Blender MCP expert for scene inspection, Python scripting, GLTF export, and material/animation extraction. Activate when: (1) using Blender MCP tools (get_scene_info, execute_python, screenshot, etc.), (2) writing Blender Python scripts for extraction or manipulation, (3) exporting scenes to GLTF/GLB for web (Three.js, R3F), (4) debugging material or texture export losses, (5) optimizing GLB files with gltf-transform, (6) using asset integrations (PolyHaven, Sketchfab, Hyper3D Rodin, Hunyuan3D). Covers critical export gotchas, material mapping survival, texture optimization pipeline, headless CLI patterns, and known failure modes.
Installation
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Blender MCP expert for scene inspection, Python scripting, GLTF export, and material/animation extraction. Activate when: (1) using Blender MCP tools (get_scene_info, execute_python, screenshot, etc.), (2) writing Blender Python scripts for extraction or manipulation, (3) exporting scenes to GLTF/GLB for web (Three.js, R3F), (4) debugging material or texture export losses, (5) optimizing GLB files with gltf-transform, (6) using asset integrations (PolyHaven, Sketchfab, Hyper3D Rodin, Hunyuan3D). Covers critical export gotchas, material mapping survival, texture optimization pipeline, headless CLI patterns, and known failure modes.
Blender MCP
Tool Selection
Use structured MCP tools (get_scene_info, screenshot) for quick inspection.
Use execute_python for anything non-trivial: hierarchy traversal, material extraction, animation baking, bulk operations. It gives full bpy API access and avoids tool schema limitations.
Use headless CLI for GLTF exports — the MCP server times out on export operations.
Health Check (Always First)
get_scene_info — verify connection (default port 9876)
execute_python with print("ok") — verify Python works
screenshot — verify viewport capture works
If MCP is unresponsive, check that the Blender MCP addon is enabled and the socket server is running.
Complete Export Workflow
This is the end-to-end linear narrative. Follow these steps in order. Do not skip steps.
Step 1: Health Check
Confirm MCP is alive before touching anything else:
# In MCP tool call:
get_scene_info
execute_python: print("ok")
screenshot
If any step fails, stop and fix MCP connectivity first. See Known Errors.
Step 2: Inspect Scene
Run the full hierarchy extraction to understand what you're working with:
import bpy, json
defextract_hierarchy(obj, depth=0):
data = {
"name": obj.name,
"type": obj.type,
"location": list(obj.location),
"rotation": list(obj.rotation_euler),
"scale": list(obj.scale),
"visible": not obj.hide_viewport,
"children": [],
}
if obj.type == 'MESH'and obj.data:
data["vertices"] = len(obj.data.vertices)
data["faces"] = len(obj.data.polygons)
data["materials"] = [slot.material.name for slot in obj.material_slots if slot.material]
if obj.type == 'LIGHT':
data["light_type"] = obj.data.type
data["energy"] = obj.data.energy
data["color"] = list(obj.data.color)
for mod in obj.modifiers:
if mod.type == 'ARRAY':
data.setdefault("modifiers", []).append({
"type": "ARRAY",
"count": mod.count,
"offset_object": mod.offset_object.name if mod.offset_object elseNone,
})
for child in obj.children:
data["children"].append(extract_hierarchy(child, depth + 1))
return data
scene_data = {
"name": bpy.context.scene.name,
"fps": bpy.context.scene.render.fps,
"frame_start": bpy.context.scene.frame_start,
"frame_end": bpy.context.scene.frame_end,
"objects": [],
}
for obj in bpy.context.scene.objects:
if obj.parent isNone:
scene_data["objects"].append(extract_hierarchy(obj))
print(json.dumps(scene_data, indent=2))
Look for:
Array modifiers (will balloon file size if baked — must replicate at runtime)
Objects with many vertices (risk of slow export or large GLB)
Hidden objects you may or may not want to export
Missing materials (empty material_slots)
Step 3: Verify Materials
Run the material extraction to catch export-lossy setups before committing to an export:
import bpy, json
defextract_materials():
materials = []
for mat in bpy.data.materials:
ifnot mat.use_nodes:
continue
info = {"name": mat.name, "nodes": [], "warnings": []}
has_principled = Falsefor node in mat.node_tree.nodes:
node_data = {"type": node.type, "name": node.name}
if node.type == 'BSDF_PRINCIPLED':
has_principled = Truefor inp in node.inputs:
if inp.is_linked:
node_data[inp.name] = "linked"elifhasattr(inp, 'default_value'):
val = inp.default_value
try:
node_data[inp.name] = list(val)
except TypeError:
node_data[inp.name] = float(val)
if node.type == 'TEX_IMAGE'and node.image:
node_data["image"] = node.image.filepath
node_data["size"] = [node.image.size[0], node.image.size[1]]
if node.image.size[0] > 2048:
info["warnings"].append(f"Large texture: {node.image.filepath} ({node.image.size[0]}x{node.image.size[1]})")
if node.typein ('TEX_NOISE', 'TEX_VORONOI', 'TEX_WAVE', 'TEX_MUSGRAVE'):
info["warnings"].append(f"Procedural texture node '{node.name}' ({node.type}) will be LOST on GLTF export")
if node.type == 'VALTORGB': # Color Ramp
info["warnings"].append(f"Color Ramp '{node.name}' remapping will be LOST on GLTF export")
ifnot has_principled:
info["warnings"].append("No Principled BSDF found — export result unpredictable")
info["nodes"].append(node_data)
materials.append(info)
return materials
result = extract_materials()
for mat in result:
if mat["warnings"]:
print(f"WARN [{mat['name']}]: {'; '.join(mat['warnings'])}")
print(json.dumps(result, indent=2))
Review all warnings before proceeding. Decide: bake procedural textures now, or patch materials at runtime after export.
