
Notch's skin in Minecraft Skin Viewer (for PC and Windows Phone)
Introduction
Minecraft Skin Viewer is a simple tool that can display any Minecraft skin. You can type username, browse file or play with drag & drop - fast and simple. The best thing is the ability to pose the model manually, just like an action figure. You can move any body part with the left mouse button.





Features
- View Minecraft skins on the 3D model
- From players
- From files
- Pose the 3D model like an action figure
- Drag body parts with the mouse
- Use predefined positions
- Play the animation and adjust its speed
- Download skins of other users
- Export to image
- Change the background
- 12 languages*
- English
- Polish
- Dutch
- Norwegian
- French
- German
- Danish
- Swedish
- Slovak
- Czech
- Portuguese
- Lithuanian
Description
Play and see other players
Minecraft Skin Viewer does not use your GPU, so you can play Minecraft with the highest performance and have Minecraft Skin Viewer window open all the time. I've created my own 3D engine to achieve that. Works smooth on every creepy and slow machine.

Me playing Minecraft and watching skins in the same time
For creating skins
Minecraft Skin Viewer is very useful for creating your own skin, because it automatically refreshes the skin when you save the file. I used to make skins in Photoshop, so now I can see my results very quickly without any additional clicks. Just press Ctrl + S in Photoshop and Minecraft Skin Viewer will update the skin immediately.

Photoshop + (almost) live skin preview FTW!
Show off your skin
With Minecraft Skin Viewer you can render your skin with high quality and transparent background - perfect as a layer for Photoshop or any other professional graphics editor.
Download skins
Minecraft Skin Viewer allows you to download any Minecraft skin.

Downloading Notch's skin...
*Extended
In the extended version you can view mobs, like Creeper, Skeleton etc. and set them your own textures.
Texturing creeper...
Quick manual
- Run the program, type your username, press 'Enter' and see yourself.
- Hold the left mouse button and drag anything you want.
- Click the right mouse button and choose something from the context menu.
- Find some skin file and drag it into Minecraft Skin Viewer.
- Click the right mouse button on some toolbar and change its docking.
- Have fun.
Requirements
- Windows
- .NET Framework 4.0

Minecraft Skin Viewer
Download
It's an adf.ly link, which gives me some support. =)
Mirror
Direct link without support for me...
Download for Windows Phone

Changelog
- Redesigned whole app
- Added 1.8 skin template support
- Fixed hat rendering errors
- Translated into 11 new languages
- Fixed animation button
- Added perspective projection
- Added option to download skin
- Added simple animation with speed control
- Autocomplete remembered usernames
- Simplified saving images
- Moved model interactions under the left mouse button
- Updated icon and description in 'About' window for extended version
- Fixed bug in 'Save image as...' window, which could break the aspect ratio
- Various optimizations
- Separated into two variants: standard and extended
- Added mob models: Creeper, Skeleton and Pig
- Fixed problem with username font below the model
- New toolbars: Positions and Backgrounds
- Advanced options for saving images
- Ability to change the docking of toolbars
- Username below the model
- Automatic saving and loading settings (background, toolbars)
- Upgrade from .NET 3.5 to .NET 4.0
- Fixed swapped sides of the torso
- New background: sunset
- New position: zombie
- First release
If you like this program, you can use my signature to promote it:
2
Replace the 10 in...
To whatever you want the damage to be.
(Rep points please? :3)
1
Hm, what do you mean getting it to render?
No problem
4
(It uses ModLoader)
I just started modding a few months ago, and now that 1.4.2 has come out, I had to update all my mods. First time I had to do that
So. First, you want to add the following code to your mod_****.class
-Remember to rename everything to what you want.
So what's happening in the code.
You're creating a new Item, and a new class. You'll get errors at this point, but that's okay. We're not done.
The new item that is created is ItemYourBowNameHere. You'll want to create a new ItemYourBowNameHere.class, but I'll show you what to put in there later.
The other 4 items,
, are just what I call temporary items, placeholders. They aren't those literally, but you can't actually do anything with them in-game.
Where it says "/yourBowNameHere(#).png", that sets the image file. So if you set it to "/Textures/bow1.png your texture will be in minecraft.jar/Textures/bow1.png
Now do the standard procedure for making items, for the main bow item.
In case you don't know how to do that, put this into your public void load(){}
What's happening is you're adding the coded version into the game, declaring it's texture (the previous textures are for the stages of the bow, more explained later), declaring it's in-game name, and creating the recipe. Look up other tutorials for creating recipes.
The next step, we're going to create the class for the bow. Everything that happens with the bow is coded here.
Create a new class, and name it ItemYourBowNameHere -Remember to rename it to what you want. Inside the class, paste the following code...
And rename everything to what you called everything in your mod_**** class.
So what's happening in this class, is...
In case you didn't read, it sets the max stack size for you bow. You probably want it to be 1. If you do more than that, when the bow is used, every bow in the stack will be damaged.
Here, you set the amount of uses your bow has. For reference, the default bow has 351 uses.
I think this just tells minecraft to render the item in your hand 3D. Correct me if I'm wrong.
This sets the creative tab you want the bow to appear on. You probably want to keep it at tabComat.
Other tab options are:
Now back to the bow class. In the public void onUpdate part, we're adding the drawback animation.
What's happening, is you're taking those 4 'temporary' items you created in your mod_**** class, and using them. Each tick you draw back the bow, the more your bow will drawback. See the if [(var8 >=18]? That's the first step, yourBowNameHere4. I think I'm about to fail to explain something to you, but what it does is, it starts the drawback animation at 0 ticks, yourBowNameHere2. Then, 5 ticks later, [else if (var8 > 13)], it changes the item to yourBowNameHere3, which is the second step. 5 more ticks later, it switches to yourBowNameHere4, at 18 ticks. I think then, it waits until you release. If you aren't drawing the bow, it'll just be your bow, yourBowNameHere.
The next part is checking if you have an arrow in your inventory, spawning a new 'EntityArrow', launching it, and deleting the arrow in you inventory. If your bow is enchanted, it calculates what it needs to do, and applies that stuff.
That part, I think it's just saying if you try to eat the bow, go to var1, which I think is to start the drawback. Again, correct me if I'm wrong.
Don't know what
does.
This,
Again, I'm pretty sure it just starts the drawback.
This part just sets how easy it is to enchant the bow, I think. So if you want it to be easier to get high enchantments, make it a higher number. Again, I'm not 100% sure that's what it is. Correct me if I'm wrong.
I think that's about it for the coding.
Your textures will need to be your bow name, and then numbered 1-4, along with another texture of the bow, with no number.
1 is the first stage, the default bow, 2 is the next drawback phase, 3 and 4 as well. Just so you know, 4 is the last phase, the tightest form of the bow.
Hope this helps. Again, this is my first tutorial. Please correct any of my mistakes, and if this helped, please please please hit that little green up arrow.
-peon. Ah. Now I can stop typing
1
Errors in 1.4.2
3
2
Kai. I`m assuming this is your first try at modding. Well, you're doing the wrong thing with your files. After you have finished coding and are ready to upload/test your mod, you go to your MCP folder, and run the 'recompile.bat'. Wait for it to finish compiling, close it, then run 'reobfuscate.bat.' It will find the classes you have edited/created, and put them in (MCPfolder)\reobf\minecraft
Those are the CLASSES you need to put inside your minecraft.jar. Do not put .java files in your jar, nothing will happen. And do not put .zips in your .jar. Just put the .class files.
Hope this helped!
(If it did, I wouldn't mind a +)
2
If this helps, please press the little green + sign
1
Omg your such a noob. If your gunna play minecraft dont whine for a mod cause your outa food...
1
Um I PLAN to be 24/7, but I'm just starting up my server, it's Hamachi. For the little bit that i am setting it up, it won't be 24/7, but will be soon. Link here
1
In Game Name: peonftw
Faction:Mercs
Do you accept the rules:yes
Why you wish to join:I want my server back...