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scenario-blender-previs-storyboard

Use when turning a script or story into previs, layout, storyboards or an animatic in Blender: beats to shot list, camera and lens per shot, staging, camera height, 180-degree rule, screen direction, shot sizes, when to cut, camera moves, timing stills in the Video Sequencer, markers bound to cameras, Story Tools, Grease Pencil or 2D/3D hybrid boards. Also when an animatic shows the wrong frame, blocking keys are not stepped, Rigify operators are missing, or viewport render fails headless.

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연동 도구Blender

실행 점수 미검증

설치 방법 보기

포함된 파일(6)

  • SKILL.md19.6 KB
  • references/critique.md10.5 KB
  • references/expert-notes.md24.1 KB
  • references/procedures.md28.3 KB
  • references/sources.md6.7 KB
  • scripts/bx_previs.py67.9 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Previs, layout and storyboarding

Expert previs conveys an idea well enough to be judged, as cheaply as possible: one fact per beat, every shot designed for what the audience must feel, timing found in the edit from stills. The camera is the audience's body; where it stands, how high and through which lens decides the emotion, so every non-neutral choice needs a stated reason. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes).

Toolkit: scripts/bx_previs.py (tested on 5.2.1): import sys; sys.path += ["<this skill>/scripts", "<scenario-blender-expert>/scripts"]; import bx_previs as P.

Which skill. This one: story previs and animatics judged by a director and an editor. Out of scope: a playblast that guides a render-to-real video model (Seedance). It follows other rules (saturated color identities, no lens jump on a cut, eased moves, a hand-off sheet) that the workflow and P.audit below do not apply or check, so do not hand a director's animatic to a video model as is: rebuild it with scenario-blender-blockout, where characters usually become colored capsules the video model animates itself. Shared: metric Z-up, roots at the feet, one camera per shot bound to a marker, to_track_quat('-Z','Y') look-at. Strokes: scenario-blender-grease-pencil. Animation after layout: scenario-blender-animation. Real rigs: scenario-blender-rigging.

Stance (the expert delta)

  • Hjalti Hjalmarsson: write the beats-of-information list before any shot. One fact per line, because a viewer takes in one thing at a time. Group consecutive beats into shots; a new treatment re-orders the same facts. A missing beat means the idea never gets a fair test.
  • Hjalti: theater first, then cinematic; shots cost time. A locked-off version judges the acting; the same beats told in shots ran about 2x (up to 3x) because every cut must be read (13/22/25 s vs 47/40 s). The oversimplified version is always too short and hides logistics (a character cannot cross the room in 10 frames).
  • Charge recipe (Hjalti): treat every frame as a storyboard drawing. 10 frames per shot, keys CONSTANT, an A/B alternative on the next frame, the winner on the decade frame, stills exported with versioned names, timing done in a separate edit.
  • Hjalti: when in doubt, eye height; lock the lens early by A/B. Two characters: split their eye heights. Low or high is a statement. Poses built for one lens do not survive a lens change.
  • Dillon Gu: composition and focal length are separate decisions, and cuts can kill a mood. The audience stands where the camera is. Leaving the space removes the danger; two inanimate inserts in a row lower tension.
  • Cheat for the camera, but key before you cheat (Hjalti, Charge, Renato Roldan). Resize, float, swap props per shot; in a shared timeline an unkeyed cheat breaks the earlier shots.
  • Previs is the cheapest version that still conveys the idea (Hjalti, Charge). Animate only shots whose camera move is the storytelling; everything else is one still, push-ins faked on the still in the edit. Grays in Workbench, no mood lighting, mannequins before rigs. P.audit refuses a camera moving inside a still shot, keys between block starts and a non-Workbench engine.
  • After each cut the eye must find one thing (Hjalti). Restage a character in front of a competing subject; keep the angle that preserves the emotion (he refused a side cut that turned Rex into a silhouette).

Establish first

InputChangesDefault when silent
Formatevery composition (Charge: lock it first)1920x1080, 24 fps, stills at 50 %
Treatmentshot count, runtimetheater pass, then cinematic
Methodagent has no tablet3D previs with mannequins; drawn boards only on provided art; Rigify proxies only on request (P.rigify_proxy, Rigify is off under --factory-startup: P.ensure_rigify() first)
Mood or director stylelens, height, motion per shotneutral grammar, deviations stated per shot
Runtime budgetdurationsabout 1.6 to 1.9 s per beat for a cinematic cut (derived from Hjalti's slide: 25 beats, 8 shots, 40 to 47 s)
Journeysscreen directionout left to right, back right to left (Charge)
Deliverableoutputsshot list, contact sheet, floor plan, animatic MP4 clean plus burn-in, versioned .blend

