Agent skill
blockbench-hytale
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.
Install this agent skill to your Project
npx add-skill https://github.com/jasonjgardner/blockbench-mcp-project/tree/main/skills/blockbench-hytale
SKILL.md
Blockbench Hytale
Create models for Hytale using Blockbench with the Hytale plugin.
Prerequisite: Hytale plugin must be installed in Blockbench.
Available Tools
Format & Validation
| Tool | Purpose |
|---|---|
hytale_get_format_info |
Get format type, block size, node count |
hytale_validate_model |
Check against Hytale constraints |
Cube Properties
| Tool | Purpose |
|---|---|
hytale_set_cube_properties |
Set shading_mode, double_sided |
hytale_get_cube_properties |
Get Hytale cube properties |
hytale_set_cube_stretch |
Set stretch values [x, y, z] |
hytale_get_cube_stretch |
Get stretch values |
hytale_create_quad |
Create 2D plane with normal |
Attachments
| Tool | Purpose |
|---|---|
hytale_list_attachments |
List attachment collections |
hytale_set_attachment_piece |
Mark group as attachment piece |
hytale_list_attachment_pieces |
List all piece groups |
Animation
| Tool | Purpose |
|---|---|
hytale_create_visibility_keyframe |
Toggle bone visibility in animation |
hytale_set_animation_loop |
Set loop mode (loop/hold/once) |
Resources
| Resource | URI | Purpose |
|---|---|---|
| hytale-format | hytale://format |
Format info |
| hytale-attachments | hytale://attachments/{id} |
Attachment collections |
| hytale-pieces | hytale://pieces/{id} |
Attachment pieces |
| hytale-cubes | hytale://cubes/{id} |
Cubes with Hytale properties |
Prompts
| Prompt | Arguments | Purpose |
|---|---|---|
hytale_model_creation |
format_type | Character/prop modeling guide |
hytale_animation_workflow |
animation_type | Animation creation guide |
hytale_attachments |
- | Attachments system guide |
Hytale Formats
| Format | Block Size | Use Case |
|---|---|---|
hytale_character |
64px | Humanoids, creatures |
hytale_prop |
32px | Items, weapons, decorations |
Constraints
- Max nodes: 255 (groups + extra cubes)
- Animation FPS: 60
- UV size: Must match texture resolution
Shading Modes
| Mode | Effect |
|---|---|
standard |
Normal lighting (default) |
flat |
No lighting/shadows |
fullbright |
Always fully lit (emissive) |
reflective |
Reflective 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_modelbefore export - Keep node count under 255
- Use stretch instead of fractional cube sizes
- Set group origins at joint/pivot points
- Use
fullbrightshading for glowing elements - Mark equipment bones as
is_piece=truefor attachments - Use visibility keyframes for state changes (weapons, damage)
- Animation runs at 60 FPS (time 1.0 = 60 frames)
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