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@Mrhuang09 Mrhuang09 commented Jun 1, 2025

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This analysis concludes that the BlenderMCP project is sufficiently complete to enable 3D animation skeleton binding in Blender when accessed via a compatible interface like Cursor.

The core mechanism relies on the ability to execute Python scripts within Blender's environment. Given Blender's comprehensive Python API (bpy) for armature creation, mesh parenting, weight painting, and other rigging operations, any skeleton binding task that can be scripted in Blender can be triggered and performed.

The analysis involved:

  1. Reviewing the BlenderMCP codebase (server.py, README.md) to understand its capabilities.
  2. Confirming through Blender's API documentation that bpy supports all necessary operations for skeleton binding.
  3. Developing an example Python script that performs a basic skeleton binding (creating a mesh and armature, parenting with automatic weights, and posing a bone).
  4. Detailing how this script would be executed to achieve the binding in Blender.

The findings confirm the project's suitability for the described task, with the understanding that the specific binding logic must be provided in the Python scripts being executed.


PR Type

enhancement, documentation


Description

  • Add example Python script for skeleton binding in Blender

  • Script demonstrates mesh creation, armature setup, and bone posing

  • Provides clear, step-by-step comments for educational use


Changes walkthrough 📝

Relevant files
Enhancement
skeleton_binding_script.py
Add comprehensive Blender script for skeleton binding demonstration

skeleton_binding_script.py

  • Introduces a new script demonstrating 3D skeleton binding in Blender
  • Implements scene clearing, cylinder mesh creation, and three-bone
    armature setup
  • Shows automatic mesh-to-armature parenting and bone rotation in pose
    mode
  • Includes detailed comments for clarity and instructional purposes
  • +134/-0 

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  • Summary by CodeRabbit

    • New Features
      • Added a script for Blender that automates the creation of a simple 3D model with a cylinder and a three-bone armature.
      • The script automatically rigs the cylinder to the armature and applies a rotation to the middle bone for demonstration.
      • Includes scene cleanup and clear instructions for running within Blender.

    This analysis concludes that the BlenderMCP project is sufficiently complete to enable 3D animation skeleton binding in Blender when accessed via a compatible interface like Cursor.
    
    The core mechanism relies on the ability to execute Python scripts within Blender's environment. Given Blender's comprehensive Python API (`bpy`) for armature creation, mesh parenting, weight painting, and other rigging operations, any skeleton binding task that can be scripted in Blender can be triggered and performed.
    
    The analysis involved:
    1. Reviewing the BlenderMCP codebase (`server.py`, `README.md`) to understand its capabilities.
    2. Confirming through Blender's API documentation that `bpy` supports all necessary operations for skeleton binding.
    3. Developing an example Python script that performs a basic skeleton binding (creating a mesh and armature, parenting with automatic weights, and posing a bone).
    4. Detailing how this script would be executed to achieve the binding in Blender.
    
    The findings confirm the project's suitability for the described task, with the understanding that the specific binding logic must be provided in the Python scripts being executed.
    @coderabbitai
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    coderabbitai bot commented Jun 1, 2025

    Walkthrough

    A new Python script for Blender automates the setup of a simple 3D scene. It clears the current scene, creates a cylinder mesh, constructs a three-bone armature, binds the mesh to the armature with automatic weights, and rotates the middle bone. The script is designed for direct execution within Blender.

    Changes

    File(s) Change Summary
    skeleton_binding_script.py New script: Clears scene, creates cylinder and armature, binds mesh to armature, rotates bone

    Sequence Diagram(s)

    sequenceDiagram
        participant User
        participant Blender
        User->>Blender: Run skeleton_binding_script.py
        Blender->>Blender: clear_scene()
        Blender->>Blender: create_cylinder()
        Blender->>Blender: create_armature()
        Blender->>Blender: Parent cylinder to armature (auto weights)
        Blender->>Blender: Switch to Pose Mode, select middle bone
        Blender->>Blender: Rotate middle bone
        Blender-->>User: Print completion message
    
