jeffna1/antigravity-voxel-godot-setup/blockbench-hytale

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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.

Install

npx vskill@latest install jeffna1/antigravity-voxel-godot-setup/blockbench-hytale

SKILL.md

Blockbench Hytale

Create models for Hytale using Blockbench with the Hytale plugin.

Prerequisite: Hytale plugin must be installed in Blockbench.

Available Tools

Format & Validation
ToolPurpose
hytale_get_format_infoGet format type, block size, node count
hytale_validate_modelCheck against Hytale constraints
Cube Properties
ToolPurpose
hytale_set_cube_propertiesSet shading_mode, double_sided
hytale_get_cube_propertiesGet Hytale cube properties
hytale_set_cube_stretchSet stretch values [x, y, z]
hytale_get_cube_stretchGet stretch values
hytale_create_quadCreate 2D plane with normal
Attachments
ToolPurpose
hytale_list_attachmentsList attachment collections
hytale_set_attachment_pieceMark group as attachment piece
hytale_list_attachment_piecesList all piece groups
Animation
ToolPurpose
hytale_create_visibility_keyframeToggle bone visibility in animation
hytale_set_animation_loopSet loop mode (loop/hold/once)

Resources

ResourceURIPurpose
hytale-formathytale://formatFormat info
hytale-attachmentshytale://attachments/{id}Attachment collections
hytale-pieceshytale://pieces/{id}Attachment pieces
hytale-cubeshytale://cubes/{id}Cubes with Hytale properties

Prompts

PromptArgumentsPurpose
hytale_model_creationformat_typeCharacter/prop modeling guide
hytale_animation_workflowanimation_typeAnimation creation guide
hytale_attachments-Attachments system guide

Hytale Formats

FormatBlock SizeUse Case
hytale_character64pxHumanoids, creatures
hytale_prop32pxItems, weapons, decorations

Constraints

  • Max nodes: 255 (groups + extra cubes)
  • Animation FPS: 60
  • UV size: Must match texture resolution

Shading Modes

ModeEffect
standardNormal lighting (default)
flatNo lighting/shadows
fullbrightAlways fully lit (emissive)
reflectiveReflective 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)

Security

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