3D MCP
Overview
3D-MCP is a universal implementation of the Model Context Protocol for 3D software. It creates a unified TypeScript interface for LLMs to interact with Blender, Maya, Unreal Engine, and other 3D applications through a single coherent API.
// LLMs use the same interface regardless of underlying 3D software
await tools.animation.createKeyframe({
objectId: "cube_1",
property: "rotation.x",
time: 30,
value: Math.PI/2
});
Core Philosophy & Design Decisions
3D-MCP is built on four interconnected architectural principles that together create a unified system for 3D content creation:
- Entity-First Design: Well-defined domain entities form the foundation of all operations, enabling consistent data modeling across platforms
- Type-Safe CRUD Operations: Automated generation of create, read, update, delete operations with complete type validation
- Atomic Operation Layer: A minimal set of platform-specific implementations that handle fundamental operations
- Composable Tool Architecture: Complex functionality built by combining atomic operations in a platform-agnostic way
This architecture creates a dependency inversion where platform-specific implementation details are isolated to atomic operations, while the majority of the codebase remains platform-independent.
┌─────────────────────────────────────────────────────────────────────────┐
│ LLM / User API │
└───────────────────────────────────┬─────────────────────────────────────┘
│ MCP Tool API
▼
┌─────────────────────────────────────────────────────────────────────────┐
│ Compound Operations │
│ │
│ ┌─────────────────┐ ┌─────────────────┐ ┌─────────────────────────┐ │
│ │ Modeling Tools │ │ Animation Tools │ │ Rigging Tools │ │
│ └─────────────────┘ └─────────────────┘ └─────────────────────────┘ │
└───────────────────────────────────┬─────────────────────────────────────┘
│ Implemented by
▼
┌─────────────────────────────────────────────────────────────────────────┐
│ Atomic Operations │
│ │
│ ┌─────────── Entity CRUD ────────────┐ ┌────────── Non-CRUD ─────────┐ │
│ │ create{Entity}s update{Entity}s ...│ │ select, undo, redo, etc. │ │
│ └────────────────────────────────────┘ └─────────────────────────────┘ │
└───────────────────────────────────┬─────────────────────────────────────┘
│ Plug-in Server Request
▼
┌─────────────────────────────────────────────────────────────────────────┐
│ Platform-Specific Adapters │
│ │
│ ┌──── Blender ────┐ ┌────── Maya ─────┐ ┌─── Unreal Engine ────┐ │
│ │ createKeyframes │ │ createKeyframes │ │ createKeyframes │ │
│ └─────────────────┘ └─────────────────┘ └──────────────────────┘ │
└─────────────────────────────────────────────────────────────────────────┘
Why These Design Decisions?
Entity-First Design was chosen because:
- 3D applications use different object models but share core concepts (meshes, materials, animations)
- Zod schemas provide single-source-of-truth for validation, typing, and documentation
- Strong typing catches errors at compile time rather than runtime
- Rich metadata enables better AI understanding of domain objects
CRUD Operations as Foundation because:
- They map cleanly to what 3D applications need to do with entities
- Standardized patterns reduce cognitive overhead
- Auto-generation eliminates repetitive code using
createCrudOperations
- Every entity automatically gets the same consistent interface
Atomic and Compound Tool Separation because:
- Only atomic tools need platform-specific implementation (~20% of codebase)
- Compound tools work across all platforms without modification (~80% of codebase)
- New platforms only need to implement atomic operations to gain all functionality
- Maintainable architecture with clear separation of concerns
Technical Architecture
1. Entity-Centric CRUD Architecture
The system’s foundation is a rich type system of domain entities that generates CRUD operations:
// Define entities with rich metadata using Zod
export const Mesh = NodeBase.extend({
vertices: z.array(Tensor.VEC3).describe("Array of vertex positions [x, y, z]"),
normals: z.array(Tensor.VEC3).optional().describe("Array of normal vectors"),
// ... other properties
});
// CRUD operations generated automatically from entity schemas
const entityCruds = createCrudOperations(ModelEntities);
// => Creates createMeshs, getMeshs, updateMeshs, deleteMeshs, listMeshs
// All operations preserve complete type information
await tool.createRigControls.execute({
name: "arm_ctrl",
shape: "cube", // TypeScript error if not a valid enum value
targetJointIds: ["joint1"], // Must be string array
color: [0.2, 0.4, 1], // Must match Color schema format
// IDE autocomplete shows all required/optional fields
});
Entity schemas provide:
- Schema Validation: Runtime parameter checking with detailed error messages
- Type Information: Complete TypeScript types for IDE assistance
- Documentation: Self-documenting API with descriptions
- Code Generation: Templates for platform-specific implementations
Entity Architecture Diagram
┌──────────────────────────────────────────────────────────────┐
│ Core Entity Definitions │
│ │
│ ┌─────────────┐ ┌─────────────┐ ┌─────────────────────┐ │
│ │ BaseEntity │ │ NodeBase │ │ Other Core Entities │ │
│ └─────────────┘ └─────────────┘ └─────────────────────┘ │
└──────────────────────────────────────────────────────────────┘
▲
│ extends
│
┌──────────────────────────────────────────────────────────────┐
│ Domain-Specific Entities │
│ │
│ ┌─────────────┐ ┌─────────────┐ ┌─────────────────────┐ │