    Loading

    Poem

    In Blender’s world, a script takes flight,
    Clearing the scene, setting bones just right.
    A cylinder stands, with armature in tow,
    The middle bone bends, putting on a show.
    With every run, a new rig is spun—
    Hopping with joy, the rabbit’s work is done! 🐇

    ✨ Finishing Touches
    • 📝 Generate Docstrings

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    qodo-merge-pro bot commented Jun 1, 2025

    PR Reviewer Guide 🔍

    Here are some key observations to aid the review process:

    ⏱️ Estimated effort to review: 2 🔵🔵⚪⚪⚪
    🧪 No relevant tests
    🔒 No security concerns identified
    ⚡ Recommended focus areas for review

    Error Handling

    The script lacks error handling for operations that might fail, such as when objects can't be created or when bones don't exist. Consider adding try-except blocks around critical operations.

    def main():
        """Main function to execute the script."""
        # 1. Clear the scene
        clear_scene()
    
        # 2. Create the cylinder
        cylinder_obj = create_cylinder()
    
        # 3. Create the armature
        armature_obj = create_armature()
    
        # 4. Parent the cylinder to the armature with automatic weights
        # Ensure cylinder is active and armature is selected
        bpy.ops.object.select_all(action='DESELECT')
        cylinder_obj.select_set(True)
        armature_obj.select_set(True)
        bpy.context.view_layer.objects.active = armature_obj # Armature should be the active object for parenting
    
        bpy.ops.object.parent_set(type='ARMATURE_AUTO')
    
        # 5. Switch to Pose Mode for the armature
        bpy.context.view_layer.objects.active = armature_obj
        bpy.ops.object.mode_set(mode='POSE')
    
        # 6. Select "Bone.002" (the middle bone)
        # Ensure all bones are deselected first
        for p_bone in armature_obj.pose.bones:
            p_bone.bone.select = False
    
        armature_obj.pose.bones["Bone.002"].bone.select = True
        bpy.context.object.data.bones.active = armature_obj.data.bones["Bone.002"]
    
    
        # 7. Rotate "Bone.002" by 45 degrees around the X-axis
        # Note: rotation is in radians
        bpy.ops.transform.rotate(value=0.785398, # 45 degrees in radians
                                 orient_axis='X',
                                 orient_type='GLOBAL', # Or 'LOCAL' if preferred for bone's own axis
                                 constraint_axis=[True, False, False])
    
        print("Script finished. Cylinder created, armature created and parented, Bone.002 rotated.")
    
    if __name__ == "__main__":
        main()
    Commented Code

    The script contains commented-out code at the end that appears to be intended for verification. Consider either removing this code or implementing it properly if it's needed.

    # bpy.ops.object.mode_set(mode='OBJECT')
    # bpy.context.view_layer.objects.active = bpy.data.objects.get("Cylinder")
    # if bpy.context.view_layer.objects.active:
    #    bpy.context.view_layer.objects.active.select_set(True)

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    qodo-merge-pro bot commented Jun 1, 2025

    PR Code Suggestions ✨

    Explore these optional code suggestions:

    CategorySuggestion                                                                                                                                    Impact
    General
    Use direct bone rotation

    Using the operator-based rotation can be unreliable in scripts. Instead,
    directly set the bone's rotation using Euler angles or quaternions for more
    predictable results, especially when running in background mode.

    skeleton_binding_script.py [107-112]

     # 7. Rotate "Bone.002" by 45 degrees around the X-axis
    -# Note: rotation is in radians
    -bpy.ops.transform.rotate(value=0.785398, # 45 degrees in radians
    -                         orient_axis='X',
    -                         orient_type='GLOBAL', # Or 'LOCAL' if preferred for bone's own axis
    -                         constraint_axis=[True, False, False])
    +import math
    +bone = armature_obj.pose.bones["Bone.002"]
    +bone.rotation_mode = 'XYZ'
    +bone.rotation_euler[0] = math.radians(45)  # X-axis rotation in radians
    • Apply / Chat
    Suggestion importance[1-10]: 7

    __

    Why: Direct bone rotation using rotation_euler is more reliable than operator-based rotation, especially in background mode, providing better script predictability and execution consistency.

