blockbench-particles
Installation
SKILL.md
Blockbench Particles
Blockbench has one particle system: Bedrock particle effects, the JSON format Snowstorm edits. Blockbench previews them with Wintersky when a particle keyframe on an animation's Effects track fires, optionally at a locator on a bone. The same files run in Minecraft Bedrock, and GeckoLib animations carry the same keyframes to a mod's particle handler. Nothing else in Blockbench (glTF, OBJ, Java block models, Hytale) exports particles.
Load blockbench-use first. Particles ride on animations, so load blockbench-animation when the model has no clip yet.
1. Decide What Carries the Effect
Ask for the destination if it is unknown; it decides everything below.
| Destination | Particles | Where the effect lives |
|---|---|---|
Bedrock entity or attachable (bedrock) |
Native | Particle JSON + locators in geometry + keyframes in animation JSON or controller states + particle_effects map in the client entity. See delivery. |
GeckoLib (geckolib_model) |
Keyframes only | Keyframes (effect, locator, script) export in the animation JSON; the mod's particle keyframe handler spawns real particles. Bedrock JSON here is only the Blockbench preview. |
| Generic Model / glTF, Java block/item, Hytale, OBJ | None | Fake the effect with geometry, emissive flipbook textures and bone keyframes, or leave it to the runtime. See non-particle targets. |
Also settle the trigger before building, because Bedrock treats the two differently: