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scenario-storyboards

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.

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Scenario Storyboards and Comics

Overview

Asked for a comic page, an agent prompts one model for "a page with six panels" and gets a page it cannot fix: uneven panel geometry, a hero whose face changes between cells, dialogue rendered as garble. The unit of generation is the panel, never the page. Script first, lock the cast, one model_run per panel anchored to the same references, letter in post, assemble the page last. Connection and the core loop: see the scenario skill. Character lock: scenario-consistency. Per-model image contracts: scenario-image. Lettering: scenario-text-overlay. 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.

Quick reference

StageDo
1. ScriptA beat table before any generation: per panel, the shot size and angle, the action, the setting, the dialogue
2. Cast and styleOne approved hero image per character plus a style pick (search with query="comic" surfaces style LoRAs); write each baseline
3. PanelsOne model_run per panel: byte-identical baselines plus that panel's clause, references wired per the schema
4. Reviewjobs_wait, then check identity panel over panel before lettering
5. LetterDialogue, captions, and sound effects as scenario-text-overlay cards composited onto text-free art
6. AssemblePage layout and contact sheets: layer composition in scenario-video-assembly (Image Studio), or the grid tool in scenario-image-editing

Label the panels the way a shot list does, in that order: number, shot size, angle, lens or camera move, then the action with each character's frame side and facing. Arrange them as coverage rather than a row of pictures: open on a master that establishes the geography, hold one side of the axis so screen direction never flips, climb the size ladder as tension rises, and punctuate with an insert or a reaction.

A storyboard headed for animation stops at stage 4. Approved panels become first frames for image-to-video (scenario-video), one clip per shot, when each shot stands on its own. When the movement itself has to carry across the cuts, animating panels independently resets the performance at every one: that sequence belongs in the scenario-seedance-storyboard skill, which chains each shot's exit pose to the next shot's entry.

Worked example: a six-panel comic page

  1. Script the page as a table: panel, shot size and angle, lens or camera move, action, dialogue and captions. The action column holds only what a camera sees: a thought, a smell, or backstory renders as nothing, so it becomes visible evidence or a caption. Dialogue and captions are written down here, never prompted into the art.
  2. Cast lock: generate or upload the hero and iterate until approved; unattended, the script's own character description stands in for the approval, so take the candidate that matches it and continue. asset_display the hero and write its baseline enumeration (geometry, costume, palette by name or hex) per scenario-consistency.
  3. Style: search with target="models", query="comic", public=true; the public catalog carried comic-style LoRA hits at authoring time. Confirm the pick with the user (unattended, take it from the task instructions, else the first result in returned order), then model_schema_get it for the reference field's name, cap, and cardinality. No reference field that fits the cast? Capabilities may advertise adapters the schema never exposes; the schema wins. Keep the pick for hero generation and recommend a reference-capable model for the panels, restating the style line in every prompt.
  4. Six model_run calls. Each prompt is the style line, the character baseline, and the setting line (location, time of day), all byte-identical across the panels that share them, plus that panel's clause (shot, action), plus "clean art, no lettering, no speech bubbles". A dropped setting line breaks continuity the same way a dropped baseline breaks identity. Wire the hero reference as the schema says: an array only under array: true. A batch-count field repeats one prompt, so it cannot carry per-panel clauses.
  5. jobs_wait on the six jobs, re-calling with pending_job_ids. Review each panel against the hero; fix drift by tightening that panel's enumeration and re-running from the baseline, never by chaining from a neighboring panel.
  6. Letter with scenario-text-overlay, composite the cards as layers, assemble the page, then file panels and page in a collection (scenario-asset-analysis).

Common mistakes

  • Generating a page in one run: panels from a single prompt cannot be regenerated one at a time, so one bad panel costs the whole page.
  • Prompting dialogue: generated lettering drifts and garbles; keep the art text-free and letter in post.
  • Chaining panel to panel: feeding panel three panel two's output compounds drift; anchor every panel to the same approved hero.
  • Writing "same character as before": there is no memory between calls; restate the full baseline every time.
  • Carrying a lasting change (a new costume from panel four on) as a per-panel clause against the old hero: the reference pulls the old costume back. Generate a second hero from the first with the change described, approve it, rewrite the baseline, and anchor the later panels to it.
  • Animating unapproved panels: image money is cheap, video money is not; gate the expensive stage the way scenario-video-ads prices its board first.
  • Merged characters: with several heroes in one panel, state each reference's role in the prompt, check the schema's reference cap fits the cast before planning the scene, and keep extras generic and unnamed; only cast that must stay recognizable gets a baseline and a slot.
  • Abandoning a moderation-blocked action beat: providers can reject a weapon or fight panel (moderation_blocked); soften that panel's clause, de-emphasizing the weapon, and re-run from the baseline.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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概要と使いどころ

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.

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/skills9892026年10月12日 更新

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.

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/skills9892026年10月12日 更新

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.

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/skills9892026年10月12日 更新

scenario

無料

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.

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/skills9892026年10月12日 更新

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, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.

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/skills9892026年10月12日 更新

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.

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/skills9892026年10月12日 更新

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