    Medium
    Remove unnecessary bone cleanup

    This code attempts to remove bones that might already exist with the same names,
    but it's unnecessary since we're creating a new armature. Additionally, it could
    cause errors if we try to remove bones that don't exist yet. Remove this block
    since clear_scene() already handles cleanup.

    skeleton_binding_script.py [47-52]

    -# Ensure unique bone names by removing any existing bones with the same names
    -# (though clear_scene should prevent this)
    -bone_names = ["Bone.001", "Bone.002", "Bone.003"]
    -for name in bone_names:
    -    if name in armature.edit_bones:
    -        armature.edit_bones.remove(armature.edit_bones[name])
    +# Bone 1
    +bone1 = armature.edit_bones.new("Bone.001")
    +bone1.head = (0, 0, 0.5)
    +bone1.tail = (0, 0, 1.5)
    • Apply / Chat
    Suggestion importance[1-10]: 6

    __

    Why: The bone cleanup code is unnecessary since a new armature is being created, and removing this redundant code improves clarity and eliminates potential confusion.

    Low
    • More

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    Actionable comments posted: 2

    🧹 Nitpick comments (6)
    skeleton_binding_script.py (6)

    1-1: Add module docstring and address import considerations.

    The script is missing a module-level docstring to describe its purpose and usage. Also, note that the bpy import will only work within Blender's Python environment.

    +"""
    +Blender script for automated 3D skeleton binding demonstration.
    +
    +This script creates a cylinder mesh, constructs a three-bone armature,
    +binds the mesh to the armature with automatic weights, and demonstrates
    +bone rotation. Designed for execution within Blender's Python environment.
    +
    +Usage:
    +    - Run from Blender's Text Editor, or
    +    - Execute via command line: blender --background --python skeleton_binding_script.py
    +"""
     import bpy
    🧰 Tools
    🪛 Pylint (3.3.7)

    [convention] 1-1: Missing module docstring

    (C0114)


    [error] 1-1: Unable to import 'bpy'

    (E0401)


    3-29: Refactor repetitive cleanup code for better maintainability.

    The clear_scene() function contains repetitive code for removing orphaned data blocks. This violates the DRY principle and triggers the static analysis warning about too many branches.

     def clear_scene():
         """Clears all objects from the current scene."""
         bpy.ops.object.select_all(action='SELECT')
         bpy.ops.object.delete(use_global=False)
     
    -    # Also remove any orphaned data blocks
    -    for block in bpy.data.meshes:
    -        if block.users == 0:
    -            bpy.data.meshes.remove(block)
    -    for block in bpy.data.armatures:
    -        if block.users == 0:
    -            bpy.data.armatures.remove(block)
    -    for block in bpy.data.materials:
    -        if block.users == 0:
    -            bpy.data.materials.remove(block)
    -    for block in bpy.data.textures:
    -        if block.users == 0:
    -            bpy.data.textures.remove(block)
    -    for block in bpy.data.images:
    -        if block.users == 0:
    -            bpy.data.images.remove(block)
    -    for block in bpy.data.lights:
    -        if block.users == 0:
    -            bpy.data.lights.remove(block)
    -    for block in bpy.data.cameras:
    -        if block.users == 0:
    -            bpy.data.cameras.remove(block)
    +    # Remove orphaned data blocks
    +    data_collections = [
    +        bpy.data.meshes, bpy.data.armatures, bpy.data.materials,
    +        bpy.data.textures, bpy.data.images, bpy.data.lights, bpy.data.cameras
    +    ]
    +    
    +    for collection in data_collections:
    +        for block in collection:
    +            if block.users == 0:
    +                collection.remove(block)
    🧰 Tools
    🪛 Pylint (3.3.7)

    [refactor] 3-3: Too many branches (14/12)

    (R0912)


    47-52: Remove unnecessary bone cleanup logic.

    The bone name cleanup logic is redundant since clear_scene() already removes all objects and orphaned data blocks, ensuring no pre-existing bones with these names exist.

