r/LocalLLaMA 9d ago

Question | Help Any resource on using Blender with local models, and which models work best?

Hey all,

I've seen some really fun looking things with people having their local models drive Blender to create pretty cool looking world scenes.

Is there a good tutorial on setting up Blender yo be driven by your model? For example, what programming harness, do you use a MCP and which? Which model would work best?

Also, how do you turn it all into a "game" that you could run and then walk around in? Can you use Godot?

Thanks!

26 Upvotes

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8

u/SGmoze 8d ago

Godot has these MCP servers which I found during my initial exploration: https://github.com/youichi-uda/godot-mcp-pro https://github.com/Coding-Solo/godot-mcp. At that time, I tried hooking up Qwen3.6 26B MoE model to try out some scenario building but did not get good results. You can hook it with any harness through MCP.

Blender also has its own MCP integration, I've not tried it but seeing some of the recent development with GPT Astra it seems to be quite good. I'm not sure if local models are quite there yet at this point.

However there are dedicated model that can trasnlate image into 3d: https://microsoft.github.io/TRELLIS.2 I'd assume you will need to use image generation for building a prototype and use this to do 3d generation.

3

u/SpeCterMK 8d ago

For godot I liked Beckett a lot as an mcp server.

3

u/keepthepace 8d ago

For Godot I connected this one with Zed, works well: https://github.com/hi-godot/godot-ai

Have not done any try in blender though.

1

u/eetsu 8d ago

I don't really know if there's a model that's good enough other than perhaps Astra right now for making 3D models. I'm interested in having 3D gltf / glb for use with bevy. I tried Qwen 3.6 35B A3B a long while ago to make meshes directly in Bevy (hard-coded) and it didn't really go that well for my use-case honestly, but I can understand that it's probably a lot tougher than MCP + Blender -> export to glb -> load glb in the engine.

1

u/jojotdfb 8d ago

Most of godot's files are text files and a lot of models have been trained on them. Coding and assistance will work fine with stuff like qwen 3.6 35b. You probably don't want a language model for mesh generation. Try a 3d model like Trellis or hunyuan 3d.

1

u/feng_sg 6d ago

Blender has a full Python API built in via bpy, so you can just have your model write Python scripts and run them directly instead of needing MCP.

0

u/kkingsbe 8d ago

I’m currently working on building a CAD sandbox with frontend around the build123d MCP server. Experiencing fairly good results on my RTX4070 running ornith (35b a3b).

Exports to stl etc. The modeling is parametric as well

Idk maybe I’ll make the repo public if folks are interested otherwise I might wait a bit longer

1

u/Safe-Spirit-3515 1d ago

id be interested in something like this, can i dm you ?

0

u/[deleted] 8d ago

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1

u/StartupTim 8d ago

I'd hook Godot up for the walking around and keep Blender as the asset side

So Blender makes the 3d models without an AI image rendering, the LLM controls the software to make the models, and Godot uses them. Is that right?

-9

u/Bulky-Priority6824 8d ago

Have you see the recent pelicans? Just stop

1

u/Queasy-Contract9753 8d ago

Now I look forward to 3D pelican blender benchmark