Blender Mcp
Drive Blender via the catalog blender MCP, with bpy recipes.
Skill metadata
| Source | Optional — install with hermes skills install official/creative/blender-mcp |
| Path | optional-skills/creative/blender-mcp |
| Version | 2.1.0 |
| Author | alireza78a + kshitijk4poor + Hermes Agent |
| Platforms | linux, macos, windows |
Reference: full SKILL.md
The following is the complete skill definition that Hermes loads when this skill is triggered. This is what the agent sees as instructions when the skill is active.
Blender MCP Skill
Companion skill for the blender entry in the Hermes MCP catalog. The MCP
server provides the connection to Blender; this skill teaches the bpy idioms
and pitfalls for driving it well. It does not cover Blender UI workflows —
everything here goes through the MCP tools against a live Blender session.
When to Use
Use when the user wants to create or modify anything in a running Blender instance: meshes, materials, animations, lighting, renders. Requires the blender MCP server installed and a Blender desktop session with the addon connected.
Prerequisites
-
Install the MCP server from the Nous catalog (one-time):
hermes mcp install blender
This configures the pinned
blender-mcpstdio server with the curated tool set:get_scene_info,get_object_info,get_viewport_screenshot,execute_blender_code. -
Install the addon inside Blender (one-time — the catalog entry's post-install notes cover this too):
- Download https://raw.githubusercontent.com/ahujasid/blender-mcp/main/addon.py
- Blender > Edit > Preferences > Add-ons > Install... > select addon.py, enable "Interface: Blender MCP".
-
Every session: start Blender FIRST, press N in the viewport, open the "BlenderMCP" tab, click "Connect to Claude" (starts the local bridge socket). Then start your Hermes session so the MCP tools are loaded.
The addon refuses to start under
blender -b(background mode). On a machine without a display, run Blender under a virtual one:xvfb-run blender. GPU rendering works fine under Xvfb.
Quick Reference
| MCP tool | Use for |
|---|---|
get_scene_info | List objects before touching the scene |
get_object_info | Inspect one object (transform, materials) |
get_viewport_screenshot | Visual check of what you built |
execute_blender_code | Everything else — arbitrary bpy Python |
Deeper material lives in the reference files (load on demand):
| Reference | Contents |
|---|---|
references/bpy-api.md | Essential bpy operations: modeling, materials, modifiers, rendering |
references/recipes.md | Complete working scenes: low-poly terrain, glass sphere, HDRI lighting, turntable animation |
references/pitfalls.md | Hard-won lessons: empty code results in 5.x, ops-vs-data API, engine names by version |
Optional asset-service tools (PolyHaven, Sketchfab, Hyper3D, Hunyuan3D) are
disabled by default. If the user has enabled a service in the addon panel,
opt into its tools with hermes mcp configure blender.
Procedure
- Call
get_scene_infofirst — never assume the scene is empty. - Build with
execute_blender_code, in small focused calls (one logical step per call: add objects, then materials, then animation). Large monolithic scripts hit the bridge timeout. - Verify visually with
get_viewport_screenshotbetween major steps. - Render to an absolute path and tell the user where the file is.
Common bpy Patterns
Clear scene:
bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete()
Add mesh objects:
bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0)) bpy.ops.mesh.primitive_cube_add(size=2, location=(3, 0, 0)) bpy.ops.mesh.primitive_cylinder_add(radius=0.5, depth=2, location=(-3, 0, 0))
Create and assign material:
mat = bpy.data.materials.new(name="MyMat") mat.use_nodes = True bsdf = mat.node_tree.nodes.get("Principled BSDF") bsdf.inputs["Base Color"].default_value = (R, G, B, 1.0) bsdf.inputs["Roughness"].default_value = 0.3 bsdf.inputs["Metallic"].default_value = 0.0 obj.data.materials.append(mat)
Keyframe animation:
obj.location = (0, 0, 0) obj.keyframe_insert(data_path="location", frame=1) obj.location = (0, 0, 3) obj.keyframe_insert(data_path="location", frame=60)
Render to file:
bpy.context.scene.render.filepath = "/tmp/render.png" bpy.context.scene.render.engine = 'CYCLES' bpy.ops.render.render(write_still=True)
Pitfalls
- The blender MCP tools only exist if the server is installed and the session
started after install. If they're missing, run
hermes mcp install blenderand start a new session. - The addon bridge must be (re)connected inside Blender each Blender session (N-panel > BlenderMCP > Connect). "Connection refused" from the tools means Blender isn't running or the addon isn't connected — fix that, don't retry.
- Break complex scenes into multiple smaller
execute_blender_codecalls to avoid bridge timeouts. - Render output paths must be absolute (
/tmp/render.png), not relative — they resolve on the BLENDER host's filesystem, which matters if Hermes and Blender run on different machines. shade_smooth()requires the object to be selected and in object mode.execute_blender_coderuns arbitrary Python inside Blender with no sandbox — same trust level as theterminaltool. Don't paste untrusted code into it.- Do NOT hand-roll raw TCP JSON to port 9876 from
execute_code— that was this skill's pre-MCP workaround. It bypasses the catalog's version pinning and tool curation. The MCP tools are the supported path.
Verification
get_scene_inforeturns the expected object list after each build step.get_viewport_screenshotshows the scene you intended.- After a render, confirm the output file exists and report its absolute path to the user.