BlenderMCP: Controlling Blender with Claude Through Natural Language
github6 min readJanuary 20, 2026

BlenderMCP: Controlling Blender with Claude Through Natural Language

BlenderMCP is an open-source integration that connects Claude AI to Blender using the Model Context Protocol, enabling 3D modeling and scene manipulation through natural language commands. Created by ahujasid.

Yuval Avidani

Yuval Avidani

Author

Key Takeaway

BlenderMCP is an open-source integration that turns Claude AI into a Blender operator through natural language commands. Created by ahujasid, it eliminates the steep learning curve of Blender's Python API by letting us simply describe what we want in plain English.

What is BlenderMCP?

BlenderMCP is a bridge between Claude AI and Blender that uses Anthropic's Model Context Protocol (MCP) to translate natural language into direct Blender API calls. The project blender-mcp solves the problem of Blender's notoriously difficult learning curve that we all face when trying to create or modify 3D scenes programmatically.

Instead of spending hours searching documentation for the right bpy commands, we can tell Claude 'create a metallic sphere' or 'make this scene look like a sunset' and watch it execute the appropriate Blender operations in real-time.

The Problem We All Know

We've all been there. Blender is incredibly powerful, but its Python API (bpy) is complex and poorly documented in practical terms. Even simple operations require hunting through forums and documentation. Want to change a material's roughness? That's bpy.data.materials['Material'].node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value = 0.5. Not exactly intuitive.

Existing solutions haven't fully solved this. Blender has plugins and add-ons, but they're rigid and task-specific. AI tools can generate 3D models from text, but they can't manipulate existing scenes or iterate on our work. The gap between 'describe what we want' and 'actually execute it in Blender' has remained frustratingly wide.

How BlenderMCP Works

BlenderMCP uses a socket-based architecture - meaning two programs communicating over a network connection, even if both are running on our local machine. Here's the flow:

First, we install a custom Blender addon that opens a TCP socket (default port 9876). Think of this like opening a phone line that waits for calls. Then we run the MCP server, which connects Claude to this socket. When we tell Claude 'create a low poly mountain', the MCP server translates that intent into specific Blender API calls and sends them through the socket to Blender, which executes them immediately.

Quick Start

Here's how we get started:

# Install the MCP server
pip install blender-mcp

# In Blender, install the addon from the repo
# Edit > Preferences > Add-ons > Install
# Navigate to blender_addon.py from the repo

# Enable the addon and start the server in Blender
# (default port 9876)

# Configure Claude Desktop to use the MCP server
# Add to claude_desktop_config.json:
{
  "mcpServers": {
    "blender": {
      "command": "blender-mcp"
    }
  }
}

A Real Example

Let's say we want to create a simple product visualization scene. Instead of writing dozens of lines of bpy code, we can have this conversation with Claude:

# In Claude Desktop chat:
"Create a metallic sphere at the origin"
# Claude executes:
bpy.ops.mesh.primitive_uv_sphere_add(location=(0, 0, 0))
mat = bpy.data.materials.new(name="Metallic")
mat.use_nodes = True
mat.node_tree.nodes['Principled BSDF'].inputs['Metallic'].default_value = 1.0
bpy.context.active_object.data.materials.append(mat)

# Continue the conversation:
"Add a camera looking at it from 45 degrees"
# Claude figures out the math and camera setup

"Make the lighting warm and dramatic"
# Claude adjusts light color temperature and intensity

Key Features

  • Scene Inspection - Claude can 'see' what's currently in our Blender file by querying the scene graph. It's like giving Claude eyes into our 3D workspace, so it knows what objects exist before modifying them.
  • Object Manipulation - Create primitives (cubes, spheres, cylinders), modify transforms (position, rotation, scale), and organize scene hierarchies. Think of it like having a virtual assistant that knows every Blender shortcut.
  • Material & Shader Control - Apply and modify materials through conversation. Instead of navigating the shader editor, we describe the look we want and Claude builds the node network.
  • Python Script Execution - For complex operations, Claude can write and execute complete Python scripts inside Blender. This is like having an expert Blender Python programmer on call.
  • External Asset Integration - Built-in access to Poly Haven and Hyper3D asset libraries. We can say 'add a photorealistic wood texture' and Claude fetches and applies it automatically.

When to Use BlenderMCP vs. Alternatives

BlenderMCP excels at rapid prototyping and iterative design. If we're sketching out scene ideas or learning Blender's capabilities, this is perfect. It's also great for repetitive tasks - setting up similar scenes with variations, batch material applications, or generating test environments.

For final production work requiring precise artistic control, we'll still want to work directly in Blender's UI. BlenderMCP won't replace an artist's eye for composition or lighting nuance. Similarly, if we're building complex procedural systems or custom tools, writing proper Python addons is still the way to go.

Compared to text-to-3D generators like Point-E or Shap-E, BlenderMCP works with existing scenes and gives us full control over the process. Those tools generate models from scratch but can't iterate on our work or integrate into our existing pipeline.

My Take - Will I Use This?

In my view, this is a genuine breakthrough for creative-technical workflows. The ability to prototype 3D scenes through conversation removes the biggest friction point in Blender - the cognitive load of remembering API syntax while trying to visualize creative ideas.

Will I use it? Absolutely, especially for these scenarios: blocking out scene compositions quickly, teaching Blender concepts (the AI explains what it's doing), and automating repetitive setup tasks. The time saved on API lookups alone pays for the setup effort.

The limitations are clear though. Complex artistic decisions still require human judgment. Claude won't know that our lighting feels 'off' or that the composition lacks balance. It's a tool for execution, not creative direction. Also, the local setup requirement (running both Blender and the MCP server) adds complexity compared to cloud-based solutions.

Bottom line: BlenderMCP is perfect for the technical side of 3D work - the 'how do I make this happen' part. The artistic side - the 'what should I make' part - that's still on us. Check it out at blender-mcp.

Frequently Asked Questions

What is BlenderMCP?

BlenderMCP is an open-source integration that connects Claude AI to Blender using the Model Context Protocol, enabling 3D modeling and scene manipulation through natural language commands.

Who created BlenderMCP?

BlenderMCP was created by ahujasid, a developer working on AI-driven creative tools.

When should we use BlenderMCP?

Use BlenderMCP for rapid prototyping, learning Blender's API, automating repetitive 3D tasks, or when we need to quickly iterate on scene ideas without memorizing bpy syntax.

What are the alternatives to BlenderMCP?

Alternatives include traditional Blender Python scripting, text-to-3D generators like Point-E or Shap-E (which generate from scratch rather than manipulate existing scenes), and rigid Blender plugins designed for specific tasks. BlenderMCP offers more flexibility than plugins and better integration with existing workflows than generative models.

What are the limitations of BlenderMCP?

BlenderMCP requires local setup (Blender addon and MCP server), won't replace artistic judgment for complex creative decisions, and works best for technical execution rather than creative direction. Final production work requiring precise artistic control still benefits from direct UI manipulation.

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