Blockbench Hytale

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

作者 jasonjgardnere9c29a93e54bdd9aaa8a308196dfd4147e47d88c無授權條款收錄於 2026年10月9日更新於 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.

僅含說明Design & Creative
AI 產生的概覽

指導使用 Hytale 外掛的 MCP 工具,在 Blockbench 中建立 Hytale 角色與道具模型及動畫。

功能
這個技能說明如何透過 Hytale 外掛的 MCP 工具,在 Blockbench 中製作 Hytale 模型與動畫。內容涵蓋格式與驗證檢查、立方體屬性(例如著色模式、雙面與拉伸)、二維四邊形、附件部件,以及動畫可見性關鍵影格與循環模式。它也列出外掛資源、提示、Hytale 格式、限制條件,以及角色、武器附件和拔武器動畫的逐步工作流程。
適用情境
適用於處理 Hytale 角色或道具格式、建立附件部件、設定著色模式、使用四邊形,或以可見性關鍵影格製作動畫的情況。前提是已安裝 Hytale Blockbench 外掛,且任務涉及 Hytale 模型或動畫製作。
執行需求
需要在 Blockbench 中安裝 Hytale 外掛,並能使用此外掛的 MCP 工具、資源與提示。此技能不附帶指令碼,僅為說明文件。

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)

來源與署名

來源:jasonjgardner/blockbench-mcp-project位於.claude/skills/blockbench-hytale提交e9c29a9

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