# Blender MCP for game development: models built in Blender, landed in your Godot game

A Blender MCP server lets an AI agent drive Blender through the Model Context Protocol: run Python, look at what it made, and export it. Flockbay has one built for games: the model it builds lands in your Godot project as an imported .glb, under the name the game already uses. It runs on Windows, and works for Flockbay's own AI and for your Claude Code, Codex or other agent over MCP.

Source: https://flockbay.com/blender-mcp/

## Blender is where good 3D models come from, and agents can drive it now

Blender has had a full Python API, bpy, for years: every modifier, material and export in the interface is a function call. That makes it the one 3D tool an agent can use the way a technical artist does, writing a script, running it, looking at the result and changing it.

A Blender MCP server is the bridge. It offers tools to an agent, such as Claude Code or Codex, over the Model Context Protocol: one to run Python in Blender, one to render what is there, and usually one to save or export. General-purpose Blender MCP servers stop at the Blender scene. For a game, that is half the job: the model still has to be exported at the right scale and origin, imported by the engine, and put where the game expects it.

## What Flockbay's Blender tools do

Flockbay keeps a Blender running in the background for each open game. There is no Blender window to manage; the chat shows each step and the model appears in your scene.

Four tools, under the same names for Flockbay's own AI and for your agent over MCP. flockbay_blender_run runs Python in that Blender. flockbay_blender_look renders what is in the scene so the agent can see it. flockbay_blender_land exports the result as a .glb into your Godot project, waits for Godot to import it and reads it back, so the agent knows the model is in the game rather than assuming it. flockbay_blender_guide is the guide the agent reads first: units, origins, materials Godot reads, and the checks a model should pass.

A model is landed under the name the game already uses. When the AI places a stand-in, a blockout at the real size and in the concept sheet's colours, the Blender model replaces it in the scene when it lands, so you can play with the stand-in while the real model is built. Characters are rigged on the stand-in's skeleton, so the animations the game already plays keep working.

A model takes a few minutes, so Flockbay builds it in a chat of its own and your turn does not wait for it. With your own Tripo API key connected, a generated model is finished in the same Blender: scale, origin, materials and collision.

## Using it from your own agent

The Blender tools come with the Flockbay app's MCP server, flockbay-stage, so an agent you already use gets them with the rest of Flockbay's Godot tools. Open Connectors in the app, set up Connect your agent (MCP), and paste the line it gives you into Claude Code, Codex or another MCP client. [Connecting your own agent](/connect-your-own-agent/) has the steps.

Your agent's own plan pays for its model. The Blender tools run on your machine, in the Blender the app downloaded, so there is no extra charge for building in Blender.

## The limits

Windows only, today. Blender 5.2 LTS is downloaded from blender.org the first time a game needs it, which takes a few minutes once; on macOS and Linux the Blender tools are not available.

The app has to be open with your game, because the Blender belongs to that game and the model lands in its project. A model built from a script is only as good as the guide and the checks: Flockbay renders and checks each model against the game's concept sheet, and you still judge it in the game.

Blender is free software under the GPL. What you build with it is yours, and the .glb in your project carries no licence from Blender.

## Questions

### Do I need to install Blender myself?

No. On Windows, Flockbay downloads Blender 5.2 LTS from blender.org the first time a game needs it and keeps it for every game after.

### Can I use the Blender tools from Claude Code or Codex?

Yes. They are part of the Flockbay app's MCP server, so any agent you connect with Connect your agent gets them, under the same names Flockbay's own AI uses.

### Can it rig and animate characters?

It rigs a character on the stand-in's skeleton, so the game's existing animations play on the new body. Authoring new animations in Blender is possible through bpy, but the guide steers the agent to the skeleton the game already has.

### Does it need a Tripo key?

No. Blender builds models from code and the concept sheet with no key. A Tripo key adds text-to-3D generation, which Flockbay then finishes in Blender.

Download Flockbay free: Flockbay is free for Windows, macOS and Linux, with Godot inside. On Windows, its Blender tools build your models and land them in your game. https://flockbay.com/

Related: [Godot MCP: connect your agent to your Godot game](/godot-ai-mcp/), [Connect your own agent](/connect-your-own-agent/), [AI 3D game asset generators and the topology problem](/blog/ai-3d-game-asset-generator/), [Two models build a rigged character in Blender for Godot](/blog/opus-5-5-vs-gpt-6-1-sol-build-a-rigged-character-in-blender-for-godot/)
