Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through the Scenario MCP, plus...
概要
Agent Skills that teach AI coding agents (Claude Code, Cursor, Codex, Copilot, and 70+ others) how to create production-ready content with Scenario through the Scenario MCP server: images, video, audio, textures, skyboxes, 3D assets, and custom-trained models, for games, entertainment, and any creative vertical. The expert tools at the bottom of the list work differently: teams of skills that drive DCC (digital content creation) software and game engines installed on your machine (ZBrush, Blender, Maya, Unreal Engine, Unity), distilled from expert tutorials, conference talks, and official documentation. They need the application, not the Scenario MCP server, and each family folder's README records how it was built and how far it was verified. All 66 Scenario skills, without the expert tools: the default for working through the Scenario MCP. INSTALL.md groups the skills by job, from 2D artist to producer, with the outcomes each role gets and one command per role.
README
Agent Skills that teach AI coding agents (Claude Code, Cursor, Codex, Copilot, and 70+ others) how to create production-ready content with Scenario through the Scenario MCP server: images, video, audio, textures, skyboxes, 3D assets, and custom-trained models, for games, entertainment, and any creative vertical.
The expert tools at the bottom of the list work differently: teams of skills that drive DCC (digital content creation) software and game engines installed on your machine (ZBrush, Blender, Maya, Unreal Engine, Unity), distilled from expert tutorials, conference talks, and official documentation. They need the application, not the Scenario MCP server, and each family folder’s README records how it was built and how far it was verified.
Skills follow the Agent Skills format.
Install
Everything for Scenario. All 66 Scenario skills, without the expert tools: the default for working through the Scenario MCP.
# Every Scenario skill, without the expert tools
npx skills add scenario-labs/skills --skill scenario --skill scenario-inspiration --skill scenario-image --skill scenario-product-shots --skill scenario-brand-kit --skill scenario-image-editing --skill scenario-text-overlay --skill scenario-storyboards --skill scenario-game-assets --skill scenario-sprite-animation --skill scenario-side-view-game-kit --skill scenario-textures --skill scenario-skyboxes --skill scenario-3d --skill scenario-patina-retexture --skill scenario-orbit-views --skill scenario-walkable-room --skill scenario-video --skill scenario-video-editing --skill scenario-seedance-music-video --skill scenario-kinetic-music-video --skill scenario-seedance-storyboard --skill scenario-video-ads --skill scenario-ugc --skill scenario-fan-cam --skill scenario-audio --skill scenario-video-assembly --skill scenario-caption-studio --skill scenario-consistency --skill scenario-identity-library --skill scenario-model-training --skill scenario-asset-analysis --skill scenario-quality-gate --skill scenario-refine-loop --skill scenario-model-comparison --skill scenario-formats --skill scenario-workflows --skill scenario-workflow-authoring --skill scenario-moderation --skill scenario-report --skill scenario-team-admin --skill scenario-admin-analytics --skill scenario-gpt-image --skill scenario-mai-image --skill scenario-seedream --skill scenario-gemini-image --skill scenario-reve --skill scenario-ideogram --skill scenario-grok-imagine-image --skill scenario-luma-image --skill scenario-minimax-video --skill scenario-gemini-omni --skill scenario-grok-imagine-video --skill scenario-veo --skill scenario-seedance --skill scenario-kling --skill scenario-vidu --skill scenario-wan --skill scenario-runway --skill scenario-luma-video --skill scenario-minimax-music --skill scenario-elevenlabs --skill scenario-ace-step --skill scenario-sonilo --skill scenario-meshy --skill scenario-rodin --skill scenario-sparc3d --skill scenario-3d-worlds
By role. INSTALL.md groups the skills by job, from 2D artist to producer, with the outcomes each role gets and one command per role.
By goal. Each command installs the lead skills for one outcome plus the sibling skills they hand work to.
Game art and 3D (22 skills). Sprites, tilesets, textures, skyboxes, 3D props, and walkable spaces in one consistent style.
npx skills add scenario-labs/skills --skill scenario --skill scenario-game-assets --skill scenario-sprite-animation --skill scenario-side-view-game-kit --skill scenario-textures --skill scenario-skyboxes --skill scenario-3d --skill scenario-image --skill scenario-patina-retexture --skill scenario-walkable-room --skill scenario-video --skill scenario-consistency --skill scenario-model-training --skill scenario-refine-loop --skill scenario-moderation --skill scenario-meshy --skill scenario-rodin --skill scenario-sparc3d --skill scenario-3d-worlds --skill scenario-gemini-image --skill scenario-audio --skill scenario-sonilo
Marketing and brand visuals (20 skills). One product shot and a brief turned into on-brand stills, ads, UGC videos, and every placement size.
npx skills add scenario-labs/skills --skill scenario --skill scenario-product-shots --skill scenario-brand-kit --skill scenario-video-ads --skill scenario-ugc --skill scenario-formats --skill scenario-inspiration --skill scenario-image --skill scenario-image-editing --skill scenario-text-overlay --skill scenario-video --skill scenario-video-editing --skill scenario-audio --skill scenario-video-assembly --skill scenario-consistency --skill scenario-asset-analysis --skill scenario-veo --skill scenario-seedance --skill scenario-kling --skill scenario-elevenlabs
Video, music video, and audio (23 skills). Video made, edited, and scored, from a single clip to a whole-song music video, with voice, music, and sound effects.
npx skills add scenario-labs/skills --skill scenario --skill scenario-video --skill scenario-video-editing --skill scenario-audio --skill scenario-video-assembly --skill scenario-image-editing --skill scenario-text-overlay --skill scenario-seedance-music-video --skill scenario-kinetic-music-video --skill scenario-minimax-video --skill scenario-gemini-omni --skill scenario-grok-imagine-video --skill scenario-veo --skill scenario-seedance --skill scenario-kling --skill scenario-vidu --skill scenario-wan --skill scenario-runway --skill scenario-luma-video --skill scenario-minimax-music --skill scenario-elevenlabs --skill scenario-ace-step --skill scenario-sonilo
Consistent characters and custom models (11 skills). One character, product, or style held across a whole set, and a model trained on your own art.
npx skills add scenario-labs/skills --skill scenario --skill scenario-consistency --skill scenario-identity-library --skill scenario-model-training --skill scenario-image-editing --skill scenario-sprite-animation --skill scenario-video --skill scenario-asset-analysis --skill scenario-quality-gate --skill scenario-seedream --skill scenario-gemini-image
Images and editing (23 skills). Images generated and edited, exact text overlays, and a sequence storyboarded.
npx skills add scenario-labs/skills --skill scenario --skill scenario-image --skill scenario-image-editing --skill scenario-text-overlay --skill scenario-storyboards --skill scenario-game-assets --skill scenario-textures --skill scenario-skyboxes --skill scenario-video --skill scenario-video-editing --skill scenario-seedance-storyboard --skill scenario-video-ads --skill scenario-video-assembly --skill scenario-consistency --skill scenario-asset-analysis --skill scenario-gpt-image --skill scenario-mai-image --skill scenario-seedream --skill scenario-gemini-image --skill scenario-reve --skill scenario-ideogram --skill scenario-grok-imagine-image --skill scenario-luma-image
Expert tools. A family installs as one set, since its specialists import the lead skill’s scripts; the command is in each family README (ZBrush, Blender, Maya, Unreal Engine, Unity).
Pick, or install one skill.
# Pick from the installer menu, grouped by topic (it opens with nothing preselected: select before pressing enter)
npx skills add scenario-labs/skills
# A single skill
npx skills add scenario-labs/skills --skill scenario
The Scenario skills need the Scenario MCP server connected:
claude mcp add --transport http scenario https://mcp.scenario.com/mcp
Or add https://mcp.scenario.com/mcp to any MCP client and sign in with a Scenario account (OAuth), or use an API key. Full setup lives in the scenario skill.
Staying up to date
Installs always fetch the latest copy of each skill from main; there is no version pinning. Releases are how changes become visible: every feature, fix, and documentation change merged to main lands in the next release, staged by release-please as an open release PR. Merging that PR tags a version, updates CHANGELOG.md in this repository, publishes a GitHub release, and posts the notes to the Scenario changelog.
- To learn that a skill changed, watch this repository’s releases (Watch, then Custom, then Releases on GitHub) or check any of the changelog pages above. An entry scoped to a single skill carries that skill’s name; changes spanning several skills appear under broader scopes such as
skills. - To pull the changes, run
npx skills updatewhere you installed, or re-run your originalnpx skills addcommand.
Skills
Getting started
Connect the Scenario MCP server and learn the core generation loop every other skill builds on.
| Skill | Use it for |
|---|---|
| scenario | Connecting to the Scenario MCP and the core generation loop: discover, schema, run, wait, display, download |
Finding a direction
Turn a blank brief into references, options someone can choose between, and a moodboard the next batch runs from.
| Skill | Use it for |
|---|---|
| scenario-inspiration | Finding a direction before generating: serendipity, reference hunting, A/B/C/D concept options, moodboard collections |
Images
Generate and edit images: model choice, sizing, references, masked edits, post-processing tools, and letter-perfect text overlay cards.
| Skill | Use it for |
|---|---|
| scenario-image | Text-to-image and image editing: model choice, sizing fields, prompt limits, reference images, masked inpainting |
| scenario-product-shots | Product photography from a real photo: packshots, lifestyle scenes, relighting, label-fidelity gates |
| scenario-brand-kit | Visual identities: SVG logos and wordmarks, palette and type specs, gated variants and applications, the filed kit |
| scenario-image-editing | Tool-model image edits: 3D LUT grades, effects, expand and reframe, resize, slicing, layers, background removal |
| scenario-text-overlay | Letter-perfect text overlays: templated transparent PNG cards (taglines, CTAs, legal supers, rich cards) to composite |
| scenario-storyboards | Comic pages, storybooks, and pre-viz storyboards: script first, one run per panel, a locked cast, lettering in post |
Game art and 3D
Sprites, icons, tilesets, textures, skyboxes, 3D models, and walkable spaces for games, the web, and interactive scenes.
| Skill | Use it for |
|---|---|
| scenario-game-assets | Sprites, icons, props, tilesets, pixel art, concept art, transparent backgrounds, style-consistent batches |
| scenario-sprite-animation | Walk cycles, idle loops, VFX sprites, and animation sheets from one prompt: GIF vs sprite sheet output, frame slicing, pixel cleanup |
| scenario-side-view-game-kit | Side-scroller and platformer art: side-view pixel sprite strips for a hero and enemies (run, walk, attack, hurt, poses), parallax layers, seamless wall texture, platform strip, props |
| scenario-textures | Seamless and tileable textures, PBR materials, tiling-safe upscaling, engine-ready sizing |
| scenario-skyboxes | 360 equirectangular panoramas and skyboxes, seam-safe upscaling, engine export |
| scenario-3d | Text or image to 3D meshes, multi-view reconstruction, retexture and remesh, inline 3D preview, GLB/FBX download |
| scenario-patina-retexture | PATINA PBR retexture of a finished mesh: material families, one map set per family, Blender apply with geometry untouched, matched before/after comparison film |
| scenario-orbit-views | New camera angles of one picture through a 3D intermediary: clay layouts in a grounded panorama, repaint per camera, matched transparent set |
| scenario-walkable-room | A room from one interior photo to walk into: clean plate, splat world, PBR props with impact sounds, splat-based calibration, physics viewer with grab and throw |
Video and audio
Video generation and editing, music, sound effects, voice, and speech.
| Skill | Use it for |
|---|---|
| scenario-video | Text-to-video and image-to-video, motion prompting, lipsync, video editing, upscaling, cut/split/concat utilities |
| scenario-video-editing | Tool-model footage edits: LUT grades and effects, trim, split, resize, reverse, frames, masks, layers |
| scenario-seedance-music-video | Turning a song into a music video: beat-aligned shots, lyric transcription, shot sound under the master, assembly |
| scenario-kinetic-music-video | Kinetic-typography music video: style frames and footage from Scenario, a JavaScript engine for lyric type on sung onsets, mattes, per-section agents |
| scenario-seedance-storyboard | Movement that holds across cuts: timecoded shot scripts, character sheets and boards, pose-chained shots that play as one performance |
| scenario-video-ads | Producing a video ad from a product shot: brief, storyboard, cinematic grammar, fidelity gates, budget, delivery |
| scenario-ugc | UGC-style creator video: talking-head and avatar ads, demos, faceless voiceover, spoken-register scripts, claim safety |
| scenario-fan-cam | Personalized fan-cam clips: identity edit into a broadcast still, reaction beats to video, graphics composited in post |
| scenario-audio | Music, sound effects, voice and speech generation, video scoring, audio utilities |
| scenario-video-assembly | Assembling clips into a finished video: timeline composition, concat with transitions, overlays, music, captions |
| scenario-caption-studio | Captioning a finished video per destination: styled burn-in or SRT, transcription hints, translation, per-platform placement |
Consistency and custom models
Hold one character, product, or style across a whole set, and train custom models on your own art.
| Skill | Use it for |
|---|---|
| scenario-consistency | Holding one character, product, or style across a set: baseline-plus-delta prompts, reference images, control maps |
| scenario-identity-library | Creating named characters and props as reusable identities: interview to brief, gated collections, Grid Maker sheets, reuse |
| scenario-model-training | Training custom models for style, character, or product consistency, and generating with them |
Reviewing and organizing output
Read finished assets back: caption them, extract a style or a control map, check a batch against a brief or the Quality Gate, compare candidate models on one brief, and file the keepers.
