TutorialStefan VaskevichStefan Vaskevich

최고의 Claude + Blender 설정: MCP 설치와 MCP Skills

Anthropic이 공식 Blender 커넥터를 출시했습니다. 제가 매일 사용하는 전체 설정 — Claude Desktop, Blender MCP, fal.ai — 그리고 베이킹, 생성, 셰이딩, 애니메이션, Geometry Nodes를 다룬 복사-붙여넣기 가능한 7가지 프롬프트를 소개합니다.

이 기사는 현재 영어로만 제공됩니다.

On 28 April 2026 Anthropic shipped nine official Claude Connectors for creative tools, with Blender as the headliner. A month ago, “AI inside Blender” meant a hacked-together Python add-on and a brittle MCP bridge. Now it's official, free, and works today.

There was a brief funding wobble around it — Anthropic originally joined the Blender Development Fund as Corporate Patron, and on 1 May 2026 the Foundation amended that to a single one-time donation while it sorts out an updated AI policy. The connector itself is unaffected.

This is the setup I use day-to-day. Two pieces are required, the rest is optional. Then seven prompts I've personally tested in Blender to show you what's now possible from chat.

Blender and fal-ai connectors enabled in Claude Desktop
What you’ll end up with: Blender and fal-ai both wired into Claude Desktop’s connectors menu.

The required setup

You need two pieces. Add the optional skills only when a use case asks for them.

Prerequisites

  • Blender 5.1+ — the Claude UI says 4.2+, that's wrong; the MCP add-on requires 5.1.
  • Claude Desktop (Mac or Windows). The browser app at claude.ai does not support connectors.

1. Official Blender Connector

Blender side. Open the Blender Lab MCP page next to Blender. Drag the install link into the Blender window — Blender prompts to allow the lab extension repository, accept. Drag the same link in a second time and the MCP add-on installs. Confirm via Edit → Preferences → Add-ons → search “MCP”.

Blender Lab MCP installation page with the drag-and-drop install button
The Blender Lab MCP page. Drag the install link into Blender twice — first to add the lab repository, then to install the add-on itself.

In the 3D Viewport, press N to open the sidebar, find the BlenderMCP tab, click Connect to Claude, and tick Auto-start. The server runs at localhost:9876.

Claude Desktop side. Settings → Connectors → Browse → search Blender → Install. Open the connector's Configure page; you'll see 19 read tools and 7 write/delete tools. Set the common read tools to Always allow so permission popups don't break the flow.

Smoke test. In a fresh chat: “Are you connected to Blender? Delete the default cube.” The cube should vanish.

Anthropic's tutorial for the connector is here: claude.com tutorial.

2. fal.ai MCP

fal.ai is the cloud half of the stack — image, video, 3D, and audio generation across 1000+ models. PATINA (PBR textures), Flux, Hunyuan3D, Kling, Wan, and so on. You'll need a fal.ai key (free credits to start; production usage runs on metered billing).

fal.ai model library showing Nano Banana, Flux, and dozens of other models
fal.ai’s model library: image, video, 3D, and audio — all behind a single MCP endpoint.

If you use Claude Code, one command:

Claude Code
claude mcp add --transport http fal-ai https://mcp.fal.ai/mcp \
  --header "Authorization: Bearer $FAL_KEY"

For Claude Desktop, open Settings → Developer → Edit Config and add this to claude_desktop_config.json:

claude_desktop_config.json
{
  "mcpServers": {
    "fal-ai": {
      "command": "npx",
      "args": [
        "-y",
        "mcp-remote",
        "https://mcp.fal.ai/mcp",
        "--header",
        "Authorization: Bearer ${FAL_KEY}"
      ],
      "env": { "FAL_KEY": "<your_fal_key>" }
    }
  }
}

Save, then quit Claude Desktop fully from the menu (not just the close button) and relaunch.

The most common “it doesn't work” report is “did you actually quit and relaunch?”. The config is only re-read on a full restart.

Docs: fal.ai MCP setup.


Why fal.ai is my main recommendation

You can ship complete videos with just the two pieces above — that's the whole point of recommending them as the baseline. Most third-party 3D AI services have their own dedicated Skills and MCPs, and they're useful, but if you're picking one to start with, fal.ai gives you the broadest coverage in a single connector: PBR materials, image and video generation, Hunyuan3D and Tripo backends, all from the same chat session, all priced per call.


Optional add-ons

Add these only if you specifically want them. Each one extends the stack with one more provider or one more set of tools.

