重要前提
安装AI Skills的关键前提是:必须科学上网,且开启TUN模式,这一点至关重要,直接决定安装能否顺利完成,在此郑重提醒三遍:科学上网,科学上网,科学上网。查看完整安装教程 →
blockbench-hytale by jasonjgardner/blockbench-mcp-project
npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-hytale使用 Blockbench 配合 Hytale 插件为 Hytale 创建模型。
前提条件:必须在 Blockbench 中安装 Hytale 插件。
| 工具 | 用途 |
|---|---|
hytale_get_format_info | 获取格式类型、方块尺寸、节点数量 |
hytale_validate_model | 检查是否符合 Hytale 约束条件 |
| 工具 | 用途 |
|---|---|
hytale_set_cube_properties | 设置 shading_mode、double_sided |
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hytale_get_cube_properties| 获取 Hytale 方块属性 |
hytale_set_cube_stretch | 设置拉伸值 [x, y, z] |
hytale_get_cube_stretch | 获取拉伸值 |
hytale_create_quad | 创建带法线的 2D 平面 |
| 工具 | 用途 |
|---|---|
hytale_list_attachments | 列出附件集合 |
hytale_set_attachment_piece | 将组标记为附件部件 |
hytale_list_attachment_pieces | 列出所有部件组 |
| 工具 | 用途 |
|---|---|
hytale_create_visibility_keyframe | 在动画中切换骨骼可见性 |
hytale_set_animation_loop | 设置循环模式(loop/hold/once) |
| 资源 | URI | 用途 |
|---|---|---|
| hytale-format | hytale://format | 格式信息 |
| hytale-attachments | hytale://attachments/{id} | 附件集合 |
| hytale-pieces | hytale://pieces/{id} | 附件部件 |
| hytale-cubes | hytale://cubes/{id} | 带有 Hytale 属性的方块 |
| 提示 | 参数 | 用途 |
|---|---|---|
hytale_model_creation | format_type | 角色/道具建模指南 |
hytale_animation_workflow | animation_type | 动画创建指南 |
hytale_attachments | - | 附件系统指南 |
| 格式 | 方块尺寸 | 使用场景 |
|---|---|---|
hytale_character | 64px | 人形生物、生物 |
hytale_prop | 32px | 物品、武器、装饰物 |
| 模式 | 效果 |
|---|---|
standard | 正常光照(默认) |
flat | 无光照/阴影 |
fullbright | 始终完全照亮(自发光) |
reflective | 反射材质 |
hytale_get_format_info
# 返回:formatType, blockSize, nodeCount, features
hytale_validate_model
# 返回:valid, nodeCount, issues
hytale_set_cube_properties: cube_id="crystal", shading_mode="fullbright"
hytale_set_cube_properties: cube_id="cloth", double_sided=true
hytale_set_cube_stretch: cube_id="arm", stretch=[1.2, 1.0, 1.0]
创建单面平面:
hytale_create_quad: name="leaf",
position=[0, 16, 0],
normal="+Y", # +X, -X, +Y, -Y, +Z, -Z
size=[8, 8],
double_sided=true
hytale_list_attachments
hytale_set_attachment_piece: group_name="hand_right", is_piece=true
此骨骼将附加到基础模型的 hand_right 上。
hytale_list_attachment_pieces
在动画期间切换骨骼可见性:
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
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"
# 1. 创建项目(使用 bedrock 格式,Hytale 格式会自动激活)
create_project: name="goblin", format="bedrock"
# 2. 构建骨骼层级
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. 添加几何体
place_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"
# 4. 设置 Hytale 属性
hytale_set_cube_properties: cube_id="eyes", shading_mode="fullbright"
# 5. 验证
hytale_validate_model
# 1. 创建附件结构
add_group: name="hand_right", origin=[0, 0, 0]
# 2. 添加武器几何体
place_cube: elements=[{name: "blade", from: [-0.5, 0, -0.5], to: [0.5, 24, 0.5]}], group="hand_right"
# 3. 标记为附件部件
hytale_set_attachment_piece: group_name="hand_right", is_piece=true
# 4. 添加发光效果
hytale_set_cube_properties: cube_id="rune", shading_mode="fullbright"
# 开始时,已收起的武器可见
hytale_create_visibility_keyframe: bone_name="sword_sheathed", time=0, visible=true
hytale_create_visibility_keyframe: bone_name="sword_drawn", time=0, visible=false
# 在拔取点,交换可见性
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
hytale_validate_modelfullbright 着色模式is_piece=true 以作为附件每周安装量
64
仓库
GitHub 星标数
4
首次出现
2026 年 1 月 23 日
安全审计
安装于
codex58
gemini-cli56
opencode56
github-copilot54
amp46
kimi-cli46
Create models for Hytale using Blockbench with the Hytale plugin.
Prerequisite : Hytale plugin must be installed in Blockbench.
| Tool | Purpose |
|---|---|
hytale_get_format_info | Get format type, block size, node count |
hytale_validate_model | Check against Hytale constraints |
| 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 |
| 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 |
| Tool | Purpose |
|---|---|
hytale_create_visibility_keyframe | Toggle bone visibility in animation |
hytale_set_animation_loop | Set loop mode (loop/hold/once) |
| 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 |
| 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 |
| Format | Block Size | Use Case |
|---|---|---|
hytale_character | 64px | Humanoids, creatures |
hytale_prop | 32px | Items, weapons, decorations |
| Mode | Effect |
|---|---|
standard | Normal lighting (default) |
flat | No lighting/shadows |
fullbright | Always fully lit (emissive) |
reflective | Reflective material |
hytale_get_format_info
# Returns: formatType, blockSize, nodeCount, features
hytale_validate_model
# Returns: valid, nodeCount, issues
hytale_set_cube_properties: cube_id="crystal", shading_mode="fullbright"
hytale_set_cube_properties: cube_id="cloth", double_sided=true
hytale_set_cube_stretch: cube_id="arm", stretch=[1.2, 1.0, 1.0]
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
hytale_list_attachments
hytale_set_attachment_piece: group_name="hand_right", is_piece=true
This bone will attach to hand_right on the base model.
hytale_list_attachment_pieces
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
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"
# 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
# 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"
# 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
hytale_validate_model before exportfullbright shading for glowing elementsis_piece=true for attachmentsWeekly Installs
64
Repository
GitHub Stars
4
First Seen
Jan 23, 2026
Security Audits
Gen Agent Trust HubPassSocketPassSnykPass
Installed on
codex58
gemini-cli56
opencode56
github-copilot54
amp46
kimi-cli46
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