Animation Creation
Create and edit animations in Blockbench with keyframes, bone rigging, and Hytale-specific animation features.
Usage
code
/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
- •Create animation using
mcp__blockbench__create_animation:json{ "name": "walk", "length": 1.0, "loop": "loop" }- •
name: Animation identifier - •
length: Duration in seconds - •
loop:"loop","hold", or"once"
- •
Managing Keyframes
- •
Add keyframe using
mcp__blockbench__manage_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
- •
- •
Edit keyframe - same tool with
action: "update":json{ "action": "update", "keyframe_uuid": "<uuid>", "value": [15, 0, 0], "interpolation": "smooth" } - •
Delete keyframe - same tool with
action: "delete":json{ "action": "delete", "keyframe_uuid": "<uuid>" }
Animation Graph Editor
- •Edit curves using
mcp__blockbench__animation_graph_editor:- •Adjust easing between keyframes
- •
keyframe_uuid: Target keyframe - •
interpolation:"linear","smooth","step","bezier" - •For bezier:
handle_left,handle_rightcontrol points
Bone Rigging
- •Set up bones using
mcp__blockbench__bone_rigging:- •Groups in Blockbench act as bones
- •
parent_bone: Parent bone UUID - •
child_bone: Child bone UUID - •Creates parent-child relationship
Timeline Control
- •Control playback using
mcp__blockbench__animation_timeline:- •
action:"play","pause","stop","seek" - •
time: Seek position (for seek action) - •
speed: Playback speed multiplier
- •
Batch Operations
- •
Batch keyframes using
mcp__blockbench__batch_keyframe_operations:- •Apply changes to multiple keyframes
- •
operation:"shift","scale","delete" - •
keyframes: Array of keyframe UUIDs - •
value: Operation value
- •
Copy/paste animation using
mcp__blockbench__animation_copy_paste:- •
action:"copy"or"paste" - •
source_bone: Bone to copy from - •
target_bone: Bone to paste to - •
mirror: Boolean to mirror values
- •
Hytale-Specific Animation
- •
Visibility keyframe using
mcp__blockbench__hytale_create_visibility_keyframe:- •Toggle bone visibility at specific times
- •
animation: Animation name - •
bone: Target bone - •
time: Keyframe time - •
visible: Boolean visibility state
- •
Set loop mode using
mcp__blockbench__hytale_set_animation_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
code
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