    -    # Ensure unique bone names by removing any existing bones with the same names
    -    # (though clear_scene should prevent this)
    -    bone_names = ["Bone.001", "Bone.002", "Bone.003"]
    -    for name in bone_names:
    -        if name in armature.edit_bones:
    -            armature.edit_bones.remove(armature.edit_bones[name])
    -

    90-90: Fix line length violation.

    Line 90 exceeds the 100-character limit flagged by static analysis.

    -    bpy.context.view_layer.objects.active = armature_obj # Armature should be the active object for parenting
    +    # Armature should be the active object for parenting
    +    bpy.context.view_layer.objects.active = armature_obj
    🧰 Tools
    🪛 Pylint (3.3.7)

    [convention] 90-90: Line too long (109/100)

    (C0301)


    109-109: Use a named constant for rotation angle.

    The magic number 0.785398 should be replaced with a named constant or calculated value for better readability and maintainability.

    +import math
    +
    +# Constants
    +ROTATION_ANGLE_45_DEG = math.pi / 4  # 45 degrees in radians

    Then update the rotation call:

    -    bpy.ops.transform.rotate(value=0.785398, # 45 degrees in radians
    +    bpy.ops.transform.rotate(value=ROTATION_ANGLE_45_DEG,

    118-135: Clean up commented verification code.

    The extensive commented-out code at the end should be removed or properly implemented as optional functionality.

     if __name__ == "__main__":
         main()
    -    # To make the script runnable from Blender's text editor:
    -    # If you want to run this script directly from Blender's Text Editor,
    -    # you might need to register it if it contains operators or panels.
    -    # For this simple script, direct execution should work fine.
    -    # To ensure it runs when pasted, you can also just call main() directly.
    -    # For example:
    -    # main()
    -    # However, the if __name__ == "__main__": block is standard practice.
    -    # If running via command line: blender --background --python your_script_name.py
    -    # The print statement at the end will show up in the console.
    -
    -    # For verification, let's also set the active object to the cylinder
    -    # and the mode to OBJECT to make it easier to see the result if run in Blender UI.
    -    # bpy.ops.object.mode_set(mode='OBJECT')
    -    # bpy.context.view_layer.objects.active = bpy.data.objects.get("Cylinder")
    -    # if bpy.context.view_layer.objects.active:
    -    #    bpy.context.view_layer.objects.active.select_set(True)
    📜 Review details

    Configuration used: CodeRabbit UI
    Review profile: CHILL
    Plan: Pro

    📥 Commits

    Reviewing files that changed from the base of the PR and between 972096e and aed9a47.

    📒 Files selected for processing (1)
    • skeleton_binding_script.py (1 hunks)
    🧰 Additional context used
    🪛 Pylint (3.3.7)
    skeleton_binding_script.py

    [convention] 90-90: Line too long (109/100)

    (C0301)


    [convention] 1-1: Missing module docstring

    (C0114)


    [error] 1-1: Unable to import 'bpy'

    (E0401)


    [refactor] 3-3: Too many branches (14/12)

    (R0912)

    🔇 Additional comments (1)
    skeleton_binding_script.py (1)

    74-114: Well-structured workflow with good documentation.

    The main function follows a logical step-by-step approach and includes helpful comments explaining each phase of the skeleton binding process. The workflow correctly demonstrates the key concepts mentioned in the PR objectives.

    🧰 Tools
    🪛 Pylint (3.3.7)

    [convention] 90-90: Line too long (109/100)

    (C0301)

    Comment on lines +103 to +104
    armature_obj.pose.bones["Bone.002"].bone.select = True
    bpy.context.object.data.bones.active = armature_obj.data.bones["Bone.002"]
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    🛠️ Refactor suggestion

    Add error handling for bone selection.

    The bone selection assumes "Bone.002" exists but doesn't handle the case where it might not be found, which could cause a KeyError.

