Source
Load a skin or cape
Skin
Model
Layers
All parts visible
Cape
Loading capes…
Render & Lighting
Lighting, camera, shadow and stage
Quick looks
Lighting
Light position
Camera
Shadow
Stage
Saved presets
No saved presets yet.
Animations & Poses
Play a clip or hold a pose
Animations
Motion
Cape
Custom pose
Edit a value to activateRight-drag the model to move whole body.
Rotation°
Position
Saved poses
No saved poses yet.
Tools
Edit, inspect & export
Skin edits
Rotation
Colours
Load a skin to see its colours.
Head command and texture URLs appear when the skin is indexed by Crafty. Load it from a username or open it from the skins page.
How the Studio works
32 answers on loading skins, posing the model, lighting the stage and getting a render out: every setting on this page, explained.
Getting started
Loading a skin and finding your way around the four cards.
Three ways, all in the Source card. Drop a PNG onto the skin box (or click it to browse), type a Minecraft username and press Load to pull that player's current skin, or arrive with a texture hash in the URL: /studio?skin=<hash>, optionally with &cape=<hash> and &slim=1. With nothing loaded the studio opens on the default Steve.
The player's current skin plus the cape they have equipped, and the indexed record behind it, which is what fills the details panel under the render (model, first player to wear it, when it was discovered, colour palette, view and upvote counts). The cape picker can still swap the cape afterwards.
No. An uploaded PNG is read in the browser and handed straight to the renderer, so it never leaves your device. Only username lookups and the cape list talk to the Crafty API.
A standard 64×64 skin PNG. Legacy 64×32 skins are converted automatically. Capes are the usual 64×32 cape sheet, and the elytra uses the same texture.
The render sits in the middle and stays put while you scroll. Source (top-left) loads textures and controls layers, Render & Lighting (bottom-left) owns the stage and camera, Animations & Poses (top-right) drives motion, and Tools (bottom-right) edits, inspects and exports. The Tutorial button at the top of the page walks the model around all four.
Model, layers & capes
Arm type, hiding body parts, and putting a cape or elytra on the model.
Classic is 4px arms (Steve), Slim is 3px (Alex). Auto uses whatever the texture or the API reports, which is right almost always. Force one if a hand-made skin is detected the wrong way round. The arm width also decides which pixels a baked part rotation moves.
Use the little figure in the Layers group. Pick Base or Overlay first (base is the skin itself, overlay is the hat/jacket layer), then click any body part to hide or show it. All and None do the whole layer at once, and a Reset button appears next to the heading as soon as anything is hidden.
Drop a cape PNG onto the cape box, or find one by name in the picker at the bottom of the Source card. That list is every Mojang cape Crafty knows about, and clicking one loads its texture. Loading a skin from a username brings that player's equipped cape along too.
Elytra renders the cape texture as wings on the model's back instead of a cape. Cape hides every skin layer, so the cape or elytra renders on its own against the stage, which is handy for a clean cape shot. Press it again to bring the skin back.
Render, lighting & camera
Getting the light, the framing and the backdrop the way you want them.
The Quick looks row. Each one sets the ambient and point lights, their colours and the light position together. Studio and Soft are neutral, Warm and Cool tint the scene, Dramatic and Backlit push the contrast. Tweak the sliders afterwards; nothing is locked.
Ambient is flat light from every direction: it lifts the whole model evenly and never creates a highlight. Point is a bright lamp near the camera that gives the model depth. Light position slides that lamp around, and turning on Show source shows it as a glowing ball in the scene.
Scroll over the render, or use the Zoom slider. They drive the same value, so the number always matches what you see. Left-drag rotates the camera. FOV changes the perspective itself: low flattens the model and reads as a long lens, high exaggerates the nearest limb.
Two halves of the stage backdrop. Accent glow is the coloured bloom and the floor glow under the model; Grid is the faint square grid behind it. Turn both off for a bare stage. Choosing a solid background colour replaces the whole backdrop, so neither is drawn.
Yes. Transparent is the default background and exports as a PNG with real alpha. Green screen and Blue screen are there for keying in a video editor, and the swatch on the end of the row takes any custom colour.
