smithery.ai

blockbench-animate

Create and edit animations with keyframes, bone rigging, and Hytale-specific features like visibility keyframes.

First seen Mar 27, 2026

Installation

$ npx skills add https://smithery.ai

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from smithery.ai · top by installs.

npx skills add https://smithery.ai

Browse all from smithery.ai

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 4,803 B
  • docs SUMMARY.md 138 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 1 installs

SKILL.md

Animation Creation

Create and edit animations in Blockbench with keyframes, bone rigging, and Hytale-specific animation features.

Usage

/blockbench-animate <action> [args]

Actions:

  • create <name> - Create a new animation
  • keyframe <bone> <property> - Add keyframes
  • rig - Set up bone hierarchy
  • play - Preview animation
  • visibility <bone> - Toggle bone visibility (Hytale)

Prerequisites

  • Blockbench must be running with the MCP plugin enabled
  • A model must be open with proper bone structure (groups)

Steps

Creating Animations

  1. Create animation using mcpblockbenchcreate_animation:

``json { "name": "walk", "length": 1.0, "loop": "loop" } ` - name: Animation identifier - length: Duration in seconds - loop: "loop", "hold", or "once"`

Managing Keyframes

  1. Add keyframe using mcpblockbenchmanage_keyframes:

``json { "action": "create", "animation": "walk", "bone": "left_leg", "channel": "rotation", "time": 0.0, "value": [0, 0, 0] } ` - action: "create", "update", or "delete" - channel: "position", "rotation", or "scale" - time: Time in seconds - value: [x, y, z]` values

  1. Edit keyframe - same tool with action: "update":

``json { "action": "update", "keyframe_uuid": "<uuid>", "value": [15, 0, 0], "interpolation": "smooth" } ``

  1. Delete keyframe - same tool with action: "delete":

``json { "action": "delete", "keyframe_uuid": "<uuid>" } ``

Animation Graph Editor

  1. Edit curves using mcpblockbenchanimationgrapheditor:

- Adjust easing between keyframes - keyframeuuid: Target keyframe - interpolation: "linear", "smooth", "step", "bezier" - For bezier: handleleft, handle_right control points

Bone Rigging

  1. Set up bones using mcpblockbenchbone_rigging:

- Groups in Blockbench act as bones - parentbone: Parent bone UUID - childbone: Child bone UUID - Creates parent-child relationship

Timeline Control

  1. Control playback using mcpblockbenchanimation_timeline:

- action: "play", "pause", "stop", "seek" - time: Seek position (for seek action) - speed: Playback speed multiplier

Batch Operations

  1. Batch keyframes using mcpblockbenchbatchkeyframeoperations:

- Apply changes to multiple keyframes - operation: "shift", "scale", "delete" - keyframes: Array of keyframe UUIDs - value: Operation value

  1. Copy/paste animation using mcpblockbenchanimationcopypaste:

- action: "copy" or "paste" - sourcebone: Bone to copy from - targetbone: Bone to paste to - mirror: Boolean to mirror values

Hytale-Specific Animation

  1. Visibility keyframe using mcpblockbenchhytalecreatevisibility_keyframe:

- Toggle bone visibility at specific times - animation: Animation name - bone: Target bone - time: Keyframe time - visible: Boolean visibility state

  1. Set loop mode using mcpblockbenchhytalesetanimation_loop:

- animation: Animation name - mode: "loop", "hold", or "once" - loop - Repeat indefinitely - hold - Stay at last frame - once - Play once and stop

Keyframe Channels

Channel Values Description
position [x, y, z] Translation offset
rotation [x, y, z] Euler angles in degrees
scale [x, y, z] Scale multiplier

Interpolation Modes

Mode Behavior
linear Constant speed between keyframes
smooth Ease in/out (catmull-rom)
step Instant jump at keyframe
bezier Custom curve with handles

Example Workflow

User: Create a walking animation

1. Create animation "walk" length 1.0s, loop mode
2. Add keyframes for left_leg rotation:
   - 0.0s: [0, 0, 0]
   - 0.25s: [-30, 0, 0]
   - 0.5s: [0, 0, 0]
   - 0.75s: [30, 0, 0]
   - 1.0s: [0, 0, 0]
3. Copy animation to right_leg with mirror
4. Add arm swing keyframes (opposite to legs)
5. Set smooth interpolation on all keyframes
6. Preview with timeline play
7. Adjust timing as needed

Animation Tips

  • Start with blocking: Key poses first, then refine
  • Use smooth interpolation: More natural movement
  • Mirror for symmetry: Copy/paste with mirror for limbs
  • Test frequently: Use timeline playback
  • Keep it loopable: First and last frame should match for loop