Agent Skills: 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.

UncategorizedID: jasonjgardner/blockbench-mcp-project/blockbench-hytale

Install this agent skill to your local

pnpm dlx add-skill https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-hytale

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skills/blockbench-hytale/SKILL.md

Skill Metadata

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

| 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_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)