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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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, 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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when producing UGC-style creator video with Scenario: a talking-head ad or testimonial from a portrait and a script, a founder clip, a product demo or unboxing, a reaction or before-after cut, a faceless voiceover over b-roll, or vertical social video for TikTok, Reels, or Shorts that must feel filmed on a phone rather than produced. Keywords: UGC, creator ad, talking head, testimonial, avatar, lipsync, founder video, social proof, faceless voiceover, organic, vertical video.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when generated clips must become a finished video on Scenario via MCP: cutting a shot list together, laying a timeline, concatenating with transitions, overlaying a logo or title card, adding a music bed or voiceover, burning in or exporting captions and subtitles, trimming and splitting, or producing vertical and square variants of one master. Keywords: edit, assemble, stitch, concat, compositor, timeline, layers, overlay, captions, SRT, ad, UGC, social cut.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when editing footage that already exists on Scenario through MCP with a tool model instead of a new generation: 3D LUT grading, color correction, film grain, vignette, blur, sharpen, glow, tint, desaturate, posterize, solarize, cubism, crystallize, oilify, chromatic aberration or dodge and burn on a clip; trimming to a time range, splitting at cut points, reversing, resizing, re-encoding, frame extraction, image sequences, background removal, segmentation masks, subjects as layers.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when a task involves creating or editing a Scenario workflow graph through MCP: building an app from a brief, adding or rewiring nodes (models, prompts, approval gates, loops), authoring editor_info, publishing, unpublishing or renaming, importing an exported workflow JSON, migrating a graph built in Weavy, ComfyUI, or another node tool, copying a workflow, or turning a prompt chain into an app. Running or pricing a workflow is scenario-workflows. Keywords: node graph, editor_info, CEL.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when turning a dense sculpt, scan or AI-generated mesh into clean topology in Blender, for animation, subdivision or a game low poly with a triangle budget. Also when choosing between QuadriFlow or voxel remesh and manual retopo, placing loops around eyes, mouth and joints, deciding pole placement, setting up a Shrinkwrap cage, fixing volume loss after subdivision, preparing a low poly for baking, or auditing topology for spirals, 6-poles and triangles. Keywords: retopo, retopology, quad remesh, clean up an AI mesh, edge flow, low poly, bake prep.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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, a mechanical or hard-surface rig, or testing how a rig deforms.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently fails.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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).
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新