blockbench-hytale_skill

This skill helps you create Hytale models and animations in Blockbench using the MCP plugin, enforcing constraints and export-ready setups.
  • JavaScript

4

GitHub Stars

1

Bundled Files

2 months ago

Catalog Refreshed

4 months ago

First Indexed

Readme & install

Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.

Installation

Preview and clipboard use veilstrat where the catalogue uses aiagentskills.

npx veilstrat add skill jasonjgardner/blockbench-mcp-project --skill blockbench-hytale

  • SKILL.md6.1 KB

Overview

This skill provides Blockbench MCP tools for creating Hytale models, attachments, and animations. It focuses on Hytale character and prop formats, Hytale-specific cube properties, quads, attachment pieces, and visibility-based animation workflows. The Hytale Blockbench plugin must be installed to use these tools.

How this skill works

The skill exposes commands to inspect format info, validate models against Hytale constraints, and modify Hytale-specific cube settings like shading mode, double-sided faces, and stretch. It also creates quads, lists and marks attachment pieces, and creates visibility keyframes or sets animation loop modes to control playback. Use the validation tools to keep node counts, UVs, and FPS within Hytale limits.

When to use it

  • Building humanoid or creature models in Hytale character format (64px block size).
  • Creating props, weapons, or decorations using the Hytale prop format (32px block size).
  • Setting shading modes (fullbright, flat, reflective) or double-sided faces for specific cubes.
  • Making attachment pieces for equipment and marking bones as attachable.
  • Animating state changes like weapon draw/sheath using visibility keyframes.

Best practices

  • Always run hytale_validate_model before export to catch node, UV, and constraint issues.
  • Keep total node count (groups + extra cubes) under 255 to meet Hytale limits.
  • Set group origins at pivot points for correct joint rotation and attachment offsets.
  • Use cube stretch values instead of fractional cube sizes to avoid precision problems.
  • Use fullbright shading for emissive or glowing elements and reflective for shiny surfaces.

Example use cases

  • Create a 64px character rig with head, body, arms, and hands, then validate the model.
  • Build a sword as an attachment: model the blade in the hand group, mark the group as an attachment piece, and set fullbright runes.
  • Make leaf quads using hytale_create_quad with double-sided planes for foliage or banners.
  • Animate weapon swap by toggling visibility keyframes for sheathed and drawn bones at a specific time.
  • Set animation loop modes: loop for walk cycles, once for attack, hold for death poses.

FAQ

Yes. The Blockbench Hytale tools require the official Hytale Blockbench plugin to be installed and active.

How do I keep within Hytale node limits?

Use hytale_get_format_info to check nodeCount, consolidate groups where possible, and run hytale_validate_model to identify excess nodes.

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