| Skill | Use it for |
|---|---|
| scenario-asset-analysis | Reading assets back: captions, style descriptions, batch review against a brief, control maps, collections, tags |
| scenario-quality-gate | Pass/warn/fail image verdicts from the Quality Gate: free stored reads, dry-run pricing, feeding suggestions back into the next run |
| scenario-refine-loop | Iterating until output matches the brief: rubric first, batched critique verdicts, cheapest targeted fix, round caps |
| scenario-model-comparison | Bake-offs between candidate models on one brief: normalized inputs, a dry-run cost matrix, billed cost and latency, contact sheets, pre-registered criteria |
Formats and placements
Ship one approved master, image or video, to every placement: ratios, safe zones, and platform specs from social feeds to shops, storefronts, and print.
| Skill | Use it for |
|---|---|
| scenario-formats | Deriving every placement from one master, image or video: crop vs resize vs expand vs reframe, platform specs and safe areas |
Workflows and apps
Discover, run, build, and publish Scenario workflows (apps), and migrate graphs from Weavy, ComfyUI, or other node editors.
| Skill | Use it for |
|---|---|
| scenario-workflows | Running saved workflows (apps): building the run inputs, dry-run pricing, unsticking approval gates |
| scenario-workflow-authoring | Creating and editing workflow graphs: editor_info grammar, node wiring, publishing apps, and migrating graphs from Weavy, ComfyUI, or other node editors |
Troubleshooting
Get past a blocked generation, and turn a stuck session into a reproducible public issue.
| Skill | Use it for |
|---|---|
| scenario-moderation | Recovering a blocked generation: provider-side filters, model switching, proportional wording, look-alike errors |
| scenario-report | Reporting a bug or change request as a reproducible, redacted issue on this repository’s public tracker |
Team administration
Govern a team from the agent: which models it can run, who is on it and in which projects, per-member spend caps, API key roles, and who spent what.
| Skill | Use it for |
|---|---|
| scenario-team-admin | Model access control, team and project membership, per-member Creative Unit caps, API key roles, and spend attribution |
| scenario-admin-analytics | Cached MCP usage analytics, model and user rankings, CSV exports, adoption PDFs, and a local dashboard |
Image model families
The top image families in depth: generation and editing modes, reference rules, and the caps that differ per member.
| Skill | Use it for |
|---|---|
| scenario-gpt-image | GPT Image 2.5 Flare and Sunburst, GPT Image 2 and 1.5: member routing, the quality tiers up to max and their price ladder, alpha masks, transparent cutouts, in-image text, pixel sizing |
| scenario-mai-image | MAI Image: in-image typography, quoted copy prompts, instruction editing (preserve first, one change), per-editor source input shapes, edit cost split |
| scenario-seedream | Seedream images: member selection (Pro, Lite, 4.5, Layerize), per-member sizing contracts, in-image text, sequence sets, layer splits, cost |
| scenario-gemini-image | Gemini image (Nano Banana): member choice (Flash, Pro, Lite), instruction editing, reference roles, video stills, Search grounding, cost |
| scenario-reve | Reve image: v2.1 vs Remix selection, frame-tag reference wiring, maskless instruction edits, per-member caps and cost |
| scenario-ideogram | Ideogram images: member selection (4.5 typography and edits, Precise Edit, native transparency, layerize text, character, remove background), the 4.5 quality price ladder and sizes, edits that keep the exact canvas, expansion off for exact copy |
| scenario-grok-imagine-image | Grok Imagine images: text-to-image and instruction editing, exact in-image typography, quoted copy rules, aspect ratio traps, quality and cost tiers |
| scenario-luma-image | Luma Uni-1 images: create vs edit mode, role-labeled references, web search grounding, rendered text, cost |
Video model families
The top video families in depth: conditioning modes, native audio, editing and extension, and per-member caps and costs.
| Skill | Use it for |
|---|---|
| scenario-minimax-video | MiniMax Hailuo video: H3 keyframe vs reference modes, bracketed camera commands, native audio prompting, 2.3 duration coupling, cost |
| scenario-gemini-omni | Gemini Omni video: member selection (first frame, references, edit, extend), prompted native audio, identity from references, motion-locked restyles |
| scenario-grok-imagine-video | Grok Imagine video: one member per mode (first frame, @image references, edit, extend), prompted audio and dialogue, resolution and preprocessing caps |
| scenario-veo | Veo video: mode selection (first frame, transitions, references, extend), asset or style references, prompt-directed native audio, tier costs |
| scenario-seedance | Seedance video: mode selection (first frame, references, edit, extend), conditioning traps, native sound, cost |
| scenario-kling | Kling video: picking a member across V3, O1, and 2.6 (multi-shot, elements, editing, motion control, lipsync, avatar), audio exclusivity, tier cost |
| scenario-vidu | Vidu video: tier and mode selection (text, image, start/end frames, references), per-tier caps, two prompt shapes, music toggle traps |
| scenario-wan | Wan video: member-per-job selection (T2V, I2V, edit, Animate, reframe, outpainting), parameter drift across generations, multi-shot prompts, audio sources |
| scenario-runway | Runway video: Gen4.5 generation (text, first frame), Aleph 2 footage edits (swap, remove, restyle), keyframe pinning, aspect ratio traps, cost |
| scenario-luma-video | Luma Ray video: member routing (generate, edit, reframe, modify), option vetoes (10s, loop, HDR, anchors), twin editor ladders, cost |
Audio model families
The top audio families in depth: music, covers and stems, sound effects, speech, dubbing, and video scoring.