│ │ Model │ │ Animation │ │ Rigging │ │
│ │ Entities │ │ Entities │ │ Entities │ │
│ └─────────────┘ └─────────────┘ └─────────────────────┘ │
└──────────────────────────────────────────────────────────────┘
│
│ input to
▼
┌──────────────────────────────────────────────────────────────┐
│ Automatic CRUD Generation │
│ │
│ ┌─────────────────────────────────────────────────────────┐ │
│ │ createCrudOperations(Entities) │ │
│ └─────────────────────────────────────────────────────────┘ │
└──────────────────────────────────────────────────────────────┘
│
│ generates
▼
┌──────────────────────────────────────────────────────────────┐
│ Atomic Operations │
│ │
│ ┌─────────────────┐ ┌──────────────┐ ┌─────────────────┐ │
│ │ create{Entity}s │ │ get{Entity}s │ │ update{Entity}s │ .. │
│ └─────────────────┘ └──────────────┘ └─────────────────┘ │
└──────────────────────────────────────────────────────────────┘
│
│ foundation for
▼
┌──────────────────────────────────────────────────────────────┐
│ Compound Operations │
│ │
│ ┌─────────────────────────────────────────────────────────┐ │
│ │ No need for platform-specific code. Use atomic ops only.│ │
│ └─────────────────────────────────────────────────────────┘ │
└──────────────────────────────────────────────────────────────┘
2. Compound Tool Architecture
The system creates a clear separation between atomic and compound operations:
// From compounded.ts - Higher level operations composed from atomic operations
createIKFKSwitch: defineCompoundTool({
// ...parameter and return definitions...
execute: async (params) => {
// Create IK chain using atomic operations
const ikChainResult = await tool.createIKChains.execute({/*...*/});
// Create control with full type-checking
const ikControlResult = await tool.createRigControls.execute({
name: `${switchName}_IK_CTRL`,
shape: ikControlShape, // Type-checked against schema
targetJointIds: [jointIds[jointIds.length - 1]],
color: ikColor,
// ...other parameters
});
// Position the control at the end effector
await tool.batchTransform.execute({/*...*/});
// Create constraints to connect the system
await tool.createConstraint.execute({/*...*/});
// Return standardized response with created IDs
return {
success: true,
switchControlId: switchControlResult.id,
ikControlId: ikControlResult.id,
fkControlIds,
poleVectorId: poleVectorId || undefined,
};
}
})
This architecture provides several technical advantages:
Atomic Operations (~20% of the system):
- Directly interact with platform APIs
- Need platform-specific implementations
- Focus on single entity operations (create, read, update, delete)
- Form minimal implementation required for new platforms
Compound Operations (~80% of the system):
- Built entirely from atomic operations
- Zero platform-specific code
- Implement higher-level domain concepts
- Work on any platform without modification
Tool Composition Flow
┌─────────────────────────────────────────────────────────────────────────┐
│ High-Level Tool Definition │
└──────────────────────────────────────┬──────────────────────────────────┘
│
▼
┌─────────────────────────────────────────────────────────────────────────┐
│ Compound Tool Pattern │
│ │
│ ┌──────────────────────────────────────────────────────────────────┐ │
│ │ defineCompoundTool({ │ │
│ │ description: string, │ │
│ │ parameters: zod.Schema, │ │
│ │ returns: zod.Schema, │ │
│ │ execute: async (params) => { │ │
│ │ // Composed entirely from atomic operations │ │
│ │ await tool.atomicOperation1.execute({...}); │ │
│ │ await tool.atomicOperation2.execute({...}); │ │
│ │ return { success: true, ...results }; │ │
│ │ } │ │
│ │ }) │ │
│ └──────────────────────────────────────────────────────────────────┘ │
└───────────────────────────────────┬─────────────────────────────────────┘
│ Plug-in Server Request
▼
┌─────────────────────────────────────────────────────────────────────────┐
│ Platform Adaptation │
│ │
│ ┌──────────────────────────┐ ┌─────────────────────────────────────┐ │
│ │ Blender Implementation │ │ Maya Implementation │ │
│ │ of Atomic Operations │ │ of Atomic Operations │ │
│ └──────────────────────────┘ └─────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────────────────┘
Key files for the compound tool architecture:
- compounded.ts: Compound modeling tools
- compounded.ts: Compound animation tools
- compounded.ts: Compound rigging tools
3. Code Generation Pipeline
The system automatically generates platform-specific implementations from TypeScript definitions:
┌─────────────────┐ ┌────────────────────┐ ┌─────────────────────────┐
│ Entity Schemas │ │ Schema │ │ Platform-Specific Code │
│ & Tools (TS) │ ──> │ Extraction (TS) │ ──> │ (Python/C++/etc.) │
└─────────────────┘ └────────────────────┘ └─────────────────────────┘
│ │ │
│ │ │
▼ ▼ ▼
┌─────────────────┐ ┌────────────────────┐ ┌─────────────────────────┐
│ Type │ │ Parameter │ │ Implementation │
│ Definitions │ │ Validation │ │ Templates │
└─────────────────┘ └────────────────────┘ └─────────────────────────┘
Key aspects of the generation system:
- Entity Extraction: Analyzes Zod schemas to understand entity structure
- Parameter Mapping: Converts TypeScript types to platform-native types
- Validation Generation: Creates parameter validation in target languages
- Implementation Templates: Provides platform-specific code patterns
The codegen system is implemented in:
- plugin-codegen.ts: Main code generation script
- extract-schemas.ts: Extracts Zod schemas from TypeScript files into temporary JSON files.
