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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
使用Maya Python将选中的多边形或细分模型转换为NURBS曲面,并按照指定的U和V方向数量提取曲线。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
ECNU-ICALK/AutoSkill☆ 6052026년 5월 10일 업데이트
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" mentioned.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
omer-metin/skills-for-antigravity☆ 1682026년 1월 22일 업데이트
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" mentioned.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
MikeCheng1208/BattleTree☆ 22026년 7월 22일 업데이트
使用Maya Python将选中的多边形或细分模型转换为NURBS曲面,并按照指定的U和V方向数量提取曲线。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
David-Li0406/meta-skill-evloving☆ 22026년 7월 14일 업데이트
Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when grooming hair or fur in Maya with XGen (Interactive Groom splines or legacy descriptions): scalp hair, eyebrows, eyelashes, fur, guides, clumps, noise, parting, density maps, a fill layer, aiStandardHair shading, noisy or flickering hair renders, hair that must move (Linear Wire, nHair, Alembic caches), or a groom for Unreal (groom Alembic, cards). Also when XGen hair looks CG, clumps look uniform, the scalp shows through, or an XGen script fails.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
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).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper wrist, collapsing elbow or shoulder, volume loss, clothes poking through), when mirroring, copying or capping skin weights for Unreal or Unity, building blend shapes, corrective shapes or pose space deformation (Pose Editor on IK-driven joints), a face rig with shapes or joints, multiple skinClusters, Delta Mush or the ML Deformer, or running a range-of-motion deformation test.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when animating a character or prop in Maya through Python: a walk or run cycle, a jump or landing, a heavy lift, throw or punch, an acting or dialogue shot, lip sync, eye darts and blinks, stepped blocking, splining, polish, Graph Editor tangents, animation layers, mocap cleanup or retargeting, game clips and root motion, or reviewing a playblast. Also when motion looks floaty, weightless, mushy, poppy, posey, sliding or chattery, or feet slap or skate.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Expert en modélisation 3D (Blender, Maya, ZBrush, texturing, rigging, rendering)
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
ziri22/agency-roster☆ 62026년 7월 1일 업데이트
3D modeler v2 — Blender, Maya, ZBrush, texturing, rigging, animation, game assets, rendering
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
ziri22/agency-roster☆ 62026년 7월 1일 업데이트
Three.js OBJExporter utility for exporting 3D geometry to Wavefront OBJ format. Use when converting Three.js scenes, meshes, or geometries to OBJ files for use in other 3D software like Blender, Maya, or MeshLab.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
benchflow-ai/skillsbench☆ 1.9천2026년 10월 13일 업데이트
Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when automating ZBrush 2026: batch processing a folder of OBJ or ZTL files, a ZBrush Python script or ZScript, recording a macro to learn a palette path, the ZBrush -script command line, scripting UV Master, Decimation Master or Multi Map Exporter, exporting every SubTool, GoZ or GoB round trips with Maya or Blender, renaming SubTools, or batch reports. Also when a plugin press never returns, a dialog stalls a batch, one file kills the whole run, or GoZ updates the wrong SubTool.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Design thinking maestro for human-centered design processes. Use when the user asks to talk to Maya or requests the Design Thinking Maestro.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
bmad-code-org/bmad-module-creative-intelligence-suite☆ 1962026년 9월 29일 업데이트
Productivity system based on Maya calendar with 13 natural tones for project management and personal development
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
modbender/skill-library-mcp☆ 172026년 9월 28일 업데이트
Expert in script-to-video production pipelines for Apple Silicon Macs. Specializes in hybrid local/cloud workflows, LoRA training for character consistency, motion graphics generation, and artist commissioning. Activate on 'AI video production', 'script to video', 'video generation pipeline', 'character consistency', 'LoRA training', 'cloud GPU', 'motion graphics', 'Wan I2V', 'InVideo alternative'. NOT for real-time video editing, video compositing (use DaVinci/Premiere), audio production, or 3D modeling (use Blender/Maya).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
curiositech/windags-skills☆ 162026년 10월 19일 업데이트