Skip to content

Minecraft cow render

Patched hide, stubby horns and a heavy walk. The mooshroom variant comes with spots.

A free cow render is one URL away, as a PNG with a transparent background. Below are its 4 poses, its 2 variants, a side profile and the model's size in pixels and blocks, each image drawn live from the URL under it.

Minecraft cow render: the full body in 3D, standing, on a transparent background
Minecraft cow head render: the head alone in 3D, as a square PNG
Both live: /render/mob/cow/body and /render/mob/cow/head.

The URL

The cow is drawn from its name, not from a profile, so there is nothing to look up and nothing to resolve: the two URLs below are the whole interface. The camera defaults to yaw 35° and pitch 14°, the angle this model reads best from, and a body render is 0.85 times as wide as it is tall unless you say otherwise.

text
https://skinrender.dev/render/mob/cow/body
https://skinrender.dev/render/mob/cow/head

Either type may end in .png, and /render/mob/cow on its own redirects to the body render. Add size= for any height between 8 and 1024 pixels, bg= for a solid background instead of transparency, and crop=true when you want the image trimmed to the cow itself.

Minecraft cow poses

pose= takes 4 names on the cow: default, walk, graze and look. Every mob answers to default and walk; the rest are this model's own, and another mob's pose name is a 400 rather than a silently wrong picture.

  • Minecraft cow default pose: Standing still.

    Default pose

    pose=default

    Standing still.

  • Minecraft cow walk pose: Mid-stride walk cycle; use frame to pick the phase.

    Walk pose

    anim
    pose=walk

    Mid-stride walk cycle; use frame to pick the phase.

  • Minecraft cow graze pose: Head lowered to the grass, front legs braced.

    Graze pose

    pose=graze

    Head lowered to the grass, front legs braced.

  • Minecraft cow look pose: Head turned to face you, the way a cow follows wheat.

    Look pose

    pose=look

    Head turned to face you, the way a cow follows wheat.

The poses marked anim are cycles rather than fixed positions: frame=0..1 picks the phase, and fit=false keeps the camera still between frames. Animation covers both that and the animated-PNG format.

Variants

variant= chooses which cow to draw. There are two, and normal is what you get without the parameter.

  • Minecraft cow render, normal variant: full body on a transparent background
    variant=normal
  • Minecraft cow render, mooshroom variant: full body on a transparent background
    variant=mooshroom

A variant is a different texture on the same rig, so poses, camera and everything else behave identically across all of them: /render/mob/cow/body?variant=mooshroom&pose=walk.

Side profile and other angles

yaw turns the camera round the cow and pitch tips it up or down. The default is the three-quarter view above; yaw=90&pitch=0 is a flat side profile, yaw=0 the front and yaw=180 the back. Any angle in between works the same way, and so does any pose.

  • Minecraft cow side profile render: the full body seen from the side, facing right, level with the camera

    Side profile

    yaw=90&pitch=0
  • Minecraft cow front render: the full body face on, level with the camera

    Front

    yaw=0&pitch=0
  • Minecraft cow back render: the full body from behind, level with the camera

    Back

    yaw=180&pitch=0
text
https://skinrender.dev/render/mob/cow/body?yaw=90&pitch=0

Cow dimensions in pixels and blocks

Measured from the model this page renders, in its default variant (normal), in model pixels, 16 to a block. Standing in the default pose the cow is 26 pixels tall (1.63 blocks), 12 wide and 26 from front to back. The models are built in code for this site rather than extracted from the game, so these are the sizes of this cow, not numbers read out of the game's files.

PartCountSize in pixels (w × h × d)Size in blocks
Whole cow 1 12 × 26 × 26 0.75 × 1.63 × 1.63
Head 1 8 × 8 × 6, 1 × 3 × 1, 1 × 3 × 1, 6 × 4 × 2 0.5 × 0.5 × 0.38, 0.06 × 0.19 × 0.06, 0.06 × 0.19 × 0.06, 0.38 × 0.25 × 0.13
Body 1 12 × 18 × 10 0.75 × 1.13 × 0.63
Legs 4 4 × 12 × 4 0.25 × 0.75 × 0.25

A part with more than one size is made of more than one box, like the head here. Part sizes are each box as it is built, before the part is turned into its pose. Built at an angle and turned into place: the body, whose three sizes follow the part rather than the ground.

Using a cow render

People want a minecraft cow render at one of two sizes. Small — 64 or 128 pixels, usually the head type — for a list, a legend or a table of what spawns where. Large — 512 pixels of body, often with crop=true so the PNG is exactly as big as the model — for a banner, a wiki page or a card. Both are the same endpoint with a different size.

