import bpy
info=[(a.type, a.as_pointer()) for a in bpy.context.screen.areas]
for a in bpy.context.screen.areas:
    if a.type=='VIEW_3D':
        a.type='IMAGE_EDITOR'
        try: a.spaces.active.image=bpy.data.images["preview.png"] or None
        except Exception as e: print(e)
        break
result=[a.type for a in bpy.context.screen.areas]


The `result` variable must be a dict, not list. Wrap your return value: `result = {"key": value}`


[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

The interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A single goldfish as the hero of the shot: rounded body, a big flowing tail fin,
dorsal and side fins, and an eye on each side, in an unmistakable goldfish orange.

The floor is a shape any child would name instantly. The ceiling is life: a gentle
S-curve in the body as if mid-swim, translucency toward the fin edges, a subtle
scale pattern, and a calm watery backdrop that makes the orange pop.

</task>

[Assistant] I'll build a goldfish hero shot: procedurally modeled S-curved body, flowing tail, translucent fins, scale-pattern material, circular "instantly nameable" floor, and a watery teal backdrop.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nAttributeError: module 'bpy' has no attribute 'objects'\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "objects": [
      "DorsalFin",
      "Eye.L",
      "Eye.R",
      "Goldfish",
      "PectoralFin.L",
      "PectoralFin.R",
      "TailFin"
    ]
  }
}

[Assistant] Now materials, floor, backdrop, lights, camera.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nNameError: name 'tail' is not defined\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  },
  "stdout": "Info: Saved as \"goldfish.blend\"\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\thumb.png"
  }
}

[Tool]
{
  "status": "ok",
  "result": {},
  "stdout": "['Render Result', 'Viewer Node']\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\preview.png"
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "ok",
  "result": {
    "path": "<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png"
  }
}

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 9, in <module>\nTypeError: _bpy.ops.call() argument 3 must be str, not dict\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "error",
  "message": "The `result` variable must be a dict, not list. Wrap your return value: `result = {\"key\": value}`"
}

        Execute Python code in the connected Blender instance.

        The code runs in Blender's Python environment with full access to ``bpy``.
        To return data, assign a JSON-serialisable dict to a variable named ``result``.
        Deferred completion via ``check_is_finished`` is only supported by the
        interactive addon server, and is rejected in background mode.

Code

execute_blender_codeArguments

        Execute Python code in a background Blender process.

        Opens *blend_file* with ``blender --background`` and runs *code*.
        Assign a dict to ``result`` to return data.

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

        Report external file references that are missing from disk
        (images, libraries, fonts, sounds, movie clips, caches, sequences).

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

Return path info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

Guess use-cases by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

        Return a structured summary of the object identified by *name*.

        Includes type, transforms, parent, children, modifiers, constraints,
        materials, visibility, data-block name, and collections.

Name

get_object_detail_summaryArguments

        Return the scene's collection hierarchy and their objects.

        Each collection lists its objects (name, type, parent, data name,
        selection, visibility) and nested child collections.

get_objects_summaryArguments

        Return the Blender Python API docs for *identifier*, or list
        modules matching a trailing-``*`` discovery pattern.

        *identifier* should be a fully-qualified Python name (e.g.
        ``bpy.app`` or ``bpy.types.Scene.frame_current``).
        The trailing-``*`` forms are supported as discovery entry-points:

        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,
          ``mathutils``, ``gpu``, ...).
        - ``X.*`` enumerates the direct-child identifiers under the
          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).

        Both return a ``namespace`` response even when ``X.rst`` would
        otherwise resolve to ``exact``; the ``.*`` form lets an agent
        force the child listing.

