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blockbench-hytale块凳 hytale

Agent Skill

blockbench-hytale 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

2,140

周安装

91

GitHub Stars

5

下载量

750
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:blockbench-hytale(块凳 hytale)
来源仓库:https://github.com/jasonjgardner/blockbench-mcp-project
仓库路径:skills/blockbench-hytale
安装命令:
npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-hytale
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-hytale

简介

blockbench-hytale 专用于 Hytale 游戏的模型创建,依赖官方插件验证格式与节点限制。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中为 Hytale 项目生成合规的方块与实体模型。
  • 提供立方体拉伸、四边形创建与属性配置工具,确保符合引擎渲染要求。
  • 使用前必须安装 Hytale 插件,否则无法获取格式信息或验证模型有效性。
  • 建议定期检查插件更新,避免因版本滞后导致新特性缺失或导出失败。

SKILL.md

Blockbench Hytale

Create models for Hytale using Blockbench with the Hytale plugin.

Prerequisite: Hytale plugin must be installed in Blockbench.

Available Tools

Format & Validation

ToolPurpose
hytale_get_format_infoGet format type, block size, node count
hytale_validate_modelCheck against Hytale constraints

Cube Properties

ToolPurpose
hytale_set_cube_propertiesSet shading_mode, double_sided
hytale_get_cube_propertiesGet Hytale cube properties
hytale_set_cube_stretchSet stretch values [x, y, z]
hytale_get_cube_stretchGet stretch values
hytale_create_quadCreate 2D plane with normal

Attachments

ToolPurpose
hytale_list_attachmentsList attachment collections
hytale_set_attachment_pieceMark group as attachment piece
hytale_list_attachment_piecesList all piece groups

Animation

ToolPurpose
hytale_create_visibility_keyframeToggle bone visibility in animation
hytale_set_animation_loopSet loop mode (loop/hold/once)

Resources

ResourceURIPurpose
hytale-formathytale://formatFormat info
hytale-attachmentshytale://attachments/{id}Attachment collections
hytale-pieceshytale://pieces/{id}Attachment pieces
hytale-cubeshytale://cubes/{id}Cubes with Hytale properties

Prompts

PromptArgumentsPurpose
hytale_model_creationformat_typeCharacter/prop modeling guide
hytale_animation_workflowanimation_typeAnimation creation guide
hytale_attachments-Attachments system guide

Hytale Formats

FormatBlock SizeUse Case
hytale_character64pxHumanoids, creatures
hytale_prop32pxItems, weapons, decorations

Constraints

  • Max nodes: 255 (groups + extra cubes)
  • Animation FPS: 60
  • UV size: Must match texture resolution

Shading Modes

ModeEffect
standardNormal lighting (default)
flatNo lighting/shadows
fullbrightAlways fully lit (emissive)
reflectiveReflective 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)

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

29.29%
按下载量换算220

Antigravity

22.59%
按下载量换算169

Codex

17.32%
按下载量换算130

OpenCode

13.56%
按下载量换算102

Gemini CLI

8.92%
按下载量换算67

Cursor

4.01%
按下载量换算30

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只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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