In your browser's local storage, under a name you choose. A preset captures the whole card (lighting, light position, FOV, zoom, shadow, background, glow and grid) and reapplies it in one click. They're per-browser and per-profile, so clearing site data removes them and they don't follow you to another device.
Animations & poses
Playing clips, holding a stance, and hand-placing every limb.
Auto is the default, and the model cycles through actions on its own. Idle parks it on the breathing loop and stops the cycling. The dropdown holds the rest: poses (walk, run, crouch, fly, swim) hold a looping stance until you pick something else, and clips (wave, spin, jump, hit, toss, the view angles) play once, or forever if Loop is on.
No. Head tracking has its own switch and nothing else turns it off. The head keeps following your cursor while the animation is paused, which is exactly when you want it for framing a shot. Switch it off and the head eases back to whatever the animation left it on.
Yes. Click its head to make it jump, an arm or the body to swing, a leg for a leg view, and the cape to turn around and show it off. Space jumps, and holding Shift crouches. Dragging still rotates the camera while Shift is down.
Open Custom pose, pick a target (Whole body, Torso, meaning head, body and both arms swinging from the waist, a single limb, or the Cape), then set its rotation in degrees and its position offset in model pixels. Editing any value takes the model off its animation, and Resume animation hands it back.
Right-drag the model. By default that moves the whole body; with a different target selected in Custom pose it moves just that part. The drag is camera-relative, so dragging right always moves it right on screen however the model is turned, and it tracks the cursor one-to-one. The position sliders update as you go, and stop at the same limits.
They're secondary motion on top of whatever is playing. Idle sway is a constant light breeze; Turning sway makes the cape trail and swing when the model turns. Both are independent of the animation, so they keep working on a held pose.
Yes. Name it under Saved poses and it's stored in this browser, targets and all. Reset all zeroes every target if a pose gets away from you.
Editing & exporting
Filters, colour inspection, screenshots, downloads and share links.
Greyscale, Invert and Tint are baked into a working copy of the texture. The original file is untouched, but everything downstream sees the edit, so screenshots and the skin download include it. Tint at 0% is a no-op; the swatch picks the colour it pulls toward.
It rewrites the faces in the texture rather than turning anything in 3D, so the result is a real skin file you can upload to Minecraft. The head is a cube, so it takes full 90° steps; the other parts are taller than they are wide, so a quarter turn would distort them, and they only offer a 180° flip.
The Colours group lists every colour in the working texture, most-used first, with its share. Hover one to spotlight exactly where it sits on the model. For the reverse, turn on the Eyedropper and hover the render: it reads the texture pixel under your cursor, and clicking copies the hex.
A preview of the frame before anything is saved, where you can rename it and pick PNG, JPG or WebP. The backdrop colour and ground shadow are composited in, so the file matches the screen, and a faint Made using Crafty.gg mark sits in the bottom-right corner. Note that JPG has no transparency, so a transparent shot is flattened onto white.
Screenshot saves the render: the model as it is posed, lit and framed right now. Download Skin saves the flat 64×64 texture with your edits and rotations baked in, and that's the file you upload to Minecraft.
Those need an indexed texture hash, which only comes with a skin loaded from a username or a hash link. A file you uploaded yourself has never been seen by the API, so there's nothing to point a URL at. The render URL builder at the bottom of the page appears under the same condition.
Troubleshooting
When something looks wrong or goes missing.
Auto-detection reads the texture's arm column, which hand-edited skins sometimes fail. Force Classic or Slim in the Model row, and it re-reads the texture immediately.
They live in this browser's local storage, so they're per-browser and per-profile: clearing site data, or opening the studio in a private window or on another device, starts you with an empty list. Nothing is stored on our side.
Every frame is a full WebGL render. Turning off Auto-rotate, the ground Shadow and Accent glow takes the most load off, and pausing the animation stops the model being re-posed each frame while you set up a shot.
Clicking the cape sends the model into the cape view, where head tracking is held off so it doesn't fight the turn. Click the model again, or pick any animation, to bring it back round.
Something here not behaving?
Run the guided tutorial from the top of the page for a walkthrough of the four cards, browse the full site FAQ, or ask us on Discord. Bug reports on the studio are very welcome.