Add-onTypeWhat it adds
Hyper3D RodinSkillText or image to mesh via Rodin Gen-2.
fal-3dSkillHunyuan3D and Meshy backends behind one prompt interface.
Meshy 3D AgentSkillText/image to 3D plus auto-rig and animations.
Blender ToolkitSkill (Dev-GOM)Mixamo retargeting and 30+ modifiers (ports 9400–9500, no clash with the main 9876).
Tripo MCPMCPText, image, and multiview to 3D via Tripo.
3D AI StudioSkill (custom)Tripo P1, Hunyuan3D, and TRELLIS behind one Skill. See setup below.

Custom Skills follow the same shape

Most third-party Claude Skills install identically: a folder containing SKILL.md plus a .env with your API key, dropped into ~/.claude/skills/. The 3D AI Studio skill is a worked example.

Claude Code:

Claude Code
git clone https://github.com/t4ai-workshops/3d-ai-studio-api-skill \
  ~/.claude/skills/3d-ai-studio-api/
echo "3D_AI_STUDIO_API_KEY=<your_key>" \
  > ~/.claude/skills/3d-ai-studio-api/.env

Claude Desktop: download the repo as a ZIP, put 3D_AI_STUDIO_API_KEY=<your_key> in a .env next to SKILL.md, re-zip the folder so SKILL.md is at the archive root, then Customize → Skills → + → Upload a skill.

Same procedure for any Skill that ships as a SKILL.md plus environment variables.


Verify the stack

In a fresh Claude chat, ask:

Prompt
Which MCP servers and Skills do you have available?

Expected: blender, fal-ai, plus whichever optional skills you installed. If something's missing, the most likely culprit is a config typo or a half-restarted Claude Desktop — quit fully and reopen.


Examples I tested

Seven prompts I've personally run end-to-end. Copy-paste, swap object names where needed, ship.

1. Bake high-poly to low-poly

The classic game-asset workflow, fully automated. Claude finds the meshes, sets up Selected to Active, hides everything else from render so it doesn't pollute the AO, bakes Normal and AO at 2K, saves the PNGs, and wires them into the low-poly's material — Normal through a Normal Map node into BSDF Normal, AO multiplied into Base Color.

Prompt
I have a high-poly and a low-poly version of the same object selected (or I'll tell you the names). Bake Normal and AO from high to low (Selected to Active), 2K, save as PNGs, and hook them into the low-poly's material — Normal through a Normal Map node into BSDF Normal, AO multiplied into Base Color. Bake settings: Cycles, Extrusion 0.01, Max Ray Distance 0.02. Important: hide all other scene objects from render before baking so they don't pollute the AO with their shadows — restore their render visibility after. Hide the high-poly when done.
Asking Claude to bake from high poly to low poly
Selected to Active bake configured by Claude — high-poly source, low-poly target, AO and Normal queued.
Claude baked AO and Normal maps and connected them to the shader graph
Bake finished and the Normal Map node + AO multiply already wired into the BSDF.

2. Generate a 3D character from images

Image-to-3D plus auto-import and assembly inside the live scene. Three reference images go in (pig head, body in a suit, top hat), three GLBs come out via the 3D AI Studio Skill, and Claude stacks them into a character without resetting your scene.

Prompt
I'll attach 3 images: pig head, pig body in suit, top hat. Generate 3D models from them via the 3D AI Studio skill (tripo-p1, image-to-3D, PBR on), then in my already-open Blender import all three GLBs and stack them as a character — body, head on top, hat on top of that. Don't save anything, don't reset the scene, just add to what's open. Heads up: after a job hits FINISHED the asset URL is briefly null — re-poll status after ~10s. Rate limit is 5/min so parallel submission is fine.
Three reference images: pig head, pig body in suit, top hat
Inputs: three reference images dropped into chat.
Three generated GLBs imported and assembled into a character in Blender
Output: three GLBs generated, imported, and stacked into a character — added to the open scene, nothing reset.

3. PBR materials with fal.ai PATINA

My favourite demo. Four tileable PBR materials generated in parallel and wired up to a small corner scene: herringbone parquet for the floor, William Morris-style botanical wallpaper inside, London red brick on the wall's exterior, walnut for the table.

Prompt
Build a simple corner scene to demo PATINA PBR textures: floor + two walls in an L-shape + a simple table in the corner. The back wall should have thickness so its outer side is visible if I rotate around — that side gets brick. Generate four tileable PBR materials via fal-ai PATINA in parallel: herringbone parquet for the floor, William Morris-style botanical wallpaper for the inside walls, London red brick for the wall's exterior, walnut for the table. Hook them up properly with UV tiling. Add basic warm lighting, Material Preview. Don't render, don't fly the camera around — just build and stop. One screenshot at the end.
Corner scene with parquet floor, Morris wallpaper, brick exterior wall, and walnut table
Four PATINA-generated PBR materials, all UV-tiled and lit, from a single prompt.