    -    armature_obj.pose.bones["Bone.002"].bone.select = True
    -    bpy.context.object.data.bones.active = armature_obj.data.bones["Bone.002"]
    +    try:
    +        target_bone = armature_obj.pose.bones["Bone.002"]
    +        target_bone.bone.select = True
    +        bpy.context.object.data.bones.active = armature_obj.data.bones["Bone.002"]
    +    except KeyError:
    +        print("Error: Bone.002 not found in armature")
    +        return
    📝 Committable suggestion

    ‼️ IMPORTANT
    Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    Suggested change
    armature_obj.pose.bones["Bone.002"].bone.select = True
    bpy.context.object.data.bones.active = armature_obj.data.bones["Bone.002"]
    try:
    target_bone = armature_obj.pose.bones["Bone.002"]
    target_bone.bone.select = True
    bpy.context.object.data.bones.active = armature_obj.data.bones["Bone.002"]
    except KeyError:
    print("Error: Bone.002 not found in armature")
    return
    🤖 Prompt for AI Agents
    In skeleton_binding_script.py around lines 103 to 104, the code assumes the bone
    "Bone.002" exists without checking, which can cause a KeyError if it is missing.
    Add error handling by verifying if "Bone.002" is present in
    armature_obj.pose.bones and armature_obj.data.bones before attempting to select
    or activate it. If the bone is not found, handle the situation gracefully, such
    as by logging an error or skipping the selection step.
    

    Comment on lines +85 to +92
    # 4. Parent the cylinder to the armature with automatic weights
    # Ensure cylinder is active and armature is selected
    bpy.ops.object.select_all(action='DESELECT')
    cylinder_obj.select_set(True)
    armature_obj.select_set(True)
    bpy.context.view_layer.objects.active = armature_obj # Armature should be the active object for parenting

    bpy.ops.object.parent_set(type='ARMATURE_AUTO')
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    🛠️ Refactor suggestion

    Add error handling for critical parenting operation.

    The automatic parenting operation is critical for skeleton binding but lacks error handling. If this operation fails, the subsequent pose manipulation will not work as expected.

         # 4. Parent the cylinder to the armature with automatic weights
         # Ensure cylinder is active and armature is selected
         bpy.ops.object.select_all(action='DESELECT')
         cylinder_obj.select_set(True)
         armature_obj.select_set(True)
         bpy.context.view_layer.objects.active = armature_obj # Armature should be the active object for parenting
     
    -    bpy.ops.object.parent_set(type='ARMATURE_AUTO')
    +    try:
    +        bpy.ops.object.parent_set(type='ARMATURE_AUTO')
    +        print("Successfully parented cylinder to armature with automatic weights")
    +    except Exception as e:
    +        print(f"Failed to parent cylinder to armature: {e}")
    +        return
    📝 Committable suggestion

    ‼️ IMPORTANT
    Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    Suggested change
    # 4. Parent the cylinder to the armature with automatic weights
    # Ensure cylinder is active and armature is selected
    bpy.ops.object.select_all(action='DESELECT')
    cylinder_obj.select_set(True)
    armature_obj.select_set(True)
    bpy.context.view_layer.objects.active = armature_obj # Armature should be the active object for parenting
    bpy.ops.object.parent_set(type='ARMATURE_AUTO')
    # 4. Parent the cylinder to the armature with automatic weights
    # Ensure cylinder is active and armature is selected
    bpy.ops.object.select_all(action='DESELECT')
    cylinder_obj.select_set(True)
    armature_obj.select_set(True)
    bpy.context.view_layer.objects.active = armature_obj # Armature should be the active object for parenting
    try:
    bpy.ops.object.parent_set(type='ARMATURE_AUTO')
    print("Successfully parented cylinder to armature with automatic weights")
    except Exception as e:
    print(f"Failed to parent cylinder to armature: {e}")
    return
    🧰 Tools
    🪛 Pylint (3.3.7)

    [convention] 90-90: Line too long (109/100)

    (C0301)

    🤖 Prompt for AI Agents
    In skeleton_binding_script.py around lines 85 to 92, the automatic parenting
    operation using bpy.ops.object.parent_set(type='ARMATURE_AUTO') lacks error
    handling. Wrap this operation in a try-except block to catch any exceptions, log
    or print an error message if the parenting fails, and handle the failure
    gracefully to prevent subsequent pose manipulation errors.
    

    @ahujasid
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    Owner

    ahujasid commented Jun 3, 2025

    Hi, could you provide an extensible way of doing this? Looks promising

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