
Blockbench Hytale
If you're building models for Hytale in Blockbench, this gives Claude direct access to the Hytale plugin's tools. It handles the format-specific stuff like attachment pieces, shading modes (standard, flat, fullbright, reflective), stretch values, and visibility keyframes for animations. The 255 node limit is real and it'll validate against it. Most useful when you're setting up character rigs with equipment slots or need to animate state changes like drawing weapons. You'll still need the Hytale plugin installed in Blockbench first, but then Claude can script the tedious property-setting and validation work while you focus on the actual modeling.
- skills.sh installs
- 883
- GitHub stars
- 27
- last updated
- Aug 21, 2026
Install
$ npx -y skills add jasonjgardner/blockbench-mcp-project --skill blockbench-hytale --agent claude-codeInstalls into .claude/skills of the current project.
Files
Blockbench Hytale
Use the shared modeling, texturing, and animation 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 explains density and atlas sizing.
Sponsors
Details
- Repository
- github.com/jasonjgardner/blockbench-mcp-project
- Category
- AI & Agent Building
- First seen
- Jun 3, 2026