Render a Skin Lab outfit, gun or item as an image (WebP/PNG)
skinlab_render_outfitRender a Skin Lab outfit, gun or item as an image (WebP/PNG). Returns {status: "done", url, cached, width, height, format} with a permanent image URL (same request = same
URL; images are cached), plus outfit (the normalised pieces, their Steam prices and total_price in USD cents,
and any clashes / invalid attachments dropped exactly as /skin-lab/outfit reports them), viewer_url (the same
outfit in the interactive 3D viewer) and render_quota. A render that takes longer than wait seconds answers
202 {status: "queued", position, retry_after} - call again with the same parameters (no extra quota) after
Retry-After seconds. 429 when the render queue is full or a quota is used up. New images count against a
separate render quota (100 per key per UTC day); cached images don't. Use when someone wants to SEE an outfit, skin, gun or item: returns the rendered image inline (you can look at it and show it) plus a permanent image URL, the interactive 3D viewer link, the outfit's pieces and total Steam price. pieces uses the same format as skinlab_build_outfit (find skins with search_skins / skinlab_get_item); a gun with attachments in item view = mode weapon. Rendering a new image takes a few seconds; if it says pending, call again with the same arguments. Keyless use shares a small daily render budget.
Tool call template
This tool declares no required parameters. Add optional parameters from the input schema as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {},
"name": "skinlab_render_outfit"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| yaw | No | Turn the character/item, degrees. | |
| body | No | Body model. | male |
| face | No | Face (head) name for that body, e.g. `Frank` (default: the first face). | |
| mode | No | `outfit` (on the player), `weapon` (the FIRST piece on its own - guns, tools, deployables) or `pov` (first person; needs a gun or tool). | outfit |
| pose | No | Pose key, e.g. `idle`, `wave`, `crouch`, `rifle_aim` (default `auto`). Moving poses are shown frozen. | |
| zoom | No | Camera zoom (1 = the viewer's framing). | |
| light | No | Lighting: studio, day, golden, overcast, dusk, night. `studio` on an in-game scene = that scene's own daylight. | studio |
| width | No | Image width, px. | |
| format | No | `webp` (small) or `png`. | webp |
| height | No | Image height, px. | |
| pieces | No | The outfit, exactly as for /skin-lab/outfit: comma-separated `item[:skin[:attachment~attachment]]` (item by shortname or name, skin by itemdefid or name, attachments for guns; a bare number is a skin itemdefid). Left out = the viewer's starter outfit. | |
| weather | No | In-game scenes only: auto, off, clear, cloudy, fog, rain, storm, snow. | auto |
| background | No | `studio`, `dark`, `light`, `sky`, `sunset`, or an in-game scene: plains, forest, arctic, desert, beach, set_base, set_garage, set_compound, set_monument, set_launch, set_market, set_military, set_dock, set_coast. | studio |
| transparent | No | Transparent backdrop (studio-type backgrounds only; the floor disc stays). |