Metadata-Version: 2.4
Name: blender-mcp-server
Version: 0.1.1
Summary: MCP server for controlling Blender via AI assistants
Project-URL: Homepage, https://github.com/djeada/blender-mcp-server
Project-URL: Repository, https://github.com/djeada/blender-mcp-server
Project-URL: Issues, https://github.com/djeada/blender-mcp-server/issues
Author-email: Adam Djellouli <adam@djellouli.com>
License-Expression: MIT
License-File: LICENSE
Keywords: 3d,ai,blender,claude,mcp,model-context-protocol
Classifier: Development Status :: 4 - Beta
Classifier: Intended Audience :: Developers
Classifier: License :: OSI Approved :: MIT License
Classifier: Programming Language :: Python :: 3
Classifier: Programming Language :: Python :: 3.10
Classifier: Programming Language :: Python :: 3.11
Classifier: Programming Language :: Python :: 3.12
Classifier: Programming Language :: Python :: 3.13
Classifier: Topic :: Multimedia :: Graphics :: 3D Modeling
Classifier: Topic :: Software Development :: Libraries
Requires-Python: >=3.10
Requires-Dist: mcp>=1.0.0
Provides-Extra: dev
Requires-Dist: pytest-asyncio>=0.21; extra == 'dev'
Requires-Dist: pytest>=7.0; extra == 'dev'
Description-Content-Type: text/markdown

# Blender MCP Server

Control Blender from AI assistants like Claude Desktop using the [Model Context Protocol (MCP)](https://modelcontextprotocol.io).

**22 tools** across 6 namespaces — create objects, assign materials, render images, export scenes, and more, all through natural language.

![Demo render — scene built entirely through MCP tools](docs/images/demo_render.png)

*Scene above was created entirely through MCP commands: orange cube, blue sphere, stretched cylinder, and cone — with materials, transforms, and lighting.*

## How It Works

```
┌─────────────────┐      stdio       ┌──────────────────────┐    JSON/TCP     ┌────────────────────┐
│  Claude Desktop │ ◄──────────────► │  MCP Server (Python) │ ◄─────────────► │  Blender Add-on    │
│  (MCP Client)   │                  │  src/server.py       │  localhost:9876 │  (runs in Blender) │
└─────────────────┘                  └──────────────────────┘                 └────────────────────┘
```

1. The **Blender add-on** runs inside Blender, opening a TCP socket on `localhost:9876`
2. The **MCP server** connects to Claude Desktop via stdio and forwards tool calls to Blender over TCP
3. You talk to Claude → Claude calls MCP tools → Blender executes commands → results flow back

There are two ways to talk to Blender:

1. **Via an MCP client** such as Claude Desktop or Codex:
   `MCP client → blender-mcp-server (stdio) → Blender add-on (TCP) → bpy`
2. **Via the direct test scripts** in `scripts/`:
   `script → Blender add-on (TCP) → bpy`

The helper scripts in `scripts/` do **not** use MCP. They connect directly to the Blender add-on on `127.0.0.1:9876` for local testing.

## Quick Start

This is the recommended local setup for Codex:

1. Create a local virtualenv in this repo
2. Install the MCP server into that virtualenv
3. Install the Blender add-on from this repo
4. Register Codex to launch `/home/adam/my-repos/blender-mcp-server/.venv/bin/blender-mcp-server`
5. Keep Blender open with the add-on listening on `127.0.0.1:9876`
6. Start Codex and ask it to use Blender

### Step 1: Create the Local Virtualenv

```bash
cd /home/adam/my-repos/blender-mcp-server
python3 -m venv .venv
source .venv/bin/activate
pip install -e .
```

This creates the local server executable at:

```bash
/home/adam/my-repos/blender-mcp-server/.venv/bin/blender-mcp-server
```

