Yes — a Minecraft skin animates fine on the web. The texture below is the real one from NameMC, wrapped on a player model in WebGL and driven by the same joint rotations the game uses, with the Pan Cape hanging off the back. Pick a motion, drag to spin it.
The cape is a second file, 64 × 32. The 22 × 17 block in the top-left corner wraps the cape itself; the 12 × 20 patch further right is the elytra wing the game reaches for instead when you glide. One texture, two pieces of gear — switch between them under back.
Rendering is skinview3d on top of three.js, bundled into this page — no requests leave it.
The canvas is transparent by default, so the same viewer drops straight into OBS as a Browser Source — point it at a local HTML file, set the size, and the model floats over your scene with no background to key out.
<canvas id="skin" width="300" height="400"></canvas>
<script src="skinview3d.bundle.js"></script>
<script>
const v = new skinview3d.SkinViewer({
canvas: document.getElementById("skin"),
width: 300, height: 400,
skin: "https://s.namemc.com/i/b500d60fc79bdaef.png"
});
v.loadCape("pan-cape.png"); // or { backEquipment: "elytra" }
v.animation = new skinview3d.WalkingAnimation();
v.animation.speed = 1;
v.autoRotate = true;
</script>
From there it can react to things instead of just looping: switch to RunningAnimation on a
follow, fire a wave on a raid, or crouch on a bit. Every control on this page is one property, so a chat
event handler is enough to drive it.
The skin file is fetched live from NameMC's CDN in that snippet; in this page it is embedded as a data URI so nothing loads from outside.