minecraft-skin-mcp
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@minecraft-skin-mcp Build a classic skin with a red hoodie, jeans, and sneakers, then show the preview"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Minecraft Skin Toolkit
Local tools for Codex, Claude Code, and other agents to create standard Minecraft skins, inspect them, and revise them. Original implementation; no PMCSkin3D code or assets.

The agent designs the character. The toolkit maps face-local rectangles into a 64×64 RGBA PNG, checks the result, and returns front/back/side previews. It provides a CLI and the same functions through a local stdio MCP server. No hosted service, accounts, API keys, telemetry, or network calls at runtime.
Install
Requires Python 3.11+ and uv.
git clone https://github.com/Griff2325/minecraft-skin-toolkit.git
cd minecraft-skin-toolkit
uv sync --locked
uv run minecraft-skin build examples/cobalt-explorer.json --name explorer --output-root ./skin-output
uv run minecraft-skin validate skin-output/explorer/skin.png --model classic
uv run minecraft-skin preview skin-output/explorer/skin.png --output ./explorer-preview.pngEach build creates a new folder with skin.png, editable design.json, and preview.png. Existing folders and files are never overwritten. Use a new name for each revision.
Related MCP server: SkinForge MCP
Connect an agent
Replace /absolute/path/minecraft-skin-toolkit with your checkout and /absolute/path/skin-output with a dedicated output directory. Use absolute paths so the server works regardless of the client's working directory.
Codex
codex mcp add minecraft-skins -- uv run --directory /absolute/path/minecraft-skin-toolkit --locked minecraft-skin-mcp --output-root /absolute/path/skin-outputClaude Code
claude mcp add --transport stdio --scope user minecraft-skins -- uv run --directory /absolute/path/minecraft-skin-toolkit --locked minecraft-skin-mcp --output-root /absolute/path/skin-outputRestart the client/session to discover the server. The commands above configure local processes; they do not expose a network server. The MCP tools can only read/write within the configured output directory. Do not point it at a directory containing secrets.
Tool | Result |
| Complete input JSON schema and all classic/slim face dimensions |
| New PNG, design, validation report, and inline preview image |
| Size, base opacity, per-part coverage, and actionable errors |
| Inline front/back/right/left inspection sheet |
The MCP server uses the official Python MCP SDK. Full input schemas are discoverable by the client. Direct CLI/Python calls also validate their input.
Optional workflow skill: copy skills/minecraft-skins/ into ~/.codex/skills/ or ~/.claude/skills/. It contains the same portable SKILL.md; neither client requires a skill to call the MCP tools.
Example request:
Make an original classic skin: strawberry-blonde hair, moustache, white henley, blue jeans, and brown cowboy boots. Build it, inspect the returned preview, then refine it under a new revision name. Save the PNG and editable design.
Design format
See the complete example, or run uv run minecraft-skin schema --model slim.
{
"model": "classic",
"palette": {"skin": "#E9B38E", "shirt": "#EEECE4", "jeans": "#3C6685"},
"base": {"head": "skin", "body": "shirt", "right_arm": "shirt", "left_arm": "shirt", "right_leg": "jeans", "left_leg": "jeans"},
"paint": [{"part": "body", "layer": "base", "face": "front", "rect": [3, 2, 1, 1], "color": "jeans"}]
}rect is [x, y, width, height] in face-local texels. Coordinates start at the face's upper left as viewed from outside. Left/right refer to the character. For top faces, the upper edge is the back; for bottom faces, the upper edge is the front. Paint operations replace pixels in order, including alpha. Use palette names for colors; palette values accept #RRGGBB or #RRGGBBAA.
All six base fills are required and must be opaque. Overlays start transparent. Classic arms are 4 texels wide; slim arms are 3. The selected arm model is separate game metadata: a PNG cannot reliably prove which model its creator intended. Limits: 256 palette entries and 4096 paint rectangles. Legacy 64×32 and HD 128×128 skins are outside this release.
The preview composites outer layers at native texel scale; it is an orthographic inspection sheet, not a 3D game render. Visual likeness and clothing quality require agent/user judgment. Validation verifies technical texture properties, not Minecraft server acceptance.
Use in Minecraft and Blockintosh
Import skin.png as a custom classic skin in Minecraft's Dressing Room and choose the matching classic/slim model. PMCSkin3D is an optional manual refinement editor: open the exported PNG and inspect the model there.
Blockintosh's official add-on documentation lists .mcskin and .mcpack imports. This first release exports PNGs only; it does not claim launcher package integration, edit the launcher, or access Microsoft/Xbox accounts. Test the skin in your own game before relying on it for Realms. Console and platform-specific custom skin restrictions still apply.
Development and verification
uv run python -m unittest discover -s tests -v
uv buildTests cover independent classic/slim UV coordinates, cube orientation, atlas overlap, malformed inputs, PNG roundtrips, transparency, CLI build/validate/preview, MCP initialize/discovery/all four tool calls, file confinement and no-overwrite behavior.
Runtime dependencies: Pillow and mcp (which includes Pydantic). uv.lock records the tested environment. No site code or bundled Minecraft textures are redistributed. Generic example assets are original and included under the MIT license.
Project status
Initial release. Technical tests pass. External editor and in-game acceptance need manual verification and are recorded separately from automated checks. Contributions should stay focused on agent authoring, useful validation, previews, and tested import/export.
MCP client references: Codex, Claude Code. PMCSkin3D's help and terms are independent of this project.
MIT licensed. Independent community project; not affiliated with Mojang, Microsoft, Planet Minecraft, or Blockintosh.
Available Tools
4 toolsskin_buildA
Build a 64x64 PNG, editable design.json, and front/back/side preview in a NEW named folder. All six base parts require opaque palette colors. Paint is ordered rectangles within a face. Return paths, validation and the actual preview image. Use a new name for each revision; existing files are never overwritten.
Inputs: name (required), design (required).
skin_previewARead-only
Return a front/back/right/left orthographic image of a PNG inside the output root. Outer layers composite at native texel scale; this is an inspection sheet, not an in-game 3D rendering.
Inputs: path (required), model.
skin_schemaBRead-only
Return complete design JSON schema and canonical UV face sizes. Faces are viewed externally; left/right name the character's side. Top face local top is back edge; bottom local top is front edge.
Inputs: model.
skin_validateARead-only
Validate a PNG inside the output root. Model must be supplied correctly; PNG alone cannot reliably distinguish classic/slim geometry. Checks technical compatibility, not artistic quality or in-game acceptance.
Inputs: path (required), model.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 4 tools
Each tool has a clearly distinct role in the skin workflow: schema lookup, asset creation, validation, and preview rendering. There is little risk of confusing skin_build with skin_preview because one creates files and the other renders an inspection image.
All tool names use the same skin_ prefix followed by a short action/resource label. The pattern is predictable and readable across the entire set.
Four tools is a well-scoped surface for a focused Minecraft skin creation server. Each tool maps to a necessary stage of the workflow without obvious redundancy.
The set covers schema lookup, building, validation, and previewing, which is strong lifecycle coverage for skin creation. Minor gaps exist around listing or reading previously generated designs, but agents can still complete the core workflow.
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