With uv installed, the blender-mcp server registered in Claude Code, and the Blender MCP add-on connected inside Blender 5, you are ready to run real work through the bridge. The temptation is to start by making something. Resist it. Your first move as a developer is to inspect the scene, not to create in it — the same instinct that makes you read the existing code before writing a patch.
Why inspect first? Because it proves the pipeline end to end. When Claude reports back the exact objects sitting in your viewport, you know the chain — Claude Code → the blender-mcp server → the add-on → the live Blender scene — is working, and that Claude is reading reality rather than guessing.
Lesson 9: First Scene Inspection
A fresh Blender 5 startup file contains three objects: a Cube, a Camera, and a Light. You already know that — which is exactly why it makes the perfect first test. Ask Claude to look, and check that what it sees matches what you see. Paste this prompt into Claude Code verbatim.
Use Blender MCP to inspect the current Blender scene. List all objects, their types, locations, and materials.
Behind the scenes, Claude calls the MCP scene-info tools exposed by the add-on. You never write any code — the natural-language prompt is the entire interface. You should expect Claude to report something close to this:
| Object | Type | Location | Material |
|---|---|---|---|
| Cube | Mesh | (0, 0, 0) | none |
| Camera | Camera | (7.36, −6.93, 4.96) | — |
| Light | Light (Point) | (4.08, 1.01, 5.90) | — |
The exact coordinates do not matter; the names Cube, Camera, and Light do. They match the default startup file, which confirms Claude is reading the actual scene through the MCP bridge and not inventing a plausible answer.
Why it matters: this is the moment the abstraction becomes concrete. Claude is not hallucinating a scene — it inspected the real one over the socket the add-on opened (default localhost on port 9876). If the names come back wrong or the call errors, your problem is the connection, not the prompt — reopen the N‑key Sidebar, go to the BlenderMCP tab, and confirm you clicked Connect to Claude.
Run the inspection prompt and compare Claude’s list against your Outliner. Confirm all three objects — Cube, Camera, Light — appear with the right types. Then move the default Cube a little in the viewport (press G, drag, click to confirm), run the same prompt again, and verify the reported location changed. This proves Claude is reading live state on every call.
Lesson 10: First Object Creation
Now that you trust the bridge, you can build. The mental shift here is the whole point of this tutorial: you are not going to reach for a modeling tool, set a pivot, or extrude a face by hand. You are going to describe the result you want and let Claude assemble it — creating shapes, naming objects, applying a material, grouping them into a collection, and adding a light and a camera. Paste this prompt verbatim.
Use Blender MCP to delete the default cube and create a simple low-poly table. Requirements:
- One tabletop
- Four legs
- Separate named objects
- Brown material
- Put everything inside a collection named collection_table
- Add one area light
- Add one camera facing the table
Claude will translate each requirement into the right sequence of MCP operations — delete the cube, create the tabletop and four legs as separate named meshes, create and assign a brown material, organize the objects into a new collection, and add the area light and camera. One prompt, many operations, zero hand-modeling.
Once Claude reports it is done, verify the result yourself. Do not take its word for it — treat this like reviewing a diff. Check each requirement against the real scene:
- Outliner → expand
collection_tableand confirm the tabletop and four legs are nested inside it as separately named objects. - Viewport → the table is visible and recognizable: one flat top resting on four legs.
- Materials → select the tabletop, open the Material properties tab, and confirm a brown material is applied.
- Camera → press
Numpad 0to look through the camera and confirm it points at the table, with the area light brightening the scene.
If something is off — a leg floating, the material missing, the camera aimed at empty space — you do not fix it by hand either. You tell Claude what is wrong in plain language and let it correct the scene through the same bridge.
Note: you typed a prompt, not a single modeling tool. There was no extrude, no loop cut, no manual material node wiring. The shift from clicking tools to describing outcomes is the core skill for driving Blender with Claude Code — everything in the rest of this tutorial builds on it.
After verifying the table, send a follow-up prompt asking Claude to inspect the scene again (reuse the Lesson 9 prompt). Confirm the new object list now shows the tabletop, the four named legs, the area light, and the camera — all reported as belonging to collection_table where applicable — and that the original default Cube is gone. Inspecting after creating closes the loop: you described a result, Claude built it, and you confirmed it against the live scene.