mcp server
blenderwright
MCP server for Blender. 191 tools for modelling, materials, rendering and more, driven by Claude, Cursor, Codex, Ollama, llama.cpp, or any MCP client.
Set up
Runs on your computer. Pick your agent and operating system.
Before you start
- uv (`curl -LsSf https://astral.sh/uv/install.sh | sh`)
{
"mcpServers": {
"blenderwright": {
"command": "uvx",
"args": [
"blenderwright"
]
}
}
}same format Cursor, GitHub Copilot CLI, Junie, JetBrains AI Assistant, Augment (Auggie CLI), Factory Droid, Kiro, Devin CLI +12
Values in angle brackets are placeholders. Restart Claude Desktop after editing its config.Claude Desktop docs
README
synced Oct 15, 2026blenderwright
Formerly blend-ai. Same project, new name, nothing else changed.
The most intuitive and efficient MCP Server for Blender. Control Blender entirely through AI assistants like Claude: create 3D models, set up scenes, animate, render, and more, all through natural language.
blenderwright goes beyond tool exposure: it guides the LLM to produce professional 3D results through expert prompts, proven workflows, visual feedback, and mesh quality analysis.
A shuttle launch from two questions: "do you want to have a go at the space shuttle launch?" and then "could you animate the launch?" Claude Code (Fable 5.1) modelled the orbiter, tank, boosters and service tower, lit the plumes as emissive volumes and grew the exhaust cloud from metaballs. Keyframes lift the stack and tilt the camera after it, drivers stream the plumes and boil the smoke, and all 60 Cycles frames come back from a single render_animation call, all through blenderwright with no manual modelling:

Watch it with sound. Launch audio courtesy of NASA: STS-131, "Sound of Launch."
The still it grew from, modelled and rendered in under twenty minutes:

A two-storey Western saloon from a single sentence: "create a Western style 2-story saloon, the outside is more important than any inside detail." Claude Code (Fable 5.1) built the false front, plank siding, balcony, batwing doors and street dressing, then relit it for dusk, all through blenderwright, in about twenty minutes with no manual modelling:

Fifteen procedural materials, each built by a single create_procedural_material call. The selected ball's node graph below was generated entirely by that one call: coordinates, mapping, noise, height mask, colour ramp, and Principled BSDF, laid out and wired:

Key Features
- 191 tools across 28 modules covering every major Blender domain: modeling, mesh editing, materials, shader nodes, lighting, camera, animation, rendering, sculpting, UV mapping, physics, geometry nodes, rigging, curves, sweeps along a path, 3D-print checking, annotations, collections, file I/O, Bool Tool, viewport control, mesh quality analysis, and extension suggestions
- 12 expert prompts: topology best practices, real-world scale references, lighting principles, studio setup, character basemesh workflow, PBR material guide, auto-critique feedback loop, and more
- Visual feedback loop: fast viewport screenshots via OpenGL render (~ms, not seconds) with auto-critique prompts that guide the LLM to check its own work
- Mesh quality analysis: structured reports covering non-manifold edges, loose vertices, zero-area faces, duplicate vertices, and wire edges
- Extension suggestions: proactively recommends Bool Tool, LoopTools, and Node Wrangler when a task would benefit from them (skips already-installed extensions)
- Raw Python is opt-in:
execute_blender_codeis off until you tick "Allow raw Python" in the N-panel, per session, never saved into the .blend. When on, every snippet is echoed to the console and listed in the panel. A restricted namespace blocks obvious mistakes (os,subprocess,exec,open, ...); it is a guard against accidents, not a security boundary - Render-aware: automatically detects when Blender is rendering and queues commands. Recovers from stuck render guards via
load_posthandler and reset command - Blender 4.2+ compatible: ships as a Blender Extension; tested against Blender 5.1 with EEVEE identifier, Annotation API, sculpt stroke_method, SLIM UV unwrap, Raycast shader node, and EEVEE light path intensity controls
- Custom port: configure the server port from the N-panel UI (default: 9876, range: 1024–65535)
- Zero telemetry: no usage tracking, no analytics, no data collection. Everything runs locally on
127.0.0.1 - Zero-dependency addon: the Blender addon uses only Python stdlib +
bpy. Nothing to pip install inside Blender - Thread-safe architecture: background TCP server with queue-based main-thread execution, TCP keepalive for stale connection detection
- 1190 tests: coverage across tools, handlers, validators, prompts, and the cross-platform installer (ubuntu/macos/windows × py3.11/3.13 in CI)
Quickstart
1. Install the MCP server
Nothing to install. With uv on your machine, uvx blenderwright fetches the server from PyPI and runs it; every client config below uses that one command. Prefer pip? pip install blenderwright gives you a blenderwright command instead.
