Your skins and capes are read, paired and packaged here in your browser; the page makes no network requests with your files. The only optional outside request is loading a skin by username, which contacts the public mc-heads.net service using only the name you type.
Used internally for the pack and skin localization keys. Letters, numbers and underscores only; it never shows in game.
Upload a 64x64 (or legacy 64x32) skin PNG, or load one by Minecraft username.
Username lookup uses the public mc-heads.net service and only sends the name you type.
Drop a 64 x 32 cape PNG (other sizes are scaled). Need one? Make a cape with the Cape Maker and download its PNG.
Each entry is one skin wearing one cape (or no cape). Add entries one at a time, or assign a cape to every skin at once.
A custom cape pack pairs your own skins with capes in one personal Bedrock skin pack. Add skins, add 64 by 32 cape PNGs, match each skin to a cape, and the tool builds a .mcpack you import like any other skin pack. It all happens in your browser, so nothing uploads and there is no watermark.
Each skin entry is written into skins.json with its geometry (classic Steve or slim Alex), its texture file, and a cape field pointing at the paired cape PNG. The pack also gets a skin_pack manifest and a texts/en_US.lang file for the display names, exactly how Minecraft expects a skin pack to be laid out.
Pair entries one at a time, or assign one cape to every skin at once to build a matched set fast. Reuse a single cape across many skins and the tool stores it only once, up to 64 entries per pack.
Be clear on what this is: a personal skin pack. The capes ride along with your own skins for your client. It is not a way to hand a cape to everyone on a server, and capes earned through Minecraft stay account-bound to whoever earned them. What you get is your own custom skins, each with the cape you chose, in your Dressing Room.
To use it, double-click the .mcpack to import it, open the Dressing Room, find your pack under your owned skins, and pick one. The paired cape comes with that skin. If a cape does not appear right away, open the Capes tab in the Dressing Room and toggle any cape to refresh the view. This is a Bedrock Edition tool; Java uses a different system and is out of scope.
Add your skin and a 64 by 32 cape PNG to this tool, then pair them so the skin wears that cape. The builder writes both into a skin pack: each skin entry in skins.json gets a cape field that points to the cape PNG in the pack. Import the .mcpack, pick the skin in the Dressing Room, and the paired cape rides along with it on your own client.
It is just for you. This builds a personal skin pack, so the skins and their paired capes show on your own client when you wear them. It is not a way to give a cape to everyone on a server, and account capes earned in Minecraft stay account-bound to whoever earned them.
You can build up to 64 paired entries in one pack, where each entry is one skin wearing one cape or no cape. Several entries can share the same cape PNG, and the tool stores each distinct cape only once, so reusing a cape across many skins does not bloat the pack.
A Bedrock cape texture is a 64 by 32 PNG. You can design one in our Cape Maker and download its PNG, then drop it into this builder. Any 64 by 32 cape image works; other sizes are scaled to fit, though a true 64 by 32 file maps onto the cape cleanest.
No. This targets Bedrock Edition skin packs, which use skins.json and a skin_pack manifest. Java Edition handles skins and capes through a different system and cannot load a Bedrock skin pack, so Java is out of scope for this tool.
No. Reading, pairing and packaging all run on a canvas in your browser, so your files never leave your device and there is no watermark. The only optional outside request is loading a skin by username, which contacts the public mc-heads.net service using only the name you type.
Design a cape first, or browse more Minecraft tools: