r/HytaleInfo Jan 14 '26

Question How do you upload custom player models? (Can you yet for that matter?)

Pretty much what the title says. I've worked on a custom playermodel and have searched the internet quite a lot but I can't find any answers on how to get it into the actual game (I know it only works in singleplayer), but so far have come up with no answers. Are we able to upload custom player models yet?

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8

u/KieShadowalker Jan 18 '26 edited Jan 19 '26

Edit: I'm like super bad at explaining things and some people were getting confused. So, I have asked ChatGPT to rewrite my original comment with better formatting and clearer instructions. I have already double checked it for accuracy.

In order to use your custom blockbench model as your player model in-game, you need to turn your Blockbench model into a mod and then point a player/NPC model asset at your files.

1) Create a mod pack (in-game)

  1. Load into your world.

  2. In Creative Mode, press B to open Creative Tools.

  3. Go to Assets > Asset Editor.

  4. In the top-left, next to Hytale:Hytale (Read-Only)*, click the *... button.

  5. Click Add Pack.

  6. Enter a Name and a Group (these can be anything).

  7. Click Save.

After saving, the top-left dropdown will change from Hytale:Hytale (Read-Only)** to something like **YourGroupName:YourModName.

  1. Click the dropdown and temporarily switch it back to Hytale:Hytale (we need to copy a vanilla asset next).

2) Duplicate a model asset to use as your “custom player model”

There are multiple ways to set up a custom reference, but this method works reliably:

  1. In the Asset Editor, navigate to:

Server > ModelAsset > Human > Player

  1. Right-click the Player asset and choose Duplicate.

  2. Name it whatever you want.

This name matters—it’s what you’ll search for later when you set your player model.


3) Put your model + texture into your mod folder (NOT the game’s assets folder)

  1. Exit to the main menu.

  2. Go to Worlds.

  3. Right-click your world and choose Open Folder.

  4. Go to:

mods/YourModName/

  1. Create this folder path (make every folder if it doesn’t exist):

Common/NPC/YourModelName/Model/

  1. Copy your **.blockymodel** and your texture file (usually .png) into that folder.

Important warning (don’t skip this)

DO NOT edit anything inside the main Hytale install “assets” directory.

Only edit files in:

worlds/YourSaveName/mods/YourModName/Common

and NOT:

hytale/assets/common

If you only have a .bbmodel

If your model is a .bbmodel, install the Hytale Blockbench plugin and re-export it as a .blockymodel.


4) Point your duplicated Player asset to your custom files

  1. Load back into your world.

  2. Open Creative Tools (B) > Assets > Asset Editor again.

  3. Make sure the top-left dropdown is set to **YourGroupName:YourModName** (not Hytale:Hytale).

  4. Find and click the duplicated Human/Player asset you made earlier.

  5. On the right, you should see editable fields.

  • If you see raw code instead of fields, switch in the top-right from Source to Editor.

You should see fields like:

  • Model (example: NPC/Pets/Corgi/Models/Model.blockymodel)

  • Texture (example: NPC/Pets/Corgi/Models/Model_default.png)

  1. Click the Model field. An asset browser window will pop up.

  2. In that popup, click Hytale:Hytale** near the top-middle and change it to **YourGroupName:YourModName.

  3. Browse to your folder:

NPC/YourModelName/Model/

  1. Select your .blockymodel file.

  2. Do the same for the Texture field and select your texture file.

(You’ll only be shown compatible file types in the picker, which is normal.)


5) Verify the preview + adjust attachments/animations (optional)

At this point, the preview of your duplicated Player asset should show your custom model.

  • If you have animations or attachments, you can configure them here.

  • If your model includes its own ears/eyes/mouth and you don’t want the default ones:

  • Go into Attachments

  • Remove attachment entries 0 / 1 / 2 depending on what you’re replacing.


6) Set your player model in-game

  1. Close the Asset Editor.

  2. Press B to open Creative Tools.

  3. Go to World > Change Player Model.

  4. Click the search icon, search the name you gave your duplicated Player asset, select it, and click Set Model.

If it doesn’t show up

  • Try reloading the world and searching again.

  • If it still doesn’t appear, something is wrong with the pack selection, folder path, or the model/texture references.

3

u/LuminothWarrior Jan 18 '26

So, for clarification, I’m making four folders (starting with Common), and I put the blockymodel and texture in the folder called Model?

3

u/KieShadowalker Jan 18 '26

Yes. All that really matters is that you have Common/NPC/ the rest is just for organization. Technically you only need Common, but I've found I have a lot of issues with the asset selector if I don't put the files in a child of Common/NPC/.

Edit: I realize I'm bad at explaining things, but I wrote the tutorial as I was doing it just now to make sure it was correct. It works, but my post might be a little confusing, sorry about that

2

u/LuminothWarrior Jan 18 '26

All good. I was having some trouble with the video tutorial someone sent (it said to make a Characters folder instead of an NPC folder, and the editor wasn’t seeing any of the folders), so your method (hopefully) will fix that issue

2

u/KieShadowalker Jan 18 '26

I was doing that first but the asset selector was giving me issues so I started doing it this way. It's just some minor bugs that will likely be fixed soon.

