diff --git a/mods/default/player.lua b/mods/default/player.lua
index bf08149b7c9c672c38ac07e5aa5b0bbc50587355..cad11059b5e7c3c27cf638cf623ea6851472bd88 100644
--- a/mods/default/player.lua
+++ b/mods/default/player.lua
@@ -1,132 +1,190 @@
 -- Minetest 0.4 mod: player
 -- See README.txt for licensing and other information.
 
---
--- Start of configuration area:
---
+--[[
 
--- Player animation speed
-animation_speed = 30
+API
+---
+
+default.player_register_model(name, def)
+^ Register a new model to be used by players.
+^ <name> is the model filename such as "character.x", "foo.b3d", etc.
+^ See Model Definition below for format of <def>.
+
+default.registered_player_models[name]
+^ See Model Definition below for format.
+
+default.player_set_model(player, model_name)
+^ <player> is a PlayerRef.
+^ <model_name> is a model registered with player_register_model.
+
+default.player_set_animation(player, anim_name [, speed])
+^ <player> is a PlayerRef.
+^ <anim_name> is the name of the animation.
+^ <speed> is in frames per second. If nil, default from the model is used
+
+default.player_set_textures(player, textures)
+^ <player> is a PlayerRef.
+^ <textures> is an array of textures
+^ If <textures> is nil, the default textures from the model def are used
+
+default.player_get_animation(player)
+^ <player> is a PlayerRef.
+^ Returns a table containing fields "model", "textures" and "animation".
+^ Any of the fields of the returned table may be nil.
+
+Model Definition
+----------------
+
+model_def = {
+	animation_speed = 30, -- Default animation speed, in FPS.
+	textures = {"character.png", }, -- Default array of textures.
+	visual_size = {x=1, y=1,}, -- Used to scale the model.
+	animations = {
+		-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
+		foo = { x= 0, y=19, },
+		bar = { x=20, y=39, },
+		-- ...
+	},
+}
+
+]]
 
 -- Player animation blending
 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
-animation_blend = 0
+local animation_blend = 0
 
--- Default player appearance
-default_model = "character.x"
-default_textures = {"character.png", }
-
--- Frame ranges for each player model
-function player_get_animations(model)
-	if model == "character.x" then
-		return {
-		stand_START = 0,
-		stand_END = 79,
-		sit_START = 81,
-		sit_END = 160,
-		lay_START = 162,
-		lay_END = 166,
-		walk_START = 168,
-		walk_END = 187,
-		mine_START = 189,
-		mine_END = 198,
-		walk_mine_START = 200,
-		walk_mine_END = 219
-		}
-	end
+default.registered_player_models = { }
+
+-- Local for speed.
+local models = default.registered_player_models
+
+function default.player_register_model(name, def)
+	models[name] = def
 end
 
---
--- End of configuration area.
---
+-- Default player appearance
+default.player_register_model("character.x", {
+	animation_speed = 30,
+	textures = {"character.png", },
+	animations = {
+		-- Standard animations.
+		stand     = { x=  0, y= 79, },
+		lay       = { x=162, y=166, },
+		walk      = { x=168, y=187, },
+		mine      = { x=189, y=198, },
+		walk_mine = { x=200, y=219, },
+		-- Extra animations (not currently used by the game).
+		sit       = { x= 81, y=160, },
+	},
+})
 
 -- Player stats and animations
 local player_model = {}
+local player_textures = {}
 local player_anim = {}
 local player_sneak = {}
-local ANIM_STAND = 1
-local ANIM_SIT = 2
-local ANIM_LAY = 3
-local ANIM_WALK  = 4
-local ANIM_WALK_MINE = 5
-local ANIM_MINE = 6
 
