SuperMCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| SUPER_MCP_HOST | No | The hostname for the SuperMCP server. Defaults to localhost. BLENDER_MCP_HOST is used as a fallback. | localhost |
| SUPER_MCP_PORT | No | The port for the SuperMCP server. Defaults to 9877. | 9877 |
| BLENDER_MCP_HOST | No | Fallback hostname used when SUPER_MCP_HOST is not set. |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| anim_insert_keyframeD | – |
| anim_delete_keyframeD | – |
| anim_set_timelineD | – |
| anim_create_actionD | – |
| anim_assign_actionD | – |
| anim_set_interpolationD | interpolation: BEZIER, LINEAR, CONSTANT. |
| anim_bakeD | – |
| anim_create_nla_stripC | Push action to NLA. Use -loop suffix for Godot looping. |
| anim_copy_keyframesD | – |
| anim_clearD | – |
| anim_get_infoD | – |
| anim_set_graph_handlesD | – |
| batch_execute_on_objectsC | Execute code with |
| batch_render_queueD | – |
| batch_importA | Import all files matching pattern from directory (fbx, gltf, obj, stl, etc). |
| batch_exportC | Export each MESH object as separate file. |
| batch_process_directoryC | Process all .blend files in directory with script_code. |
| cure_modelA | Cure a single mesh before Godot export: apply transforms, merge vertices by distance, recalc normals.
Use before godot_export_glb or let godot_export_glb auto-cure. |
| cure_sceneA | Cure every (or selected) mesh in the scene: apply transforms + merge by distance + recalc normals. This is the pre-export gate for Godot. Run explicitly to inspect cure Report, or rely on godot_export_glb auto-cure. Returns per-object reports and summary {cured_count, total_vertices_removed}. |
| diag_check_rig_healthD | – |
| diag_validate_armatureD | – |
| diag_fix_rigD | – |
| diag_get_rig_reportD | – |
| scene_cleanD | – |
| scene_organize_collectionsD | – |
| scene_mergeD | – |
| scene_get_statsD | – |
| geometry_nodes_createB | Create a Geometry Nodes modifier with a new or existing node group. |
| geometry_nodes_add_nodeC | Add a node to a geometry node group. e.g. GeometryNodeMeshCube, GeometryNodeSubdivideMesh, GeometryNodeDistributePointsOnFaces. |
| geometry_nodes_linkB | Link two nodes in a geometry node group by socket names. |
| geometry_nodes_set_paramB | Set a param on a node (property or input default_value). value is string-coerced. |
| geometry_nodes_templatesA | List 8 curated Geometry Nodes templates (scatter, extrude, boolean, etc.). |
| godot_validate_sceneA | Validate scene for Godot 4.x glTF export. Gate before godot_export_glb. Checks: scale !=1, ngons, missing UV, missing images, degenerate faces, armature scale. Returns {can_export, errors[], warnings[], infos[], mesh_count}. If can_export is false, fix errors before exporting. Warnings are auto-fixed by cure on export. |
| godot_export_glbA | Export to glTF 2.0 (.glb) for Godot 4.x with automatic curing before export. Pipeline when auto_cure=true (default):
Set auto_cure=false to export raw (not recommended — Godot will show scale/normal artifacts). cure_merge_distance default 0.0001 (0.1mm at 1 unit=1m). Args: filepath: absolute path like /tmp/model.glb or /home/user/exports/prop.glb export_format: GLB (single file, recommended) or GLTF_SEPARATE / GLTF_EMBEDDED use_selection: only export selected objects auto_cure: run cure pipeline before export (recommended) Returns {success, filepath, file_size_bytes, cure_report, validation}. |
| get_godot_export_infoA | Info about SuperMCP Godot pipeline: ports, curing steps, formats. |
| get_scene_infoA | List objects in current Blender scene (via SuperMCP port 9877). |
| get_object_infoB | Details for one object, including curing hints (needs_apply_transforms, ngon_count). |
| execute_blender_codeA | Execute arbitrary Blender Python (bpy, bmesh, mathutils) on SuperMCP port 9877. Assign result variable for return. Separate from Free's execute on 9876. |
| reset_scene_cleanA | Limpia mallas/materiales/texturas sin read_factory_settings (sandbox-safe). |
| auto_frame_cameraB | Calcula AABB y posiciona cámara en ángulo ideal antes de captura. Usa temp_override. |
