Minecraft sheep render
A fleece on four legs, dyed or freshly sheared, with a face poking out of the wool.
A free sheep render is one URL away, as a PNG with a transparent background. Below are its 4 poses, its 4 variants, a side profile and the model's size in pixels and blocks, each image drawn live from the URL under it.
/render/mob/sheep/body and /render/mob/sheep/head.The URL
The sheep 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 0.87 times as wide as it is tall unless you say otherwise.
https://skinrender.dev/render/mob/sheep/body
https://skinrender.dev/render/mob/sheep/head
Either type may end in .png, and /render/mob/sheep 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 sheep itself.
Minecraft sheep poses
pose= takes 4 names on the sheep: 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.
-
Default pose
pose=defaultStanding still.
-
Walk pose
animpose=walkMid-stride walk cycle; use frame to pick the phase.
-
Graze pose
pose=grazeHead down in the grass, the pose that regrows the wool.
-
Look pose
pose=lookHead turned to face you.
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 sheep to draw. There are 4,
and white is what you get without the parameter.
-
variant=white -
variant=black -
variant=pink -
variant=sheared
A variant is a different texture on the same rig, so poses, camera and everything else behave identically
across all of them: /render/mob/sheep/body?variant=sheared&pose=walk.
Side profile and other angles
yaw turns the camera round the sheep 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.
-
Side profile
yaw=90&pitch=0 -
Front
yaw=0&pitch=0 -
Back
yaw=180&pitch=0
https://skinrender.dev/render/mob/sheep/body?yaw=90&pitch=0 Sheep dimensions in pixels and blocks
Measured from the model this page renders, in its default variant (white), in model pixels, 16 to a block. Standing in the default pose the sheep is 22.6 pixels tall (1.41 blocks), 11 wide and 23.5 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 sheep, not numbers read out of the game's files.
| Part | Count | Size in pixels (w × h × d) | Size in blocks |
|---|---|---|---|
| Whole sheep | 1 | 11 × 22.6 × 23.5 | 0.69 × 1.41 × 1.47 |
| Head | 1 | 6 × 6 × 8, 7.2 × 7.2 × 7.2 | 0.38 × 0.38 × 0.5, 0.45 × 0.45 × 0.45 |
| Body | 1 | 8 × 16 × 6, 11 × 19 × 9 | 0.5 × 1 × 0.38, 0.69 × 1.19 × 0.56 |
| 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 sheep render
People want a minecraft sheep 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 — sheep png, pink sheep image, sheared sheep render — 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.
<img src="https://skinrender.dev/render/mob/sheep/head?size=128"
width="128" height="128" alt="A Minecraft sheep" 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 sheep 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.
| Parameter | Values | Default | What it does |
|---|---|---|---|
size | 8 – 1024 | body 512, head 256 | Height of the image in pixels. Width follows the render type’s aspect ratio unless width is given. |
width | 8 – 1024 | none | Explicit width in pixels. Overrides the aspect ratio derived from size. |
height | 8 – 1024 | none | Explicit height in pixels. Overrides size. |
bg | hex colour | none | Background colour as 3, 4, 6 or 8 hex digits (with or without #), or transparent. |
aa | 1 – 4 | 2 | Supersampling 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. |
crop | true | false | false | Trim 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. |
margin | 0 – 0.45 | 0.05 | Fraction of the canvas kept empty around the auto-framed model. |
mirror | true | false | false | Mirror the finished image horizontally. |
download | true | false | false | Send the image as an attachment so browsers save it instead of displaying it. |
filename | text | none | File name used with download. Letters, digits, dashes and underscores; the .png or .apng ending is added. |
format | png | apng | png | File 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. |
frames | 2 – 60 | 16 | How 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. |
fps | 1 – 50 | 20 | Playback rate of an animated PNG in frames per second, written into the file to the nearest millisecond. |
loop | 0 – 100 | 0 | How 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.
| Parameter | Values | Default | What it does |
|---|---|---|---|
yaw | -360 – 360 | 35 | Turn the model about its vertical axis, in degrees. 0 faces the camera; positive turns its right side toward you. |
pitch | -360 – 360 | 12 | Tip the model toward or away from the camera, in degrees. Positive looks down on it from above. |
roll | -360 – 360 | 0 | Rotate the whole image about the viewing axis, in degrees. |
fov | 0 – 120 | 0 | Vertical field of view in degrees. 0 is orthographic; 30–50 gives a natural perspective, larger values exaggerate it. |
zoom | 0.1 – 8 | 1 | Multiplier on the auto-framed size. 2 doubles the model on the canvas. |
offsetX | -2 – 2 | 0 | Shift the model horizontally by this fraction of the canvas width. |
offsetY | -2 – 2 | 0 | Shift the model vertically by this fraction of the canvas height. Positive moves it down. |
fit | true | false | true | Auto-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.
| Parameter | Values | Default | What it does |
|---|---|---|---|
shading | 0 – 1 | 1 | Strength of the per-face shading that gives the render depth. 0 is flat, 1 matches the in-game inventory look. |
shadow | true | false | false | Draw a soft drop shadow under the feet. |
Pose
Named poses and per-joint rotations, in degrees by default.
| Parameter | Values | Default | What it does |
|---|---|---|---|
frame | 0 – 1 | 0 | Phase of an animated pose (walk, run, dance, wave) from 0 to 1. Step it to render the frames of a GIF. |
units | deg | rad | deg | Unit for every angle parameter: degrees or radians. |
pose | default | walk | graze | look | default | A named pose of the Sheep. Any other mob's poses are rejected, so the list is per mob. |
Model
Which texture and arm width to render.
| Parameter | Values | Default | What it does |
|---|---|---|---|
variant | white | black | pink | sheared | white | Which sheep to draw. |
More mobs
The other 11 mobs take the same URL with a different name in it.
Related documentation
- Mob renders: the endpoint, the parameter rules and the errors.
- Minecraft mob renderer: the guide, with the common recipes.
- Animation: animated PNGs and GIF frames of the walk cycle.
- All mobs: the gallery.