Client Animations
Overview
Client animation files (.blockyanim) contain bone-driven keyframe animation data for voxel models. They animate the named bones defined in .blockymodel files to produce movement such as doors opening, chest lids lifting, candle flames flickering, and fire burning. Like blockymodel files, these are binary assets authored in the Hytale Model Maker tool — not directly human-editable.
Server model definitions reference blockyanim files inside their AnimationSets. Block-specific animations live alongside their models in the Blocks/Animations/ directory tree.
File Location
Assets/Common/Blocks/Animations/ Candle/ Candle_Burn.blockyanim Chest/ Chest_Close.blockyanim Chest_Open.blockyanim Coffin/ Coffin_Close.blockyanim Coffin_Open.blockyanim Door/ Door_Close_In.blockyanim Door_Close_Out.blockyanim Door_Open_In.blockyanim Door_Open_Out.blockyanim Door_Open_Slide_In.blockyanim Door_Open_Slide_Out.blockyanim Fire/ Fire_Burn.blockyanim Fire_Small_Burn.blockyanim Light/ Light_Off.blockyanim Light_On.blockyanim Trapdoor/ ...Entity animations live under a separate path:
Assets/Common/Characters/Animations/ Damage/ Default/ Hurt.blockyanim Hurt2.blockyanim ...
Assets/Common/NPC/ Beast/ Bear_Grizzly/ Animations/ Default/ Idle.blockyanim Run.blockyanim Damage/ Death.blockyanim ...Naming Conventions
| Pattern | Example | Description |
|---|---|---|
{Object}_{Action}.blockyanim | Chest_Open.blockyanim | Primary action animation for an object. |
{Object}_{Action}_{Direction}.blockyanim | Door_Open_In.blockyanim | Directional variant of an action. |
{Action}.blockyanim | Idle.blockyanim | Entity animation named by state. |
{Action}{N}.blockyanim | Hurt2.blockyanim | Numbered variant for random selection. |
Animation Pairing
Each blockyanim file targets bones defined in a specific blockymodel. The animation system matches by bone name, so:
- Bone names in the animation must match those in the target model exactly.
- A single animation can be shared across multiple models if they define the same bone names.
- Missing bones are silently ignored; extra bones in the model remain static.
How Animations Are Referenced
In Server Model AnimationSets
{ "AnimationSets": { "Idle": { "Animations": [ { "Animation": "NPC/Beast/Bear_Grizzly/Animations/Default/Idle.blockyanim", "Speed": 0.6 } ] } }}In Block Type Definitions
Block types with interactive states reference animations for their state transitions (e.g. open/close):
{ "OpenAnimation": "Blocks/Animations/Chest/Chest_Open.blockyanim", "CloseAnimation": "Blocks/Animations/Chest/Chest_Close.blockyanim"}Common Block Animation Categories
| Category | Animations | Description |
|---|---|---|
| Chest | Chest_Open, Chest_Close | Lid hinge animation for all chest types |
| Coffin | Coffin_Open, Coffin_Close | Lid slide animation for coffin blocks |
| Door | Door_Open_In/Out, Door_Close_In/Out, Door_Open_Slide_In/Out | Swing and slide variants for doors |
| Candle | Candle_Burn | Looping flame flicker |
| Fire | Fire_Burn, Fire_Small_Burn | Looping fire animations at two scales |
| Light | Light_On, Light_Off | Toggle animations for light-emitting blocks |
Related Pages
- Client Models —
.blockymodelmesh files that define the bones animated by these clips - Animation Sets — how animation clips are grouped into named sets
- Server Models — server model definitions that wire animations to entity states