Blockbench Hytale

jasonjgardner/blockbench-mcp-project/.claude/skills/blockbench-hytale

作者 jasonjgardnere9c29a93e54bdd9aaa8a308196dfd4147e47d88c无许可证收录于 2026年10月9日更新于 2026年10月9日

Create Hytale models and animations using Blockbench MCP tools. Use when working with Hytale character/prop formats, creating attachments, setting shading modes, using quads, or animating with visibility keyframes. Requires the Hytale Blockbench plugin to be installed.

仅含说明Design & Creative
AI 生成的概览

指导使用 Hytale 插件的 MCP 工具在 Blockbench 中创建 Hytale 角色与道具模型及动画。

功能
该技能说明如何通过 Hytale 插件的 MCP 工具在 Blockbench 中制作 Hytale 模型与动画。内容涵盖格式与校验检查、立方体属性(如着色模式、双面与拉伸)、二维四边形、附件部件,以及动画可见性关键帧与循环模式。它还列出插件资源、提示、Hytale 格式、约束条件,以及角色、武器附件和拔武器动画的分步工作流程。
适用场景
适用于处理 Hytale 角色或道具格式、创建附件部件、设置着色模式、使用四边形,或用可见性关键帧制作动画的场景。前提是已安装 Hytale Blockbench 插件,且任务涉及 Hytale 模型或动画制作。
运行要求
需要在 Blockbench 中安装 Hytale 插件,并能使用该插件的 MCP 工具、资源和提示。该技能不附带脚本,仅为说明文档。

Blockbench Hytale

Create models for Hytale using Blockbench with the Hytale plugin.

Prerequisite: Hytale plugin must be installed in Blockbench.

Available Tools

Format & Validation

ToolPurpose
hytale_get_format_infoGet format type, block size, node count
hytale_validate_modelCheck against Hytale constraints

Cube Properties

ToolPurpose
hytale_set_cube_propertiesSet shading_mode, double_sided
hytale_get_cube_propertiesGet Hytale cube properties
hytale_set_cube_stretchSet stretch values [x, y, z]
hytale_get_cube_stretchGet stretch values
hytale_create_quadCreate 2D plane with normal

Attachments

ToolPurpose
hytale_list_attachmentsList attachment collections
hytale_set_attachment_pieceMark group as attachment piece
hytale_list_attachment_piecesList all piece groups

Animation

ToolPurpose
hytale_create_visibility_keyframeToggle bone visibility in animation
hytale_set_animation_loopSet loop mode (loop/hold/once)

Resources

ResourceURIPurpose
hytale-formathytale://formatFormat info
hytale-attachmentshytale://attachments/{id}Attachment collections
hytale-pieceshytale://pieces/{id}Attachment pieces
hytale-cubeshytale://cubes/{id}Cubes with Hytale properties

Prompts

PromptArgumentsPurpose
hytale_model_creationformat_typeCharacter/prop modeling guide
hytale_animation_workflowanimation_typeAnimation creation guide
hytale_attachments-Attachments system guide

Hytale Formats

FormatBlock SizeUse Case
hytale_character64pxHumanoids, creatures
hytale_prop32pxItems, weapons, decorations

Constraints

  • Max nodes: 255 (groups + extra cubes)
  • Animation FPS: 60
  • UV size: Must match texture resolution

Shading Modes

ModeEffect
standardNormal lighting (default)
flatNo lighting/shadows
fullbrightAlways fully lit (emissive)
reflectiveReflective material

Quick Start

Check Format

hytale_get_format_info# Returns: formatType, blockSize, nodeCount, features

Validate Model

hytale_validate_model# Returns: valid, nodeCount, issues

Cube Properties

Set Shading Mode

hytale_set_cube_properties: cube_id="crystal", shading_mode="fullbright"

Enable Double-Sided

hytale_set_cube_properties: cube_id="cloth", double_sided=true

Set Stretch

hytale_set_cube_stretch: cube_id="arm", stretch=[1.2, 1.0, 1.0]

Quads (2D Planes)

Create single-face planes:

hytale_create_quad: name="leaf",  position=[0, 16, 0],  normal="+Y",  # +X, -X, +Y, -Y, +Z, -Z  size=[8, 8],  double_sided=true

Attachments

List Attachments

hytale_list_attachments

Mark as Attachment Piece

hytale_set_attachment_piece: group_name="hand_right", is_piece=true

This bone will attach to hand_right on the base model.

List Attachment Pieces

hytale_list_attachment_pieces

Animation

Visibility Keyframe

Toggle bone visibility during animation:

hytale_create_visibility_keyframe:  bone_name="weapon_sheathed",  time=0.5,  visible=false
hytale_create_visibility_keyframe:  bone_name="weapon_drawn",  time=0.5,  visible=true

Set Loop Mode

hytale_set_animation_loop: animation_id="walk", loop_mode="loop"hytale_set_animation_loop: animation_id="attack", loop_mode="once"hytale_set_animation_loop: animation_id="death", loop_mode="hold"

Common Workflows

Create Character Model

# 1. Create project (use bedrock format, Hytale format activates automatically)create_project: name="goblin", format="bedrock"
# 2. Build bone hierarchyadd_group: name="root", origin=[0, 0, 0]add_group: name="body", parent="root", origin=[0, 12, 0]add_group: name="head", parent="body", origin=[0, 24, 0]add_group: name="arm_left", parent="body", origin=[6, 22, 0]add_group: name="arm_right", parent="body", origin=[-6, 22, 0]add_group: name="hand_right", parent="arm_right", origin=[-8, 16, 0]
# 3. Add geometryplace_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"
# 4. Set Hytale propertieshytale_set_cube_properties: cube_id="eyes", shading_mode="fullbright"
# 5. Validatehytale_validate_model

Create Weapon Attachment

# 1. Create attachment structureadd_group: name="hand_right", origin=[0, 0, 0]
# 2. Add weapon geometryplace_cube: elements=[{name: "blade", from: [-0.5, 0, -0.5], to: [0.5, 24, 0.5]}], group="hand_right"
# 3. Mark as attachment piecehytale_set_attachment_piece: group_name="hand_right", is_piece=true
# 4. Add glowing effecthytale_set_cube_properties: cube_id="rune", shading_mode="fullbright"

Animate Weapon Draw

# Start with sheathed weapon visiblehytale_create_visibility_keyframe: bone_name="sword_sheathed", time=0, visible=truehytale_create_visibility_keyframe: bone_name="sword_drawn", time=0, visible=false
# At draw point, swaphytale_create_visibility_keyframe: bone_name="sword_sheathed", time=0.3, visible=falsehytale_create_visibility_keyframe: bone_name="sword_drawn", time=0.3, visible=true

Tips

  • Always run hytale_validate_model before export
  • Keep node count under 255
  • Use stretch instead of fractional cube sizes
  • Set group origins at joint/pivot points
  • Use fullbright shading for glowing elements
  • Mark equipment bones as is_piece=true for attachments
  • Use visibility keyframes for state changes (weapons, damage)
  • Animation runs at 60 FPS (time 1.0 = 60 frames)

来源与署名

来源:jasonjgardner/blockbench-mcp-project位于.claude/skills/blockbench-hytale提交e9c29a9

许可证: 无许可证

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