#!/usr/bin/env python3 """ Minecraft Skin 3D Renderer (PyVista Version) A tool to render Minecraft skins in 3D using PyVista. Usage: python mc_render.py Example: python mc_render.py skin.png """ import argparse import numpy as np from PIL import Image import pyvista as pv from mc_voxel_texture_resolver import resolve_voxel_consistency def load_skin(path: str) -> np.ndarray: """Load a Minecraft skin image and convert to numpy array.""" img = Image.open(path).convert("RGBA") # Minecraft skins are either 64x64 (new format) or 64x32 (legacy format) if img.size == (64, 32): new_img = Image.new("RGBA", (64, 64), (0, 0, 0, 0)) new_img.paste(img, (0, 0)) # Copy right leg to left leg new_img.paste(img.crop((0, 16, 16, 32)), (16, 48)) # Copy right arm to left arm new_img.paste(img.crop((40, 16, 56, 32)), (32, 48)) img = new_img img = resolve_voxel_consistency(img) return np.array(img) def get_uv_face(skin: np.ndarray, u: int, v: int, w: int, h: int, flip_h: bool = False, flip_v: bool = False) -> np.ndarray: """Extract a face texture from the skin.""" # Slicing in numpy is [row, col] -> [y, x] face = skin[v:v+h, u:u+w].copy() if flip_h: face = np.fliplr(face) if flip_v: face = np.flipud(face) return face def create_textured_box( position: tuple, size: tuple, uv_coords: dict, skin: np.ndarray, tex_size: tuple = None ) -> pv.PolyData: x, y, z = position w, h, d = size hw, hh, hd = w/2, h/2, d/2 if tex_size is None: tex_w, tex_h, tex_d = int(w), int(h), int(d) else: tex_w, tex_h, tex_d = int(tex_size[0]), int(tex_size[1]), int(tex_size[2]) faces_list = [] # Helper function: construct a single face def build_face(name, p_width, p_height, res_x, res_y): if name not in uv_coords: return None uv_data = uv_coords[name] u, v = uv_data[0], uv_data[1] flip_h = not(uv_data[2] if len(uv_data) > 2 else False) flip_v = not(uv_data[3] if len(uv_data) > 3 else False) # 1. Extract texture face_tex = get_uv_face(skin, u, v, res_x, res_y, flip_h, flip_v) # 2. Critical fix: PyVista's Plane builds grids (cells) from bottom-left by default, # whereas image data starts from top-left. Image data must be flipped vertically to match UV. face_tex = np.flipud(face_tex) # 3. Special fix: The back face will be horizontally mirrored after 3D rotation of 180 degrees, # so it needs to be flipped horizontally beforehand on the texture data. if name == 'back' or name =='front': face_tex = np.fliplr(face_tex) # 4. Create base plane (default in XY plane, center at 0,0,0, normal +Z) plane = pv.Plane(center=(0,0,0), direction=(0,0,1), i_size=p_width, j_size=p_height, i_resolution=res_x, j_resolution=res_y) # 5. Assign colors colors = face_tex.reshape(-1, 4) plane.cell_data["RGBA"] = colors.astype(np.uint8) # 6. Move and rotate the plane to the correct position # Note: rotate operation modifies points in place if name == 'front': # +Z plane.translate((0, 0, hd), inplace=True) elif name == 'back': # -Z (Rotate 180 degrees to face back) plane.rotate_y(180, inplace=True) plane.translate((0, 0, -hd), inplace=True) elif name == 'left': # +X (Rotate right 90 degrees from Front) plane.rotate_y(-90, inplace=True) plane.translate((hw, 0, 0), inplace=True) elif name == 'right': # -X (Rotate left 90 degrees from Front) plane.rotate_y(90, inplace=True) plane.translate((-hw, 0, 0), inplace=True) elif name == 'top': # +Y (Rotate up 90 degrees from Front) plane.rotate_x(-90, inplace=True) plane.translate((0, hh, 0), inplace=True) elif name == 'bottom': # -Y (Rotate down 90 degrees from Front) plane.rotate_x(90, inplace=True) plane.translate((0, -hh, 0), inplace=True) # 7. Apply overall offset (move to the center position of the body part) plane.translate((x, y, z), inplace=True) return plane # Define each face (width, height, texture width, texture height) # Front (res: w * h) p = build_face('front', w, h, tex_w, tex_h) if p: faces_list.append(p) # Back (res: w * h) p = build_face('back', w, h, tex_w, tex_h) if p: faces_list.append(p) # Right (res: d * h) - side width is d p = build_face('right', d, h, tex_d, tex_h) if p: faces_list.append(p) # Left (res: d * h) p = build_face('left', d, h, tex_d, tex_h) if p: faces_list.append(p) # Top (res: w * d) - top face height is d p = build_face('top', w, d, tex_w, tex_d) if p: faces_list.append(p) # Bottom (res: w * d) p = build_face('bottom', w, d, tex_w, tex_d) if p: faces_list.append(p) if not faces_list: return None # Merge all faces into one Mesh mesh = faces_list[0] for i in range(1, len(faces_list)): mesh = mesh.merge(faces_list[i]) return mesh def create_voxel_box( position: tuple, size: tuple, uv_coords: dict, skin: np.ndarray, tex_size: tuple = None, hl: bool = False, hl_direction: tuple = (0,0,-1), hl_depth: int = 3, ) -> pv.PolyData: """ Create a voxelized box. Optimization: Create a PointCloud of centers and Glyph a single Cube. """ x, y, z = position w, h, d = size hw, hh, hd = w/2, h/2, d/2 if tex_size is None: tex_w, tex_h, tex_d = int(w), int(h), int(d) else: tex_w, tex_h, tex_d = int(tex_size[0]), int(tex_size[1]), int(tex_size[2]) vx = w / tex_w vy = h / tex_h vz = d / tex_d voxel_centers = [] voxel_colors = [] voxel_centers_hl = [] voxel_colors_hl = [] faces = [ ('front', tex_w, tex_h), ('back', tex_w, tex_h), ('right', tex_d, tex_h), ('left', tex_d, tex_h), ('top', tex_w, tex_d), ('bottom', tex_w, tex_d), ] # Map to dedup voxels at corners # Key: (ix, iy, iz), Value: list of colors voxel_map = {} voxel_map_hl = {} exists = {} face_textures = {} for face_name, face_tw, face_th in faces: if face_name not in uv_coords: continue uv_data = uv_coords[face_name] u, v = uv_data[0], uv_data[1] flip_h = uv_data[2] if len(uv_data) > 2 else False flip_v = uv_data[3] if len(uv_data) > 3 else False if face_name == 'top': flip_h = False flip_v = True if face_name == 'bottom': flip_h = False flip_v = False face_tex = get_uv_face(skin, u, v, face_tw, face_th, flip_h, flip_v) face_textures[face_name] = face_tex for py in range(face_th): for px in range(face_tw): alpha = face_tex[py, px, 3] if alpha < 10: # Threshold for transparency continue # Coordinate mapping ix, iy, iz = 0, 0, 0 if face_name == 'front': ix, iy, iz = px, py, tex_d - 1 elif face_name == 'back': ix, iy, iz = (tex_w - 1) - px, py, 0 elif face_name == 'right': ix, iy, iz = 0, py, px elif face_name == 'left': ix, iy, iz = tex_w - 1, py, (tex_d - 1) - px elif face_name == 'top': ix, iy, iz = px, tex_h - 1, (tex_d - 1) - py elif face_name == 'bottom': ix, iy, iz = px, 0, py key = (ix, iy, iz) exists[key] = True for face_name, face_tw, face_th in faces: if face_name not in uv_coords: continue face_tex = face_textures[face_name] for py in range(face_th): for px in range(face_tw): alpha = face_tex[py, px, 3] if alpha < 10: # Threshold for transparency continue color = face_tex[py, px, :] # RGBA # Coordinate mapping ix, iy, iz = 0, 0, 0 if face_name == 'front': ix, iy, iz = px, py, tex_d - 1 elif face_name == 'back': ix, iy, iz = (tex_w - 1) - px, py, 0 elif face_name == 'right': ix, iy, iz = 0, py, px elif face_name == 'left': ix, iy, iz = tex_w - 1, py, (tex_d - 1) - px elif face_name == 'top': ix, iy, iz = px, tex_h - 1, (tex_d - 1) - py elif face_name == 'bottom': ix, iy, iz = px, 0, py hl_filter = ix key = (ix, iy, iz) if hl: direction = 1 if hl_direction == (1,0,0) or hl_direction == (-1,0,0): hl_filter = ix direction = hl_direction[0] elif hl_direction == (0,1,0) or hl_direction == (0,-1,0): hl_filter = iy direction = hl_direction[1] elif hl_direction == (0,0,1) or hl_direction == (0,0,-1): hl_filter = iz direction = hl_direction[2] if direction == 1: if hl_filter < hl_depth: continue else: if hl_filter > hl_depth: continue prev = tuple(np.array((ix, iy, iz))-np.array(hl_direction)) # Ignore voxels occluded by the core if prev[0] >0 and prev[0] < tex_w-1 and prev[1] >0 and prev[1] < tex_h-1 and prev[2] > 0 and prev[2] < tex_d-1: continue # Ignore occluded voxels if hl_filter == hl_depth and prev in exists: continue if hl_filter == hl_depth: if key not in voxel_map_hl: voxel_map_hl[key] = {} voxel_map_hl[key][face_name] = color continue else: color = [0,0,0,20] if key not in voxel_map: voxel_map[key] = {} voxel_map[key][face_name] = color if not voxel_map and not voxel_map_hl: return None for (ix, iy, iz), face_dict in voxel_map_hl.items(): # Get fallback color from available faces all_colors = list(face_dict.values()) any_color = all_colors[0] if all_colors else [0,0,0,0] # Calculate world position # Grid origin is (x-hw, y-hh, z-hd) cx = (x - hw) + (ix + 0.5) * vx cy = (y - hh) + (iy + 0.5) * vy cz = (z - hd) + (iz + 0.5) * vz voxel_centers_hl.append([cx, cy, cz]) voxel_colors_hl.append(any_color) face_planes = { 'front': pv.Plane(center=(0,0,vz/2), direction=(0,0,1), i_size=vx, j_size=vy, i_resolution=1, j_resolution=1), 'back': pv.Plane(center=(0,0,-vz/2), direction=(0,0,-1), i_size=vx, j_size=vy, i_resolution=1, j_resolution=1), 'left': pv.Plane(center=(vx/2,0,0), direction=(1,0,0), i_size=vz, j_size=vy, i_resolution=1, j_resolution=1), 'right': pv.Plane(center=(-vx/2,0,0), direction=(-1,0,0), i_size=vz, j_size=vy, i_resolution=1, j_resolution=1), 'top': pv.Plane(center=(0,vy/2,0), direction=(0,1,0), i_size=vx, j_size=vz, i_resolution=1, j_resolution=1), 'bottom': pv.Plane(center=(0,-vy/2,0), direction=(0,-1,0), i_size=vx, j_size=vz, i_resolution=1, j_resolution=1), } face_centers_map = {f: [] for f in face_planes.keys()} face_colors_map = {f: [] for f in face_planes.keys()} for (ix, iy, iz), face_dict in voxel_map.items(): # Any available color to use as fallback if face is missing all_colors = list(face_dict.values()) any_color = all_colors[0] if all_colors else [0,0,0,0] # Calculate world position # Grid origin is (x-hw, y-hh, z-hd) cx = (x - hw) + (ix + 0.5) * vx cy = (y - hh) + (iy + 0.5) * vy cz = (z - hd) + (iz + 0.5) * vz for f in face_planes.keys(): color = face_dict.get(f, any_color) face_centers_map[f].append([cx, cy, cz]) face_colors_map[f].append(color) mesh = None for f in face_planes.keys(): if not face_centers_map[f]: continue cloud = pv.PolyData(np.array(face_centers_map[f])) cloud.point_data["RGBA"] = np.array(face_colors_map[f]).astype(np.uint8) f_mesh = cloud.glyph(geom=face_planes[f], scale=False, orient=False) if mesh is None: mesh = f_mesh else: mesh = mesh.merge(f_mesh, merge_points=False) if hl and voxel_centers_hl: cloud_hl = pv.PolyData(np.array(voxel_centers_hl)) cloud_hl.point_data["RGBA"] = np.array(voxel_colors_hl).astype(np.uint8) if hl_direction == (0,1,0) or hl_direction == (0,-1,0): plane = pv.Plane(center=(0,0,0), direction=(0,1,0), i_size=vx, j_size=vz, i_resolution=1, j_resolution=1) elif hl_direction == (1,0,0) or hl_direction == (-1,0,0): plane = pv.Plane(center=(0,0,0), direction=(1,0,0), i_size=vx, j_size=vz, i_resolution=1, j_resolution=1) elif hl_direction == (0,0,1) or hl_direction == (0,0,-1): plane = pv.Plane(center=(0,0,0), direction=(0,0,1), i_size=vx, j_size=vz, i_resolution=1, j_resolution=1) mesh_hl = cloud_hl.glyph(geom=plane, scale=False, orient=False) return mesh_hl.merge(mesh, merge_points=False) if mesh is not None else mesh_hl return mesh def build_minecraft_model( skin: np.ndarray, core_display: list = [], decor_display: list = [], hl: bool = False, hl_direction: tuple = (0,0,-1), hl_depth: int = 3, use_voxels: bool = True, rot_head: tuple = (0, 0, 0), rot_arm_right: tuple = (0, 0, 0), rot_arm_left: tuple = (0, 0, 0), rot_leg_right: tuple = (0, 0, 0), rot_leg_left: tuple = (0, 0, 0), pos_args: dict = None ) -> list: """Build the model components.""" scale = 1.0 limbs_offset = 0.8 is_slim = skin[52, 47, 3] == 0 default_positions = { 'head': (0, 28 * scale, 0), 'body': (0, 18 * scale, 0), 'right_arm': (-6 * scale - limbs_offset, 18 * scale - 1, 0), 'left_arm': (6 * scale + limbs_offset, 18 * scale - 1, 0), 'right_leg': (-2 * scale - limbs_offset, 6 * scale, 0), 'left_leg': (2 * scale + limbs_offset, 6 * scale, 0), } pos_args = pos_args or {} positions = {part: pos_args.get(part, def_pos) for part, def_pos in default_positions.items()} pivots = { 'head': (0, 24 * scale, 0), 'right_arm': (-6 * scale, 24 * scale, 0), 'left_arm': (6 * scale, 24 * scale, 0), 'right_leg': (-2 * scale, 12 * scale, 0), 'left_leg': (2 * scale, 12 * scale, 0), } # Adjust pivots based on position override for part in pivots: if part in pos_args: offset = np.array(pos_args[part]) - np.array(default_positions[part]) pivots[part] = tuple(np.array(pivots[part]) + offset) def apply_rotation(mesh, angles, pivot): if not angles or all(a == 0 for a in angles): return # PyVista rotations are simple. # Translate to origin relative to pivot -> Rotate -> Translate back px, py, pz = pivot mesh.translate((-px, -py, -pz), inplace=True) # Order: x (pitch), y (yaw), z (roll) if angles[0] != 0: mesh.rotate_x(angles[0], inplace=True) if angles[1] != 0: mesh.rotate_y(angles[1], inplace=True) if angles[2] != 0: mesh.rotate_z(angles[2], inplace=True) mesh.translate((px, py, pz), inplace=True) uv_flip = { 'front': (False, True), 'back': (False, True), 'right': (False, True), 'left': (False, True), 'top': (True, True), 'bottom': (True, False), } # --- Head --- head_uv = { 'front': (8, 8, *uv_flip['front']), 'back': (24, 8, *uv_flip['back']), 'right': (0, 8, *uv_flip['right']), 'left': (16, 8, *uv_flip['left']), 'top': (8, 0, *uv_flip['top']), 'bottom': (16, 0, *uv_flip['bottom']), } head_mesh = create_textured_box(positions['head'], (8 * scale, 8 * scale, 8 * scale), head_uv, skin) if head_mesh: apply_rotation(head_mesh, rot_head, pivots['head']) # --- Hat --- overlay_offset = 0.5 * scale hat_uv = { 'front': (40, 8, *uv_flip['front']), 'back': (56, 8, *uv_flip['back']), 'right': (32, 8, *uv_flip['right']), 'left': (48, 8, *uv_flip['left']), 'top': (40, 0, *uv_flip['top']), 'bottom': (48, 0, *uv_flip['bottom']), } hat_args = { 'position': positions['head'], 'size': (8 * scale + overlay_offset * 2, 8 * scale + overlay_offset * 2, 8 * scale + overlay_offset * 2), 'uv_coords': hat_uv, 'skin': skin, 'tex_size': (8, 8, 8) } hat_mesh = create_voxel_box(hl = hl and "head" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**hat_args) if use_voxels else create_textured_box(**hat_args) if hat_mesh: apply_rotation(hat_mesh, rot_head, pivots['head']) # --- Body --- body_uv = { 'front': (20, 20, *uv_flip['front']), 'back': (32-(1 if is_slim else 0), 20, *uv_flip['back']), 'right': (16, 20, *uv_flip['right']), 'left': (28-(1 if is_slim else 0), 20, *uv_flip['left']), 'top': (20, 16, *uv_flip['top']), 'bottom': (28-(1 if is_slim else 0), 16, *uv_flip['bottom']), } body_mesh = create_textured_box(positions['body'], (8 * scale, 12 * scale, 4 * scale), body_uv, skin) # --- Arms & Legs --- # Right Arm r_arm_uv = { 'front': (44, 20, *uv_flip['front']), 'back': (52-(1 if is_slim else 0), 20, *uv_flip['back']), 'right': (40, 20, *uv_flip['right']), 'left': (48-(1 if is_slim else 0), 20, *uv_flip['left']), 'top': (44, 16, *uv_flip['top']), 'bottom': (48-(1 if is_slim else 0), 16, *uv_flip['bottom']), } r_arm_mesh = create_textured_box(positions['right_arm'], ((3 if is_slim else 4)*scale, 12*scale, 4*scale), r_arm_uv, skin) if r_arm_mesh: apply_rotation(r_arm_mesh, rot_arm_right, pivots['right_arm']) # Left Arm l_arm_uv = { 'front': (36, 52, *uv_flip['front']), 'back': (44-(1 if is_slim else 0), 52, *uv_flip['back']), 'right': (32, 52, *uv_flip['right']), 'left': (40-(1 if is_slim else 0), 52, *uv_flip['left']), 'top': (36, 48, *uv_flip['top']), 'bottom': (40-(1 if is_slim else 0), 48, *uv_flip['bottom']), } l_arm_mesh = create_textured_box(positions['left_arm'], ((3 if is_slim else 4)*scale, 12*scale, 4*scale), l_arm_uv, skin) if l_arm_mesh: apply_rotation(l_arm_mesh, rot_arm_left, pivots['left_arm']) # Right Leg r_leg_uv = { 'front': (4, 20, *uv_flip['front']), 'back': (12, 20, *uv_flip['back']), 'right': (0, 20, *uv_flip['right']), 'left': (8, 20, *uv_flip['left']), 'top': (4, 16, *uv_flip['top']), 'bottom': (8, 16, *uv_flip['bottom']), } r_leg_mesh = create_textured_box(positions['right_leg'], (4*scale, 12*scale, 4*scale), r_leg_uv, skin) if r_leg_mesh: apply_rotation(r_leg_mesh, rot_leg_right, pivots['right_leg']) # Left Leg l_leg_uv = { 'front': (20, 52, *uv_flip['front']), 'back': (28, 52, *uv_flip['back']), 'right': (16, 52, *uv_flip['right']), 'left': (24, 52, *uv_flip['left']), 'top': (20, 48, *uv_flip['top']), 'bottom': (24, 48, *uv_flip['bottom']), } l_leg_mesh = create_textured_box(positions['left_leg'], (4*scale, 12*scale, 4*scale), l_leg_uv, skin) if l_leg_mesh: apply_rotation(l_leg_mesh, rot_leg_left, pivots['left_leg']) # --- Overlays --- decor_offset = 0.5 # Jacket jacket_uv = { 'front': (20, 36, *uv_flip['front']), 'back': (32, 36, *uv_flip['back']), 'right': (16, 36, *uv_flip['right']), 'left': (28, 36, *uv_flip['left']), 'top': (20, 32, *uv_flip['top']), 'bottom': (28, 32, *uv_flip['bottom']), } jacket_args = { 'position': positions['body'], 'size': (8*scale+decor_offset, 12*scale+decor_offset, 4*scale+decor_offset), 'uv_coords': jacket_uv, 'skin': skin, 'tex_size': (8, 12, 4) } jacket_mesh = create_voxel_box(hl = hl and "body" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**jacket_args) if use_voxels else create_textured_box(**jacket_args) # Sleeves & Pants (Similar logic to Arms/Legs) # Right Sleeve rs_uv = {'front':(44,36,*uv_flip['front']),'back':(52-(1 if is_slim else 0),36,*uv_flip['back']),'right':(40,36,*uv_flip['right']),'left':(48-(1 if is_slim else 0),36,*uv_flip['left']),'top':(44,32,*uv_flip['top']),'bottom':(48-(1 if is_slim else 0),32,*uv_flip['bottom'])} rs_args = {'position':positions['right_arm'],'size':((3 if is_slim else 4)*scale+decor_offset,12*scale+decor_offset,4*scale+decor_offset),'uv_coords':rs_uv,'skin':skin,'tex_size':((3 if is_slim else 4),12,4)} rs_mesh = create_voxel_box(hl = hl and "right_arm" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**rs_args) if use_voxels else create_textured_box(**rs_args) if rs_mesh: apply_rotation(rs_mesh, rot_arm_right, pivots['right_arm']); # Left Sleeve ls_uv = {'front':(52,52,*uv_flip['front']),'back':(60-(1 if is_slim else 0),52,*uv_flip['back']),'right':(48,52,*uv_flip['right']),'left':(56-(1 if is_slim else 0),52,*uv_flip['left']),'top':(52,48,*uv_flip['top']),'bottom':(56-(1 if is_slim else 0),48,*uv_flip['bottom'])} ls_args = {'position':positions['left_arm'],'size':((3 if is_slim else 4)*scale+decor_offset,12*scale+decor_offset,4*scale+decor_offset),'uv_coords':ls_uv,'skin':skin,'tex_size':((3 if is_slim else 4),12,4)} ls_mesh = create_voxel_box(hl = hl and "left_arm" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**ls_args) if use_voxels else create_textured_box(**ls_args) if ls_mesh: apply_rotation(ls_mesh, rot_arm_left, pivots['left_arm']); # Right Pants rp_uv = {'front':(4,36,*uv_flip['front']),'back':(12,36,*uv_flip['back']),'right':(0,36,*uv_flip['right']),'left':(8,36,*uv_flip['left']),'top':(4,32,*uv_flip['top']),'bottom':(8,32,False,True)} rp_args = {'position':positions['right_leg'],'size':(4*scale+decor_offset,12*scale+decor_offset,4*scale+decor_offset),'uv_coords':rp_uv,'skin':skin,'tex_size':(4,12,4)} rp_mesh = create_voxel_box(hl = hl and "right_leg" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**rp_args) if use_voxels else create_textured_box(**rp_args) if rp_mesh: apply_rotation(rp_mesh, rot_leg_right, pivots['right_leg']); # Left Pants lp_uv = {'front':(4,52,*uv_flip['front']),'back':(12,52,*uv_flip['back']),'right':(0,52,*uv_flip['right']),'left':(8,52,*uv_flip['left']),'top':(4,48,*uv_flip['top']),'bottom':(8,48,*uv_flip['bottom'])} lp_args = {'position':positions['left_leg'],'size':(4*scale+decor_offset,12*scale+decor_offset,4*scale+decor_offset),'uv_coords':lp_uv,'skin':skin,'tex_size':(4,12,4)} lp_mesh = create_voxel_box(hl = hl and "left_leg" in decor_display, hl_direction = hl_direction, hl_depth = hl_depth,**lp_args) if use_voxels else create_textured_box(**lp_args) if lp_mesh: apply_rotation(lp_mesh, rot_leg_left, pivots['left_leg']); return head_mesh, body_mesh, l_arm_mesh,r_arm_mesh, l_leg_mesh,r_leg_mesh, hat_mesh, jacket_mesh, ls_mesh, rs_mesh, lp_mesh, rp_mesh def render_skin( skin: np.ndarray, output_size: tuple=(300,300), cam_front: tuple = (0.5, 0.5, 0.5), use_voxels: bool = True, ortho: bool = False, rot_args: dict = None, pos_args: dict = None, save_path: str = None, bg: list = [1, 1, 1], light = False, core_display = ["head","body","right_arm","left_arm","right_leg","left_leg"], decor_display = ["head","body","right_arm","left_arm","right_leg","left_leg"], zoom = 0.25, look_at_y = 12, light_pos: tuple = (0, 30, 30), light_intensity: float = 0.5, core_opacity: float = 1.0, decore_opacity: float = 1.0, transparent_background: bool = False, hl: bool = False, hl_direction: tuple = (0, 1, 0), hl_depth: int = 0, show_wireframe: bool = False, off_screen: bool = True, ): if rot_args is None: rot_args = {} # Build models head, body, l_arm, r_arm, l_leg, r_leg, hat, jacket, ls, rs, lp, rp = build_minecraft_model(skin, hl=hl,hl_direction=hl_direction,hl_depth=hl_depth, core_display=core_display, decor_display=decor_display, use_voxels=use_voxels, pos_args=pos_args, **rot_args) # Initialize Plotter plotter = pv.Plotter(off_screen=off_screen, window_size=output_size) plotter.background_color = bg mesh_kwargs = { "scalars": "RGBA", "rgb": True, "show_scalar_bar": False, "smooth_shading": False, "lighting": True, "show_edges": show_wireframe } if show_wireframe: mesh_kwargs["edge_color"] = "black" if "head" in core_display: plotter.add_mesh(head, opacity=core_opacity, **mesh_kwargs) if "head" in decor_display and hat: plotter.add_mesh(hat, opacity=decore_opacity, **mesh_kwargs) if "body" in core_display: plotter.add_mesh(body, opacity=core_opacity, **mesh_kwargs) if "body" in decor_display and jacket: plotter.add_mesh(jacket, opacity=decore_opacity, **mesh_kwargs) if "right_arm" in core_display: plotter.add_mesh(r_arm, opacity=core_opacity, **mesh_kwargs) if "right_arm" in decor_display and rs: plotter.add_mesh(rs, opacity=decore_opacity, **mesh_kwargs) if "left_arm" in core_display: plotter.add_mesh(l_arm, opacity=core_opacity, **mesh_kwargs) if "left_arm" in decor_display and ls: plotter.add_mesh(ls, opacity=decore_opacity, **mesh_kwargs) if "right_leg" in core_display: plotter.add_mesh(r_leg, opacity=core_opacity, **mesh_kwargs) if "right_leg" in decor_display and rp: plotter.add_mesh(rp, opacity=decore_opacity, **mesh_kwargs) if "left_leg" in core_display: plotter.add_mesh(l_leg, opacity=core_opacity, **mesh_kwargs) if "left_leg" in decor_display and lp: plotter.add_mesh(lp, opacity=decore_opacity, **mesh_kwargs) # Camera setup plotter.camera.position = (cam_front[0] * 70, cam_front[1] * 70 + 20, cam_front[2] * 70) plotter.camera.focal_point = (0, look_at_y, 0) plotter.camera.up = (0, 1, 0) plotter.camera.zoom(.14/zoom) if ortho: plotter.enable_parallel_projection() if light: # --- Interactive Light Setup --- # Mutable state for the light (use list so closures can modify) light_state = { 'pos': list(light_pos), 'intensity': light_intensity, 'step': 5.0, # position step per keypress 'int_step': 0.05, # intensity step per keypress } key_light = pv.Light( position=light_state['pos'], focal_point=(0, 12, 0), intensity=light_state['intensity'], color='white' ) plotter.add_light(key_light) plotter.add_light(pv.Light( position=(-light_state['pos'][0], -light_state['pos'][1], -light_state['pos'][2]), focal_point=(0, 12, 0), intensity=light_state['intensity'], color='white' ) ) interact = not off_screen if interact: # HUD text actor to display light info hud_text = f"Light: pos=({light_state['pos'][0]:.0f}, {light_state['pos'][1]:.0f}, {light_state['pos'][2]:.0f}) intensity={light_state['intensity']:.2f}" text_actor = plotter.add_text( hud_text, position='lower_left', font_size=9, color='yellow', name='light_hud' ) def _update_light_hud(): """Refresh the HUD text and re-render.""" pos = light_state['pos'] key_light.position = tuple(pos) key_light.intensity = light_state['intensity'] new_text = f"Light: pos=({pos[0]:.0f}, {pos[1]:.0f}, {pos[2]:.0f}) intensity={light_state['intensity']:.2f}" plotter.add_text( new_text, position='lower_left', font_size=9, color='yellow', name='light_hud' ) plotter.render() # --- Key bindings --- # W/S : move light in Z (forward / backward) def _light_forward(): light_state['pos'][2] += light_state['step'] _update_light_hud() def _light_backward(): light_state['pos'][2] -= light_state['step'] _update_light_hud() # A/D : move light in X (left / right) def _light_left(): light_state['pos'][0] -= light_state['step'] _update_light_hud() def _light_right(): light_state['pos'][0] += light_state['step'] _update_light_hud() # Q/E : move light in Y (up / down) def _light_up(): light_state['pos'][1] += light_state['step'] _update_light_hud() def _light_down(): light_state['pos'][1] -= light_state['step'] _update_light_hud() # R/F : increase / decrease intensity def _light_brighter(): light_state['intensity'] = min(5.0, light_state['intensity'] + light_state['int_step']) _update_light_hud() def _light_dimmer(): light_state['intensity'] = max(0.0, light_state['intensity'] - light_state['int_step']) _update_light_hud() # P : print current state to console def _light_print(): pos = light_state['pos'] print(f"[Light] position=({pos[0]:.1f}, {pos[1]:.1f}, {pos[2]:.1f}), intensity={light_state['intensity']:.2f}") if interact: plotter.add_key_event('w', _light_forward) plotter.add_key_event('s', _light_backward) plotter.add_key_event('a', _light_left) plotter.add_key_event('d', _light_right) plotter.add_key_event('q', _light_up) plotter.add_key_event('e', _light_down) plotter.add_key_event('r', _light_brighter) plotter.add_key_event('f', _light_dimmer) plotter.add_key_event('p', _light_print) else: # Flat lighting for pure texture look plotter.disable_anti_aliasing() if save_path: plotter.screenshot(save_path, transparent_background=transparent_background) plotter.close() plotter.deep_clean() import gc; gc.collect() return None else: # If off_screen, return the image data if off_screen: img = plotter.screenshot(None, transparent_background=transparent_background) plotter.close() plotter.deep_clean() import gc; gc.collect() return img plotter.show(title="Minecraft Skin Renderer (PyVista)") return None def main(): parser = argparse.ArgumentParser(description="Minecraft Skin 3D Renderer (PyVista)") parser.add_argument("skin_path", help="Path to the Minecraft skin image") parser.add_argument("--cam-front", type=float, nargs=3, default=[0.5, 0.5, 0.5], help="Camera front direction (x y z)") parser.add_argument("--flat", action="store_true", help="Render second layer as flat planes instead of voxels") parser.add_argument("--light", action="store_true", help="Enable lighting (default is flat/unlit)") parser.add_argument("--ortho", action="store_true", help="Use orthographic projection") parser.add_argument("--wireframe", action="store_true", help="Overlay wireframe on the texture") parser.add_argument("--output-size", type=int, nargs=2, default=[600, 600], help="Output size (width height)") parser.add_argument("--rot-head", type=float, nargs=3, default=[0, 0, 0], help="Head rotation (pitch yaw roll)") parser.add_argument("--rot-arm-right", type=float, nargs=3, default=[0, 0, 0], help="Right arm rotation") parser.add_argument("--rot-arm-left", type=float, nargs=3, default=[0, 0, 0], help="Left arm rotation") parser.add_argument("--rot-leg-right", type=float, nargs=3, default=[0, 0, 0], help="Right leg rotation") parser.add_argument("--rot-leg-left", type=float, nargs=3, default=[0, 0, 0], help="Left leg rotation") parser.add_argument("--pos-head", type=float, nargs=3, help="Head position") parser.add_argument("--pos-body", type=float, nargs=3, help="Body position") parser.add_argument("--pos-arm-right", type=float, nargs=3, help="Right arm position") parser.add_argument("--pos-arm-left", type=float, nargs=3, help="Left arm position") parser.add_argument("--pos-leg-right", type=float, nargs=3, help="Right leg position") parser.add_argument("--pos-leg-left", type=float, nargs=3, help="Left leg position") parser.add_argument("--save", type=str, help="Save screenshot to file") parser.add_argument("--bg", type=float, nargs=3, default=[1/255, 254/255, 1/255], help="Background color (r g b)") parser.add_argument("--light-pos", type=float, nargs=3, default=[0, 30, 30], help="Initial light position (x y z)") parser.add_argument("--light-intensity", type=float, default=0.5, help="Initial light intensity") parser.add_argument("--interact", action="store_true", help="Interactive mode (opens GUI window)") args = parser.parse_args() rot_args = { 'rot_head': tuple(args.rot_head), 'rot_arm_right': tuple(args.rot_arm_right), 'rot_arm_left': tuple(args.rot_arm_left), 'rot_leg_right': tuple(args.rot_leg_right), 'rot_leg_left': tuple(args.rot_leg_left), } pos_args = {} if args.pos_head: pos_args['head'] = tuple(args.pos_head) if args.pos_body: pos_args['body'] = tuple(args.pos_body) if args.pos_arm_right: pos_args['right_arm'] = tuple(args.pos_arm_right) if args.pos_arm_left: pos_args['left_arm'] = tuple(args.pos_arm_left) if args.pos_leg_right: pos_args['right_leg'] = tuple(args.pos_leg_right) if args.pos_leg_left: pos_args['left_leg'] = tuple(args.pos_leg_left) skin = load_skin(args.skin_path) render_skin( skin, cam_front=args.cam_front, output_size=args.output_size, use_voxels=not args.flat, ortho=args.ortho, rot_args=rot_args, pos_args=pos_args, save_path=args.save, bg=args.bg, light=args.light, light_pos=tuple(args.light_pos), light_intensity=args.light_intensity, show_wireframe=args.wireframe, off_screen=not args.interact ) if __name__ == "__main__": main()