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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.
npx skill4agent add jasonjgardner/blockbench-mcp-project blockbench-hytale| Tool | Purpose |
|---|---|
| Get format type, block size, node count |
| Check against Hytale constraints |
| Tool | Purpose |
|---|---|
| Set shading_mode, double_sided |
| Get Hytale cube properties |
| Set stretch values [x, y, z] |
| Get stretch values |
| Create 2D plane with normal |
| Tool | Purpose |
|---|---|
| List attachment collections |
| Mark group as attachment piece |
| List all piece groups |
| Tool | Purpose |
|---|---|
| Toggle bone visibility in animation |
| Set loop mode (loop/hold/once) |
| Resource | URI | Purpose |
|---|---|---|
| hytale-format | | Format info |
| hytale-attachments | | Attachment collections |
| hytale-pieces | | Attachment pieces |
| hytale-cubes | | Cubes with Hytale properties |
| Prompt | Arguments | Purpose |
|---|---|---|
| format_type | Character/prop modeling guide |
| animation_type | Animation creation guide |
| - | Attachments system guide |
| Format | Block Size | Use Case |
|---|---|---|
| 64px | Humanoids, creatures |
| 32px | Items, weapons, decorations |
| Mode | Effect |
|---|---|
| Normal lighting (default) |
| No lighting/shadows |
| Always fully lit (emissive) |
| Reflective material |
hytale_get_format_info
# Returns: formatType, blockSize, nodeCount, featureshytale_validate_model
# Returns: valid, nodeCount, issueshytale_set_cube_properties: cube_id="crystal", shading_mode="fullbright"hytale_set_cube_properties: cube_id="cloth", double_sided=truehytale_set_cube_stretch: cube_id="arm", stretch=[1.2, 1.0, 1.0]hytale_create_quad: name="leaf",
position=[0, 16, 0],
normal="+Y", # +X, -X, +Y, -Y, +Z, -Z
size=[8, 8],
double_sided=truehytale_list_attachmentshytale_set_attachment_piece: group_name="hand_right", is_piece=truehand_righthytale_list_attachment_pieceshytale_create_visibility_keyframe:
bone_name="weapon_sheathed",
time=0.5,
visible=false
hytale_create_visibility_keyframe:
bone_name="weapon_drawn",
time=0.5,
visible=truehytale_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"# 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# 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"# 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=truehytale_validate_modelfullbrightis_piece=true