blockbench-hytale
Compare original and translation side by side
🇺🇸
Original
English🇨🇳
Translation
ChineseBlockbench 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
| Tool | Purpose |
|---|---|
| Get format type, block size, node count |
| Check against Hytale constraints |
| 工具 | 用途 |
|---|---|
| 获取格式类型、方块尺寸、节点数量 |
| 检查是否符合Hytale约束条件 |
Cube Properties
立方体属性
| 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 |
| 工具 | 用途 |
|---|---|
| 设置着色模式、双面渲染 |
| 获取Hytale立方体属性 |
| 设置拉伸值 [x, y, z] |
| 获取拉伸值 |
| 创建带法线的2D平面 |
Attachments
附件
| Tool | Purpose |
|---|---|
| List attachment collections |
| Mark group as attachment piece |
| List all piece groups |
| 工具 | 用途 |
|---|---|
| 列出附件集合 |
| 将组标记为附件部件 |
| 列出所有部件组 |
Animation
动画
| Tool | Purpose |
|---|---|
| Toggle bone visibility in animation |
| Set loop mode (loop/hold/once) |
| 工具 | 用途 |
|---|---|
| 在动画中切换骨骼可见性 |
| 设置循环模式(loop/hold/once) |
Resources
资源
| Resource | URI | Purpose |
|---|---|---|
| hytale-format | | Format info |
| hytale-attachments | | Attachment collections |
| hytale-pieces | | Attachment pieces |
| hytale-cubes | | Cubes with Hytale properties |
| 资源 | URI | 用途 |
|---|---|---|
| hytale-format | | 格式信息 |
| hytale-attachments | | 附件集合 |
| hytale-pieces | | 附件部件 |
| hytale-cubes | | 带有Hytale属性的立方体 |
Prompts
提示词
| Prompt | Arguments | Purpose |
|---|---|---|
| format_type | Character/prop modeling guide |
| animation_type | Animation creation guide |
| - | Attachments system guide |
| 提示词 | 参数 | 用途 |
|---|---|---|
| format_type | 角色/道具建模指南 |
| animation_type | 动画创建指南 |
| - | 附件系统指南 |
Hytale Formats
Hytale格式
| Format | Block Size | Use Case |
|---|---|---|
| 64px | Humanoids, creatures |
| 32px | Items, weapons, decorations |
| 格式 | 方块尺寸 | 使用场景 |
|---|---|---|
| 64px | 人形生物、怪物 |
| 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
| Mode | Effect |
|---|---|
| Normal lighting (default) |
| No lighting/shadows |
| Always fully lit (emissive) |
| Reflective material |
| 模式 | 效果 |
|---|---|
| 常规光照(默认) |
| 无光照/阴影 |
| 始终全亮(自发光) |
| 反光材质 |
Quick Start
快速开始
Check Format
检查格式
hytale_get_format_infohytale_get_format_infoReturns: formatType, blockSize, nodeCount, features
返回:formatType, blockSize, nodeCount, features
undefinedundefinedValidate Model
验证模型
hytale_validate_modelhytale_validate_modelReturns: valid, nodeCount, issues
返回:valid, nodeCount, issues
undefinedundefinedCube 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=truehytale_set_cube_properties: cube_id="cloth", double_sided=trueSet 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=trueAttachments
附件
List Attachments
列出附件
hytale_list_attachmentshytale_list_attachmentsMark as Attachment Piece
标记为附件部件
hytale_set_attachment_piece: group_name="hand_right", is_piece=trueThis bone will attach to on the base model.
hand_righthytale_set_attachment_piece: group_name="hand_right", is_piece=true该骨骼将附着在基础模型的部位。
hand_rightList Attachment Pieces
列出附件部件
hytale_list_attachment_pieceshytale_list_attachment_piecesAnimation
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=trueSet 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
undefinedundefined1. 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
undefinedhytale_validate_model
undefinedCreate Weapon Attachment
创建武器附件
undefinedundefined1. 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"
undefinedhytale_set_cube_properties: cube_id="rune", shading_mode="fullbright"
undefinedAnimate Weapon Draw
制作武器拔出动画
undefinedundefinedStart 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
undefinedhytale_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
undefinedTips
小贴士
- Always run before export
hytale_validate_model - Keep node count under 255
- Use stretch instead of fractional cube sizes
- Set group origins at joint/pivot points
- Use shading for glowing elements
fullbright - Mark equipment bones as for attachments
is_piece=true - 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
- 对发光元素使用着色模式
fullbright - 将装备骨骼标记为以支持附件
is_piece=true - 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)