Minecraft skin poser
Pose any Minecraft skin from a URL. Pick one of 18 named poses, from waving and sitting to the thinking pose, or set each joint yourself, and get the player’s skin back as a PNG in that pose.
The interactive character poser
The playground is the point-and-click version: type a username, choose a pose from the list, drag a slider for each joint of the character and turn the camera around it. The preview is the real render, and the URL it builds is ready to copy into a page, a Discord bot or a server website.
Pose a Minecraft skin with one parameter
Posing a skin should not require a 3D program. With Skin Render it is one query parameter on the body (or bust) render:
https://skinrender.dev/render/069a79f444e94726a5befca90e38aaf5/body?pose=wave default wave sit sneak dab pose= and the whole figure changes.The names are plain English and each one is a complete set of rotations for the head, the torso, both arms and both legs. Because the render is generated on request from the player’s current skin, the image stays correct when they change skin, and because the URL is deterministic it is cached everywhere along the way.
All 18 Minecraft skin poses
Every named pose on the default Steve skin. Poses marked anim are cycles and accept frame; each one opens in the poser with the pose already chosen, and the poses documentation has the same list at a larger size.
Standing pose
pose=defaultStanding still, arms and legs straight.Open the standing pose in the poser
Walking pose
pose=walkanimMid-stride walk cycle; use frame to pick the phase.Open the walking pose in the poser
Running pose
pose=runanimWider, faster stride with a slight forward lean.Open the running pose in the poser
Waving pose
pose=waveanimRight arm raised and waving.Open the waving pose in the poser
Sitting pose
pose=sitSitting down, legs forward, as on a minecart or chair.Open the sitting pose in the poser
Sneaking pose
pose=sneakCrouched, as when sneaking in game.Open the sneaking pose in the poser
Pointing pose
pose=pointRight arm pointing straight ahead.Open the pointing pose in the poser
Dab pose
pose=dabThe dab.Open the dab pose in the poser
Zombie pose
pose=zombieBoth arms straight out in front.Open the zombie pose in the poser
T-pose
pose=tposeArms straight out to the sides.Open the T-pose in the poser
Cheering pose
pose=cheerBoth arms raised, head tipped back.Open the cheering pose in the poser
Thinking pose
pose=thinkHand at the chin, head tilted.Open the thinking pose in the poser
Flexing pose
pose=flexBoth arms flexed upward.Open the flexing pose in the poser
Salute pose
pose=saluteRight hand at the brow.Open the salute pose in the poser
Dancing pose
pose=danceanimOne arm up, one down, hips turned.Open the dancing pose in the poser
Punching pose
pose=punchRight arm thrown forward, torso twisted.Open the punching pose in the poser
Shrug pose
pose=shrugArms out, palms up, head tilted.Open the shrug pose in the poser
Jumping pose
pose=jumpArms back, legs tucked, as at the top of a jump.Open the jumping pose in the poser
How the pose system works
The player model has six movable parts: head, torso (which carries the head and arms with it), left arm, right arm, left leg and right leg. Each part rotates around three axes, described with the aviation words the rest of the API uses: pitch (forward and back), yaw (twist) and roll (out to the side). Six parts times three axes is eighteen numbers, and that is all a pose is. pose=wave is simply a preset that fills in those eighteen numbers; default sets them all to zero.
Any of the eighteen can be set directly with a parameter named after the part and the axis, such as rightArmPitch, headYaw or leftLegRoll. Because pitch is by far the most used, the four limbs have short aliases: rightArm=90 means rightArmPitch=90. All angles are degrees (radians with units=rad) and wrap around.
- Positive pitch swings a limb forward; on the head it tips the chin down.
rightArm=90is straight out in front,rightArm=180straight up. - Positive roll moves a limb outward, away from the body, which is how the T-pose is made:
leftArmRoll=90&rightArmRoll=90. - Yaw twists a part on its own axis, most useful on the head (
headYaw=-25to glance sideways) and the torso (bodyYaw=20for a turned upper body while the legs stay put).