        The response always carries ``kind``, ``found``, and ``identifier``.
        The remaining keys depend on ``kind``:

        - ``"exact"`` (``found=True``): ``<identifier>.rst`` was read.
          Extra keys: ``content`` (RST text), ``examples``. When the
          file exceeds 32 KB, ``content`` is replaced with a dot-point
          summary of the file's top-level definitions (prefixed by a
          header noting the truncation) and ``examples`` is empty -
          re-query individual members for their rendered blocks.
        - ``"namespace"`` (``found=True``):
          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.
          Extra key: ``submodules`` (list of child identifiers).
        - ``"definition"`` (``found=True``):
          *identifier* is defined inside a parent RST
          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).
          Extra keys: ``content`` (rendered block), ``examples``.
        - ``"partial"`` (``found=False``):
          the parent RST was located but the trailing component isn't defined in it.
          Extra keys:
          - ``parent`` the identifier whose RST was loaded.
          - ``available`` top-level definitions in that RST.
          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,
            filtered to those whose last component contains every character of the missing tail.

          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``
          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.
        - ``"suggestions"`` (``found=False``):
          no direct match, but *identifier* appears as a component of other files.
          Extra key: ``suggestions`` (list of full identifiers).
        - ``"missing"`` (``found=False``): nothing matched.

        ``examples`` (present on the ``exact`` and ``definition`` kinds)
        is a list of ``{path, content}`` entries referenced from this documentation.

Identifier

get_python_api_docsArguments

        Take a screenshot of a single Blender area and return it as a PNG image.

        *area_ui_type* matches the area's ``ui_type``.

        *size_limit_in_bytes* caps the image size in bytes.
        Zero (the default) uses the MCP message size limit.

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

        Take a screenshot of the entire Blender window and return it as a PNG image.

        *size_limit_in_bytes* caps the image size in bytes.
        Zero (the default) uses the MCP message size limit.

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

        Switch to a workspace whose main area matches *space_type*.

        If *allow_edits* is True and no matching workspace exists, a new one
        is created by duplicating the current workspace.

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

        Move the 3D viewport to focus on an object by *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

        Move the 3D viewport to the object whose data block matches *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

Render the current scene to *output_path* using current render settings.

Output Path

render_viewport_to_pathArguments

Full-text search over the bundled Blender Python API reference.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_api_docsArguments

Full-text search over the bundled Blender user manual.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_manual_docsArguments

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

The interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A single goldfish as the hero of the shot: rounded body, a big flowing tail fin,
dorsal and side fins, and an eye on each side, in an unmistakable goldfish orange.

The floor is a shape any child would name instantly. The ceiling is life: a gentle
S-curve in the body as if mid-swim, translucency toward the fin edges, a subtle
scale pattern, and a calm watery backdrop that makes the orange pop.

</task>

[Assistant] I'll build a goldfish hero shot: procedurally modeled S-curved body, flowing tail, translucent fins, scale-pattern material, circular "instantly nameable" floor, and a watery teal backdrop.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nAttributeError: module 'bpy' has no attribute 'objects'\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "objects": [
      "DorsalFin",
      "Eye.L",
      "Eye.R",
      "Goldfish",
      "PectoralFin.L",
      "PectoralFin.R",
      "TailFin"
    ]
  }
}

[Assistant] Now materials, floor, backdrop, lights, camera.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nNameError: name 'tail' is not defined\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  },
  "stdout": "Info: Saved as \"goldfish.blend\"\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\thumb.png"
  }
}

[Tool]
{
  "status": "ok",
  "result": {},
  "stdout": "['Render Result', 'Viewer Node']\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\preview.png"
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "ok",
  "result": {
    "path": "<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png"
  }
}

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 9, in <module>\nTypeError: _bpy.ops.call() argument 3 must be str, not dict\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "error",
  "message": "The `result` variable must be a dict, not list. Wrap your return value: `result = {\"key\": value}`"
}

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

Return path info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

Guess use-cases by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

Name

get_object_detail_summaryArguments

get_objects_summaryArguments

Identifier

get_python_api_docsArguments

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

Name

Allow Edits

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

Render the current scene to *output_path* using current render settings.

