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Face editor

The Face tab and the face editor in the game: tune blinking and sparkle, switch any of the 119 reactions on or off, mark eyes by hand, test every look, and see what is saved.

This page has not been translated into Japanese yet, so it is shown in English. Read in English

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The face editor is the part of Punchy! Moves that lets you work on your own face while you look at it. In it you can check where the game found your eyes, mark them by hand, play any reaction or look on your player, and set the sparkle and the color of closed eyes. Next to it sits the Face tab, which holds every face setting and one switch for each of the 119 reactions. This page is for players who want their face right, and for pack makers who want to see their looks in the game.

Before you start

  • Install Punchy! Moves, from Modrinth or CurseForge (Getting started has the steps), and Punchy! with its new menu, from Modrinth or CurseForge. The Face tab and the editor live in that menu, in its Punchy Moves group. Without the menu the face still works with its defaults, and config/punchy_moves/face.json holds the same options.
  • Join a world or a server. The editor draws your own player and reads your own skin, so it needs both.
  • Faces are drawn in third person. First person draws no face.
  • Looks and eye shapes are not made here. You make them in Punchy! Studio or by hand, as Faces in packs and clips shows. This editor is where you see them in the game.

Open the face editor

  1. Join a world and press F8, Punchy!‘s menu key, to open Punchy’s new menu.
  2. Click Face, the tab of its Punchy Moves group.
  3. Find the row Face editor and press Open. The editor opens on its Marks tab.
  4. Press Done, at the bottom of the editor, to go back to the Face tab.

Video coming soon

Opening the face editor from the Face tab.

Give a reaction a look of your own

This walks through the Test tab. You will make starting a run play the Smug look, see it on your player, and keep it.

  1. Open the face editor and click the Test tab.
  2. Press the > button on the right of the big box at the top. The box steps through None and then every reaction. Keep pressing until it reads Reaction: Starting a run. Under the name it shows the reaction’s group and its place in the list, Running and crouching 8 / 119, and your player’s face plays that reaction.
  3. Under the description, the small box starts with Plays: and says Plays: its own. Press its > button until it reads Plays: Smug. Your player now shows the Smug look instead.
  4. Press Done, close the menu, switch to third person and start a sprint from a standstill. For a moment your face is Smug. The pick is already saved.

Video coming soon

Giving the Starting a run reaction the Smug look.

The pick is saved at once in face.json, under trigger_looks. The file now holds this entry, among the others:

{
  "trigger_looks": { "kickoff": "smug" }
}

To give the reaction back to the game, pick the same reaction in the Test tab again and press < on the Plays box until it reads Plays: its own.

The Face tab

The tab is titled Face, and its subtitle reads “Eyes and brows that blink, glance and react to what you do.” Every control saves the moment you change it. The rows are in this order.

ControlKindDefaultRangeWhat it does
Over the hat layerswitchoffon or offDraws the face in front of the hat layer, so hair or glasses on it never cover it.
Blinkingswitchonon or offBlinks now and then, each player on their own rhythm.
Time between blinksslider3.61.5 to 8.0, steps of 0.1Seconds between blinks, on average.
Glancesswitchonon or offThe pupils look to one side now and then.
Eye sparklechoiceOffOff, Line, Dot, Skin’s ownA glint on each pupil that moves with it.
Sparkle colorcolor pickerwhiteany colorThe color of the glint. The row shows only while Eye sparkle is Line or Dot. In the Face tab the row has a Pick button that opens the picker.
Line color of closed eyescolor pickereach eye’s own colorany colorThe color of the lines that draw closed, squeezed, crossed and spiral eyes. In the Face tab the row has a Pick button that opens the picker.
Face editorbuttonn/an/aOpen opens the editor: check where your eyes and brows were found, mark them yourself, and test the face.
Time before daydreamingslider3010 to 120, steps of 5Seconds of standing still before the lids droop.

After these rows come 15 sections, one for each group of reactions, with one switch per reaction. They are listed in the next section.

Eye sparkle

  • Off: no glints, except the ones a skin paints on its own eyes.
  • Line: a line along the pupil’s side toward the nose.
  • Dot: a small dot near the top of the pupil.
  • Skin’s own: the glint that a skin paints on its eye on the hat layer. It then moves with the pupil. A skin without one shows none.