Build your own pose
Named poses and explicit joints combine: start from the pose, then any joint you name replaces that joint only. This is how you get a wave with the head turned toward the hand, a sit with crossed-looking legs, or a salute with a slight lean.
pose=wave&headYaw=-20pose=sit&leftLegRoll=15&rightLegRoll=-15pose=salute&bodyRoll=8&headRoll=-8You can also skip the named pose entirely and build from zero. A pose of your own is a handful of parameters:
https://skinrender.dev/render/853c80ef3c3749fdaa49938b674adae6/body?yaw=-30&headPitch=8&headYaw=15&bodyRoll=-6&rightArmPitch=-110&rightArmRoll=-20&leftLegRoll=12 Note the last parameter: yaw without a part name is the camera, not a joint. Camera parameters describe where you look from; joint parameters describe the figure. They are independent, so the same pose can be shown from any angle. The poser has a slider for every one of these, which is the quickest way to find the numbers.
Animation and GIF frames
walk, run, dance, wave are cycles, and frame (0 to 1) picks where in the cycle the figure is. format=apng returns the whole loop as one animated PNG. For a GIF, render a sequence of frames and stitch them together with ImageMagick, ffmpeg or Pillow; the poses documentation has the exact commands. Two rules make it look right: keep every frame at the same size, and add fit=false so the camera does not re-frame each frame around the moving limbs.
frame=0frame=0.2frame=0.4frame=0.6frame=0.8Poses on the bust
The bust render shows head, torso and arms, so upper-body poses read well there and the legs are simply not drawn. think, salute, shrug, wave and point make good portraits; fov=40&pitch=-10 adds a little drama. Leg parameters are accepted but have no visible effect on a bust.
https://skinrender.dev/render/069a79f444e94726a5befca90e38aaf5/bust?size=320&pitch=-10&fov=40&pose=shrug Every parameter is listed in the poses documentation, and the playground builds any of these URLs for you.
Frequently asked questions
How do I pose a Minecraft skin?
Add pose=<name> to a body or bust render: https://skinrender.dev/render/<uuid or name>/body?pose=wave. There are 18 names, and every joint can be adjusted on top. To do it by clicking instead, open the playground.
Which poses are there?
The standing pose (default), walking pose (walk), running pose (run), waving pose (wave), sitting pose (sit), sneaking pose (sneak), pointing pose (point), dab pose (dab), zombie pose (zombie), T-pose (tpose), cheering pose (cheer), thinking pose (think), flexing pose (flex), salute pose (salute), dancing pose (dance), punching pose (punch), shrug pose (shrug), jumping pose (jump).
Is there a thinking pose?
Yes: pose=think puts the hand at the chin and tilts the head. It reads well on the bust render too: https://skinrender.dev/render/Notch/bust?pose=think.
Can I make my own pose?
Yes. Set any of the eighteen joint angles directly, for example rightArm=-120&headPitch=-10, with or without a named pose underneath. Explicit joints override the named pose for that joint only.
Which skins can I pose?
Any Minecraft Java player’s current skin, by username or UUID, a skin texture by its hash (texture:<hash>), or the default steve and alex.
Can I animate a pose?
The animated poses (walk, run, dance, wave) accept frame from 0 to 1, and format=apng returns the whole loop as one animated PNG. For a GIF, render the frames with fit=false and assemble them with any GIF tool; the API itself never returns a GIF.
Do poses work on the head or face render?
No. Poses apply to body and bust. The head render has a camera (yaw, pitch) but no joints to move.
Related documentation
- Render types: Every render type of the Minecraft skin API (face, head, bust, full body, front, back, skin and cape) with its default size, parameters and live example URLs.
- 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: Every Minecraft skin pose the API renders, from wave and sit to think and dab, with live images, per-joint angles, sign conventions and animation frames.
- Animation: Animate a render: format=apng returns the whole pose cycle as an animated PNG, with frames, fps and loop, and stepping frame yourself still builds a GIF.
- Playground: build any of these URLs by clicking.