๋ณธ๋ฌธ์œผ๋กœ ๊ฑด๋„ˆ๋›ฐ๊ธฐ
cccskills

Scenario

@scenario-labs

์กฐ์ง

Scenario enables developers & artists to create high-quality, style-consistent, proprietary game assets based on #GenerativeAI. ๐Ÿš€๐Ÿš€๐Ÿš€

์Šคํ‚ฌ 173๊ฐœ์ €์žฅ์†Œ 1๊ฐœ 1.1์ฒœ

์Šคํ‚ฌ(173)

๊ฒ€์ƒ‰์—์„œ ์ขํžˆ๊ธฐ

scenario-unreal-vfx

๋ฌด๋ฃŒ

Use when a UE5 task involves Niagara or Chaos destruction: a Niagara fireball, projectile trail, impact explosion, muzzle flash, spell, smoke, sparks, debris, Niagara fluids or flipbooks; "Niagara is too expensive", stat NiagaraOverview, Effect Types, pooling, Data Channels, lightweight emitters, VFX scalability; judging an effect's readability, value, color, timing, white blowout or strobing; or a wall that shatters, geometry collection fracture, Dataflow, damage thresholds, floating chunks, debris cost, Chaos Visual Debugger.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-maya-fx

๋ฌด๋ฃŒ

Use when a Maya task involves simulation or procedural effects: nCloth or Nucleus (a cape, skirt, flag or garment on an animated character, cloth through the body, jittery or stretchy cloth), nParticles, Bifrost graphs (Aero smoke, dust puff, mist, fire, liquids, MPM cloth, snow, sand, "Bifrost smoke"), MASH scattering or motion graphics, sim caches (nCache, Alembic, OpenVDB, file_cache, USD) or FX delivered to lighting or a game engine (flipbook sprites).

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All, rebuilding subdivision levels, UV Master or native unwrap, normal and displacement maps with Multi Map Exporter, GoZ, OBJ or FBX export, scale and axes, Decimation Master, "clean up an AI mesh in ZBrush"), or when detail is lost after ZRemesher, a map is upside down or an export arrives at the wrong size.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-workflows

๋ฌด๋ฃŒ

Use when a task involves running a Scenario workflow through MCP, including anything the user calls a Scenario app, a saved pipeline, or a multi-step generation graph. Triggers include listing workflows, building workflow_run's inputs object, pricing a run with a dry run, approving or rejecting a stuck approval node, a run rejected for input length, or a workflows_list reply flooding the context. Creating or editing graphs is scenario-workflow-authoring. Keywords: workflow, app, approval gate.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-maya-expert

๋ฌด๋ฃŒ

Use when doing any Autodesk Maya task through Python or a bridge, headless or live: maya.cmds or OpenMaya 2.0 scripts, mayapy or maya.standalone batch jobs, a commandPort or MCP connection into a running Maya, "Maya 2027", validating or exporting scenes, or a maya.cmds script that fails after the 2025 to 2027 changes (PySide6, OpenPBR, renamed math nodes, removed flags). Also when a Maya model, rig, shot or render must be judged like a professional before it is called done, or a brief must be routed to the right Maya specialist.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when sculpting in Blender through Python: sculpt a head, face or bust, a stylized or cartoon character, a creature or a realistic portrait; block out from primitives; cut planes, a jaw or gonial angle, cheekbones; fix a jaw or face that looks like a ball or balloon; stylized hair clumps; eyelids; an expression or smirk; plan remesh or multires resolution; reproduce Clay Strips, Crease, Draw Sharp, Scrape, Grab or mask moves without a tablet; final clay renders; or when a sculpt operator crashes headless.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario

๋ฌด๋ฃŒ

Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-sparc3d

๋ฌด๋ฃŒ

Use when turning images or photos into 3D meshes with Sparc3D models on Scenario via MCP: single-image or multi-view image-to-3D, watertight meshes for game assets, AR/VR, or 3D printing, mesh-only versus PBR-textured output, face count targets, resolution tiers, or reconstructing human heads and busts with the Portrait variants. Keywords: Sparc3D 2.1 and 2.0, Hitem3D, image to 3D, img23d, multiview, watertight, PBR, GLB, OBJ, STL, FBX.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-storyboards

๋ฌด๋ฃŒ

Use when a story must unfold across a sequence of Scenario images: a comic page or strip, manga or webtoon panels, a children's storybook, a film, game, or ad storyboard, animatic pre-viz frames, or any shot list where the same characters and world must persist from panel to panel and dialogue must stay legible. Keywords: storyboard, comic, panel, sequential art, storybook, shot list, pre-viz, animatic, scene to scene, character consistency.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-text-overlay

๋ฌด๋ฃŒ

Use when text must appear letter-perfect on generated media: taglines, CTAs, prices, legal supers, lower thirds, end cards, nameplates, or styled rich cards composited over Scenario images and video. Keywords: text overlay, text card, caption card, CTA, legal super, tagline, end card, lower third, price card, HUD text, transparent PNG.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert review.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-video

๋ฌด๋ฃŒ

Use when generating or editing video on Scenario via MCP: text-to-video, a music video from a song, image-to-video (still animation, frame anchors), motion prompting, lipsync and talking avatars, dubbing a clip, video upscale to 4K, prompt-based editing, trim, split, concat, extend, reframe, resize, background removal, frame or audio extraction, long video jobs, or a clip over a duration limit. Keywords: txt2video, img2video, video2video, audio2video, I2V, T2V, V2V, localization.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-blender-expert

๋ฌด๋ฃŒ

Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also before exporting or handing off an asset, to check it is ready for a game engine, a render or a 3D print (floating parts, z-fighting, inside-out normals, unapplied scale, missing UVs). Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-video-ads

๋ฌด๋ฃŒ

Use when producing a video ad with Scenario from a product shot or brand assets: a mobile 9:16 or landscape 16:9 commercial, a TikTok, Reels, Shorts, YouTube, or CTV spot, or campaign creative needing a creative brief, storyboard, cinematic camera work, brand-faithful product footage, music and voiceover, captions, ad variants, budget planning, or platform delivery specs. Keywords: video ad, commercial, product video, advert, hook, CTA, end card, campaign, ad creative.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-textures

๋ฌด๋ฃŒ

Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-maya-lookdev

๋ฌด๋ฃŒ

Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-blender-rigging

๋ฌด๋ฃŒ

Use when rigging a character, creature or prop in Blender through Python: "rig this character", Rigify metarig fitting or generation errors, automatic weights or "Bone Heat Weighting failed", weight painting fixes, clothes that do not follow, IK/FK switch, foot roll, twist bones, drivers and custom properties, corrective shape keys, a stylized face rig, ARKit 52 blend shapes or viseme shape keys for face capture, lip sync or a game engine, a mechanical or hard-surface rig, or testing how a rig deforms.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-team-admin

๋ฌด๋ฃŒ

Use when administering a Scenario team from an agent through MCP: restricting which models a team or project can run (model access control, allowlist, blocklist), inviting or removing team and project members, changing roles, capping a member's Creative Unit spend, creating or deleting projects, auditing API keys and their roles or scopes, or attributing consumption per user or model. Keywords: governance, model control, consumption cap, spend limit, API key hygiene, team admin, enterprise.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

๋ณธ์ธ ๊ณ„์ •์ธ๊ฐ€์š”? GitHub๋ฅผ ์—ฐ๋™ํ•˜๋ฉด ํฌ๋ฆฌ์—์ดํ„ฐ ํŽ˜์ด์ง€์— ๋ชจ์„ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค (์ผ๋ณธ์–ด)