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Skinpy

isometric render

A Python library for Minecraft skins.

  • Load skins from a file, or start from scratch
  • Index with 3D coordinates to get/set skin pixel color
  • Operate at the skin level, the body part level, or even just one face
  • Generate skin images for use in-game
  • Render isometric ("angled/tilted view", like above) images of your skin

TODO: Add support for second layer

Installation

pip install skinpy

Quickstart

Creating/Loading/Saving a skin

from skinpy import Skin

# make a new skin
new_skin = Skin.new()
new_skin.to_image().save("blank.png")

# or load a skin from disk
loaded_skin = Skin.from_path("my_skin.png")
loaded_skin.to_image().save("copy.png")

Rendering Isometric Images

You can render isometric images with the CLI tool:

skinpy render steve.png -o render.png
# see help with `skinpy render --help`

Or, here'e the API interface:

from skinpy import Skin, Perspective

skin = Skin.from_path("steve.png")

# create a perspective from which to view the render
perspective = Perspective(
  x="left",
  y="front",
  z="up",
  scaling_factor=5, # bigger numbers mean bigger image
)

# save the render
skin.to_isometric_image(perspective).save("render.png")

Outputted file:

outputted file

Pixel Indexing

from skinpy import Skin

skin = Skin.from_path("steve.png")
magenta = (211, 54, 130, 255)  # RGBA

# get/set using entire skin's 3D coordinates
color = skin.get_color(4, 2, 0, "front") # somewhere on steve's right foot
print(f"Skin pixel at (4, 2, 0, 'front') was {color}")
skin.set_color(4, 2, 0, "front", magenta)

# get/set on just a head. coordinates become relative to just that part
color = skin.head.get_color(0, 1, 2, "left")
print(f"Head pixel at (0, 1, 2, 'left') was {color}")
skin.head.set_color(0, 1, 2, "left", magenta)

# or finally, just on one face. faces only have two dimensions
# NOTE: Face does not necessarily mean just a character's face! It just
# refers to the side of a cubiod, which all body parts are in Minecraft
color = skin.left_arm.up.get_color(5, 5)
print(f"Left arm up pixel at (5, 5) was {color}")
skin.head.set_color(0, 1, 2, "left", magenta)

skin.to_image().save("some_magenta.png")

Here's an animated visualization of equivalent ways to access a certain pixel:

indexing

(This image was made with examples/index.py.)

Pixel Enumeration

from skinpy import Skin

skin = Skin.from_path("steve.png")

for (x, y, z), body_part_id, face_id, color in skin.enumerate_color():
  print(f"{x=}, {y=}, {z=}, {body_part_id=}, {face_id=}, {color=}")

for (x, y, z), face_id, color in skin.torso.enumerate_color():
  print(f"{x=}, {y=}, {z=}, {face_id=}, {color=}")

for (x, y), face_id, color in skin.torso.back.enumerate_color():
  print(f"{x=}, {y=}, {color=}")

Coordinate system

Skinpy uses a coordinate system with the origin at the left-down-front of the skin from the perspective of an observer looking at the skin.

coordinate system

FaceId

In some methods, a FaceId type is asked for or provided. These are string literals:

  • up
  • down
  • left
  • right
  • front
  • back

BodyPartId

Similarly, body parts are string literals under BodyPartId:

  • head
  • torso
  • right_arm
  • left_arm
  • right_leg
  • left_leg

Body parts that are "left" or "right" follow the same perspective as before: from the observer's point of view.

Examples

You can find the skins/renders, and the code to produced them, in examples.

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A Python library for Minecraft skins

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