### Step 2: Install the Blender Add-on

Create an installable zip:

```bash
cd /home/adam/my-repos/blender-mcp-server
mkdir -p dist/blender_mcp_bridge
cp addon/__init__.py dist/blender_mcp_bridge/__init__.py
(cd dist && zip -r blender_mcp_bridge.zip blender_mcp_bridge)
```

Then in Blender:

1. Open Blender
2. Go to **Edit -> Preferences -> Add-ons -> Install**
3. Select `dist/blender_mcp_bridge.zip`
4. Enable **Blender MCP Bridge**
5. In the 3D Viewport, press `N` and open the `MCP` tab
6. Confirm it shows `Listening on 127.0.0.1:9876`

The Blender add-on is the bridge endpoint inside Blender. It listens for JSON/TCP requests and executes them through `bpy`.

### Step 3: Register the MCP Server in Codex

Register the local server once:

```bash
codex mcp add blender -- /home/adam/my-repos/blender-mcp-server/.venv/bin/blender-mcp-server
```

Verify it:

```bash
codex mcp list
codex mcp get blender
```

You should see the command path:

```bash
/home/adam/my-repos/blender-mcp-server/.venv/bin/blender-mcp-server
```

### Step 4: Start Blender and Codex

1. Start Blender and make sure the add-on is enabled
2. Confirm the `MCP` panel shows `Listening on 127.0.0.1:9876`
3. Start Codex from this repo:

```bash
cd /home/adam/my-repos/blender-mcp-server
codex
```

Do not manually start `python -m blender_mcp_server.server` for Codex. Codex launches the MCP server itself using the registered command.

### Step 5: Ask Codex Normally

Inside Codex, ask naturally:

- `What objects are in my Blender scene?`
- `Create a cube named TestCube at [0, 0, 1]`
- `Render the scene to /tmp/test.png`

Codex will call MCP tools such as `blender_scene_list_objects` and `blender_object_create`. Those tool calls go to `blender-mcp-server`, which forwards them to the Blender add-on on `127.0.0.1:9876`.

### Optional: Claude Desktop

If you want to use Claude Desktop instead of Codex, point it at the same virtualenv executable.

Config file locations:

- macOS: `~/Library/Application Support/Claude/claude_desktop_config.json`
- Windows: `%APPDATA%\Claude\claude_desktop_config.json`
- Linux: `~/.config/Claude/claude_desktop_config.json`

Example config:

```json
{
  "mcpServers": {
    "blender": {
      "command": "/home/adam/my-repos/blender-mcp-server/.venv/bin/blender-mcp-server"
    }
  }
}
```

### Direct Bridge Test Scripts

If you want to test the Blender add-on without an MCP client, use the helper scripts in `scripts/`:

```bash
python3 scripts/blender_scene_info.py
python3 scripts/blender_create_test_cube.py --name TestCube --x 0 --y 0 --z 1 --size 2
python3 scripts/blender_bridge_request.py scene.get_info
python3 scripts/blender_bridge_request.py object.translate --params '{"name":"TestCube","offset":[0,0,2]}'
```

All scripts connect to `127.0.0.1:9876` by default and accept `--host`, `--port`, and `--timeout`.

These scripts bypass `blender-mcp-server` entirely. They are useful for checking whether the Blender add-on works before involving an MCP client.

## Example Prompts

Here's what you can ask Claude to do once everything is connected:

### 🔍 Inspecting Your Scene
> "What objects are in my scene?"
>
> "Show me the transform of the Camera object"
>
> "List all materials in the file"

### 🔨 Creating Objects
> "Create a sphere named 'Earth' at position [0, 0, 2] with size 3"
>
> "Add a cylinder at the origin, then scale it to [0.5, 0.5, 4] to make a tall pillar"
>
> "Create 5 cubes in a row spaced 3 units apart"

### 🎨 Materials & Colors
> "Create a red material and assign it to the Cube"
>
> "Make a material called 'Ocean' with color [0.0, 0.3, 0.8] and assign it to the Sphere"
>
> "Change the color of 'RedMaterial' to orange"