| Skill | Use it for |
|---|---|
| scenario-minimax-music | MiniMax music: vocal songs from a tagged lyric sheet, auto lyrics, instrumental mode, melody-keeping covers, character-count cost |
| scenario-elevenlabs | ElevenLabs audio: picking the member (TTS, music, SFX, dubbing, re-voicing, isolation), voice and tag rules, song section grammar, cost |
| scenario-ace-step | ACE-Step music: one member per mode, Turbo vs Quality lanes, lyric sheet tags, cover strength, repaint windows, stem edits |
| scenario-sonilo | Sonilo audio: SFX and music from text or video, standalone track vs muxed clip, segment prompts, keep-speech scoring, cost |
3D model families
The top 3D families in depth: mesh generation, retexture and rigging toolchains, portraits, and explorable worlds and splats.
| Skill | Use it for |
|---|---|
| scenario-meshy | Meshy 3D: generate from image, multi-view, or text, then retexture, remesh, UV unwrap, rig, or animate; texture precedence, Ultra mode, polycount traps |
| scenario-rodin | Rodin 3D: member selection (image-to-3D, text-to-3D, Fast lanes, Bang! mesh splitting), full versus Fast parameter dialects, topology and tier traps, cost |
| scenario-sparc3d | Sparc3D image-to-3D: ordered multi-view input, mesh vs textured output, per-member resolution spellings, face budgets, long-job waits |
| scenario-3d-worlds | 3D worlds and splats: member choice by input (text, image, pano, multi-view, video, object), Marble draft-then-upgrade seed reuse, HY World skybox-to-splat pipeline, long-job patience |
Expert tools: ZBrush
DCC software. A lead and eight specialists that drive Maxon ZBrush 2026 through its agent bridge: sculpting, characters and creatures, stylized work, hard surface, polypaint and renders, posing and 3D print, retopology and export, automation. The bridge was proven live; full live tests of every skill are still pending.
| Skill | Use it for |
|---|---|
| scenario-zbrush-expert | ZBrush lead: the agent bridge (launch, scripted strokes, dialog-free export), ZBrush Python and ZScript, review renders, 2026 traps, handoffs to the specialists |
| scenario-zbrush-automation | ZBrush automation: batch jobs over OBJ or ZTL folders, ZBrush Python and ZScript, macros, UV Master, Decimation Master, Multi Map Exporter, GoZ round trips |
| scenario-zbrush-character-creature | Realistic heads, bodies, and creatures in ZBrush: anatomy and landmarks, skin, pores, wrinkles and scales, subdivision and HD Geometry planning |
| scenario-zbrush-hard-surface | Hard surface in ZBrush: ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife and Slice curves, IMM, ArrayMesh, NanoMesh, Panel Loops |
| scenario-zbrush-paint-render | Polypaint and renders in ZBrush: color zones, cavity and AO passes, Spotlight, baking to texture or vertex color, BPR or Redshift, turntables |
| scenario-zbrush-pose-print | Posing and 3D print in ZBrush: Transpose Master, Gizmo posing with masks, ZSphere rigs, print scale, hollowing, wall thickness, drain holes |
| scenario-zbrush-retopology-export | Sculpt, scan, or AI mesh to production topology and files in ZBrush: ZRemesher and guides, Retopo brush, Project All, UVs, normal and displacement maps, export |
| scenario-zbrush-sculpting | Organic sculpting in ZBrush: primary and secondary forms, DynaMesh, Sculptris Pro or subdivision levels, core brushes, masks and polygroups |
| scenario-zbrush-stylized | Stylized characters, collectibles, and toys in ZBrush: shape language, deliberate exaggeration, crisp planes through subdivision, silhouette reads |
Expert tools: Blender
DCC software. A lead and twelve specialists that drive Blender 5.2 through Python, headless or in a live session: sculpting, retopology, UVs and baking, shading, hair, rigging, animation, previs, Geometry Nodes, lighting, Grease Pencil, hard surface. Test suites pass headless on Blender 5.2.1.