Excited looks add a second line or dot.

The color pickers

Sparkle color and Line color of closed eyes both open the same picker. It has a square for saturation (across) and brightness (down), a bar beside it for the hue, a hex field where you can type a color such as #FFD447, preset swatches, and the new color shown over the old one. The color is applied as you pick it, so what it colors changes live. Cancel puts the old color back, when you had picked one. To give the line color back to each eye, press Each eye’s own color. Done keeps the new one.

  • The Sparkle color presets are white FFFFFF, cream FFF1CC, gold FFD447, sky 9EDCFF, aqua 5FF2E0, mint A6F2B8, pink FFA8D2, lilac CFB2FF and red FF5C5C.
  • The Line color of closed eyes presets are 161616, 3B2A20, 26285A, 4A2463, 6B1F2A, 1F4D3A, 6E7380, FFFFFF and FF4F7E. This picker also has a button, Each eye’s own color, which gives the choice back to the game. Each eye’s own color is the darkest color of that eye, darkened until it reads as a line.

Video coming soon

Eye sparkle and its color in the Face tab.

The 15 groups of reaction switches

A reaction is a moment the face reacts to, such as the rain or a hit. Each one has a switch in the Face tab, on by default. Switch one off and the face never plays it, so the next strongest reaction decides the look. Each switch is saved by the reaction’s id in face.json, under reactions.

The groups below are in the order the tab and the editor’s reaction picker use. The switch names are the ones the game shows, and each description says what the face does. Face reactions lists each reaction’s trigger, priority and default look.

Some reactions only work on your own player, because the game never tells a client other players’ food or level, and Moves notices block use, a thrown snowball, egg, wind charge, ender pearl, potion or bottle o’ enchanting, lit fires, shears and bow or crossbow shots only when you do them yourself. Hungry and Level up are the plainest examples. A trident throw is worked out from how the trident is used, so it plays on other players too.

Always

SwitchIdWhat the face does
GazegazeEyes and brows follow where the head points: up, down and to the sides, emotes included.

Standing about

SwitchIdWhat the face does
Standing stillstillGlances come more often while standing still.
Idle momentsfidgetNow and then while standing about, a playful look: sly, curious, bored, a wink. It comes with Moves’ idle moments.
DaydreamingdaydreamAfter standing still for a while, the lids droop and the blinks slow down.
WalkingstrideEyes stay on the path while walking, with fewer glances.
StrafingsidestepPupils look the way you sidestep.
Walking backwardsbackpedalBrows worry while backing up.

Running and crouching

SwitchIdWhat the face does
Starting a runkickoffAn eager, wide eyed look as a run starts.
RunningdashLids step in and the brows set while sprinting.
Long runmarathonNow and then on a long sprint, the face strains and sweats.
Stopping a runskidEyes go wide for a moment when a run stops.
CrouchingcrouchEyes narrow while crouching.
Crouching downduckA wary glance around as you crouch down.
SneakingsneakLow lids and eyes darting side to side while sneaking along.
CrawlingproneEyes narrow and the brows draw down while crawling.
BalancingtightropeWorried brows and eyes on your feet while standing on a fence or a wall.
At the edgevertigoNervous eyes and a drop of sweat when looking down a long drop.

Jumps and falls

SwitchIdWhat the face does
JumpingliftoffA happy look as the feet leave the ground.
Running jumpleapWide, excited eyes on a moving jump.
RisingascentHappy eyes and raised brows while going up.
FallingplungeEyes wide and brows up while dropping.
Long fallfreefallBlank, shocked eyes on a long fall.
LandingtouchdownA short squint on a light landing.
Rough landingstumbleA wince after landing from a few blocks up.
Hard landingthudEyes squeezed shut after landing from high up.
DivingcannonballA laughing face while dropping toward water.
SplashsplashEyes squeezed shut as you hit the water.
Falling into lavascaldScared, shaking eyes while dropping toward lava.
RiptidespinSpirals for eyes while spinning with a trident.
LevitatingfloatNervous eyes while floating up.

