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Show HN: MCP server for Blender that builds 3D scenes via natural language

blender-mcp-psi.vercel.app

41–50 of 63 posts

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#41
post #5

Hi, quick feedback: the demo is extremely short, so I can't really say much. Please generate more complicated scenes and, most importantly, inspect the wireframe. From what I could glance from the demo, the generated models are tri-based instead of quads, which would be a showstopper for me.

Just curious: why do you prefer/have a requirement of quad-based meshes?

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#43
post #14

Earlier quoted context omitted.

It is also very choppy on my iPhone 16, not sure why. Edit - I tried watching the demo, and it seems that on my phone the site is not usable, I can’t play the video, clicking on play does nothing and the page keeps scrolling and jumping

Fixing it asap

The live demo video is broken in mobile Firefox. It displays, but is annoyingly cropped (and differently depending on landscape or portrait).

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#44
post #5

Hi, quick feedback: the demo is extremely short, so I can't really say much. Please generate more complicated scenes and, most importantly, inspect the wireframe. From what I could glance from the demo, the generated models are tri-based instead of quads, which would be a showstopper for me.

Just curious: why do you prefer/have a requirement of quad-based meshes?

Sometimes texture artists like this a lot more.

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#45
post #36

I apologize for this extremely dumb question, but how is this a "server"? As far as I'm aware Blender is a local app. It can run without an internet connection. If an LLM wants to call into it, it needs to call its local python API. Is this just unlucky naming or am I missing a critical piece?

The pipeline for LLM to MCP and to the app looks like,

  LLM -> chat app -> MCP client -> MCP server -> specific app (Blender)
The chat app doesn’t know how to talk to Blender. It knows about MCP and links in a client. Blender exposes its functionality via a MCP server. MCP connects the two.

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#46
post #5

Hi, quick feedback: the demo is extremely short, so I can't really say much. Please generate more complicated scenes and, most importantly, inspect the wireframe. From what I could glance from the demo, the generated models are tri-based instead of quads, which would be a showstopper for me.

Just curious: why do you prefer/have a requirement of quad-based meshes?

Because traditionally, Blender modeling works best on a clean quad-based mesh. Just look at any modeling tutorial for Blender and one of the first things you learn is to always keep a clean, quad-based topology, and avoid triangles and n-gons as much as possible, as it will make further work on the model more painful, if not impossible. That starts with simple stuff like doing a loop cut to things like uv-unwrapping and using the sculpting tools. It's also better for subdivision surface modeling. You can of course use tri-based models, but if you want to refine them manually, it's often a pain. Usually, for me it's pretty much a "take as-is or leave it" situation for tri-based meshes, and since I see these AI-created models more as a starting point rather than the finished product, having a clean quad-based topology would be very important for me.

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#48
post #46

Earlier quoted context omitted.

Just curious: why do you prefer/have a requirement of quad-based meshes?

Because traditionally, Blender modeling works best on a clean quad-based mesh. Just look at any modeling tutorial for Blender and one of the first things you learn is to always keep a clean, quad-based topology, and avoid triangles and n-gons as much as possible, as it will make further work on the model more painful, if not impossible. That starts with simple stuff like doing a loop cut to things like uv-unwrapping…

Is this true even if you do only or mostly sculpting?

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#49
post #36

I apologize for this extremely dumb question, but how is this a "server"? As far as I'm aware Blender is a local app. It can run without an internet connection. If an LLM wants to call into it, it needs to call its local python API. Is this just unlucky naming or am I missing a critical piece?

A server-client architecture can run on a single computer. You just need one piece of code to act as the "server" and one to act as the "client". Technically you don't even necessarily have to involve the networking stack, you can just communicate between processes.

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#50
Couple things:

1. Your github doesn't have anything in it, it is just a generic MCP server.

2. How does this differ from blender-mcp released by ahujasid several months ago? That one actually does have the complete source and has quite a following.

https://github.com/ahujasid/blender-mcp

https://news.ycombinator.com/item?id=43357112

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