| Skill | Use it for |
|---|---|
| scenario-blender-expert | Blender lead: Python headless or through a live MCP bridge, the expert review loop, the shared review and mesh-audit toolkit, Blender 5.2 API traps |
| scenario-blender-animation | Blender animation: cycles, jumps, acting and lip sync, stepped blocking to spline and polish, timing and spacing, graph editor, slotted actions and NLA |
| scenario-blender-geometry-nodes | Geometry Nodes: procedural modeling, scattering, curves and loops, simulation zones, 5.2 physics, closures and bundles, node-group assets |
| scenario-blender-grease-pencil | Grease Pencil in Blender 5.x: 2D and 2.5D illustration, frame-by-frame and cutout animation, fills, interpolation, Line Art, strokes on meshes |
| scenario-blender-hair | Hair and fur with hair curves: hairstyles, animal fur, Essentials hair nodes, density masks and partings, hair cards and mesh hair for games |
| scenario-blender-hard-surface | Hard surface in Blender: booleans and cutters, bevels, weighted normals, support loops and creases, fixing smeared or pinched shading |
| scenario-blender-lighting-rendering | Blender lighting and rendering: motivated and three-point setups, HDRI and sun, EEVEE vs Cycles, noise and leaks, AgX color management, passes and compositing |
| scenario-blender-previs-storyboard | Script to previs in Blender: beats to shot list, cameras and lenses, staging and screen direction, cuts and camera moves, storyboards and animatics |
| scenario-blender-retopology | Retopology in Blender: dense sculpt, scan, or AI mesh to clean topology for animation, subdivision, or a game low poly, loop and pole placement |
| scenario-blender-rigging | Rigging in Blender: Rigify metarigs, automatic weights and weight fixes, IK/FK, foot roll, twist bones, drivers and custom properties |
| scenario-blender-sculpting | Sculpting heads and characters in Blender: blockout from primitives, planes and landmarks, stylized and realistic faces, remesh or multires resolution |
| scenario-blender-texturing-shading | Texturing and shading in Blender: PBR from texture sets, procedural materials, wear and grime, triplanar mapping, skin and eyes, stylized looks |
| scenario-blender-uv-baking | UVs and baking in Blender: seams, packing, texel density, UDIMs, normal, AO, curvature, and ID bakes from high poly or Multires, fixing bad bakes |
Expert tools: Maya
DCC software. A lead and ten specialists that drive Autodesk Maya 2027 through Python, batch or live: modeling, retopology and UVs, rigging, skinning, animation, groom, FX, look dev, Arnold lighting and rendering, pipeline scripting.
| Skill | Use it for |
|---|---|
| scenario-maya-expert | Maya lead: maya.cmds and OpenMaya 2.0, mayapy batch jobs, a commandPort or MCP bridge into a live Maya, scene validation, Maya 2027 traps |
| scenario-maya-animation | Maya animation: cycles, jumps, heavy lifts, acting and lip sync, stepped blocking to spline and polish, Graph Editor, layers, mocap cleanup, game clips |
| scenario-maya-deformation | Skinning in Maya: binding and weight painting, Skin Tools or ngSkinTools layers, fixing pinching and volume loss, weights for Unreal or Unity |
| scenario-maya-fx | Maya FX: nCloth and Nucleus, nParticles, Bifrost smoke, fire, liquids, and MPM, MASH scattering |
| scenario-maya-groom | Grooming with XGen: scalp hair, brows, lashes, and fur, guides, clumps, and density maps, aiStandardHair, hair that moves |
| scenario-maya-lighting-rendering | Maya lighting and rendering with Arnold: hero, character, and sequence lighting, noise and fireflies, AOVs and light groups, denoising, color management |
| scenario-maya-lookdev | Look dev in Maya with Arnold: OpenPBR or aiStandardSurface, Substance and UDIM texture sets, color spaces, normal and displacement fixes, skin, metal, glass |
| scenario-maya-modeling | Maya modeling: hard-surface props and vehicles, game-ready or SubD models, base meshes, support loops vs bevels vs creases, scene cleanup |
| scenario-maya-pipeline-scripting | Maya pipeline code: mayapy batch jobs, scene validation and fixes, FBX for Unreal or Unity, Alembic, USD, references, PySide6 tools |
| scenario-maya-retopology-uv | Retopology and UVs in Maya: sculpt, scan, or AI mesh to animation-ready or game-ready topology, Quad Draw, deformation tests, UV layout |
| scenario-maya-rigging | Rigging in Maya: joint placement and orientation, IK/FK switching and matching, space switching, foot roll, spline spines, matrix rigging, controls |
Expert tools: Unreal Engine
Game engine. A lead and nine specialists that drive Unreal Engine 5.8 on macOS through Editor Python, headless jobs, and Epic’s Unreal MCP server: world building, materials, lighting and rendering, gameplay, animation, cinematics, VFX, pipeline automation, performance.