Flying

SwitchIdWhat the face does
GlidingglideA happy face while flying with elytra.
Firework boostboostWide, excited eyes as a firework pushes you.
BankingbankPupils lead into the turn while gliding.
Flying fastjetEyes squint against the wind at high speed.
FlyinghoverA relaxed look while flying in creative.
Flying fast in creativezoomA set, steady look while flying at full speed.

Climbing

SwitchIdWhat the face does
Holding onshimmyWorried brows while holding still on a ladder or vines.
Climbing upscrambleA straining, sweating face while climbing up.
Climbing downdescendEyes on your feet while climbing down.

Water and weather

SwitchIdWhat the face does
WadingwadeBrows worry while walking through shallow water.
SwimmingpaddleEyes narrow while swimming.
At the surfacesurfaceA happy face while swimming at the surface.
Swimming fastdolphinA determined look while sprinting under water.
Under watersubmergedEyes squint with the head under water, with fewer blinks.
Out of airbreathlessScared, shaking eyes when the air runs low.
In lavalavaThe hurt startle with each burn in lava.
RaindrizzleEyes squint and blink more often in the rain.
LightningflashBlank, shocked eyes when lightning strikes nearby.

Riding

SwitchIdWhat the face does
RidingmountedA happy face and slower blinks while riding.
BoatsailA relaxed look in a boat.
GallopinggallopExcited eyes on a horse, camel or llama going fast.
MinecartrailWide eyes while a minecart rolls along.
Pig or stridersaddleA laughing face riding a pig or a strider.
Happy ghastskyrideWide, delighted eyes riding a happy ghast.
NautilusvoyageA curious look riding a nautilus.
Carrying a ridercarryingA straining face while someone rides on you.

Combat

SwitchIdWhat the face does
AttackingstrikeLids step in and the brows set while swinging.
Critical hitsmashA furious look when swinging while dropping, the way a critical hit lands.
Mace smashslamA furious look while dropping with a mace in hand.
Spear attacklungeA set, determined look as a spear strikes.
HurtstruckA short startle when hit: wide eyes and jumping brows, then squeezed shut.
Hit from behindblindsideThe startle starts with blank, shocked eyes when the hit comes from behind.
Low healthwoundedA sad look with quicker blinks at three hearts or less.
DyingfadingCrosses for eyes while dying.
Shield upguardA determined look behind a raised shield.
AimingaimThe off eye shuts under a lowered brow while drawing a bow or holding a loaded crossbow.
Loading a crossbowloadA straining face while pulling back a crossbow.
ShotreleaseA pleased little smile after a bow or crossbow shot.
Charging a throwwindupA determined look while charging a trident or a spear.
Trident throwhurlA furious look as the trident leaves the hand.
Knocked backrecoilEyes go wide when pushed back hard.

Items and tools

SwitchIdWhat the face does
Switching itemsswapA quick look down at the hand when the held item changes.
Putting on armorequipA proud look when armor goes on.
MiningmineA focused look while breaking blocks.
Using blockstinkerA curious look when opening a door or a chest, pressing a button or pulling a lever.
BrushingbrushCareful eyes on the block while brushing it.
Lighting fireigniteA mischievous look when using flint and steel or a fire charge.
ShearingshearA happy look when using shears.
ThrowingtossA wink when throwing a snowball, an egg or a wind charge.
Ender pearlpearlExcited eyes when throwing an ender pearl.
Throwing potionsbrewA sly look when throwing a potion or a bottle o’ enchanting.
SpyglassscopeThe eye away from the spyglass shuts under a lowered brow; the other opens wide.
EatingmunchHappy closed eyes while eating.
DrinkingsipCalm closed eyes while drinking.
HorntootHappy closed eyes and pink cheeks while blowing a horn.
ReadingstudyEyes settle on a held map or book, with fewer blinks.
Map viewchartA curious look down when looking at a held map, as Moves’ map view does.
Light at nightglowWide, curious eyes while holding a light at night or deep underground.

Fishing

SwitchIdWhat the face does
CastingcastWide, hopeful eyes as the fishing line flies out.
A bitenibbleEyes go wide when a fish bites.
Reeling inreelA laughing face as the line comes in.