Workflow

  1. Script to beats. Asset list, then numbered beats, one fact each; mark every beat you add. GATE: P.shot_list(BEATS, SHOTS) raises on a missing, duplicated or reordered beat.
  2. Set and proxies. P.setup_scene (format, Workbench, grays, Standard view transform); P.prop for real-scale set pieces; P.mannequin for characters (root at the feet with eye_height, four pivot controls as the layout subset). Grays, one pop color for the hero (Renato: red). GATE: scale reads next to a door (2.1 m) and counter (1.0 m).
  3. Theater pass. One locked-off camera (cam shared, fit="all", 35 mm, mean eye height) framing the action's extremes; one block per beat group. GATE: in the P.audit rows every subject's head_in and feet_in is true at every block; theater edit timed.
  4. Cinematic plan. List several openings, re-order beats, group them into shots with intent, size, lens, height, dur. P.floor_plan with the action line and journey paths before judging cameras. GATE: one side of the line; journeys follow the direction rule.
  5. Blocking. For each block: sc.frame_set(f) (holds the previous pose), set only what changes, P.key_block(all_movables, f); cheats go through the same keys; then P.make_stepped. GATE: P.stepped_report == {}; the cheat check at neighboring shots.
  6. Cameras. P.build_shots places each camera from size, lens and eye height (or explicit loc/aim), sets an opaque passepartout (Charge: see only the composition; P.passepartout(sc) for other cameras) and binds a marker at its first frame. P.ab_lens on key shots before posing further. GATE: P.audit(...)["problems"] == [].
  7. Look. P.contact_sheet and open it. Characters merging with a dim set: P.fog_for_shot(sc, t, chars) (Hjalti: depth fog for readability, not lighting; behind the subjects, keyed to that shot), P.values_at hero vs backdrop. GATE: the visual list under Quality gates (in S6 only the pictures caught the occlusions and the cut-off wide).
  8. Edit. P.render_stills, then P.animatic (image strips held dur seconds, push on stills, live shots as scene strips, sounds, burn_in). One continuous action from several angles (Pablo, Story Tools): a live shot plus cover=True shots become one scene strip soft-split per camera; retime with P.retime_cut (the marker follows), never by moving keys. GATE: runtime within budget; frames pulled from the MP4 match the cut list.
  9. Iterate in a new scene pair (02_blend/02_edit) and new version numbers; nothing overwritten.

Numbers

ValueRelative toSource
10 frames per shot block, 20 only when justified; starts on 10, 20, 30previs timelineCharge
Shots named in tens (sh010, sh020)markersHjalti on screen
35 mm theater frame; about 60 mm for an isolating key shot36 mm sensorHjalti
F-stop 5.6, clip 0.01 to 200 m on the camera rigHjalti's rigHjalti
13 / 22 / 25 s theater vs 47 / 40 s cinematicsame scriptHjalti slide 00:46:01
3 poses for an anger burst (anticipation, overshoot, settle)one beatHjalti
6 fps boarding, retimed in the editboard sceneBouncyBrain
Eye tolerance 0.15 m; drawing breaks past 70 degrees from cameraaudit thresholds[added]
Visible height = subject height x 4 / 2 / 1.15 / 0.8 / 0.6 / 0.4 / 0.25 / 0.12ews, wide, full, mws, medium, mcu, cu, ecu[added]
Distance = visible height x lens / sensor height (20.25 mm at 16:9)lens swap at equal size: d2 = d1 x f2 / f1[added]
Handheld NOISE 0.010 to 0.018 rad, 18 to 26 frame scalecamera rotationvideo guides; measured peak-to-peak = 0.66 x strength

Camera language

ChoiceReads asSource
Eye level, medium lens, centered, staticneutral; the start for every A/BDillon, Hjalti
Low or tucked in a cornerhidden observerDillon
Wide lens from far, then a quick zoom inbeing watched; someone fixing on a targetDillon
Extreme wide lens close up"not okay", distortionDillon
Long lensinformational, flat, isolates, intensifies a two-character momentDillon, Hjalti, Spitfire
Top view; dolly zoom (linear keys)pressure from above; loss of controlDillon
Off-center from behindisolationDillon
Side-on movementthe most neutral screen motionDillon
Tilt or move ending on a detailthat detail becomes the subjectHjalti
Faceless framing, longer shots, significant object at the edge carried by soundroutineDillon

Moves that feel physical (Dillon): handheld noise when a watcher or a groggy body holds the camera, a camera operator's quick zoom, the camera dropping with the character's shoulders, less motion for laziness, more for urgency; a product shot is the stillest shot. Hjalti pulls focus across a handoff (dof.focus_object). Cuts: one side of the action line; an over-the-shoulder uses the shoulder the camera already occupies, and a jump cut can mean elided routine time (Dillon); a POV sits just off the line on the camera side [added, S6].

