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)