Body and effects

SwitchIdWhat the face does
BurningscorchThe hurt startle with each burn while on fire.
FrozenchillShaking eyes, red cheeks and dark rings while frozen through.
FreezingshiverShivering eyes and red cheeks while starting to freeze.
AsleepdozeEyes shut while sleeping.
BlindeddimEyes narrow and search around when blinded or in darkness.
NauseawoozySpirals for eyes while nauseous.
PoisonedqueasyA sick look with dark rings while poisoned or withering.
Powered upboostedWide, excited eyes under Speed, Strength, Haste or Jump Boost.
InvisibleghostA sly look, for the players who can still see you while you are invisible.
GlowingbeaconWide eyes and raised brows while glowing.
HungryhungryNow and then a tired look with dark rings while the food bar is low. Your own avatar only: the game does not share other players’ food.
Level uplevelupWide, bright eyes for a moment when you gain a level. Your own avatar only.

Places and music

SwitchIdWhat the face does
NightnightNow and then at night, the lids droop a little.
NetherhellishLids step in and the brows draw down in the Nether.
The EndvoidBrows worry in the End.
Deep undergrounddeepEyes wander warily deep underground.
Cold placesfrostyNow and then in snowy places, red cheeks and worried brows.
Hot placesswelterNow and then in deserts, badlands, savannas and the Nether, heavy lids, flushed cheeks and sweat.
Flowery placesbloomA happy face in cherry groves, flower forests, meadows and sunflower plains.
Eerie placeseerieNervous eyes in dark forests, the pale garden, the deep dark and soul sand valleys.
CampfirecozyCalm closed eyes and warm cheeks while resting by a lit campfire.
MusicjamCalm closed eyes and brows bobbing to a jukebox close by.

Creatures and people

SwitchIdWhat the face does
Monster nearbyspookedNervous eyes turn toward a hostile mob close by.
CreeperbraceBlank, shocked eyes when a creeper close by is about to blow.
WardendreadScared, shaking eyes with a warden close by.
WatchednoticedA sly look toward a player looking at you.
Pets and babiesadoreHearts for eyes when looking at your own pet or a young animal close by.

Emotes

SwitchIdWhat the face does
EmotesemoteEach emote plays the look it names, or a cheerful one.

The face editor

The editor is one window with your player on the left and three tabs on the right: Marks, Test and Style. It opens on Marks. Done closes it and returns to the Face tab.

The player preview

The player on the left is your own avatar, live, held facing you. Everything you do in the tabs shows on it as it happens.

  • Face shows the head up close. Body shows the whole player.
  • Drag the player to turn it a little. Double-click it, or click twice quickly, to face front again.
  • The small hint Drag to turn shows when there is room.

The editor’s tests are not only on your own player. A reaction, a look, a blink, a glance or raised brows that you start here are held on every face drawn on your screen, so other players you can see show them too, for as long as the test runs. Nobody else sees it.

Video coming soon

The player preview in the face editor.

The Marks tab

The Marks tab shows the front of your head as a grid of 8 by 8 pixels of your skin, with your hat layer over it wherever the hat is solid. Over the grid sit the marks the face is using. A line above the grid says where they come from:

  • Found on your skin: the game found the eyes by itself, or read them from a face marker inside the skin, and you have no marks of your own for it.
  • Marked by hand: you have marks of your own for this skin.
  • No eyes found: mark them below: the game found nothing, so there is no face yet.

The marks are drawn in three ways, and a legend under the grid repeats them: a gold frame is an Eye, a gold frame with a dot is a Pupil, and a teal frame with a bar through it is a Brow.

  1. Press Eye, Pupil, Brow or Erase beside the grid. The tool you picked is highlighted. Eye is chosen when the editor opens.
  2. Click a pixel of the grid. It takes the mark of the tool you picked. One click is one pixel: dragging across the grid does not paint.
  3. Click a marked pixel again with the same tool to clear it. Erase clears any mark.
  4. Watch the player. It uses your marks as you click.

The first click on a skin with no marks starts from what the game found, so you correct the finder instead of starting blank. A pixel holds one mark, so a pupil replaces the eye mark under it.

Under the grid are two buttons:

  • Reset to found removes all your marks for this skin. The line under the buttons says Marks removed: the face uses what was found on the skin.
  • Export skin writes a copy of your skin with the marks inside it, to config/punchy_moves/faces/<skin>_with_face.png. The line under the buttons then says Saved <skin>_with_face.png in config/punchy_moves/faces. If it cannot, it says Only a 64 by 64 skin with a face can be exported. or The skin could not be saved.

Upload the exported copy as your skin, then run the check in Check what other players will see on the skin you get back. When the marker came through the upload, other players with Punchy! Moves see the face you marked. How the marks sit in the skin, and the rules for how marks become eyes (each group of touching marks is one eye), are on The face marker.

Video coming soon

Marking the eyes and exporting the skin.

The Test tab

The Test tab plays any reaction and any look on your player, so you can see a face without waiting for the game to cause it. It has three pickers and four buttons.

The reaction picker is the big box at the top, with a < and a > button beside it. The arrows step through None and then all 119 reactions in the order of the Face tab, and they wrap around. The box reads Reaction: and the reaction’s name. Under the name it shows the reaction’s group and its place in the list, such as Water and weather 47 / 119 for Rain. Under the box, up to three lines of text describe what the reaction does.

The reaction plays on your player through its trigger, alone with the gaze. It plays even when its switch in the Face tab is off. That makes the Test tab the place to check a reaction you turned off, or to see why one does not win in the game.

The Plays box sits under the description. Its arrows give the picked reaction a look. It reads:

  • Plays: its own when you have not chosen one and no pack has.
  • Plays: Smug, a pack's (with the look’s name) when a resource pack’s triggers.json gave the reaction a look.
  • Plays: Smug (with the look’s name) when you chose the look yourself. This line is shown in gold.

The arrows step through its own and then every look: the 40 built-in looks in the editor’s order, then looks that packs add, then looks of your own. A pick is saved at once. Pick its own to hand the reaction back to the game or to the pack. With no reaction picked, the box reads Pick a reaction to give it a look and its arrows are off. Your pick wins over a pack’s change, and your reaction switches still apply.

The look picker is the second big box, with its own arrows. It reads Look: and the look’s name, and under it a number such as 3 / 40. The total grows with the looks that packs and you add. It shows the look as it is, in place of the reactions, with the gaze, blinks and glances still running under it. It lists the same looks as the Plays box, so a pack’s looks are in it too. With nothing picked, it reads Look: None and Shows a look as it is.

Picking a reaction stops the look, and picking a look stops the reaction. Whatever you picked keeps playing until you pick something else, choose None, or close the editor.

The four buttons hold a moment of face on every face you can see:

ButtonWhat it doesHow long
BlinkCloses both lids.0.7 seconds
Raise browsLifts the brows by one pixel.1.4 seconds
Look leftHolds the pupils to the left of the skin file.1.4 seconds
Look rightHolds the pupils to the right of the skin file.1.4 seconds

On a narrow window the labels can shorten to Brows, Left and Right.

Video coming soon

Playing reactions and looks on your player in the Test tab.

The Style tab

The Style tab holds the same options as the Face tab for how the face is drawn. A change here is the same change there.

  • Over the hat layer: a switch. Click the switch or its row.
  • Eye sparkle: four buttons, Off, Line, Dot and Skin’s own. The current one is highlighted.
  • Sparkle color: nine swatches of the presets, the current color as a sample, and a Pick… button that opens the color picker. The label is dimmed while the sparkle is Off or Skin’s own. Clicking a swatch, or picking a color that is not the one you had, turns the sparkle to Dot when it was Off or Skin’s own. Cancel in the picker puts back both the color and the style you had.
  • Line color of closed eyes: an Auto button, a sample, and Pick…. While the color follows each eye, the sample reads Each eye’s own color. Auto gives the color back to each eye.

The line color shows on closed, squeezed, crossed and spiral eyes. If you press Pick… for it while nothing is playing in the Test tab, the editor picks the Joyful look for you, so your player’s eyes are closed in a smile and the picker’s colors show on them. The Look box in the Test tab then reads Look: Joyful. Choose None there to stop it.