Step 4: Export via Headless CLI
The MCP server cannot handle GLTF exports (timeout). Always use headless CLI:
# Use 'blender' if it's on PATH, otherwise use the platform-specific path:# macOS: /Applications/Blender.app/Contents/MacOS/Blender# Windows: "C:\Program Files\Blender Foundation\Blender 4.x\blender.exe"# Linux: /usr/bin/blender
blender \
--background "/path/to/scene.blend" \
--python-expr "
import bpy, os
export_path = '/path/to/output.glb'
os.makedirs(os.path.dirname(os.path.abspath(export_path)), exist_ok=True)
bpy.ops.export_scene.gltf(
filepath=export_path,
export_format='GLB',
export_apply=False,
export_animations=True,
export_nla_strips=True,
export_cameras=True,
export_lights=False,
export_draco_mesh_compression_enable=False,
)
size_mb = os.path.getsize(export_path) / 1024 / 1024
print(f'Export complete: {export_path} ({size_mb:.1f} MB)')
"
Critical flags:
export_apply=False — do not bake modifiers (Array modifier turns 1 MB into 56 MB)
export_draco_mesh_compression_enable=False — apply Draco later via gltf-transform
Quote all paths that may contain spaces
Step 5: Optimize with gltf-transform
Run after a successful export. Always use individual steps, never optimize:
Run the full Post-Export Validation checklist below before shipping.
Post-Export Validation Checklist
After every export, verify the following before handing off the GLB for integration:
File size is reasonable — raw GLB under 30 MB, optimized GLB under 5 MB for typical web scenes. Flag anything above these thresholds.
Inspect with gltf-transform CLI — run npx @gltf-transform/cli inspect final.glb and check: mesh count, texture count, texture sizes, animation count, accessor sizes. No unexpected duplication.
Visual test in Babylon.js Sandbox — drag-and-drop the GLB at sandbox.babylonjs.com. Verify: mesh renders correctly, textures appear, animations play, no black/pink materials.
No Three.js console errors — load in a minimal Three.js GLTFLoader test page and check browser console. Common errors: THREE.GLTFLoader: Unknown extension, missing texture files, unsupported Draco version.
Materials spot-check — pick 3–5 materials and visually confirm roughness, metalness, and base color look correct. Compare against Blender viewport render. Flag any that look flat or overly shiny.
Animation spot-check — if the scene has animations, verify at least one plays correctly in Babylon.js Sandbox or Three.js. Check frame count matches expected.
Name mapping verified — if runtime code references mesh names, confirm the names match after GLTF export transformation (spaces → underscores, dots removed). See Critical Rule 5.
No missing textures — check Babylon.js Sandbox network tab. No 404s for texture files. All textures should be packed inside the GLB.
Examples
Example 1: Export Character Rig with Animations
Scenario: You have a humanoid character with armature, 3 NLA actions (idle, walk, run), PBR texture set, and a weapon attached via parenting. You need a web-ready GLB for a Three.js scene.
import bpy, json
# Check armature and NLA stripsfor obj in bpy.data.objects:
if obj.type == 'ARMATURE':
print(f"Armature: {obj.name}")
if obj.animation_data:
print(f" Active action: {obj.animation_data.action.name if obj.animation_data.action else'None'}")
for track in obj.animation_data.nla_tracks:
print(f" NLA track: {track.name}")
for strip in track.strips:
print(f" Strip: {strip.name}, frames {strip.frame_start}-{strip.frame_end}")
Step 3: Check materials for export losses
Run the material extraction above. For a character, watch for:
Procedural skin texture nodes (Noise → color variation) — these will be lost
Color Ramp on roughness for fabric — will be lost, roughness will look flat
Decision: bake procedural variations to image textures, or patch roughness values at runtime
Example 2: Debug Material Export Loss (Roughness Looks Flat)
Scenario: After export, a metal panel material looks uniformly flat and shiny in Three.js. In Blender it had interesting roughness variation from a Noise Texture → Color Ramp → roughness input.
