blockbench-animation
Blockbench Animation
Create animations for 3D models using Blockbench MCP tools.
Rig and Motion Decisions
Confirm the format's animation support and intended exporter before animating. Group-based bone_rigging and manage_keyframes operate on Blockbench groups; native armature bones and vertex weights are a separate rig type with their own tools. Do not assume these group tools animate an ArmatureBone merely because it has a similar name. See MCP overview for discovery and format/delivery guidance for target requirements.
Choose the animation type before modeling, because it changes the geometry.
- Minecraft supports only rigid bone (node) animation. Split each bend into separate parts at the joint, and overlap them so rotation opens no gaps.
- Skinned deformation needs a Generic Model armature with vertex weights, edge loops at joints, and an exporter that carries the rig.
- No MCP tools author morph targets. Substitute bones, visibility keyframes, or texture flipbooks.
See real-time asset planning section 10.
Place pivots at joints and build outward through the hierarchy. Block important poses and timing first, then refine weight, contact, anticipation and follow-through as the action requires. Smooth interpolation can overshoot, and mechanical motion can be continuous; choose curves to suit the movement rather than assigning one interpolation to a whole genre. The official Blockbench overview explains hierarchy, pivots and timeline controls.
Animation times are seconds. Timeline FPS controls snapping, not a universal game playback rate or a guarantee that an exporter samples at that rate. Preserve the target format's rules. Inspect start, extrema and in-between poses, and the loop seam for repeating clips; equal endpoint values alone do not guarantee smooth velocity or foot contact.