blockbench-animation

Installation
SKILL.md

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.

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Jan 24, 2026