Quality gates

Measurable: P.audit(sc, table, chars, line=(a, b), travel={name: "right"}, stepped=movables): marker switch at each shot frame and not one frame before, main subject's eye line in frame and not blocked (ray cast names the blocker, fog included), measured vs intended size, height class with an intent for every non-eye camera, one side of the action line (POV and cross exempt), screen direction per journey, block length, two inserts in a row, non-constant keys outside live blocks, opaque passepartout, cost gates; warnings lists lights. Plus the edit runtime, ffprobe streams and duration, and for live shots an edit frame rendered against the previs frame.

Visual (open each image): contact sheet (every beat visible, one focal point per shot, hero readable, cheats and occluders invisible, pose readable from this camera), floor plan (camera side, journeys), A/B sheet (isolation vs context), frames pulled from the MP4 (order, burn-ins, push, live-shot content). Comic timing and sound stay a human call (Hjalti).

Common mistakes

MistakeLooks likeFix
Shots sprinkled over a finished performancegeneric coverage, wrong framingsdesign each shot from its beats (Hjalti)
Wide framing that ignores the extremesthe tallest pose or entrance clipsfit="all" and the extremes audit
POV from the true eye pointthe counter or the character's own head blocks the viewcheat the POV forward and up (S6: 0.6 m forward, 1.72 m high, over the counter); the audit reports the blocker
Door or prop between camera and herohero hidden in the key frameswing it away or move the camera; the contact sheet catches it
Over-the-shoulder from the far sideline crossed, hero out of framestay on the camera side; audit eye line
Unkeyed cheatearlier shot changeskey_block every movable at every block
6 fps board scene as a scene strip in a 24 fps editplays 4x fastexport stills or retime
Every shot animated, mood lighting, full rigsslow, the edit fights the moves, nothing judged soonerstills plus push, live only when the move is the meaning, Workbench grays, mannequins
Coverage as separate strips or moved keyscuts drift from the actioncover=True run, P.retime_cut
Fog world-aligned or in fronthero tinted, fog in every shotP.fog_for_shot (behind the subjects, one shot)

Blender 5.2 notes

  • bpy.ops.render.opengl fails in --background; use Workbench render.render (headless) or a camera-locked viewport in a live session.
  • keyframe_insert() ignores the new-key interpolation preference (keys stay BEZIER) though "Only Insert Available" is on: call P.make_stepped.
  • frame_set on a scene that is not the window scene leaves transforms stale, and a write_still render of such a scene uses the window scene's frame: P.activate, P.render_frame.
  • VSE: strips, left_handle/right_handle, content_start; SceneStrip.frame_start and frame_final_* warn (removal in 6.0). Strip.split(frame, split_method='SOFT') splits from data. New scenes default to AgX: set the edit scene to the source view transform.
  • marker.camera = cam binds headless; bpy.ops.marker.camera_bind needs a timeline context.
  • Rigify is off under --factory-startup: bpy.ops.object.armature_basic_human_metarig_add raises "could not be found" until P.ensure_rigify().
  • Selection Sets, Storypencil and Grease Pencil Tools are not bundled; use a bone collection layout. The Storyboarding app template ships an Edit scene with sync on and auto-key off in Edit (pin off in its Storyboarding workspace).
  • GP v3 strokes render in a headless Workbench still.

References

리뷰

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같은 저장소의 스킬

Handle review comments received on GitHub for the current branch's PR or a given PR number or URL, by triaging each unresolved thread, fixing what is warranted, pushing, and replying in each thread, when asked to address, fix or answer PR comments. Works in any Scenario repository.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 24일 업데이트

Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 24일 업데이트

Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 24일 업데이트

scenario

무료

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 24일 업데이트

Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, editing a mesh by prompt, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 24일 업데이트

Use when generating navigable 3D worlds or Gaussian splat scenes on Scenario via MCP: text-to-world, image-to-world, a 360 panorama or skybox turned into a walkable splat, multi-view photos or a video walkthrough reconstructed as a splat, or one object photo to splat. Keywords: World Labs Marble 1.1, 1.1 Plus, 1.0 Draft, Hunyuan World, HY World, image-to-skybox, skybox-to-splat, multiview-to-splat, TripoSplat, gaussian splatting, 3DGS, spz, world generation, explorable scene, VR.

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scenario-labs/skills1.1천2026년 10월 24일 업데이트

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