Output Path

render_viewport_to_pathArguments

Query

Max Results

Context

Index

search_api_docsArguments

Query

Max Results

Context

Index

search_manual_docsArguments

payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

{"error":{"message":"Provider returned error","code":429,"metadata":{"raw":"stealth/ox-alpha is temporarily rate-limited upstream. Please retry shortly.","provider_name":"Stealth","is_byok":false,"limit_source":"upstream_provider_shared_pool","remedy_hint":"Retry shortly, add your own provider key (https://openrouter.ai/settings/integrations), or route to another provider with provider routing: https://openrouter.ai/docs/features/provider-routing"}},"user_id":"user_39fMPtAz2OvI4GsfBCPccbZm6kV"}

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

The interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A single goldfish as the hero of the shot: rounded body, a big flowing tail fin,
dorsal and side fins, and an eye on each side, in an unmistakable goldfish orange.

The floor is a shape any child would name instantly. The ceiling is life: a gentle
S-curve in the body as if mid-swim, translucency toward the fin edges, a subtle
scale pattern, and a calm watery backdrop that makes the orange pop.

</task>

[Assistant] I'll build a goldfish hero shot: procedurally modeled S-curved body, flowing tail, translucent fins, scale-pattern material, circular "instantly nameable" floor, and a watery teal backdrop.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nAttributeError: module 'bpy' has no attribute 'objects'\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "objects": [
      "DorsalFin",
      "Eye.L",
      "Eye.R",
      "Goldfish",
      "PectoralFin.L",
      "PectoralFin.R",
      "TailFin"
    ]
  }
}

[Assistant] Now materials, floor, backdrop, lights, camera.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nNameError: name 'tail' is not defined\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  },
  "stdout": "Info: Saved as \"goldfish.blend\"\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\thumb.png"
  }
}

[Tool]
{
  "status": "ok",
  "result": {},
  "stdout": "['Render Result', 'Viewer Node']\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\preview.png"
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "ok",
  "result": {
    "path": "<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png"
  }
}

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 9, in <module>\nTypeError: _bpy.ops.call() argument 3 must be str, not dict\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "error",
  "message": "The `result` variable must be a dict, not list. Wrap your return value: `result = {\"key\": value}`"
}

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

Return path info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

Guess use-cases by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

Name

get_object_detail_summaryArguments

get_objects_summaryArguments

Identifier

get_python_api_docsArguments

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

Name

Allow Edits

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

Render the current scene to *output_path* using current render settings.

Output Path

render_viewport_to_pathArguments

Query

Max Results

Context

Index

search_api_docsArguments

Query

Max Results

Context

Index

search_manual_docsArguments

payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

{"error":{"message":"Provider returned error","code":429,"metadata":{"raw":"stealth/ox-alpha is temporarily rate-limited upstream. Please retry shortly.","provider_name":"Stealth","is_byok":false,"limit_source":"upstream_provider_shared_pool","remedy_hint":"Retry shortly, add your own provider key (https://openrouter.ai/settings/integrations), or route to another provider with provider routing: https://openrouter.ai/docs/features/provider-routing"}},"user_id":"user_39fMPtAz2OvI4GsfBCPccbZm6kV"}

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

The interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A single goldfish as the hero of the shot: rounded body, a big flowing tail fin,
dorsal and side fins, and an eye on each side, in an unmistakable goldfish orange.

The floor is a shape any child would name instantly. The ceiling is life: a gentle
S-curve in the body as if mid-swim, translucency toward the fin edges, a subtle
scale pattern, and a calm watery backdrop that makes the orange pop.

