Use MCP for an AI-assisted 3D workflow

Connect Bake3D to an MCP assistant, or use the Blender, Unity, Unreal and Godot integrations, to generate, animate and import a 3D model.

By the Bake3D teamUpdated 3 min read

Short answer

To use MCP for 3D work, add Bake3D's MCP server to an assistant like Claude Code, Cursor or Codex with a Pro or Studio API key. The assistant can then upload an image, generate and rig a model, create a described motion and export a GLB or FBX. Editor add-ons for Blender, Unity, Unreal and Godot bring the result into your scene.

How we checked this: Bake3D's MCP endpoint was exercised with the official MCP SDK, including a live generation, described animation, signed export download and subsequent Blender 4.4 import. The editor integrations are tested as described on their own guides.

MCP connects an AI application to tools it can use. In Bake3D, those tools can start a generation, inspect a project, describe animation and export the result. The assistant can coordinate the steps while you remain in the conversation about what you want to create.

Connect the service

Create a Bake3D API key in your account. Keys require a Pro or Studio plan. Configure an MCP-compatible client with the Streamable HTTP endpoint:

https://bake3d.ai/api/v1/mcp

The client sends the key in an Authorization: Bearer YOUR_API_KEY header. Use the client’s credential configuration rather than pasting the key into an ordinary prompt. The MCP reference has ready configurations for Claude Code, Cursor, Codex and Claude Desktop, and the supported protocol versions.

Give the assistant a complete task

Describe the object, motion and destination. For example:

Generate a four-legged creature from this image. When the rig is ready, give it a slow head turn and relaxed tail wag. Export a four-second loop in place, then import it into my Blender test scene.

A good sequence is to start the generation, keep the returned project and job IDs, poll the job until it finishes, inspect the project, create the motion, then request an export. Ask the assistant to inspect failures instead of repeatedly submitting the same generation.

bake3d_account returns your balance and the current cost of generation, rigging and described motion. Ask the assistant to pass an idempotencyKey with paid calls: a retry with the same key returns the first result instead of charging twice. Reading progress and exporting an existing result do not add a generation charge. Check your balance before starting several jobs.

Exports are grounded and centred at the origin, facing +Z. heightMeters scales them to a real-world height. Every skeleton starts with a ground-level motion_root joint. rootMotion: true, the default, puts planar travel and heading on that joint; rootMotion: false keeps the character in place.

Understand where editor control comes from

Bake3D MCP creates and returns the asset. Placing it into an open Blender, Unity, Unreal or Godot scene also requires an editor integration or a bridge with access to that scene. The MCP connection alone does not grant desktop control.

Diagram: an AI assistant connects over HTTPS with an API key to Bake3D MCP, which can generate, rig, add motion and export a GLB. An editor integration for Blender, Unity, Unreal or Godot then places it in your scene.
MCP makes the character and hands back the file. An editor integration is what puts it into your open scene.

Bake3D provides an integration for each of those four editors. Each one generates from an image file, an image URL or text, waits for the job without blocking the editor, composes motion, and imports the character with its clips. See the editor reference and the guides:

  • Blender add-on: a sidebar panel; scripts and MCP bridges can call its import operator or its Python client.
  • Unity editor tool: a Character studio window that creates an AnimatorController and a root-motion avatar.
  • Unreal editor scripts: a Tools → Bake3D menu with option dialogs, plus Python console functions.
  • Godot add-on: a bottom panel that saves native scenes and wires root motion.

Other clients can download the GLB and invoke their editor’s import workflow. Validate the resulting skeleton, materials and animation before replacing a production asset.

Keep the workflow reviewable

Use project IDs when returning to an existing character. Keep a useful rig before trying another version. Download signed export links while they are valid; request a new link if one expires. Give editor instructions that identify the destination scene and whether root travel should be retained.

The MCP introduction explains the protocol’s role. For Bake3D’s exact request and response fields, use the API reference.

About this guide

Written and kept up to date by the Bake3D team. We build a tool that turns one image into a textured, rigged and animated 3D model, and we test the steps in our guides on our own files. First published . See how we write and check guides, or send a correction to hello@bake3d.ai.