Step 1: Confirm the problem in Blender
import bpy, json
mat = bpy.data.materials.get("MetalPanel")
if mat and mat.use_nodes:
for node in mat.node_tree.nodes:
print(f"Node: {node.type} - {node.name}")
for inp in node.inputs:
if inp.is_linked:
print(f" Input '{inp.name}': linked to something")
Expected output reveals:
Node: BSDF_PRINCIPLED - Principled BSDF
Input 'Roughness': linked to something
Node: VALTORGB - Color Ramp <-- this will NOT export
Node: TEX_NOISE - Noise Texture <-- this will NOT export
Step 2: Understand what GLTF received
The export exports the Principled BSDF's roughness input. When linked to a Color Ramp, GLTF exporter takes the default_value of the input socket (fallback), which is typically 0.5 — perfectly flat.
Step 3A: Fix by baking in Blender (best quality)
import bpy
# Select the object
obj = bpy.data.objects["MetalPanelMesh"]
bpy.context.view_layer.objects.active = obj
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
# Create a new image to bake into
bake_img = bpy.data.images.new("MetalPanel_roughness_baked", width=1024, height=1024)
bake_img.colorspace_settings.name = 'Non-Color'# Add image texture node to material
mat = obj.active_material
nodes = mat.node_tree.nodes
img_node = nodes.new('ShaderNodeTexImage')
img_node.image = bake_img
nodes.active = img_node
# Bake roughness (use ROUGHNESS pass or EMIT trick)
bpy.context.scene.cycles.bake_type = 'ROUGHNESS'
bpy.ops.object.bake(type='ROUGHNESS', save_mode='INTERNAL')
# Save baked imageimport tempfile, os
bake_path = os.path.join(tempfile.gettempdir(), 'MetalPanel_roughness_baked.png')
bake_img.filepath_raw = bake_path
bake_img.file_format = 'PNG'
bake_img.save()
print(f"Baked roughness to {bake_path}")
Then connect the new image texture node to the Roughness input and re-export.
Step 3B: Fix at runtime in Three.js (quick patch)
If you cannot bake, override the material roughness after load:
loader.load('/metal_panel.glb', (gltf) => {
gltf.scene.traverse((child) => {
if (child.isMesh && child.material) {
const mats = Array.isArray(child.material) ? child.material : [child.material];
mats.forEach(mat => {
if (mat.name === 'MetalPanel') {
// Instead of flat 0.5, set a textured roughness or varied value
mat.roughness = 0.3; // adjust to match intended look
mat.metalness = 0.9;
mat.needsUpdate = true;
}
});
}
});
});
Step 4: Verify fix
Re-export and run validation checklist. In Babylon.js Sandbox, compare the metal panel material against a Blender viewport screenshot to confirm roughness variation is preserved.
Critical Rules
1. MCP Server Times Out on Exports
The Blender MCP server cannot handle GLTF exports — they exceed the timeout. Always use headless CLI:
If you plan to optimize with gltf-transform, export without Draco compression. Re-encoding existing Draco corrupts meshes. Apply Draco as the final step.
4. Procedural Textures Don't Export to GLTF
These Blender node setups are lost on export:
Node Setup
What's Lost
Workaround
Noise Texture → roughness
Entire procedural chain
Bake to texture, or shader patch at runtime
Color Ramp on roughness texture
Value remapping range
Manual roughness values, or runtime remap
Procedural bump (Noise → Bump)
Bump detail
Bake normal map in Blender
Mix Shader with complex factor
Blend logic
Simplify to single BSDF before export
What DOES export: flat roughness/metallic values, image textures (without Color Ramp remapping), baked normal maps, PBR texture sets (baseColor, metallicRoughness, normal).
5. GLTF Name Mapping
Blender names are transformed in GLTF:
Spaces → underscores
Dots → removed
Trailing spaces → trailing underscore
Blender
GLTF
RINGS ball L
RINGS_ball_L
Sphere.003
Sphere003
RINGS L.001
RINGS_L001
RINGS S (trailing space)
RINGS_S_
Always check names in the exported GLB, not Blender, when referencing meshes in code.
6. Never Use gltf-transform optimize
The optimize command includes simplify which destroys mesh geometry. Use individual steps instead: