Skins and face controls
Public release 0.2.2 · Minecraft 26.3 / Fabric. Release boundaries.
Open Skin preview / eyes to change how your boss looks. The in-game model preview lets you line up its face before you test it in the world.
Skin types
skin.type |
Result |
|---|---|
default |
Minecraft's normal Warden texture. |
player |
Maps the named account's 64×64 Minecraft skin onto the Warden. |
custom |
Uses a server-supplied 128×128 PNG in the vanilla Warden atlas layout. |
Player skins are resolved by each client through Minecraft/Mojang services. The mapping uses nearest-neighbor scaling without a vanilla base-texture overlay. The moving chest rib plates retain their original Warden pixels, keeping the torso and opening ribs distinct.
Normal Wardens keep their original textures and emissive rendering.
Custom PNG setup
Place the file here:
config/clockwork-bosses/boss-templates/my_boss/skins/clockwork_warden.png
Use these settings in the template:
{
"skin": {
"type": "custom",
"name": "",
"file": "clockwork_warden.png"
}
}
Custom files must be:
- PNG, exactly 128×128 pixels
- In the vanilla Warden texture-atlas layout
- 512 KiB or smaller
- A lowercase
.pngbasename without spaces, capitals, or a directory path
Custom PNGs are loaded as-is, without scaling or remapping. A player-skin PNG won't automatically become a custom Warden atlas.
The server sends a custom skin to clients tracking a boss that uses it. Players don't need to copy the file onto their clients. After replacing a PNG, run /boss reload to refresh the server cache and tracking clients.
Preview controls
Enter your player/default/custom settings, then press Load / refresh skin preview.
- Drag the model to rotate it.
- Switch between the full-body view and head zoom.
- Reset it to face forward.
- Choose a preview phase to check its glow tint.
For presets, custom preview files come from that preset's own skins/ folder. The preview only renders the model. It doesn't enter the world or run AI.
Eyes and eyebrows
The page has separate Skin and Glowing eyes sections, plus face controls:
- Choose Both / Left / Right eyes.
- Move selected eyes by one atlas pixel with the direction pad, or edit coordinates.
- Use Narrower / Wider to adjust spacing.
- Adjust eye and eyebrow positions separately.
- Use independent eye Scale X / Y controls from 0.5–4, rounded to 1–8 atlas pixels. Scale 1 gives a 2×2 eye. The stable eyebrow source mask is 4×4.
Coordinates are atlas pixels measured from the 16×16 front face's top-left.
skin.glowing_eyesstores integerleft_x,left_y,right_x, andright_y. The editor accepts 0–15. Rendering clamps X to 0 through 16 minus eye width, and Y to 0 through 16 minus eye height, so scaled eyes stay inside the face.- Eye
scale_xandscale_yaccept 0.5–4, default 1. Default eye positions are (3,7) and (11,7). A default 2×2 eye therefore renders at coordinates no greater than 14, even though the editor accepts 15. skin.glowing_eyebrowsstores integerleft_x,left_y,right_x, andright_yfrom 0–12 for the 4×4 source masks. Default positions are (2,2) and (10,2).
This partial template uses the default face positions and eye scale:
{
"skin": {
"glowing_eyes": {
"left_x": 3,
"left_y": 7,
"right_x": 11,
"right_y": 7,
"scale_x": 1,
"scale_y": 1
},
"glowing_eyebrows": {
"left_x": 2,
"left_y": 2,
"right_x": 10,
"right_y": 2
}
}
}
The eyes include darker pupil pixels. To move the eyebrows, use the separate brow controls; moving the eyes won't move them.
Alignment preview uses stronger, steady face glow and the selected phase hue at full saturation and brightness. The live boss uses your configured RGB color and the native pulse, so expect a different brightness in-world.
If the preview fails, refresh once and check the client log for its actionable warning. See Troubleshooting for file and version checks.
Development source: pupil controls
The later source adds skin.glowing_pupils to both editors and their model
previews. These are darker rectangles inside each glowing eye. They keep the
phase hue; the pupil pixels are 40% as bright as the surrounding eye.
| Field | Meaning |
|---|---|
enabled |
Show pupils; false leaves the eye bright. Default true. |
scale_x, scale_y |
Independent size, 0.5–8. Scale 1 = one atlas pixel; sizes round to 1–8 pixels. |
left_x, left_y, right_x, right_y |
Whole offsets inside that eye, -1–7. Zero is its top-left. -1 follows the inner X or bottom Y edge automatically. |
Moving an eye moves its pupil too. Size and offset clip to the eye; the saved value stays intact if the eye becomes smaller. Defaults retain the original one-pixel inner/bottom pupil. Automatic one-pixel pupils remain hidden on one-pixel-wide/high eyes; explicitly positioning/sizing them can fill those eyes.
In Skin preview / eyes → Pupils, the native cross pad selects Both, Left or Right. Reset restores automatic positions without changing size/visibility. The website's Skin & glowing face → Pupils exposes the same fields and preview rules. An older connected server schema hides unsupported controls without dropping imported pupil data. New/default presets include the section; existing templates can omit it and keep their appearance.
Pupil controls are included in stable 0.2.2. The connected Workshop needs a server schema that exposes them. Real multiplayer visual checks remain separate from the recorded stable evidence. Earlier 0.2.beta.1 jars lack these controls. Normal Wardens retain
their original rendering; clients without the core retain the native fallback.