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156 个(scenario-labs 的仓库) · 按人气排序

Use when a text brief or a reference image must become a Blender blockout whose playblast guides a render-to-real video pass (a video model that takes a reference clip, such as Seedance, or the Render Video lane of the Scenario Blender Plugin): graybox or previs built for a video model, color-coded proxies at metric scale from rough to detailed, density levels from a simple shot to an expert scene with crowds, traffic and many cuts, proxy figures, a camera locked to the timeline, rail or tracking camera rigs, lens per shot, framing and occlusion checks, a playblast, a hand-off sheet for the video prompt. Also when a render-to-real pass renders the proxies as boxes, reads one figure as two people, swaps a car's front and rear, drifts at the end, or the guide camera pops on a cut.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when recreating a trending reel, TikTok or Short with a different performer: the same dance, moves, timing and camera, performed by the user's own character from a reference sheet, optionally in another outfit or a redecorated room, keeping the original song in sync. Keywords: reel recast, trend remake, TikTok dance, replace the dancer, character swap, choreography transfer, video to video, keep the music, Seedance edit mode.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when an agent works in an open Blender scene through the Scenario for Blender extension's local MCP server (scenario-blender on 127.0.0.1:9876): connecting Claude Code, Cursor, Claude Desktop or Codex to Blender, the headless scenario_blender command, quoting and generating Scenario images, PBR materials, 3D meshes, video, audio or 360 environments from the scene, capturing the viewport or selected meshes as references, placing saved results, Render Video camera paths, or execute_python.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when a 2D side-scroller shot, platformer cutscene, game trailer or parallax animation has to be built in Blender from Scenario-generated pictures (flat image cards, an orthographic camera, keyed jumps, rigid-body props), or when a finished shot needs a new theme or look without re-animating. Also use when image planes in Blender float above the ground, a tiled parallax layer shows a seam, or physics props leave the picture plane.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when exploring several Seedance video takes before paying for a final: cheap 480p previews, variations of one shot to compare, reviewing and ranking takes before a pick, or finalizing a chosen preview to 1080p without regenerating it, including within its 7-day window. Keywords: Seedance draft, draft mode, draft complete, finalize, 480p preview, variations, takes, review, rank, pick, Seedance 2.5.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

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.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19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.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19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.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when creating or revising finished video thumbnails or cover images with Scenario: game trailers, boss reveals, patch updates, devlogs, or community videos needing readable composition, exact headline text and consistent characters. Not for title ideas or critique alone, in-video title cards, or a generic image without a thumbnail deliverable.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when one image must be composed from several reference pictures through the Scenario MCP server, each lending one thing: the character from one, the place, pose, style, light, palette, material, outfit, or layout from others. Also when a reference leaks into the result (its object, colors, or face showing where it should not) or a reference's role is ignored. Keywords: multi-reference, reference roles, combine references, style reference, pose reference, give each picture a job.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when changing an existing ChatGPT pet or Codex pet sprite sheet with Scenario: fixing a broken row, frame, jump or edge, regenerating one animation state, adding the sixteen look directions to a 1536x1872 v1 sheet, giving the pet a new outfit, color or accessory, renaming it in its pet.json, or checking a pet sheet and previewing it as an animated GIF.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when making multiple independent ad or campaign edits from existing footage with Scenario: hook, CTA, copy, end-card, placement, or targeted visual variants. Also for revising one variant or resuming a partially completed batch. Not for a new commercial from a still image, ordinary single-clip grading, or automatic Cartesian combinations.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making the 1536x2288 v2 pet sprite sheet with nine animation states and sixteen look directions, the 1536x1872 v1 sheet ChatGPT web uploads, a pixel-perfect pixel-art pet, an animated GIF of the pet, or a Codex pet.json package.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal maps, 2D animation, a platformer or top-down controller ("make a platformer controller that feels good", coyote time, jump buffer, one-way platforms, spikes), Pixel Perfect Camera, a follow or room camera, hit stop and screen shake; or when pixel art looks blurry or shimmers, tiles show seams, 2D lights do nothing or cost too much, the jump feels floaty, or the camera loses the player when falling.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost; or when a material turns pink or invisible, casts no shadow, ignores extra lights under Forward+, an effect 'does nothing', the game stutters the first time something appears, or builds bloat with variants.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps without a mouse, tune WorldEnvironment, tonemapper (AgX, ACES, Filmic), glow, fog, volumetric fog and god rays, shadows and shadow acne, quality presets for PC and phones, Compositor post effects, or when 'my scene looks flat', 'too dark indoors', 'light leaks', 'lightmap is black', 'looks different on mobile'.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

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.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI and com.unity.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts have compiler errors', a capture comes back black or pink, or a result must be proven with numbers and a frame; or when a Unity brief must go to the right scenario-unity-* specialist.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when structuring Unity 6.3 C# code: ScriptableObject data vs runtime state, events and services, inventory, health, save and load, Input System actions and key rebinding, async with Awaitable, assembly definitions, Enter Play Mode and domain reload, .meta files, Git, Smart Merge and LFS. Also when 'my save works in the Editor but not in the build', statics keep values on the second Play, events fire twice or never, an await runs after its object died, rebinds are lost on relaunch, a renamed class loses its data, a scene merge breaks.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新

Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10602026年10月19日 更新