4. Toon shader with outlines

Multi-mesh character to cel-shading on top of the existing diffuse maps, plus a Solidify-based outline. Includes a guard against the classic “outline explodes on hair and bows” failure mode.

Prompt
I have a textured character (multiple meshes with diffuse maps). Give it a toon shader look: flat saturated colors with a few hard shading steps (shadow/mid/light) using the existing textures, plus a black outline around the character. For the outline use a Solidify modifier with thickness 0.2mm and a black material — but skip it on meshes with open/thin geometry like bows or hair, those will explode.
Stylised character with cel-shaded look and black outline
Cel shading + Solidify outline, applied per-mesh with the thin-geometry guard.

5. Procedural iridescent paint shader

Replace a body material with a procedural rainbow-iridescent shader driven by Layer Weight (Facing) and a Color Ramp — the kind of pearl/chameleon paint you see on tuned cars or beetle shells.

Prompt
I have a car in the scene with a material called Body_parts_mat on the body panels. Replace it with a procedural iridescent metallic paint shader — the kind of pearl/chameleon paint that shifts colors based on viewing angle, like on tuned cars or beetle shells. Use Layer Weight (Facing) feeding into a Color Ramp with a full rainbow palette (purple → blue → teal → green → gold → pink → magenta) plugged into a Principled BSDF base color. Metallic 1.0, low roughness, full clearcoat on top. Add subtle noise on roughness for a metallic flake feel, and a touch of emission driven by the same gradient for extra glow at grazing angles. Switch viewport to Material Preview. Don't render, don't fly the camera around. Done.
Car body with chameleon/pearl iridescent shader
Procedural pearl shader: rainbow Color Ramp, metallic flake, emission at grazing angles.

6. Multi-stage object animation

Auto-split a merged keys mesh into per-key islands, then animate the keyboard assembly. The body drops in first, then keys fall from above sweeping left-to-right across all rows simultaneously, with row clusters identified automatically by depth.

Prompt
Scene has a keyboard: a body/case mesh and one mesh with all the keys merged together (but the keys aren't physically connected — they're separate islands in the geometry). Split that keys mesh into individual key objects by loose geometry first. Then animate the assembly, 7 seconds total. Body/case drops in from above at the start. After that, all keys fall in from the same height above their final positions, sweeping left-to-right across the keyboard simultaneously across all rows — so leftmost keys land first, rightmost last. Each key has a short fall with a tiny bounce/settle. Identify rows automatically by clustering keys on the depth axis.
Keyboard mid-assembly with keys falling left-to-right
7-second assembly animation. One prompt; rows clustered automatically by depth.

7. Geometry Nodes: scatter plants on a terrain

Claude builds a real Geometry Nodes graph end-to-end — bounding box, grid of points, jitter, raycast onto the terrain, instance random plants from a collection. Note the explicit handling for Blender 4.x vs 5.x raycast API differences in the prompt.

Prompt
Connect to my Blender via your MCP connector and do it yourself — don't give me scripts or node instructions. Add a Geometry Nodes modifier called ScatterPlants to my terrain mesh that scatters plants from a collection across its surface. Find the terrain and plants collection in the scene yourself, or ask. How: bounding box → grid of points sized by a Density slider → random XY jitter → raycast straight down onto the terrain → drop points where it hits → instance random plants from the collection, aligned to surface normal with random Z rotation and random scale. Join the terrain geometry back in at the end so it stays visible. Sliders: Plants Collection, Density, Jitter, Seed, Scale Min/Max, Align To Normal, Ray Height. Heads up: Blender 5.x raycast has no mapping attribute and uses an explicit Source Position socket — handle both 4.x and 5.x. Screenshot when done.
Terrain with scattered plants and the ScatterPlants Geometry Nodes modifier visible
ScatterPlants modifier with Density, Jitter, Seed, Scale, Align To Normal sliders — built from one prompt.

Where to start

If you're installing this fresh, run example 3 (PATINA materials) as your first real test. It's visually striking and exercises fal.ai, the Blender connector, and material wiring all in one prompt — if that works, the rest works.

The two required pieces — Blender Connector + fal.ai MCP — cover roughly 80% of what I do day-to-day. Add optional skills only when you hit something they specifically solve.

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