AgentSkillsCN

blockbench-create-model

通过互动式访谈流程,在 Blockbench 中创建完整且纹理细腻的 3D 模型。

SKILL.md
--- frontmatter
name: blockbench-create-model
description: Create a complete, fully-textured 3D model in Blockbench through an interactive interview process.

Create 3D Model (Geometry Only)

Build a 3D model's geometry in Blockbench. This skill creates the shape - use blockbench-texture afterward to add materials.

Overview

  1. Interview the user about the model
  2. Create the project (Hytale Prop format)
  3. Build geometry (cubes and groups)
  4. Verify with screenshots
  5. Hand off to texture skill

Phase 1: Interview

Use AskUserQuestion to gather:

Required Information

QuestionExample Answer
What is this model?"A steam-powered generator"
Model name?"fabrica_generator"
Approximate size?"16x16x16 blocks"
Main components?"base, body, chimney, control panel, vents"
Detail level?Simple (5-10), Medium (10-25), Detailed (25+)

Component Naming Convention

Name components by their intended material for easy texturing later:

Prefix/ContainsIntended Material
base_, frame_, trim_dark_iron
body_, panel_, vent_steel
dial_, switch_, pipe_copper
fire_, glow_, heat_fire/emissive

Phase 2: Create Project

code
mcp__blockbench__create_project({
  name: "model_name",
  format: "hytale_prop"
})

Important: Close any other open projects first (single project rule).


Phase 3: Build Geometry

3.1 Create Root Group

code
mcp__blockbench__add_group({
  name: "root",
  origin: [0, 0, 0],
  rotation: [0, 0, 0]
})

3.2 Build Order

  1. Base/frame - Bottom structural elements
  2. Main body - Largest central volumes
  3. Secondary shapes - Attached components
  4. Detail pieces - Small trim, accents, controls

3.3 Place Cubes

code
mcp__blockbench__place_cube({
  elements: [
    { name: "base_plate", from: [-8, 0, -8], to: [8, 2, 8] },
    { name: "body_main", from: [-6, 2, -6], to: [6, 12, 6] }
  ],
  group: "root"
})

Geometry Guidelines

GuidelineDetails
Coordinate systemY is up, centered on origin
from / toMin corner to max corner
NamingUse material-indicative names
Batch placementPlace multiple cubes in one call when possible

3.4 Add Detail

For medium/detailed models, add:

  • Corner posts - Small vertical cubes at corners
  • Trim pieces - Thin horizontal cubes at edges
  • Vents/grills - Repeating thin cubes
  • Control panels - Recessed or protruding sections
  • Pipes/tubes - Cylindrical arrangements of cubes

Phase 4: Verify Geometry

Take Screenshots

code
mcp__blockbench__set_camera_angle({
  position: [30, 20, 30],
  target: [0, 8, 0],
  projection: "perspective"
})

mcp__blockbench__capture_screenshot()

Check from Multiple Angles

  • Front: position: [0, 10, 30]
  • Side: position: [30, 10, 0]
  • Top: position: [0, 40, 0]

Verify Element List

code
mcp__blockbench__list_outline()

Confirm all components are created with correct names.


Phase 5: Hand Off to Texturing

After geometry is complete, inform the user:

"Model geometry is complete with X elements. Use /blockbench-texture to create and apply materials."

Provide a summary of element names grouped by intended material:

  • Dark iron: base_plate, frame_front, trim_bottom...
  • Steel: body_main, panel_left, vent_1...
  • Copper: dial_1, switch_2, pipe_inlet...

DO NOT

  • Create textures (that's the texture skill's job)
  • Apply materials or set UVs
  • Use the texture parameter in place_cube

Quick Reference

ToolPurpose
create_projectStart new Hytale Prop project
add_groupCreate bone/group hierarchy
place_cubeAdd geometry
modify_cubeAdjust existing cube
list_outlineVerify element names
capture_screenshotVisual verification