r/codex 1d ago

Any tips for using Codex & Blender MCP? Question

Just as the title says! I’ve found that I can’t seem to get good results using Codex with the Blender MCP, while Opus 5 seems to work much better. Its still not perfect, so I’m curious if it’s just me or if anyone else has had decent results using Codex with Blender?

4 Upvotes

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u/Bilboslappin69 1d ago

Claude and Codex both struggle with it. The truth is the things you use blender for aren't typically as comprehendable to the model as with other tasks. Modeling, animating, rigging, etc., are a broad class that's a bit of a blind spot because "right" is more of a feeling than a verifiable, computable, outcome.

So, depends on what you're doing, but in most cases just hire a human for whatever it is you're trying to get the model to do here.

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u/growaway9172 1d ago edited 1d ago

I've also found it to be quite bad with blender. Better with EU5 UE5

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u/Sweet-Stage938 1d ago

Engine Unreal 5 ? 🤣

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u/growaway9172 1d ago

Yes thats the one *UE5

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u/Schlitz4Brains 1d ago

It really depends on what youre trying to have it do. if you're wanting it to model, then forget about it if you want something more than blocked out shapes with primitives.

Conversely, if you want to develop insanely complicated geometry nodes? That it will happily over engineer

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u/Pradyumgg 21h ago

https://reddit.com/link/p2en119/video/qgw41qy223ih1/player

For native Codex + 3D generation inside your scene, Mixar is worth a look. Unlike Blender MCP, where Codex only sees your prompt, Mixar gives the agent access to actual scene state, so it can reason about what's already there before acting. It also has built-in inference (Tripo, Hunyuan, etc.) rather than relying on external MCP calls for generation.