| Skill | Use it for |
|---|---|
| scenario-unreal-expert | Unreal lead: Editor Python, headless UnrealEditor-Cmd jobs, Epic’s Unreal MCP server, the Remote Control API, console commands, 5.8 traps |
| scenario-unreal-animation | Unreal animation: skeletal import, IK Rig and Retargeter, Motion Matching and Pose Search, root motion, foot IK, Control Rig |
| scenario-unreal-cinematics | Unreal cinematics with Sequencer: shot lists, master and shot sequences, cameras and lenses, per-shot lighting, Movie Render Graph output |
| scenario-unreal-gameplay | Unreal gameplay: characters and abilities, enemy AI, HUD, Blueprint vs C++, GAS, StateTree vs Behavior Tree, Enhanced Input, replication |
| scenario-unreal-lighting-rendering | Unreal lighting and rendering: physical units and exposure, Lumen, MegaLights, virtual shadow maps, sky and fog, post process, path tracer |
| scenario-unreal-materials | Unreal materials: master materials and instances, Substrate, glass and emissives, decals, landscape layers and RVT, toon shading, shader permutations |
| scenario-unreal-performance | Unreal performance: frame budgets, CPU vs GPU bound, hitches and PSO stutter, GC spikes, Lumen, Nanite, VSM, and Niagara cost, profiling |
| scenario-unreal-pipeline-automation | Unreal pipeline: bulk FBX, USD, OBJ, or glTF import from Maya, ZBrush, or Blender, Editor Python tools, Interchange, naming and validation, cook and package |
| scenario-unreal-vfx | Unreal VFX: Niagara systems (fireballs, trails, impacts, smoke, sparks), Niagara fluids, scalability and pooling, Chaos destruction |
| scenario-unreal-world-building | Unreal levels and open worlds: World Partition, Data Layers, Level Instances, HLOD, landscape, foliage, PCG scatter, Nanite |
Expert tools: Unity
Game engine. A lead and thirteen specialists that drive Unity 6.3 LTS on macOS through batch mode, a live editor, and command-line builds: architecture, gameplay, 2D, animation, UI, VFX, shaders, rendering and lighting, world building, performance, mobile, Web, pipeline automation. Every procedure was run live in Unity 6.3.
| Skill | Use it for |
|---|---|
| scenario-unity-expert | Unity lead: batch mode and -executeMethod jobs, a live editor over the Unity CLI, MCP servers, the Test Framework, command-line builds, proof by capture |
| scenario-unity-2d | Unity 2D in URP: sprite import and PPU, atlases, Tilemaps and Rule Tiles, 2D lights, 2D animation, platformer and top-down controllers |
| scenario-unity-animation | Unity animation and cameras: humanoid import and retargeting, Animator Controllers and blend trees, root motion, Animation Rigging, Timeline, Cinemachine 3 |
| scenario-unity-architecture | Unity C# architecture: ScriptableObject data, events and services, inventory, health, save and load, Input System, Awaitable, assembly definitions, Git and LFS |
| scenario-unity-gameplay | Unity gameplay: enemy AI, NavMesh and agents, state machines and behavior trees, projectile physics, collision layers, CharacterController vs Rigidbody |
| scenario-unity-mobile | Unity on Android and iOS: frame and thermal budgets, texture compression, touch controls and safe areas, startup time, AAB and signing |
| scenario-unity-performance | Unity performance: frame spikes and hitches, GC, draw and SetPass calls, CPU vs GPU bound, Profiler, Memory Profiler, Frame Debugger, GPU Resident Drawer |
| scenario-unity-pipeline-automation | Unity content pipeline: AssetPostprocessor import rules, prefab and scene generation from script, Addressables, content-validation tests, CI builds |
| scenario-unity-rendering-lighting | Unity rendering and lighting: URP setup and quality tiers, sun and sky, lightmaps and Adaptive Probe Volumes, reflection probes, shadow and bake fixes |
| scenario-unity-shaders | Unity shaders in URP: HLSL, Shader Graph water, toon, dissolve, and outline, renderer features on Render Graph, compute shaders, variants and stripping |
| scenario-unity-ui | Unity game UI: menus, settings, HUD and health bars, uGUI vs UI Toolkit, scaling from phone to 4K, layout groups, UXML and USS |
| scenario-unity-vfx | Unity VFX: explosions, projectiles, spells, and smoke with the Particle System or VFX Graph, overdraw and mobile cost |
| scenario-unity-web | Unity on the Web: WebGL and Web build settings, compression and server headers, build size and load time, portal limits, Addressables on the Web |
| scenario-unity-world-building | Unity levels and open worlds: terrain from code or heightmaps, procedural islands, foliage rules, ProBuilder graybox, modular kits, landmarks, spline roads |
Expert tools: Godot
Game engine. A lead and thirteen specialists that drive Godot 4.7 on macOS through headless jobs, windowed captures, GUT and gdUnit4 tests, and command-line exports: architecture, gameplay, 2D, 3D worlds, animation, UI, VFX, shaders, rendering and lighting, audio, multiplayer, performance and export, pipeline automation. Every procedure was run live in Godot 4.7.2.
