QUADIFY
By Anvil Interactive Solutions
← Home

Tool Reference

BlenderMCP Pro exposes 75 tools to any connected MCP client or to its own built-in chat. Tools are grouped into 14 categories below.

Scene

  • list_objects — list every object in the scene with type, location, rotation, scale, and visibility.
  • select_object — select a single object by name and make it active.
  • deselect_all — clear the current selection.
  • create_primitive — add a primitive mesh (cube, sphere, cylinder, etc.) at a given location and size. Blocked from creating anything named like a rig component (bone, spine, hips, etc.) to prevent accidental interference with armatures.
  • delete_object — delete an object by name.
  • rename_object — rename an object.
  • set_transform — set an object's location, rotation, and/or scale directly.

Mesh

  • get_mesh_stats — vertex, edge, face, and triangle counts for a mesh.
  • apply_modifier — apply a named modifier to a mesh's base geometry.
  • decimate_mesh — reduce face count via the Decimate modifier.
  • merge_by_distance — merge vertices within a distance threshold (remove doubles).
  • triangulate — triangulate a mesh's faces.
  • quadify — convert triangulated geometry back to quads where possible.
  • set_origin — move an object's origin point (to geometry, to cursor, etc.).

Material

  • list_materials — list materials in the scene or assigned to an object.
  • assign_material — assign an existing material to an object.
  • create_pbr_material — create a new Principled BSDF material with given base color, roughness, and metallic values.

UV

  • smart_uv_project — run Smart UV Project with configurable angle limit and island margin.
  • uv_unwrap — standard angle-based or conformal unwrap.
  • pack_uv_islands — repack UV islands.
  • get_uv_stats — report UV coverage, island count, and overlap status for a mesh.

Export

  • export_fbx — export selected or all objects to FBX.
  • export_gltf — export to glTF/GLB.
  • export_obj — export to OBJ.

Render

  • set_render_engine — switch between Eevee and Cycles.
  • set_resolution — set output resolution and percentage scale.
  • render_to_file — render the current frame to a file on disk.

Pipeline

  • batch_decimate — decimate multiple objects to a target face count in one call.
  • batch_export — export multiple objects as individual files in one call.
  • validate_asset — check an object against a polygon budget and flag naming or UV issues before export.

Light

  • list_lights — list all light objects with type and settings.
  • create_light — add a light (point, sun, spot, area) with position and strength.
  • set_light — modify an existing light's settings.
  • delete_light — remove a light.
  • setup_studio_lighting — build a full three-point lighting rig in one call.

Object

  • duplicate_object — duplicate an object, optionally with a linked mesh.
  • join_objects — join multiple objects into one.
  • separate_by_material — split a mesh into separate objects by material slot.
  • set_parent — parent one object to another.
  • clear_parent — clear an object's parent, with the option to keep transform.
  • set_collection — move an object into a named collection.
  • apply_all_transforms — apply location, rotation, and scale.
  • hide_object — hide or show an object in the viewport.

Python

  • execute_python — run an arbitrary Python snippet in Blender's context and return its output. This is the most powerful tool in the set — anything not covered by a dedicated tool can usually be done through this one. Use with the same care you'd use for any script with full access to your Blender session.

Asset

  • list_asset_libraries — list configured Blender asset libraries.
  • search_assets — search a library by name or tag.
  • import_asset — import an asset from a library into the scene.
  • list_local_assets — list assets marked in the current file.

Armature

  • create_armature — create a new armature object.
  • add_bone — add a bone to an armature with head/tail position.
  • list_bones — list bones in an armature.
  • set_bone_transform — set a bone's transform in edit mode.
  • pose_bone — set a bone's pose-mode rotation/location.
  • delete_bone — remove a bone.
  • parent_object_to_armature — parent a mesh to an armature (with automatic weights).
  • create_basic_rig — generate a simple starter bone hierarchy in one call.

Armature tools use a main-thread dispatch bridge internally so they work correctly even when called from Blender's timer system, which is required for the VIEW_3D context they depend on.

Shader Nodes

  • list_shader_nodes — list nodes in a material's node tree.
  • add_shader_node — add a node of a given type to a material.
  • set_shader_node_value — set an input value on a shader node.
  • link_shader_nodes — connect an output socket to an input socket.
  • remove_shader_node — delete a node.
  • clear_material_nodes — clear a material's node tree.
  • build_emission_material — construct a complete emission shader in one call.
  • build_glass_material — construct a complete glass shader in one call.

Geometry Nodes

  • list_gn_nodes — list nodes in a geometry nodes modifier.
  • add_gn_node — add a geometry node of a given type.
  • link_gn_nodes — connect two geometry nodes.
  • set_gn_node_value — set a value on a geometry node.
  • set_gn_input — set a modifier-level input on the geometry nodes group.
  • build_scatter_setup — build a complete scatter-on-surface node graph in one call.
  • remove_gn_modifier — remove a geometry nodes modifier.

Meshy AI

Requires a Meshy API key (see Meshy AI Integration).

  • meshy_text_to_3d — submit a text-to-3D generation job to Meshy.
  • meshy_image_to_3d — submit an image-to-3D generation job to Meshy.
  • meshy_get_job_status — poll a job's status and progress.
  • meshy_list_jobs — list recent Meshy jobs and their status.

See Meshy AI Integration for setup and workflow details.

Auto-Discovered Addon Tools

In addition to the categories above, BlenderMCP Pro scans your other installed addons on startup and exposes up to 50 of their operators as additional tools automatically, named addon_<module>_<operator>. Input schemas are inferred directly from each operator's Blender properties. A fixed blocklist excludes destructive or file-level operators (save/quit/revert, raw object.delete, object.select_all, and entire categories like sculpt, physics, and animation editors) so the scan can't accidentally expose anything dangerous.

Quadify Bridge Tools

If Quadify Bridge is installed and running, BlenderMCP Pro probes 127.0.0.1:7843 periodically and, when found, merges Quadify Bridge's own tools into the active tool list under the "Quadify Bridge" source. Calls to these tools are logged in the main panel with a "QB" source tag, distinct from native BlenderMCP Pro tools and from addon-discovered tools (tagged "Ext").