blockbench-hytale

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Blockbench Hytale

Blockbench Hytale

Create models for Hytale using Blockbench with the Hytale plugin.
Prerequisite: Hytale plugin must be installed in Blockbench.
使用带有Hytale插件的Blockbench为Hytale创建模型。
前提条件:必须在Blockbench中安装Hytale插件。

Available Tools

可用工具

Format & Validation

格式与验证

ToolPurpose
hytale_get_format_info
Get format type, block size, node count
hytale_validate_model
Check against Hytale constraints
工具用途
hytale_get_format_info
获取格式类型、方块尺寸、节点数量
hytale_validate_model
检查是否符合Hytale约束条件

Cube Properties

立方体属性

ToolPurpose
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
工具用途
hytale_set_cube_properties
设置着色模式、双面渲染
hytale_get_cube_properties
获取Hytale立方体属性
hytale_set_cube_stretch
设置拉伸值 [x, y, z]
hytale_get_cube_stretch
获取拉伸值
hytale_create_quad
创建带法线的2D平面

Attachments

附件

ToolPurpose
hytale_list_attachments
List attachment collections
hytale_set_attachment_piece
Mark group as attachment piece
hytale_list_attachment_pieces
List all piece groups
工具用途
hytale_list_attachments
列出附件集合
hytale_set_attachment_piece
将组标记为附件部件
hytale_list_attachment_pieces
列出所有部件组

Animation

动画

ToolPurpose
hytale_create_visibility_keyframe
Toggle bone visibility in animation
hytale_set_animation_loop
Set loop mode (loop/hold/once)
工具用途
hytale_create_visibility_keyframe
在动画中切换骨骼可见性
hytale_set_animation_loop
设置循环模式(loop/hold/once)

Resources

资源

ResourceURIPurpose
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
资源URI用途
hytale-format
hytale://format
格式信息
hytale-attachments
hytale://attachments/{id}
附件集合
hytale-pieces
hytale://pieces/{id}
附件部件
hytale-cubes
hytale://cubes/{id}
带有Hytale属性的立方体

Prompts

提示词

PromptArgumentsPurpose
hytale_model_creation
format_typeCharacter/prop modeling guide
hytale_animation_workflow
animation_typeAnimation creation guide
hytale_attachments
-Attachments system guide
提示词参数用途
hytale_model_creation
format_type角色/道具建模指南
hytale_animation_workflow
animation_type动画创建指南
hytale_attachments
-附件系统指南

Hytale Formats

Hytale格式

FormatBlock SizeUse Case
hytale_character
64pxHumanoids, creatures
hytale_prop
32pxItems, weapons, decorations
格式方块尺寸使用场景
hytale_character
64px人形生物、怪物
hytale_prop
32px物品、武器、装饰

Constraints

约束条件

  • Max nodes: 255 (groups + extra cubes)
  • Animation FPS: 60
  • UV size: Must match texture resolution
  • 最大节点数:255(组 + 额外立方体)
  • 动画帧率:60
  • UV尺寸:必须匹配纹理分辨率

Shading Modes

着色模式

ModeEffect
standard
Normal lighting (default)
flat
No lighting/shadows
fullbright
Always fully lit (emissive)
reflective
Reflective material
模式效果
standard
常规光照(默认)
flat
无光照/阴影
fullbright
始终全亮(自发光)
reflective
反光材质

Quick Start

快速开始

Check Format

检查格式

hytale_get_format_info
hytale_get_format_info

Returns: formatType, blockSize, nodeCount, features

返回:formatType, blockSize, nodeCount, features

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Validate Model

验证模型

hytale_validate_model
hytale_validate_model

Returns: valid, nodeCount, issues

返回:valid, nodeCount, issues

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Cube Properties

立方体属性

Set Shading Mode

设置着色模式

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

Enable Double-Sided

启用双面渲染

hytale_set_cube_properties: cube_id="cloth", double_sided=true
hytale_set_cube_properties: cube_id="cloth", double_sided=true

Set Stretch

设置拉伸

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

Quads (2D Planes)

四边形(2D平面)

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

Attachments

附件

List Attachments

列出附件

hytale_list_attachments
hytale_list_attachments

Mark as Attachment Piece

标记为附件部件

hytale_set_attachment_piece: group_name="hand_right", is_piece=true
This bone will attach to
hand_right
on the base model.
hytale_set_attachment_piece: group_name="hand_right", is_piece=true
该骨骼将附着在基础模型的
hand_right
部位。

List Attachment Pieces

列出附件部件

hytale_list_attachment_pieces
hytale_list_attachment_pieces

Animation

动画

Visibility Keyframe

可见性关键帧

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
在动画中切换骨骼可见性:
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

设置循环模式

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"
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

常见工作流

Create Character Model

创建角色模型

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1. Create project (use bedrock format, Hytale format activates automatically)

1. 创建项目(使用bedrock格式,Hytale格式会自动激活)

create_project: name="goblin", format="bedrock"
create_project: name="goblin", format="bedrock"

2. Build bone hierarchy

2. 构建骨骼层级

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]
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

3. 添加几何体

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

4. Set Hytale properties

4. 设置Hytale属性

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

5. Validate

5. 验证

hytale_validate_model
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hytale_validate_model
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Create Weapon Attachment

创建武器附件

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1. Create attachment structure

1. 创建附件结构

add_group: name="hand_right", origin=[0, 0, 0]
add_group: name="hand_right", origin=[0, 0, 0]

2. Add weapon geometry

2. 添加武器几何体

place_cube: elements=[{name: "blade", from: [-0.5, 0, -0.5], to: [0.5, 24, 0.5]}], group="hand_right"
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

3. 标记为附件部件

hytale_set_attachment_piece: group_name="hand_right", is_piece=true
hytale_set_attachment_piece: group_name="hand_right", is_piece=true

4. Add glowing effect

4. 添加发光效果

hytale_set_cube_properties: cube_id="rune", shading_mode="fullbright"
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hytale_set_cube_properties: cube_id="rune", shading_mode="fullbright"
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Animate Weapon Draw

制作武器拔出动画

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Start with sheathed weapon visible

初始状态下, sheath状态的武器可见

hytale_create_visibility_keyframe: bone_name="sword_sheathed", time=0, visible=true hytale_create_visibility_keyframe: bone_name="sword_drawn", time=0, visible=false
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

在拔出动作点,切换可见性

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
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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
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Tips

小贴士

  • 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)
  • 导出前务必运行
    hytale_validate_model
  • 节点数保持在255以下
  • 使用拉伸而非分数立方体尺寸
  • 将组原点设置在关节/枢轴点处
  • 对发光元素使用
    fullbright
    着色模式
  • 将装备骨骼标记为
    is_piece=true
    以支持附件
  • 使用可见性关键帧实现状态切换(武器、损伤效果)
  • 动画帧率为60 FPS(时间1.0 = 60帧)