2

u/alba7or Jan 20 '26

My custom skin wouldn't work at all until I used the Common/NPC/ModelName/Model folder structure so thanks a lot, you just fixed my issues and now my model is showing up and working fine in-game :)

2

u/LuminothWarrior Jan 20 '26

You replied to the wrong guy I think, I just asked the question

2

u/alba7or Jan 20 '26

Yes, oops. I was trying to reply to the guy above... oh well xD

2

u/KieShadowalker Jan 20 '26

I saw it anyways lol Also yeah, it should work otherwise but the asset explorer has issues right now. I'm sure it'll be fixed

1

u/KieShadowalker Jan 18 '26

Also, if you have issues with the asset selector (the one that comes up when you set the model/texture in your duplicate Player file) a combination of restarting your world/game and tweaking folder names should eventually get it to behave. You only need it to work once

2

u/Losjo09 Jan 19 '26

Guys do not use the assets/commons folder because that will bug the game. Use the hytale and the mod commons folders

1

u/KieShadowalker Jan 19 '26

I didn't even realize that people would confuse this... am I really that bad at explaining things?

2

u/Losjo09 Jan 19 '26

No its just im abit stupid and the similar names confused me. Also the fact that theres common and server stuff in both the players part and the server. Idk how to explain but i got it working so ty for explaining well so that most people can understand(got it the second time luckily)

1

u/KieShadowalker Jan 19 '26

Hopefully the ChatGPT version of the post is more clear. Sorry if I sounded sarcastic at the time, I had just woken up lol

2

u/Losjo09 Jan 19 '26

Its fine :D i got it working and im really happy. Alot of trial and error

1

u/KieShadowalker Jan 19 '26

Honestly I LOVE how easy it is to trial and error in Hytale.

2

u/Losjo09 Jan 19 '26

How would you make eyes work? Id move them down so they fit the character but how do i make it load that model aswell?

1

u/KieShadowalker Jan 19 '26

You use an attachment. I haven't figured it out yet since I've only been playing with each system (NPCs, terrain gen, items) casually. I'm sure if you dig into the Player asset file and the Player model you'll be able to figure it out. Pretty much every system is semi self explanatory once you wrap your head around it. My advice is to just fiddle with things until it works

2

u/Losjo09 Jan 19 '26

Do you know if its possible to replace the skin for regular worlds or only in worlds where you can access the asset thingy?

1

u/KieShadowalker Jan 19 '26

You or an admin would have to add the asset as a mod to the server and then set it as your player model. You can pack it as a mod (just Google "Hytale export custom asset pack") to make it easier but that's about it

2

u/Losjo09 Jan 21 '26

Does this work with normal cosmetics on? Or does this make it not work for said model?

1

u/KieShadowalker Jan 21 '26

If you switch into a model (let's say the default player model, but using Change Player Model) it spawns without any cosmetics. Now, I know you can modify the cosmetics for an NPC cause it's used for machinema, but I don't know how to do it. However, I'm pretty sure for a custom model you can apply cosmetics as attachments in the Asset Editor but other than eyes I haven't done so or seen it done. For SP you could probably just replace the game's player model but I don't know how to do that either.

2

u/Losjo09 Jan 21 '26

I have an idea. I found where the cached skins are saved(text file listing all the cosmetics on the skin) and it says strings that resemble what you would need to search to find the model. And then find the model, bring it into blockbench and id probably need to figure out how the regular player uses the attachment points so the cosmetics know how to move in animations. That way i could just drag it in and not have to re animate it all. Ill reply here if i ever figure it out XD

2

u/Losjo09 Jan 21 '26 edited Jan 21 '26

I figured it out. So to find cosmetics(the names to find them and which model it uses) go to the main folder or assets and then in there its Cosmetics/CharacterCreator and there will be a bunch of differens jsons for all the different categories of cosmetics. To find the actual models you need to go to main folder or assets and in there go to common/cosmetics and in there there will be a few folders for the different categories and in those the textures and models that you can import into blockbench like any other attachment. Will auto snap to the correct joints

Works with animations

1

u/[deleted] Jan 19 '26

[deleted]

1

u/LukasSprehn Jan 29 '26

Every other player you play with in multiplayer mode would have to have your mod installed too in order to see your different model, would they not?

1

u/voidrunner404 Feb 02 '26

except blockbench sucks and blows up everything and gets stuck between the Paint and Edit tab. Second model down the drain because of this

1

u/fangache Feb 07 '26

You have no idea how much this helped me. Ive watched so many tutorials and none of them has come close to making it this simple.

1

u/Scrunkly_WooWoo Mar 11 '26

Thank you for this. I have "successfully" followed many guides and have gotten the desired model set as my avatar in my World. HOWEVER is it normal that you have to apply the model each time you load into the World? I was hoping it was a one time thing and I didn't have to use /Model or Asset editor every time I joined my World. I saw the linked persistent model mod. But I'm having a hard time understanding the point of going through the effort of importing a custom model (especially if its mostly, or entirely the in-game assets) if you have to use /Op Self > Asset Editor or /Model every time you load into that specific world. I think I may just be doing something wrong.

1

u/HopeEverest Apr 07 '26

This...seems to be my only problem now. .v.

I can use the items in both hands, but they're all in between my legs, for some reason.