Headless Blender asset QA over MCP: background script runs and FBX reimport verification.
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An asset-QA tool for game and 3D asset pipelines: verify that an exported FBX actually reimports cleanly in headless Blender β mesh count, material count, and required naming prefixes checked automatically, with a deterministic JSON result instead of a manual eyeball pass. blender_verify_fbx_reimport is the core structural tool and blender_verify_visual its visual counterpart β the first counts meshes and checks name prefixes, the second renders four views and measures geometry that counting cannot see. blender_locate and blender_run_script are the general-purpose primitives both are built on.
No add-on. No TCP port. No background daemon. This server does not install anything into Blender, does not open a socket for a running Blender instance to connect to, and does not keep Blender resident. Each call spawns blender --background --python <script.py>, waits for a bounded, timeout-guarded exit, and returns the result β headless and stateless by design. It does not download assets and does not collect telemetry.
How this differs from other Blender MCP servers. Most Blender MCP projects (e.g. ahujasid/blender-mcp, the official Blender Labs MCP server) drive a live, running Blender GUI over a TCP/add-on bridge for interactive scene editing β a different use case with a different trust model (an open socket, an installed add-on, a persistent process). This server instead targets CI-style, one-shot asset verification: run it in a pipeline step, get a pass/fail JSON, move on. If you need live GUI control, use a reviewed Blender MCP add-on separately (see Safety below).
[!NOTE] AI / LLM Integration & Machine-Readable Context: AI assistants (Claude, Codex, Gemini) can read llms.txt for machine-readable context, search phrases, and tool documentation. Regression test suites guard privacy hygiene and runtime memory safety.
[!TIP] CI & Asset Pipeline Automation: Use
blender_verify_fbx_reimportas an automated gate before committing 3D assets to source control. It flags missing prefixes (e.g.,SM_,M_), unexpected mesh counts, or broken material assignments without human intervention.
| Tool | Purpose |
|---|---|
blender_verify_fbx_reimport | Generate a temporary Blender verification script, import an FBX, and write a JSON result with mesh/material counts and missing required prefixes. |
blender_run_script | Run blender --background --python <script.py> with optional arguments and bounded stdout tail. |
blender_locate | Resolve the Blender executable from an explicit path, BLENDER_EXE, the standard Windows install locations, or PATH. |
blender_verify_visual | Render four views of an FBX and check geometry a structural reimport cannot see: unapplied rotation, floating parts, pivot outside the model, transform residuals, stray empties. |
blender_verify_visualRenders four views of an FBX and checks geometry that a structural reimport cannot see.
blender_verify_fbx_reimport counts meshes and checks name prefixes β it cannot tell you that
a mesh is lying on its side, that a part floats away from the assembly, or that the pivot sits
outside the model. This tool does, and it produces the renders to look at.
Detected failure classes: unapplied rotation, floating parts in multi-part assets, pivot/origin outside the bounding box, transform residuals in the export, stray empties.
Returns verification (the parsed verify_visual_result.json with ok, fails, warns,
metrics) plus renders β view_front.png, view_side.png, view_top.png,
view_perspective.png.
Why four views and not one: a single front shot hides depth errors β floating-vs-resting, behind-vs-in-front. A real case: chain links looked correctly attached from the front and were not attached at all when seen from the side.
Like every tool here it is a one-shot headless run: no add-on, no daemon, no socket.
For a local checkout, point command/args at the cloned src/index.js instead:
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