--- Called when a player's appearance needs to be updated
-function player_update_visuals(pl)
-	local name = pl:get_player_name()
-
-	player_model[name] = default_model
-	player_anim[name] = 0 -- Animation will be set further below immediately
-	player_sneak[name] = false
-	prop = {
-		mesh = default_model,
-		textures = default_textures,
-		visual = "mesh",
-		visual_size = {x=1, y=1},
+function default.player_get_animation(player)
+	local name = player:get_player_name()
+	return {
+		model = player_model[name],
+		textures = player_textures[name],
+		animation = player_anim[name],
 	}
-	pl:set_properties(prop)
+end
+
+-- Called when a player's appearance needs to be updated
+function default.player_set_model(player, model_name)
+	local name = player:get_player_name()
+	local model = models[model_name]
+	if model then
+		if player_model[name] == model_name then
+			return
+		end
+		player:set_properties({
+			mesh = model_name,
+			textures = player_textures[name] or model.textures,
+			visual = "mesh",
+			visual_size = model.visual_size or {x=1, y=1},
+		})
+		default.player_set_animation(player, "stand")
+	else
+		player:set_properties({
+			textures = { "player.png", "player_back.png", },
+			visual = "upright_sprite",
+		})
+	end
+	player_model[name] = model_name
+end
+
+function default.player_set_textures(player, textures)
+	local name = player:get_player_name()
+	player_textures[name] = textures
+	player:set_properties({textures = textures,})
+end
+
+function default.player_set_animation(player, anim_name, speed)
+	local name = player:get_player_name()
+	if player_anim[name] == anim_name then
+		return
+	end
+	local model = player_model[name] and models[player_model[name]]
+	if not (model and model.animations[anim_name]) then
+		return
+	end
+	local anim = model.animations[anim_name]
+	player_anim[name] = anim_name
+	player:set_animation(anim, speed or model.animation_speed, animation_blend)
 end
 
 -- Update appearance when the player joins
-minetest.register_on_joinplayer(player_update_visuals)
+minetest.register_on_joinplayer(function(player)
+	default.player_set_model(player, "character.x")
+end)
+
+-- Localize for better performance.
+local player_set_animation = default.player_set_animation
 
 -- Check each player and apply animations
-function player_step(dtime)
-	for _, pl in pairs(minetest.get_connected_players()) do
-		local name = pl:get_player_name()
-		local anim = player_get_animations(player_model[name])
-		local controls = pl:get_player_control()
-		local walking = false
-		local animation_speed_mod = animation_speed
-
-		-- Determine if the player is walking
-		if controls.up or controls.down or controls.left or controls.right then
-			walking = true
-		end
+minetest.register_globalstep(function(dtime)
+	for _, player in pairs(minetest.get_connected_players()) do
+		local name = player:get_player_name()
+		local model_name = player_model[name]
+		local model = model_name and models[model_name]
+		if model then
+			local controls = player:get_player_control()
+			local walking = false
+			local animation_speed_mod = model.animation_speed or 30
 
-		-- Determine if the player is sneaking, and reduce animation speed if so
-		if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
-			animation_speed_mod = animation_speed_mod / 2
-			-- Refresh player animation below if sneak state changed
-			if not player_sneak[name] then
-				player_anim[name] = 0
-				player_sneak[name] = true
-			end
-		else
-			-- Refresh player animation below if sneak state changed
-			if player_sneak[name] then
-				player_anim[name] = 0
-				player_sneak[name] = false
+			-- Determine if the player is walking
+			if controls.up or controls.down or controls.left or controls.right then
+				walking = true
 			end
-		end
 
-		-- Apply animations based on what the player is doing
-		if pl:get_hp() == 0 then
-			if player_anim[name] ~= ANIM_LAY then
-				pl:set_animation({x=anim.lay_START, y=anim.lay_END}, animation_speed_mod, animation_blend)
-				player_anim[name] = ANIM_LAY
-			end
-		elseif walking and controls.LMB then
-			if player_anim[name] ~= ANIM_WALK_MINE then
-				pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend)
-				player_anim[name] = ANIM_WALK_MINE
+			-- Determine if the player is sneaking, and reduce animation speed if so
+			if controls.sneak then
+				animation_speed_mod = animation_speed_mod / 2
 			end
-		elseif walking then
-			if player_anim[name] ~= ANIM_WALK then
-				pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend)
-				player_anim[name] = ANIM_WALK
-			end
-		elseif controls.LMB then
-			if player_anim[name] ~= ANIM_MINE then
-				pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend)
-				player_anim[name] = ANIM_MINE
+
+			-- Apply animations based on what the player is doing
+			if player:get_hp() == 0 then
+				player_set_animation(player, "lay")
+			elseif walking then
+				if player_sneak[name] ~= controls.sneak then
+					player_anim[name] = nil
+					player_sneak[name] = controls.sneak
+				end
+				if controls.LMB then
+					player_set_animation(player, "walk_mine", animation_speed_mod)
+				else
+					player_set_animation(player, "walk", animation_speed_mod)
+				end
+			elseif controls.LMB then
+				player_set_animation(player, "mine")
+			else
+				player_set_animation(player, "stand", animation_speed_mod)
 			end
-		elseif player_anim[name] ~= ANIM_STAND then
-			pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
-			player_anim[name] = ANIM_STAND
 		end
 	end
-end
-minetest.register_globalstep(player_step)
-
--- END
+end)