The alphabet sits at the back of the scene and could easily be replaced by a texture. The coat is also far enough that could have its mesh simplified.
[!info] InfoHow reliable are those results?
The initial analysis returned by the LLM only considered the modifiers which influenced the viewport. Thecoat 1object has a Solidify modifier which doubles its poly count, making it an even more outlier. And although this scene had no Simplify enabled, this settings would have also affected the final analysis.
Those are some of the other tested use cases. You will need to paste the entire “Prompt” content for them to work. As a start point you should use the corresponding demo file. The sucess of the operation will depend on the model used.
- Translate all the data-blocks from French to English.
- My mesh is not being deformed by my armature, how can I fix that?
- Blender is running out of memory rendering this scene, how can I optimize it?
- This mesh has strange shading artifacts, how can I you fix that?
- Find objects that have meshes with bad normals.
- Check my scene for non-uniformally transformed mesh objects.
- The video I exported doesn’t play in my web browsers, which settings should I change?
- Which sculpt brushes should I use for creating and detailing tree branches?
- Set up compositing nodes to save my image both as SDR and HDR.
- Verify this checklist:: meshes must be manifold, all objects must have materials, naming must follow convention, no absolute paths, … Data-block renaming: fix typos
GRP-rocks→GRP-pebbles(the scene contains only pebble objects, not rocks).
LGT-Lights→LGT-lights(inconsistent casing).
Compositing Nodetree→Compositing Node Tree(Nodetree is a compound word error).
- Camera→CAM-main
- Area→LGT-sun-key
- Area.001→LGT-sun-fill
- Area.002→LGT-area-rim
- GEO-pebble.001→GEO-pebble-B
- GEO-pebble.002→GEO-pebble-C
- GEO-pebble.003→GEO-pebble-D
- GEO-pebble.004→GEO-pebble-E
- GEO-pebble.005→GEO-pebble-F
- GEO-pebble.006→GEO-pebble-G
- Area→LGT-sun-key
- Area.001→LGT-sun-fill
- Area.002→LGT-area-rim
- Texture→TEX-ground-clouds
- Texture.001→TEX-ground-image
- World→WLD-environment
- Scene→SCN-mainGeometry Nodes Documentation
Documentation frames added to the geometry nodes setup.
GEOMETRY NODES ANALYSIS -- "Pebble Scattering Nodes" Applied to object: GEO-ground | Modifier: Pebbles ======================================================== OVERVIEW -------- This node group scatters three size categories of pebble meshes across the faces of a ground mesh. Each category uses its own density mask and a global Factor multiplier so that coverage can be art-directed per-layer without touching the raw mask textures. The three resulting instance layers are merged with the original ground geometry and sent to the Group Output. INPUTS (Group Interface) ------------------------ Geometry -- The ground mesh to scatter pebbles on. Large Pebbles Mask -- Float mask (e.g. vertex colour / texture) that defines WHERE large pebbles may appear. Medium Pebbles Mask-- Float mask for medium pebble placement regions. Small Pebbles Mask -- Float mask for small pebble placement regions. Factor -- Global density multiplier shared by all three lanes (appears three times in the interface, one per lane). NODE GRAPH -- LANE BY LANE -------------------------- +- LARGE PEBBLES LANE -----------------------------------------------------+ | Source object : GEO-pebble | | Group Input.001 | | +- Geometry ------------------------> Distribute Points on Faces | | +- Large Pebbles Mask ------------> Distribute Points on Faces | | | (Density Factor socket) | | +- Factor --> Math.003 (x) -------> Distribute Points on Faces | | (Density Max socket) | | Distribute Points on Faces ----------> Instance on Points | | Object Info (GEO-pebble) -----------> Instance on Points (Instance) | | Random Rotation.001 [-pi, +pi] -----> Instance on Points (Rotation) | | Random Value [0.25 - 0.60] -------> Instance on Points (Scale) | | Instance on Points ------------------> Join Geometry.003 | +--------------------------------------------------------------------------+ +- MEDIUM PEBBLES LANE ----------------------------------------------------+ | Source object : GEO-pebble.004 | | Group Input.002 | | +- Geometry ------------------------> Distribute Points on Faces.001 | | +- Medium Pebbles Mask -----------> Math.004 (x) --> Math.005 (x) | | +- Factor ------------------------> Math.005 (x) | | Math.005 output --------------> Distribute Points on Faces.001 | | (Density socket) | | Distribute Points on Faces.001 -----> Instance on Points.001 | | Object Info.001 (GEO-pebble.004) --> Instance on Points.001 | | Random Rotation.002 [-pi, +pi] ----> Instance on Points.001 | | Random Value.002 [0.25 - 0.45] -----> Instance on Points.001 | | Instance on Points.001 -------------> Join Geometry.003 | +--------------------------------------------------------------------------+ +- SMALL PEBBLES LANE -----------------------------------------------------+ | Source object : GEO-pebble.002 | | Group Input.003 | | +- Geometry ------------------------> Distribute Points on Faces.002 | | +- Small Pebbles Mask -----------> Math.006 (x) --> Math.007 (x) | | +- Factor ------------------------> Math.006 (x) | | Math.007 output --------------> Distribute Points on Faces.002 | | (Density socket) | | Distribute Points on Faces.002 -----> Instance on Points.002 | | Object Info.002 (GEO-pebble.002) --> Instance on Points.002 | | Random Rotation [-pi, +pi] ----> Instance on Points.002 | | Random Value.003 [0.10 - 0.35] -----> Instance on Points.002 | | Instance on Points.002 -------------> Join Geometry.003 | +--------------------------------------------------------------------------+ +- MERGE & OUTPUT ---------------------------------------------------------+ | Group Input.004 | | +- Geometry (pass-through) --------> Join Geometry.003 | | Join Geometry.003 | | (inputs: large instances + medium instances + | | small instances + original ground geo) | | +- Geometry -----------------------> Group Output | +--------------------------------------------------------------------------+ SCALE RANGES (uniform, per lane) --------------------------------- Large pebbles : 0.25 - 0.60 Medium pebbles : 0.25 - 0.45 Small pebbles : 0.10 - 0.35 ROTATION (all lanes) --------------------- All three axes randomised independently over [-pi, +pi], giving each pebble instance a fully random orientation. DENSITY CONTROL PATTERN (Medium & Small lanes) ----------------------------------------------- The mask value and the Factor are first multiplied together (Math.004 / Math.006), then that product is multiplied again by a second value (Math.005 / Math.007) before being fed into the Density socket. This two-stage multiply gives a non-linear response curve, making the density fall off more aggressively near the mask edges. The Large lane uses a different (single-stage) approach: the Density Factor socket receives the mask directly, and the Factor is only used to scale Density Max via Math.003. NOTES & SUGGESTIONS -------------------- The node group has no Seed input exposed; adding one would allow re-randomising all three layers simultaneously without touching individual nodes. The Factor input currently appears three times (once per lane). Merging them into a single shared socket would simplify the modifier panel. * Consider labelling the unlabelled Math nodes (Math.003-.007) and Random Value nodes to aid future maintenance.
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