| render_object_previewC | Renderiza miniatura de objeto en 1 paso: auto_frame + render EEVEE. |
| export_godot_glbC | Alias PBR-compat de godot_export_glb con compresión opcional para Godot/Redot. |
| io_import_fileC | AUTO detects .fbx/.gltf/.glb/.obj/.stl/.ply/.dae/.abc/.usd/.blend. |
| io_export_fileC | Formats: GLB, FBX, OBJ, STL, PLY, DAE, ABC, USD. |
| io_list_formatsD | – |
| io_get_import_optionsD | – |
| light_createD | light_type: POINT, SUN, SPOT, AREA. |
| light_set_paramsD | – |
| light_set_world_hdriD | – |
| light_setup_studioD | – |
| light_listD | – |
| camera_createD | – |
| camera_set_paramsC | params: lens, clip_start, clip_end, etc. |
| camera_set_viewD | – |
| camera_track_toD | – |
| camera_create_rigD | – |
| camera_renderD | – |
| camera_listD | – |
| render_set_engineC | engine: CYCLES or BLENDER_EEVEE. |
| render_set_settingsD | – |
| render_set_outputD | – |
| render_get_infoD | – |
| mesh_operationB | bmesh operation on a mesh. operation: subdivide (params {cuts}), bevel ({offset, segments}), triangulate, decimate ({angle_limit}), merge_by_distance ({distance}), recalc_normals. |
| validate_meshB | Stats for mesh: ngons/tris/quads, degenerate, UV, scale. Returns needs_cure flag. |
| add_modifierA | Add a modifier to a mesh. modifier_type: subsurf, bevel, boolean, array, mirror, solidify, decimate, remesh, weld, triangulate, shrinkwrap, weighted_normal, etc. Handles 22 types. params example: {"levels":2, "render_levels":3} for Subsurf, {"operation":"DIFFERENCE"} for Boolean, {"segments":3} for Bevel. |
| remove_modifierC | Remove a modifier by name. |
| set_modifier_paramsA | Update params on an existing modifier. Returns applied/failed. |
| move_modifierC | Reorder modifier stack to target index. |
| apply_modifierB | Apply (bake) a modifier destructively. |
| list_modifiersA | List all modifiers on an object with index/type/visibility. |
| pbr_create_materialC | Create or update Principled BSDF material. |
| pbr_assign_materialD | – |
| pbr_pack_ormA | Pack AO(R) + Rough(G) + Metal(B) into one ORM image for Godot (Non-Color). |
| pbr_bake_textureB | Bake Cycles: AO, DIFFUSE, NORMAL, COMBINED, ROUGHNESS, EMIT. Saves to filepath. |
| preset_applyC | Presets: studio_lighting, turntable, character_base. |
| preset_listD | – |
| preset_create_from_sceneD | – |
| preset_get_hintC | Contexts: modeling, texturing, rigging, export. |
| godot_setup_collisionC | collision_type: -col, -convcol, -colonly, -convcolonly. Duplicates mesh as Godot collision via suffix. |
| godot_setup_lodD | – |
| godot_check_material_compatibilityB | Empty object_name checks all meshes. |
| godot_batch_exportD | – |
| rig_create_armatureD | – |
| rig_add_boneD | – |
| rig_set_bone_paramsD | – |
| rig_parent_to_armatureD | with_weights: ARMATURE_AUTO, ARMATURE_ENVELOPE, or ARMATURE. |
| rig_add_ik_constraintD | – |
| rig_create_presetC | preset: basic_chain (3 bones). |
| rig_weight_transferD | – |
| rig_list_armaturesD | – |
| shader_create_treeA | Ensure material has node tree. Create if not exists. clear_existing removes non-output nodes. |
| shader_add_nodeC | Add node e.g. ShaderNodeTexImage, ShaderNodeNormalMap, ShaderNodeSeparateColor to material. |
| shader_remove_nodeD | – |
| shader_link_nodesC | Link two shader nodes by socket names. |
| shader_set_node_paramB | Set param on shader node. For TEX_IMAGE image, pass image name or filepath. |
| shader_get_treeA | Get nodes and links of a material. |
| shader_clear_treeD | – |
| shader_duplicate_treeD | – |
| shader_arrange_nodesC | Auto-grid arrange nodes. |
| shader_export_as_codeB | Export shader tree as bpy Python code. |
| uv_unwrapC | Unwrap UV: SMART_PROJECT, CUBE_PROJECT, UNWRAP. |
| uv_add_layerD | – |
| uv_pack_islandsD | – |
| uv_get_infoD | – |
| uv_export_layoutD | – |
| uv_validateD | – |
| get_viewport_screenshotA | Screenshot of 3D viewport via GPUOffScreen (fix Bug #189 — black when window not foreground). Falls back to window grab if GPU unavailable. Returns {success, width, height, filepath, method}. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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