</task>

[Assistant] I'll build a goldfish hero shot: procedurally modeled S-curved body, flowing tail, translucent fins, scale-pattern material, circular "instantly nameable" floor, and a watery teal backdrop.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nAttributeError: module 'bpy' has no attribute 'objects'\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "objects": [
      "DorsalFin",
      "Eye.L",
      "Eye.R",
      "Goldfish",
      "PectoralFin.L",
      "PectoralFin.R",
      "TailFin"
    ]
  }
}

[Assistant] Now materials, floor, backdrop, lights, camera.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nNameError: name 'tail' is not defined\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  },
  "stdout": "Info: Saved as \"goldfish.blend\"\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\thumb.png"
  }
}

[Tool]
{
  "status": "ok",
  "result": {},
  "stdout": "['Render Result', 'Viewer Node']\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\preview.png"
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "ok",
  "result": {
    "path": "<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png"
  }
}

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 9, in <module>\nTypeError: _bpy.ops.call() argument 3 must be str, not dict\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "error",
  "message": "The `result` variable must be a dict, not list. Wrap your return value: `result = {\"key\": value}`"
}

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

Return path info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

Guess use-cases by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

Name

get_object_detail_summaryArguments

get_objects_summaryArguments

Identifier

get_python_api_docsArguments

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

Name

Allow Edits

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

Render the current scene to *output_path* using current render settings.

Output Path

render_viewport_to_pathArguments

Query

Max Results

Context

Index

search_api_docsArguments

Query

Max Results

Context

Index

search_manual_docsArguments

payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

{"error":{"message":"Provider returned error","code":429,"metadata":{"raw":"stealth/ox-alpha is temporarily rate-limited upstream. Please retry shortly.","provider_name":"Stealth","is_byok":false,"limit_source":"upstream_provider_shared_pool","remedy_hint":"Retry shortly, add your own provider key (https://openrouter.ai/settings/integrations), or route to another provider with provider routing: https://openrouter.ai/docs/features/provider-routing"}},"user_id":"user_39fMPtAz2OvI4GsfBCPccbZm6kV"}

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

The interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A single goldfish as the hero of the shot: rounded body, a big flowing tail fin,
dorsal and side fins, and an eye on each side, in an unmistakable goldfish orange.

The floor is a shape any child would name instantly. The ceiling is life: a gentle
S-curve in the body as if mid-swim, translucency toward the fin edges, a subtle
scale pattern, and a calm watery backdrop that makes the orange pop.

</task>

[Assistant] I'll build a goldfish hero shot: procedurally modeled S-curved body, flowing tail, translucent fins, scale-pattern material, circular "instantly nameable" floor, and a watery teal backdrop.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nAttributeError: module 'bpy' has no attribute 'objects'\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "objects": [
      "DorsalFin",
      "Eye.L",
      "Eye.R",
      "Goldfish",
      "PectoralFin.L",
      "PectoralFin.R",
      "TailFin"
    ]
  }
}

[Assistant] Now materials, floor, backdrop, lights, camera.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 48, in <module>\nNameError: name 'tail' is not defined\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  },
  "stdout": "Info: Saved as \"goldfish.blend\"\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\thumb.png"
  }
}

[Tool]
{
  "status": "ok",
  "result": {},
  "stdout": "['Render Result', 'Viewer Node']\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\preview.png"
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "ok",
  "result": {
    "path": "<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png"
  }
}

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 9, in <module>\nTypeError: _bpy.ops.call() argument 3 must be str, not dict\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "ok": true
  }
}

[Tool] Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D

[Tool]
{
  "status": "error",
  "message": "The `result` variable must be a dict, not list. Wrap your return value: `result = {\"key\": value}`"
}

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

        Report external file references that are missing from disk
        (images, libraries, fonts, sounds, movie clips, caches, sequences).

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

Return path info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

Guess use-cases by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

Name

get_object_detail_summaryArguments

get_objects_summaryArguments

Identifier

get_python_api_docsArguments

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

Name

Allow Edits

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

Render the current scene to *output_path* using current render settings.

Output Path

render_viewport_to_pathArguments

Query

Max Results

Context

Index

search_api_docsArguments

Query

Max Results

Context

Index

search_manual_docsArguments

payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

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data: [DONE]