| Skill | Use it for |
|---|---|
| scenario-godot-expert | Godot lead: headless --script jobs, --import and --check-only, windowed captures, GUT tests, command-line exports, MCP into an editor, proof by capture |
| scenario-godot-2d | Godot 2D: platformer and top-down controllers, TileMapLayer and terrains, pixel-perfect stretch and cameras, 2D lights, y-sort, parallax, AI-generated sprites |
| scenario-godot-3d-world | Godot 3D levels: third-person and FPS controllers, CSG blockout, GridMap, terrain, MultiMesh scatter, streaming, Jolt physics, GLB imports |
| scenario-godot-animation | Godot animation: AnimationPlayer and RESET, AnimationTree state machines and blend spaces in code, Mixamo retargeting, root motion, IK, cutscenes |
| scenario-godot-architecture | Godot code structure: scenes and nodes, signals and event bus autoloads, custom Resources, components, save and load, InputMap rebinding, typed GDScript |
| scenario-godot-audio | Godot audio: buses and effects, volume sliders, combat with hundreds of enemies, 3D sound and reverb zones, adaptive and interactive music, SFX variation |
| scenario-godot-gameplay | Godot gameplay: enemy AI that patrols, chases, and attacks, state machines, behavior trees, NavigationAgent3D, hitbox combat, dialogue, procedural dungeons |
| scenario-godot-multiplayer | Godot multiplayer: ENet and WebSocket host and join, RPCs, MultiplayerSpawner and Synchronizer, authority, lag, lobbies, dedicated servers |
| scenario-godot-performance-export | Godot performance and shipping: profiling and monitors, CPU vs GPU bound, hitches, phones overheating, macOS, Web, Android, and iOS exports |
| scenario-godot-pipeline-automation | Godot pipeline: batch GLB import and naming rules, import presets and post-import scripts, editor plugins, @tool, gdUnit4 and GitHub Actions CI |
| scenario-godot-rendering-lighting | Godot rendering: Forward+, Mobile, or Compatibility, SDFGI, VoxelGI, and lightmaps, environment and fog, shadows, light leaks, quality tiers |
| scenario-godot-shaders | Godot shaders: .gdshader spatial, canvas_item, particles, and sky code, VisualShader in code, toon water, dissolve, outlines, stencil, post-processing |
| scenario-godot-ui | Godot game UI: main menu, settings, HUD and health bars, Control layout, containers and anchors, themes, scaling to any screen, gamepad focus, localization |
| scenario-godot-vfx | Godot VFX and game feel: GPUParticles explosions, fireballs with trails, impacts, sparks and smoke, hit stop, screen shake, particle cost on phones |
Example prompts
Once the skills are installed and the MCP server is connected, ask your agent things like:
- “Generate four style-matched potion icons with transparent backgrounds for my RPG inventory”
- “Make a seamless brick texture, then upscale it to 2048 without breaking the tiling”
- “Turn this concept sketch into a 3D prop and let me preview it before I export the GLB”
What is an Agent Skill?
A skill is a SKILL.md file with procedural knowledge an agent loads on demand, defined by the open Agent Skills specification. The skills CLI installs these files into 70+ agents, and the ecosystem directory lives at skills.sh.
Contributing
See CONTRIBUTING.md for the contribution workflow, and AGENTS.md for the authoring contract, the public-content policy, validation, and the application-testing bar. One-time setup after cloning: pnpm install (installs commitlint, cspell, prettier, and the husky git hooks). pnpm run validate runs the same content checks CI runs; commit messages and the PR title are linted separately with commitlint. PRs welcome; PR titles follow Conventional Commits since they become the squash commit header on main.
Every script shipped with a skill has a test suite in tests//; pnpm test runs them all (CI does too). Suites need Python 3.11+ with any tests//requirements.txt dependencies installed, plus ffmpeg on PATH where a suite uses it. Python suites use stdlib unittest, TypeScript suites use vitest.
License
推奨ツール
別のキーワードを試すか、フィルタを外してください。
インストール
npx skillfish add scenario-labs/skills