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jasonjgardner

blockbench-hytale

by jasonjgardner

Example project using the Blockbench MCP plugin

1🍴 0📅 2026年1月23日
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SKILL.md


name: blockbench-hytale description: 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.

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 hierarchy
add_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 geometry
place_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"

# 4. Set Hytale properties
hytale_set_cube_properties: cube_id="eyes", shading_mode="fullbright"

# 5. Validate
hytale_validate_model

Create Weapon Attachment

# 1. Create attachment structure
add_group: name="hand_right", origin=[0, 0, 0]

# 2. Add weapon geometry
place_cube: elements=[{name: "blade", from: [-0.5, 0, -0.5], to: [0.5, 24, 0.5]}], group="hand_right"

# 3. Mark as attachment piece
hytale_set_attachment_piece: group_name="hand_right", is_piece=true

# 4. Add glowing effect
hytale_set_cube_properties: cube_id="rune", shading_mode="fullbright"

Animate Weapon Draw

# Start with sheathed weapon visible
hytale_create_visibility_keyframe: bone_name="sword_sheathed", time=0, visible=true
hytale_create_visibility_keyframe: bone_name="sword_drawn", time=0, visible=false

# At draw point, swap
hytale_create_visibility_keyframe: bone_name="sword_sheathed", time=0.3, visible=false
hytale_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)

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