blockbench-hytale

安装量: 52
排名: #14238

安装

npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-hytale

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)

返回排行榜