> For the complete documentation index, see [llms.txt](https://cosmetics.advancedplugins.net/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cosmetics.advancedplugins.net/cosmetics-system/transformations.md).

# Transformations

Transformation cosmetics alter the player's appearance or properties. This can include disguising the player as another entity, changing their size, or adding a glowing effect.

{% code fullWidth="true" %}

```yaml
enabled: true

name: "&dAxolotl Disguise"
description: "Disguise as an Axolotl! Woosh..."

item:
  head: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOGI5MWIxM2QwYjMzNjA3YTk1ODdlOGJhMTdkODYwMzU2MjVjYjM2MjdjNWRiZWY5Y2YwMGU4YmFlOWYwZjUyYSJ9fX0=

# DISGUISES 
type: TRANSFORMATION # Cosmetic type
entity: AXOLOTL

# OR CHANGE SIZE:
type: TRANSFORMATION # Cosmetic type
size: 1.5

# OR GLOW:
type: TRANSFORMATION # Cosmetic type
# Available colors: BLACK, DARK_BLUE, DARK_GREEN, DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, GRAY, DARK_GRAY, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE, YELLOW, WHITE
glowColor: LIGHT_PURPLE
```

{% endcode %}

**Configuration Options:**

* enabled: Enables or disables the cosmetic.
* name: The display name of the cosmetic item.
* description: The description of the cosmetic item.
* item: Defines the item used to represent the cosmetic in menus.
  * head: A Base64 encoded string representing the player head texture.
* type: Specifies the cosmetic type as TRANSFORMATION.
* entity: (Disguise Option) The entity type to disguise the player as (e.g., AXOLOTL).
* size: (Size Change Option) A decimal to scale the player by. For example, 1.5 will make the player 1.5x bigger.
* glowColor: (Glow Option) The color of the glow effect around the player. Available colors: BLACK, DARK\_BLUE, DARK\_GREEN, DARK\_AQUA, DARK\_RED, DARK\_PURPLE, GOLD, GRAY, DARK\_GRAY, BLUE, GREEN, AQUA, RED, LIGHT\_PURPLE, YELLOW, WHITE. Only one of entity, size, or glowColor should be active in a single cosmetic.