### 📐 Transforming Objects
> "Move the Cube up 2 units on the Z axis"
>
> "Rotate the Cylinder 45 degrees on the Z axis"
>
> "Scale the Sphere to [2, 2, 2]"

### 📸 Rendering & Exporting
> "Render the scene at 1920x1080 and save it to /tmp/render.png"
>
> "Export the scene as a GLB file to /tmp/scene.glb"

### ⏪ Safety
> "Undo the last change"
>
> "Redo what was just undone"

## Example Session

Here's a real session transcript showing every category of tool in action.
All output below was produced by a live Blender 4.0.2 instance controlled through the MCP bridge:

```
📋 STEP 1: Get Scene Info
─────────────────────────
{
  "name": "Scene",
  "frame_current": 1,
  "frame_start": 1,
  "frame_end": 250,
  "render_engine": "BLENDER_EEVEE",
  "resolution_x": 1920,
  "resolution_y": 1080,
  "object_count": 3
}

📦 STEP 2: List Default Scene Objects
──────────────────────────────────────
  • Cube            (MESH    ) at [0.0, 0.0, 0.0]
  • Light           (LIGHT   ) at [4.1, 1.0, 5.9]
  • Camera          (CAMERA  ) at [7.4, -6.9, 5.0]

🔨 STEP 3: Create Mesh Objects
───────────────────────────────
  ✅ Created MyCube          at [0.0, 0.0, 0.0]
  ✅ Created MySphere        at [3.0, 0.0, 0.0]
  ✅ Created MyCylinder      at [-3.0, 0.0, 0.0]
  ✅ Created MyCone          at [0.0, 3.0, 0.0]

🔄 STEP 4: Transform Objects
─────────────────────────────
  ✅ Moved MyCube to [0.0, 0.0, 2.0]
  ✅ Rotated MySphere Z=45°
  ✅ Scaled MyCylinder to [1.0, 1.0, 3.0]

📑 STEP 5: Duplicate Object
────────────────────────────
  ✅ Duplicated 'MyCube' → 'MyCube.Copy'

📐 STEP 6: Inspect Object Transform
────────────────────────────────────
{
  "name": "MyCube",
  "location": [0.0, 0.0, 2.0],
  "rotation_euler": [0.0, 0.0, 0.0],
  "scale": [1.0, 1.0, 1.0]
}

🎨 STEP 7: Create & Assign Materials
─────────────────────────────────────
  ✅ Created 'RedMaterial'
  ✅ Assigned 'RedMaterial' → 'MyCube'
  ✅ Created 'BlueMaterial'
  ✅ Assigned 'BlueMaterial' → 'MySphere'
  ✅ Changed RedMaterial color → orange

🎨 STEP 8: List Materials
─────────────────────────
  • BlueMaterial          (nodes: True, users: 1)
  • Material              (nodes: True, users: 1)
  • RedMaterial           (nodes: True, users: 1)

🌳 STEP 9: Scene Hierarchy
───────────────────────────
  • Cube (MESH)       • MyCube (MESH)
  • Light (LIGHT)     • MySphere (MESH)
  • Camera (CAMERA)   • MyCylinder (MESH)
                      • MyCone (MESH)

🗑️  STEP 10: Delete Object
──────────────────────────
  ✅ Deleted 'MyCube.Copy'

📸 STEP 12: Render Still Image
───────────────────────────────
  ✅ Rendered: /tmp/blender_mcp_render.png
     Engine: BLENDER_EEVEE, Resolution: [640, 480]

⏪ STEP 13: Undo & Redo
───────────────────────
  ✅ undo
  ✅ redo

📦 FINAL: Scene Summary — 7 objects, 3 materials
```

## Tool Reference

### Scene Inspection

| Tool | Description |
|---|---|
| `blender_scene_get_info` | Scene metadata — name, frame range, render engine, resolution, object count |
| `blender_scene_list_objects` | List all objects, optionally filter by type (`MESH`, `CAMERA`, `LIGHT`, etc.) |
| `blender_object_get_transform` | Get position, rotation, and scale of an object by name |
| `blender_object_get_hierarchy` | Parent/child hierarchy tree (full scene or subtree) |

### Materials

| Tool | Description |
|---|---|
| `blender_material_list` | List all materials in the file |
| `blender_material_create` | Create a new material with optional base color `[r, g, b]` (0–1) |
| `blender_material_assign` | Assign a material to an object |
| `blender_material_set_color` | Set the Principled BSDF base color |
| `blender_material_set_texture` | Set an image texture as base color |

### Object Manipulation

| Tool | Description |
|---|---|
| `blender_object_create` | Create primitives: `cube`, `sphere`, `cylinder`, `plane`, `cone`, `torus` |
| `blender_object_delete` | Delete an object by name |
| `blender_object_translate` | Move — absolute `location` or relative `offset` |
| `blender_object_rotate` | Set rotation `[x, y, z]` in degrees (default) or radians |
| `blender_object_scale` | Set scale `[x, y, z]` |
| `blender_object_duplicate` | Duplicate with optional new name |

### Rendering & Export

| Tool | Description |
|---|---|
| `blender_render_still` | Render still image — set output path, resolution, engine |
| `blender_render_animation` | Render animation — set frame range, output path, engine |
| `blender_export_gltf` | Export as glTF/GLB |
| `blender_export_obj` | Export as OBJ |
| `blender_export_fbx` | Export as FBX |

### History

| Tool | Description |
|---|---|
| `blender_history_undo` | Undo the last operation |
| `blender_history_redo` | Redo the last undone operation |

## Safety Features

- **Automatic undo push** — every mutation tool pushes an undo step first, so you can always roll back
- **Safe Mode** — enable in add-on preferences to restrict file access to the project directory only
- **Tool whitelist** — limit which commands the bridge will accept
- **No arbitrary code execution** — the bridge only accepts predefined commands, never `exec` or `eval`

## Add-on Preferences

In Blender → Edit → Preferences → Add-ons → Blender MCP Bridge:

| Setting | Description | Default |
|---|---|---|
| **Safe Mode** | Restrict file I/O to project directory | Off |
| **Port** | TCP port for the MCP bridge | 9876 |

## Headless / Background Mode

You can also run Blender in background mode (no GUI) for automation:

```bash
blender -b --python your_script.py
```

Where `your_script.py` starts the MCP bridge:

```python
import sys
sys.path.insert(0, "/path/to/blender-mcp-server")
from addon import CommandHandler, BlenderMCPServer

server = BlenderMCPServer()
server.start()

# Keep Blender alive (use your preferred method)
import socket
s = socket.socket()
s.bind(("127.0.0.1", 9877))
s.listen(1)
s.accept()  # Blocks until shutdown signal
```

## Development

```bash
# Clone and install with dev dependencies
git clone https://github.com/your-org/blender-mcp-server
cd blender-mcp-server
pip install -e ".[dev]"

# Run tests (no Blender required)
pytest tests/ -v
```

### Project Structure

```
blender-mcp-server/
├── addon/
│   └── __init__.py          # Blender add-on — TCP server + command handlers
├── src/blender_mcp_server/
│   ├── __init__.py
│   └── server.py            # MCP server — stdio transport + 22 tool definitions
├── tests/
│   ├── test_addon.py        # Add-on tests (mocked bpy)
│   └── test_server.py       # MCP server tests
├── docs/
│   ├── architecture.md      # Architecture documentation
│   └── images/
│       └── demo_render.png  # Render from demo session
├── pyproject.toml
└── README.md
```

## Contributing

1. Fork the repository
2. Create a feature branch
3. Make your changes with tests
4. Run `pytest tests/ -v` to verify all 23 tests pass
5. Submit a pull request

## License

MIT
