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Making Palettes
A trim's colour comes from a palette: a tiny 8x1 pixel image, 8 colours in a row, brightest on the left to darkest on the right. Minecraft maps the trim's greyscale pattern through this palette, so those 8 colours are your trim.
An animated trim is just several of these palettes, one per frame.
Vanilla ships a reference greyscale palette (8 shades from light to dark). Your palette must line up with it: pixel 1 is your lightest colour, pixel 8 is your darkest, matching the grey ramp position for position.
The reference file was renamed in 26.3:
| Version | Reference palette | File |
|---|---|---|
| 1.21.1, 26.2 | minecraft:trims/color_palettes/trim_palette |
.../textures/trims/color_palettes/trim_palette.png |
| 26.3 | minecraft:trim_base |
assets/minecraft/textures/palettes/trim_base.png |
reference (grey): light .. .. dark
your palette (raw_copper): light copper .. dark copper
You never edit the reference; the game uses it automatically. Your palette just has to be the same width (8 pixels) with colours in the same light to dark order.
- Size: exactly 8x1 pixels.
- Format: PNG. RGB or RGBA both work.
- Order: lightest to darkest, left to right.
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One file per frame, for example
raw_copper.png,raw_copper_1.png,raw_copper_2.png,raw_copper_3.png.
Put them in the version's palette folder:
| Version | Palette folder |
|---|---|
| 1.21.1, 26.2 | assets/<namespace>/textures/trims/color_palettes/ |
| 26.3 | assets/<namespace>/textures/palettes/trim/ |
26.3 note: palettes moved out of
textures/trims/color_palettes/. Atrim_materialwith"palette_id": "<ns>:trim/raw_copper"readsassets/<ns>/textures/palettes/trim/raw_copper.png.
Pick a base colour, then make 8 shades from a bright tint to a dark shade. A quick approach:
- Choose your mid colour (for example copper
#B86A3C). - Lighten it a few steps for pixels 1 to 3 (add white, raise brightness).
- Darken it for pixels 5 to 8 (toward near-black).
Example raw-copper ramp (light to dark):
#FFE0C0 #F0B084 #D98A50 #B86A3C #8F4E2A #6A381C #472412 #2A150A
Each frame is the same ramp, shifted a little, so cycling through them reads as motion. Common styles:
- Glow or pulse: brighten the light end on some frames, dim it on others (a "breathing" glow).
- Hue shift: nudge the colours toward a neighbouring hue and back (for example copper to warmer orange, or blue to green like prismarine).
- Scroll: shift the whole ramp one shade each frame.
You need at least 2 frames (base plus 1) to see motion; 4 to 8 gives a smooth loop. More frames means smoother, but more files.
Tip: Frame 0 (
raw_copper.png) should be a "neutral" version of the look. It is what shows if the mod is not installed, and the animation returns to it each loop.
The palette file name and the trim_animations frame entry must match. On 1.21.1 and 26.2 the atlas permutation key must match too; on 26.3 there is no worn-armor atlas, so only the file and the animation matter.
| 1.21.1 / 26.2 | 26.3 | |
|---|---|---|
| palette file | textures/trims/color_palettes/raw_copper_1.png |
textures/palettes/trim/raw_copper_1.png |
| atlas key | "raw_copper_1": "example:trims/color_palettes/raw_copper_1" |
(no worn-armor atlas) |
| animation frame | "raw_copper_1" |
"raw_copper_1" |
And frame 0's name must equal the material's base name: the asset_name (1.21.1/26.2) or the last segment of palette_id (26.3), which is raw_copper.
Ent's Armor Trim Expanded