Video coming soon

The Style tab: sparkle and line color.

What is saved, and where

Everything you set is saved the moment you set it. There is no save button. Three kinds of files are written in config/punchy_moves:

WhatFileWritten when
The Face tab and Style tab settings, the reaction switches and the looks you gave to reactionsface.jsonEvery change.
Your hand marks, one file per skinfaces/<skin>.txtEvery click on the grid. The file is deleted when the last mark is cleared or when you press Reset to found.
The skin copy with your marks inside itfaces/<skin>_with_face.pngWhen you press Export skin.

Looks and eye shapes that you write yourself go in faces/looks and faces/shapes in the same folder. See Faces in packs and clips. The editor does not write those files.

What you pick in the Test tab (the reaction, the look, the buttons), which tool you picked in Marks and the Face or Body view are not saved. They reset when you close the editor.

The face.json file

Keys of face.json
KeyTypeDefaultWhat it doesExample
over_hatbooleanfalseOver the hat layer.
blinkingbooleantrueBlinking.
glancesbooleantrueGlances.
blink_secondsnumber3.6Time between blinks, from 1.5 to 8.0.2.5
daydream_secondsnumber30Time before daydreaming, from 10 to 120.45
sparklestringoffEye sparkle. off is Off, bar is Line, dot is Dot and skin is Skin's own. Any other text is ignored.dot
sparkle_colorhex color#FFFFFFSparkle color.#FFD447
line_color"auto" or hex colorautoLine color of closed eyes. auto is Each eye's own color.#26285A
reactionsobjectevery reaction onOne switch per reaction, by its id. The ids are in the tables above.{ "daydream": false }
trigger_looksobjectnoneThe look you gave a reaction in the Test tab, by reaction id.{ "kickoff": "smug" }

The game writes every key each time. You can also write the file by hand, and any key you leave out keeps its default. This file is valid as it stands:

{
  "over_hat": true,
  "blinking": true,
  "glances": true,
  "blink_seconds": 2.5,
  "daydream_seconds": 45,
  "sparkle": "dot",
  "sparkle_color": "#FFD447",
  "line_color": "auto",
  "reactions": {
    "daydream": false,
    "jam": false
  },
  "trigger_looks": {
    "kickoff": "smug"
  }
}

Close the game before you edit it. The file is read once, when the settings are first used, and the next change in the game writes the whole file again.

Things that go wrong

  • There is no Face tab. The tab is part of Punchy’s new menu, and Moves adds it only when that menu is installed. Without the menu, edit face.json by hand.
  • The editor opens but the player is missing, or clicks on the grid do nothing. The editor needs your own player. Join a world or a server before you open it.
  • My marks do nothing. The game uses hand marks only for a skin that is 64 pixels wide, and Export skin writes only 64 by 64 skins. A skin of another size keeps what the finder found.
  • Sparkle color is not in the Face tab. That row shows only while Eye sparkle is Line or Dot. In the Style tab the label is dimmed instead.
  • The reaction plays in the Test tab but not in the game. The Test tab ignores the reaction’s switch and plays it alone. In the game the switch must be on, the moment must really happen, and no stronger reaction may be playing. A few reactions need your own player, such as Hungry and Level up. See Face reactions.
  • Other players show my test on my screen. A test is held on every face you can see, for as long as it runs. Choose None or close the editor.
  • I picked a look for a reaction and want the pack’s look back. Pick its own in the Plays box. The line then reads Plays: Smug, a pack's when a pack gave the reaction a look.
  • My edited face.json was ignored in part. A value the game cannot read, such as a color that is not hex, stops the read at that key. The game reads the keys in the order of the table above (over_hat, blinking, glances, blink_seconds, daydream_seconds, sparkle, sparkle_color, line_color, reactions, trigger_looks), whatever order they have in your file. Keys earlier in that order are used and the keys after it keep their defaults. A file that does not parse at all keeps every default.
  • My pack’s look is not in the lists. Looks load when the game starts and on each resource reload. Press F3+T after you add a file, then open the Test tab again.

Last checked against the mod on 29 October 2026.