git clone https://github.com/HoldMyBeer-gg/blenderwright.git
cd blenderwright
uv pip install -e .
Then point your client at uv run --directory /path/to/blenderwright blenderwright instead of uvx blenderwright.
2. Install the Blender addon
- Download the latest addon zip from GitHub Releases
- Open Blender 4.2 or later
- Go to Edit > Preferences > Get Extensions, click the dropdown (▾) top-right, and choose Install from Disk...
- Select the downloaded
.zipfile - Enable "blenderwright" in the extensions list
Blender 4.0 / 4.1 users: Not supported. blenderwright ships as a Blender Extension, which requires Blender 4.2 (LTS) or later. Please upgrade Blender from blender.org/download.
If you're developing on blenderwright, symlink the addon folder into Blender's user extensions directory instead. Replace <ver> with your Blender version (e.g. 4.2, 5.1).
# macOS
ln -s "$(pwd)/addon" ~/Library/Application\ Support/Blender/<ver>/extensions/user_default/blenderwright
# Linux
ln -s "$(pwd)/addon" ~/.config/blender/<ver>/extensions/user_default/blenderwright
# Windows (run as admin)
mklink /D "%APPDATA%\Blender Foundation\Blender\<ver>\extensions\user_default\blenderwright" "%cd%\addon"
Then enable the extension in Blender preferences under Get Extensions > User.
3. Start the server in Blender
In Blender's 3D Viewport, open the N-panel (press N), find the blenderwright tab. Set your preferred port (default: 9876), then click Start Server.
4. Connect your AI assistant
claude mcp add blenderwright -- uvx blenderwright
Make sure Blender is running with the addon server started before using the tools.
Usage:
$ claude
> Create a red metallic sphere on a white plane with three-point lighting
> Add a subdivision surface modifier to the sphere and set it to level 3
> Analyze the mesh quality of the sphere and fix any issues
> Set up a turntable animation and render it to /tmp/turntable/
Add blenderwright to your Claude Desktop config (~/Library/Application Support/Claude/claude_desktop_config.json on macOS):
{
"mcpServers": {
"blenderwright": {
"command": "uvx",
"args": ["blenderwright"]
}
}
}
Restart Claude Desktop. The Blender tools will appear in the tool list.
blenderwright is a standard MCP server using stdio transport. Any MCP-compatible client can connect by running the server directly:
uvx blenderwright
# or, after pip install blenderwright: blenderwright
The exact config location and format vary by client (typically JSON or TOML under ~/.<client>/). The command is uvx and the args are ["blenderwright"].
The server communicates over stdin/stdout using the MCP protocol. It connects to Blender's addon over TCP on 127.0.0.1:9876 (or your configured port).
Updating
Whichever way you installed, Blender must be fully restarted, not "Reload Scripts". The addon runs a background TCP server thread that survives a script reload, so reloading leaves a stale handler registered and the old socket still bound.
