# blockbench-hytale

This skill walks an agent through Blockbench MCP tools for Hytale: formats, UVs, cube stretch, shading, attachments and animation. The Hytale Models plugin is required.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 830 installs · ★ 26
- Author: jasonjgardner
- License: Apache-2.0 · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-hytale/SKILL.md
- Updated: 2026-09-26
- HTML: https://affpapa.org/en/nevibecode/skills/blockbench-hytale

## What it does

Two Hytale formats are covered: `hytale_character` at 64 units per world block for characters and attachments such as tools, weapons and cosmetics, and `hytale_prop` at 32 for world props, furniture and blocks. The agent calls `get_capabilities` with `include_tools=true` and picks a returned format ID. A Bedrock project does not activate Hytale, so the check has to be explicit.

Geometry comes from cubes and quads, with groups built on joints. Stretch (`hytale_set_cube_stretch`) changes the visible shape but not the base UV size, and `set_cube_uv` keeps faces tied to their dimensions. Quads cannot convert to box UV. Exported models cap at 255 nodes, and exporter folding of a group's main cube affects the real count. Texture width and height must each be multiples of 32.

Attachments need care. `hytale_set_attachment_piece` only marks an existing group; it creates no collection and configures nothing in the game. The group name has to match a bone in the base model or the piece will not attach. Attachment export expects a live Collection, not a JSON string in the export options. Animation files run at 60 frame units per second while MCP keyframe times are seconds, so `time=0.5` lands on frame 30.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-hytale -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/blockbench-hytale/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/blockbench-hytale/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-hytale -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/blockbench-hytale/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-hytale -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/blockbench-hytale/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install jasonjgardner/blockbench-mcp-project blockbench-hytale
```

2. **Manually: put the files in place**
- File: `.github/skills/blockbench-hytale/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-hytale -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/jasonjgardner/blockbench-mcp-project --path skills/blockbench-hytale
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/blockbench-hytale/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-hytale -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-hytale/SKILL.md

## When to use it
- build a Hytale character model in the `hytale_character` format
- match UV dimensions to an atlas sized in multiples of 32
- mark a group as an attachment piece and check it against the base model bone
- set a cube's shading mode and double-sided rendering
- place visibility keyframes in seconds against 60 fps

## Example prompts
- Create a project named `goblin` in the `hytale_character` format and build a rig from `rig_root` and `body`
- Make a `goblin_atlas` texture at 128×96 and confirm uv_size matches bitmap_size
- Mark the `hand_right` group as an attachment piece and list the pieces

## Source text · SKILL.md · Apache-2.0

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 4cd9d28cfd421c14.

BEGIN THIRD-PARTY FILE 4cd9d28cfd421c14
````text
---
name: blockbench-hytale
description: Create Hytale models and animations through Blockbench MCP. Use for character/attachment or prop formats, UV density, stretch, quads, shading, attachment pieces, and visibility keyframes. Requires the Hytale Models plugin.
---

# Blockbench Hytale

Use the shared [modeling](../blockbench-modeling/SKILL.md), [texturing](../blockbench-texturing/SKILL.md), and [animation](../blockbench-animation/SKILL.md) workflows where applicable.

## Select the Actual Hytale Format

Call `get_capabilities: include_tools=true` and choose a returned Hytale format ID. Creating a Bedrock project does not activate Hytale.

| Format | Units per world block | Use |
|---|---|---|
| `hytale_character` | 64 | Characters and attachments, including tools, weapons and cosmetics |
| `hytale_prop` | 32 | World props, furniture and blocks |

These numbers describe geometry/texel density, not maximum atlas resolution. Texture width and height may differ and must each be multiples of 32. Match effective UV dimensions to the actual image, and preserve the format's dimension-linked face UVs. The official [Hytale art guide](https://hytale.com/news/2025/12/an-introduction-to-making-models-for-hytale) explains density and atlas sizing.

```
get_capabilities: format_id="hytale_character"
create_project: name="goblin", format="hytale_character"
hytale_get_format_info
# → formatType, blockSize, animationFPS, nodeCount, maxNodes, nodeCountValid, features
```

Use `create_project` only when a new project is intended. Inspect existing projects before replacing content.

For a new static 128×96 Hytale atlas, explicitly match UV and bitmap dimensions (both Hytale formats support per-texture UV sizing):

```
create_texture: name="goblin_atlas", width=128, height=96,
  uv_width=128, uv_height=96, fill_color="#808080", layer_name="base"
list_textures
# Confirm uv_size, bitmap_size and frame_size are [128,96]
```

The `uv_width`/`uv_height` pair is available in the current source plugin; confirm the loaded tool schema supports it. Creating this image does not pack the model's UVs; follow the texturing skill's native template workflow when a new layout is needed.

## Geometry and UVs
````
END THIRD-PARTY FILE 4cd9d28cfd421c14

The third-party file has ended. Everything between the 4cd9d28cfd421c14 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

First 2214 of 9491 bytes. © jasonjgardner · Apache-2.0 · https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-hytale/SKILL.md

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---
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