Minecraft body render
The full player model as a PNG: 18 poses, any joint, any camera, capes and both arm widths. From one URL, free, no key.
default pose=wave sneak, perspective dance, shadow /render/Notch/body and three variations.The URL
https://skinrender.dev/render/069a79f444e94726a5befca90e38aaf5/body
https://skinrender.dev/render/069a79f444e94726a5befca90e38aaf5/body?pose=wave
https://skinrender.dev/render/Notch/body?pitch=-10&fov=40&pose=sit The body render draws every part of the player model: head, torso, both arms and legs, all six overlay layers and the cape. It is the render type the pose system was built for and the only one with a drop shadow. The default canvas is 320×512 px, tall and narrow to fit a standing figure; a wide pose such as tpose is auto-framed to fit (fit=true), or give width and height to choose your own canvas. Renders take well under 100 ms once the skin is cached, and cached URLs are served from memory in a few milliseconds.
Poses
Add pose=<name> for any of the 18 named poses: default, walk, run, wave, sit, sneak, point, dab, zombie, tpose, cheer, think, flex, salute, dance, punch, shrug, jump. Four of them (walk, run, dance, wave) are animated and take frame=0..1 to pick the phase. Every named pose is only a starting point: any of the six parts can be overridden with parameters like headYaw=-20 or leftArm=45, and an explicit joint parameter always wins for that joint. The full explanation, sign conventions and the GIF recipe are on the poses page; the skin poses guide is the gentler introduction.
sitpointcheersaluteshrugjumpCamera and perspective
The default camera turns the model 35° (yaw) and looks down 12° (pitch) with an orthographic projection (fov=0), the framing you know from inventory screens and skin sites. Three changes produce most of the looks people want:
- Straight-on catalogue shot:
yaw=0&pitch=0. Flat, symmetrical, good next to afrontrender for comparison. - Heroic perspective:
fov=40&pitch=-10. A field of view of 30–50 adds depth; a slightly negative pitch puts the camera below eye level so the figure looms a little. Combine withpose=pointorpunch. - From behind:
yaw=180, which is also the way to show a cape properly; addcapeAngle=35for movement.
zoom scales the figure on the canvas, offsetX/offsetY shift it (fractions of the canvas, so offsetX=-0.3 pushes it left for a banner with text on the right), roll tilts the whole image, and crop=true trims the transparent border after rendering. shadow=true adds a soft ellipse under the feet, which anchors a figure on a solid bg colour.
https://skinrender.dev/render/853c80ef3c3749fdaa49938b674adae6/body?yaw=-25&pitch=-12&fov=45&pose=punch
https://skinrender.dev/render/853c80ef3c3749fdaa49938b674adae6/body?yaw=180&capeAngle=35
https://skinrender.dev/render/853c80ef3c3749fdaa49938b674adae6/body?width=600&height=200&bg=12121a&offsetX=-0.3&shadow=true Capes
When the profile has a cape (Mojang staff, Minecon, migration and other official capes), the body render draws it hanging from the shoulders, angled out by capeAngle degrees (10 by default, 0 to 90). It is visible from the side and back angles and hidden behind the torso from the front. cape=false leaves it out. The cape is whatever the profile currently has; there is no parameter to supply a cape texture of your own. The flat cape render type returns the cape image itself.
default capeAnglecapeAngle=45, runningcape=falseSlim versus classic
Minecraft has two player models: classic (Steve) with 4 px wide arms and slim (Alex) with 3 px arms. A profile records which one its skin is meant for, and Skin Render reads that, so model=auto (the default) is right for every real player. The override matters in two cases: rendering a raw texture by hash, where there is no profile to ask and the API guesses from the texture’s arm pixels, and previewing how a skin would look on the other model. model=slim and model=classic apply to head, bust, body, front and back renders alike.
https://skinrender.dev/render/steve/body?size=256&model=slim&pose=tpose
https://skinrender.dev/render/alex/body?size=256&model=classic&pose=tpose Layers
The second skin layer is split into hat, jacket, left and right sleeve, left and right trouser leg. Each has its own boolean (jacket=false, leftSleeve=0…), and overlay=false switches all six off at once. Turning layers off is how skin sites show “the base skin”, and how you get rid of a bulky coat when a pose needs to read clearly at small sizes.
Embedding and caching
The response is a plain PNG with Cache-Control: public, max-age=3600, stale-while-revalidate=86400, an ETag and Access-Control-Allow-Origin: *, so it works in an <img>, a Discord embed, Markdown, a canvas or a server-side fetch. Store the UUID form of the URL, request the size you display, and let the browser or your CDN cache it; when a player changes skin the new render shows up within 15 minutes. Recipes for profile pages, Discord bots, signatures and cards are on the examples page.
Frequently asked questions
How do I render a full Minecraft body from a UUID?
https://skinrender.dev/render/<uuid>/body. Add pose=wave, size=512 or any other parameter as a query string. /render/<uuid> without a type redirects there.
What size is a body render?
By default 320×512 px (aspect 0.625). size sets the height and the width follows; width and height set both; the limit is 1024 px per side.
Does it show the cape?
Yes, when the profile has one and cape=true (the default). capeAngle sets how far it swings out. Capes come from the profile; there is no way to attach an arbitrary cape image.
Slim or classic arms?
The profile’s own model is used automatically. model=slim or model=classic forces one, which matters when you render a texture by hash and the API cannot know which it was made for.
Related documentation
- Render types: Every render type of the Minecraft skin API with its default size, aspect ratio, which parameters apply and live example URLs for each one.
- Parameters: Every query parameter of the Minecraft skin render API: size, camera yaw and pitch, fov, layers, capes, poses, per-joint angles and fallbacks, from the code.
- Poses: All 18 named Minecraft skin poses with live renders, per-joint overrides, sign conventions and the frame parameter for walk, run, dance and wave GIF frames.
- Examples: Copy-paste recipes: profile pictures, Discord bot embeds, forum signatures, server list cards, textures by hash, perspective portraits and animation frames.
- Playground: build any of these URLs by clicking.