One command (zip installs)
python install_addon.py upgrade
With no argument it finds your Blender installations and offers them as a numbered list, so there is no path to get wrong. You can still pass one explicitly:
# macOS - the binary inside the bundle, not the .app itself
python install_addon.py upgrade /Applications/Blender.app/Contents/MacOS/Blender
# Linux
python install_addon.py upgrade /usr/local/bin/blender
# Windows
python install_addon.py upgrade "C:\Program Files\Blender Foundation\Blender 4.2\blender.exe"
It refuses to run while Blender is open, checks the path before touching anything,
removes every blenderwright install across all Blender version directories, rebuilds the
zip from addon/, and installs it through Blender's own extension machinery. It also
handles the case that bites people most: an older copy left behind under a previous
Blender version.
Two companion commands:
python install_addon.py doctor # list every blenderwright install found, and where
python install_addon.py uninstall --yes # remove them all (omit --yes for a dry run)
Start with doctor if the addon is behaving strangely: a duplicate install under an
old Blender version is the usual cause.
Developer symlink installs
If you symlinked addon/ into Blender's extensions directory, there is nothing to
install. git pull and restart Blender. Use doctor to confirm which kind of install
you have; it reports symlinks distinctly.
By hand, through the GUI
- If the server is running, open the N-panel blenderwright tab and click Stop Server.
- In Blender, open Edit > Preferences > Get Extensions, find blenderwright, and click Uninstall.
- Quit and restart Blender (this clears cached
blenderwrightmodules). - Install the new
.zipvia the ▾ > Install from Disk... menu and enable it.
Expert Guidance
blenderwright includes 12 MCP prompts that guide the LLM toward professional-quality results:
| Prompt | What It Teaches |
|---|---|
blender_best_practices | Bool Tool preference, mesh editing patterns, modifier workflow |
topology_best_practices | Quad topology, edge flow, poles, n-gon cleanup, face density |
scale_reference_guide | Real-world dimensions for 8 common objects, unit system setup |
lighting_principles | Three-point lighting, HDRI, EEVEE vs Cycles, color temperature |
studio_lighting_setup | 6-step studio lighting workflow with specific energy values |
character_basemesh_workflow | 7-step character base mesh from cube with mirror + subdivision |
material_workflow_guide | PBR materials, Principled BSDF recipes, texture color spaces |
auto_critique_workflow | Visual feedback loop: when to screenshot, what to check, token budget |
product_shot_setup | Professional product shot setup guide |
character_base_mesh | Character modeling guide |
scene_cleanup | Scene organization workflow |
animation_turntable | Turntable animation setup |
Tool Domains
Full reference with every parameter: blenderwright.holdmybeer.gg
| Domain | Tools | Highlights |
|---|---|---|
| Scene | 6 | Get scene info, set frame range, manage scenes, suggest helpful extensions |
| Objects | 15 | Create primitives, duplicate, parent, join, visibility, origin, convert, auto-smooth |
| Transforms | 6 | Position, rotation (euler/quat), scale, apply, snap |
| Modeling | 13 | Modifiers, booleans, subdivide, extrude, bevel, loop cut, bridge edge loops |
| Mesh Editing | 16 | Inset, fill, grid fill, mark seam/sharp, normals, dissolve, knife project, spin, crease |
| Selection | 6 | Select by index, by axis, by face sides, by similarity; invert; report what is selected |
| Mesh Quality | 3 | Analyze mesh defects: non-manifold, loose verts, zero-area faces, duplicates and repair them; decimate to reduce polycount |
| Bool Tool | 4 | Auto union, difference, intersect, slice (via Blender's Bool Tool addon) |
| Materials | 25 | Principled BSDF, procedural and raster textures, textures, blend modes, shader node graph (add/connect/remove nodes, including 5.1 Raycast node) |
| Lighting | 7 | Point/sun/spot/area lights, HDRIs, light rigs, shadows |
| Camera | 6 | Create, aim, DOF, viewport capture, active camera |
| Animation | 8 | Keyframes, interpolation, frame range, follow path |
| Rendering | 7 | Engine, resolution, samples, output format, render, EEVEE light path intensity |
| Curves | 10 | Bezier/NURBS/path, 3D text, convert, reverse, handle types, cyclic, subdivide |
| Sweep | 2 | Sweep a profile along a 3D path for tubes, hoses, cables and rails, with flip-free framing; check a path for bends too tight for the profile |
| 3D Printing | 1 | Reversed normals, self-intersection, thin walls, shells and overhangs via Blender's 3D Print Toolbox |
| Sequencer | 5 | Image-sequence strips, sound strips, list and remove strips, render to MP4, MKV or WebM with audio |
| Sculpting | 8 | Brushes, remesh, multires, symmetry, dynamic topology, stroke_method |
| UV Mapping | 4 | Smart project, unwrap (ANGLE_BASED, CONFORMAL, SLIM), projection, pack islands |
| Physics | 9 | Rigid body, cloth, fluid, particles (velocity, rendering, delete), bake |
| Geometry Nodes | 5 | Create node trees, add/connect nodes, set inputs |
| Armature | 6 | Bones, constraints, auto weights, pose |
| Annotations | 5 | Annotation layers and strokes (5.1 Annotation API) |
| Collections | 4 | Create, move objects, visibility, delete |
| File I/O | 5 | Import/export (FBX, OBJ, glTF, USD, STL...), save/open |
| Viewport | 3 | Shading mode, overlays, focus on object |
| Screenshot | 1 | Fast viewport capture (OpenGL) or full render, base64 output |
| Code Exec | 1 | Sandboxed Python execution in Blender (dangerous imports blocked) |
Toolsets
Every tool is loaded by default, and that is the setting the featured renders were made with. The full set of schemas costs roughly 48k tokens per request, which is fine for Claude-class clients and too much for a local model on a 32k window. BLENDERWRIGHT_TOOLSETS (or --toolsets) trims it:
| Value | Loads |
|---|---|
unset or all | everything (default) |
auto | the core toolsets plus list_toolsets and enable_toolset; the model loads other groups as a task needs them |
core | scene, objects, transforms, modeling, mesh quality, lighting, camera, rendering, screenshot, viewport, collections |
core,physics,animation | any comma-separated list of toolset names; a toolset is one row of the table above |
{
"mcpServers": {
"blenderwright": {
"command": "uvx",
"args": ["blenderwright"],
"env": { "BLENDERWRIGHT_TOOLSETS": "auto" }
}
}
}
auto relies on the client honouring the MCP tools/list_changed notification. The bundled Ollama chat client picks auto on its own when the full set would take more than half of --num-ctx, and says so at startup.
Architecture
AI Assistant <--stdio/MCP--> blenderwright server <--TCP socket--> Blender addon <--bpy--> Blender
- MCP Server (
src/blenderwright/): Python process using themcpSDK. Exposes tools, resources, and prompts over stdio. Validates all inputs before forwarding to Blender. - Blender Addon (
addon/): Runs a TCP socket server inside Blender on a background thread. Commands are queued and executed on the main thread viabpy.app.timersto respect Blender's threading model. - Render Guard: Tracks render state via
bpy.app.handlers. During renders, the server immediately returns a "busy" status. Automatically recovers from crashed renders viaload_posthandler. Can be force-reset via MCP command. - Protocol: Length-prefixed JSON messages over TCP with SO_KEEPALIVE for stale connection detection. Each message is a 4-byte big-endian length header followed by a UTF-8 JSON payload.
Privacy & Security
- Zero telemetry: blenderwright collects no usage data, sends no analytics, and makes no network requests beyond the local TCP connection to Blender.
- Fully local: all communication stays on your machine. No cloud services, no external APIs, no phone-home behavior.
- Open source: the entire codebase is auditable. What you see is what runs.
- Localhost only: The TCP socket binds to
127.0.0.1, never exposed to the network. - Raw Python is off by default:
execute_blender_coderefuses to run until you tick "Allow raw Python" in the blenderwright N-panel. The switch is aWindowManagerproperty, so it is per Blender session and is never written into a.blendfile. Every run is echoed to the system console and the panel shows a count and the last snippet. The 191 structured tools do not need it. - The restricted namespace is not a sandbox: when raw Python is on, the import hook refuses 25 imports (
os,subprocess,socket,shutil,sys,ctypes,importlib,pathlib,signal,multiprocessing,pickle,shelve,tempfile,http,urllib,ftplib,smtplib,xmlrpc,code,codeop,compileall,webbrowser,antigravity,turtle,tkinter) and the builtins__import__,exec,eval,compile,open,globals,locals,vars,input,breakpoint,exit,quit,helpandmemoryvieware removed. That catches a model making a mistake. It does not contain an adversary: the code runs in-process with fullbpy, andbpyalone can save files anywhere and run any operator. Treat "Allow raw Python" the way you would treat running a script someone else wrote: read what the model is about to run, and turn it off when you are done. - Input validation: All inputs pass through validators before reaching Blender: name sanitization, path traversal prevention, numeric range checks, enum allowlists.
- File safety: Import operations disable
use_scripts_auto_executeto prevent script injection from imported files. File extensions are checked against allowlists. - Command allowlist: The addon dispatcher only processes explicitly registered commands. Unknown commands are rejected.
- Shader node allowlist: Only 64 known shader node types can be created, which prevents arbitrary type injection.
Limitations
- Blender must be running: The MCP server communicates with Blender over TCP. Blender must be open with the addon enabled and server started.
- Single connection: The addon accepts one client connection at a time. Multiple AI assistants cannot control the same Blender instance simultaneously.
- Selection is persistent, not per-call: Selection lives on the mesh in Blender, so it stays set between calls. Choose geometry with the
select_*tools, then passselection="CURRENT"to a mesh tool. The default is still"ALL". Because the selection is shared state, two assistants working on the same mesh would step on each other. - Sculpt strokes cannot be simulated: You can configure brushes, symmetry, dyntopo, and remeshing, but actual brush strokes are not yet exposed.
- Node graphs require sequential calls: Both shader node trees and geometry node trees must be built one node/connection at a time.
- No undo integration: Operations appear in Blender's undo history individually but there's no MCP-level undo/redo or transaction grouping.
- Viewport capture requires a visible 3D viewport: Headless Blender may not support viewport screenshots.
- No real-time feedback: The MCP protocol is request/response. There's no streaming of viewport updates or render progress.
Development
# Install with dev dependencies
uv pip install -e ".[dev]"
# Run tests (1190 tests)
uv run --extra dev pytest
# Run tests with coverage
uv run --extra dev pytest --cov=blenderwright
# Lint
ruff check src/ tests/
# Format
ruff format src/ tests/
blenderwright/
├── src/blenderwright/ # MCP server
│ ├── server.py # FastMCP entry point
│ ├── connection.py # TCP client to Blender (with busy-retry)
│ ├── validators.py # Input validation
│ ├── tools/ # 28 tool modules (191 tools)
│ ├── resources/ # MCP resources (scene, objects, materials)
│ └── prompts/ # 12 expert prompt templates
├── addon/ # Blender addon (zero external deps)
│ ├── blender_manifest.toml # Blender 4.2+ Extension manifest
│ ├── __init__.py # bl_info (legacy fallback) + register/unregister
│ ├── server.py # TCP socket server (SO_KEEPALIVE)
│ ├── dispatcher.py # Command routing + allowlist
│ ├── thread_safety.py # Main-thread execution queue
│ ├── render_guard.py # Render state tracking + crash recovery
│ ├── ui_panel.py # N-panel UI (start/stop + port config)
│ └── handlers/ # 23 handler modules
└── tests/ # 1186 unit tests
License
MIT. See LICENSE.md.
Copyright © 2026 jabberwock.