4. Domain Organization
The system is organized into domains that mirror 3D content creation workflows:
- Core: Base entities and operations used across all domains
- Modeling: Mesh creation, editing, and topology operations
- Animation: Keyframes, curves, clips, and animation control
- Rigging: Skeletal systems, controls, and deformation
- Rendering: Materials, lights, and render settings
Each domain follows the same organizational pattern:
entity.ts
: Domain-specific entity definitionsatomic.ts
: Atomic operations for domain entitiescompounded.ts
: Higher-level operations built from atomic tools
Domain Structure Diagram
packages/src/tool/
│
├── core/ # Core shared components
│ ├── entity.ts # Base entities all domains use
│ ├── utils.ts # Shared utilities including CRUD generation
│ └── ...
│
├── model/ # Modeling domain
│ ├── entity.ts # Mesh, Vertex, Face, etc.
│ ├── atomic.ts # Atomic modeling operations
│ ├── compounded.ts # Higher-level modeling tools
│ └── ...
│
├── animation/ # Animation domain
│ ├── entity.ts # Keyframe, AnimCurve, Clip, etc.
│ ├── atomic.ts # Atomic animation operations
│ ├── compounded.ts # Higher-level animation tools
│ └── ...
│
├── rig/ # Rigging domain
│ ├── entity.ts # Joint, IKChain, Control, etc.
│ ├── atomic.ts # Atomic rigging operations
│ ├── compounded.ts # Higher-level rigging tools
│ └── ...
│
└── rendering/ # Rendering domain
├── entity.ts # Camera, Light, RenderSettings, etc.
├── atomic.ts # Atomic rendering operations
├── compounded.ts # Higher-level rendering tools
└── ...
5. Entity-Centric CRUD Architecture
The system implements a sophisticated entity-centric approach where:
Entities as Domain Models: Each domain (modeling, animation, rigging) defines its core entities that represent its fundamental concepts. These are implemented as Zod schemas with rich type information.
CRUD as Foundation: Every entity automatically receives a complete set of CRUD operations (Create, Read, Update, Delete) through the
createCrudOperations
utility:
// Each domain starts with CRUD operations for all its entities
const entityCruds = createCrudOperations(ModelEntities);
const modelAtomicTools = {
...entityCruds, // Foundation of all atomic tools
// Domain-specific operations build on this foundation
}
Entity Reuse and Inheritance: Core entities defined in
core/entity.ts
are extended by domain-specific entities, promoting code reuse and consistent design across domains.DDD-Inspired Architecture: The system follows Domain-Driven Design principles by organizing code around domain entities and aggregates rather than technical concerns.
This architecture provides several key benefits:
- Consistency: All entities have the same patterns for basic operations
- Reduced Boilerplate: CRUD operations are generated automatically
- Clear Organization: Tools are organized around domain entities
- Separation of Concerns: Each domain manages its own entities while sharing common patterns
The combination of rich entity models with automatic CRUD operations creates a robust foundation that simplifies development while maintaining flexibility for domain-specific operations.
Getting Started
# Install dependencies
bun install
# Run the server
bun run index.ts
# Extract schemas and generate plugins
bun run packages/scripts/plugin-codegen.ts
Development Workflow
- Define Entities: Create or extend entity schemas in
src/tool/<domain>/entity.ts
- Generate CRUD: Use
createCrudOperations
to generate atomic operations - Create Compound Tools: Build higher-level operations from atomic tools
- Generate Plugins: Run the code generator to create platform-specific implementations
Contributing
The architectural decisions in 3D-MCP make it uniquely extensible:
- Add New Entities: Define new entities and automatically get CRUD operations
- Add New Compound Tools: Combine existing atomic operations to create new functionality
- Add New Platforms: Implement the atomic tool interfaces in a new plugin
See our contributing guide for more details on how to contribute.
3D-MCP: One API to rule all 3D software
3D Universal Plugin Interface
Project Details
- team-plask/3d-mcp
- Apache License 2.0
- Last Updated: 4/19/2025
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