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-code

Installs 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.

FormatUnits per world blockUse
hytale_character64Characters and attachments, including tools, weapons and cosmetics
hytale_prop32World 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

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