The other ways people ask for this image — cow png, mooshroom image, minecraft cow transparent — are the same URL with a parameter changed rather than a different endpoint, which is the point of building the whole thing out of one address.

html
<img src="https://skinrender.dev/render/mob/cow/head?size=128"
     width="128" height="128" alt="A Minecraft cow" loading="lazy" decoding="async">

The response is a PNG with a transparent background, Access-Control-Allow-Origin: * and a year-long immutable cache, because a mob render depends on nothing but its URL and so can never go stale.

Parameters

Every parameter the cow accepts, generated from the same table the parser reads. All but pose and variant are the ones a player render takes, and anything that describes a skin — layers, capes, arm model, fallbacks — is not in the list and is reported back in the X-Ignored-Params header if you send it anyway.

Output

Size, background and how the file is delivered.

ParameterValuesDefaultWhat it does
size8 – 1024body 512, head 256Height of the image in pixels. Width follows the render type’s aspect ratio unless width is given.
width8 – 1024noneExplicit width in pixels. Overrides the aspect ratio derived from size.
height8 – 1024noneExplicit height in pixels. Overrides size.
bghex colournoneBackground colour as 3, 4, 6 or 8 hex digits (with or without #), or transparent.
aa1 – 42Supersampling factor for smoother edges. 1 disables anti-aliasing and is fastest. Lowered automatically so that aa² × width × height stays within 4,194,304 (2048×2048) pixels.
croptrue | falsefalseTrim fully transparent rows and columns from the edges of the finished image. With format=apng every frame is trimmed to the same rectangle, the union of their bounds, so the animation does not jump.
margin0 – 0.450.05Fraction of the canvas kept empty around the auto-framed model.
mirrortrue | falsefalseMirror the finished image horizontally.
downloadtrue | falsefalseSend the image as an attachment so browsers save it instead of displaying it.
filenametextnoneFile name used with download. Letters, digits, dashes and underscores; the .png or .apng ending is added.
formatpng | apngpngFile format: png is a single still image, apng an animated PNG that plays one loop of the pose. apng needs an animated pose (walk, run, dance or wave), makes frame meaningless and turns fit off unless you ask for it; a .apng ending on the path means the same thing.
frames2 – 6016How many frames one loop of an animated PNG is sampled at. frames × width × height must not exceed 16,777,216, and aa is lowered automatically so that aa² × frames × width × height stays within 33,554,432.
fps1 – 5020Playback rate of an animated PNG in frames per second, written into the file to the nearest millisecond.
loop0 – 1000How many times an animated PNG plays before it stops on the last frame. 0, the default, plays it forever.

Camera

Where the model is viewed from. 3D renders only.

ParameterValuesDefaultWhat it does
yaw-360 – 36035Turn the model about its vertical axis, in degrees. 0 faces the camera; positive turns its right side toward you.
pitch-360 – 36012Tip the model toward or away from the camera, in degrees. Positive looks down on it from above.
roll-360 – 3600Rotate the whole image about the viewing axis, in degrees.
fov0 – 1200Vertical field of view in degrees. 0 is orthographic; 30–50 gives a natural perspective, larger values exaggerate it.
zoom0.1 – 81Multiplier on the auto-framed size. 2 doubles the model on the canvas.
offsetX-2 – 20Shift the model horizontally by this fraction of the canvas width.
offsetY-2 – 20Shift the model vertically by this fraction of the canvas height. Positive moves it down.
fittrue | falsetrueAuto-frame the posed model so it fills the canvas. With fit=false the camera stays fixed, so animations do not jitter between frames.

Lighting

Shading and shadow.

ParameterValuesDefaultWhat it does
shading0 – 11Strength of the per-face shading that gives the render depth. 0 is flat, 1 matches the in-game inventory look.
shadowtrue | falsefalseDraw a soft drop shadow under the feet.

Pose

Named poses and per-joint rotations, in degrees by default.

ParameterValuesDefaultWhat it does
frame0 – 10Phase of an animated pose (walk, run, dance, wave) from 0 to 1. Step it to render the frames of a GIF.
unitsdeg | raddegUnit for every angle parameter: degrees or radians.
posedefault | walk | graze | lookdefaultA named pose of the Cow. Any other mob's poses are rejected, so the list is per mob.

Model

Which texture and arm width to render.

ParameterValuesDefaultWhat it does
variantnormal | mooshroomnormalWhich cow to draw.

More mobs

The other 11 mobs take the same URL with a different name in it.