scenario-labs
@scenario-labs Organization
Public Skills
scenario-blender-hair
by scenario-labs
"Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing."
scenario-blender-texturing-shading
by scenario-labs
"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."
scenario-zbrush-retopology-export
by scenario-labs
'Use when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All, rebuilding subdivision levels, UV Master or native unwrap, normal and displacement maps with Multi Map Exporter, GoZ, OBJ or FBX export, scale and axes, Decimation Master, "clean up an AI mesh in ZBrush"), or when detail is lost after ZRemesher, a map is upside down or an export arrives at the wrong size.'
scenario-blender-animation
by scenario-labs
"Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert review."
scenario-unity-ui
by scenario-labs
"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."
scenario-maya-groom
by scenario-labs
"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."
scenario-unity-vfx
by scenario-labs
"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."
scenario-maya-fx
by scenario-labs
'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).'
scenario-3d-worlds
by scenario-labs
"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."
scenario-zbrush-automation
by scenario-labs
"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."
scenario-unity-expert
by scenario-labs
"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."
scenario-blender-hard-surface
by scenario-labs
"Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly."
scenario-unreal-vfx
by scenario-labs
'Use when a UE5 task involves Niagara or Chaos destruction: a Niagara fireball, projectile trail, impact explosion, muzzle flash, spell, smoke, sparks, debris, Niagara fluids or flipbooks; "Niagara is too expensive", stat NiagaraOverview, Effect Types, pooling, Data Channels, lightweight emitters, VFX scalability; judging an effect''s readability, value, color, timing, white blowout or strobing; or a wall that shatters, geometry collection fracture, Dataflow, damage thresholds, floating chunks, debris cost, Chaos Visual Debugger.'
scenario-maya-retopology-uv
by scenario-labs
'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.'
scenario-unity-gameplay
by scenario-labs
"Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds."
scenario-audio
by scenario-labs
Use when generating or handling audio on Scenario via MCP. Triggers include music tracks, full-length songs with vocals written from lyrics, background scores, soundtracks, game sound effects, SFX, foley, ambience, looping audio, voiceover, narration, speech, TTS, text-to-speech, dialogue, voice cloning, re-voicing a recording, scoring or adding sound to a video, transcription, or requests to create, wait on, play, or download audio files (MP3, WAV) with Scenario tools.
scenario-elevenlabs
by scenario-labs
"Use when generating or transforming audio with ElevenLabs models on Scenario via MCP: text-to-speech with inline emotion tags, music from a prompt or sectioned songs, sound effects and loops, dubbing audio or video into another language, re-voicing a recording with a preset or cloned voice, or isolating speech from noise. Keywords: ElevenLabs, Eleven v3, Multilingual v2, Turbo 2.5, Music v2, Sound Effects 2, Dubbing, Voice Changer, Speech to Speech, Voice Isolator, TTS, SFX, localization."
scenario-ace-step
by scenario-labs
"Use when creating or editing music with ACE-Step models on Scenario via MCP: text-to-music songs with sung vocals from a lyric sheet, instrumental tracks, covering or restyling an existing song, repainting one section in place, changing sung lyrics, adding an instrument layer, completing a partial recording into a full arrangement, extracting stems, or choosing between Turbo and Quality lanes. Keywords: ACE-Step 1.5, cover strength, repaint, Vocal2BGM, stem separation, karaoke, BPM."
scenario-admin-analytics
by scenario-labs
"Use when answering Scenario admin analytics questions about Creative Unit consumption, most-used models, usage by user or project, AI adoption observability, cached usage data, CSV exports, enterprise PDF reports with charts, or a local analytics dashboard. Keywords: usage API, CU, analytics, adoption, reporting, consumption, cache."
scenario-identity-library
by scenario-labs
"Use when a named character or prop must become a reusable identity in Scenario: creating a character or prop from a brief or interview, building its approved image collection (character: <name> or props: <name>), assembling a character sheet or turnaround, or generating new images of an established one. Triggers include create a new character, design a prop, character sheet, turnaround, more images of this character. Keywords: character design, identity, library, collection, grid."
scenario-gemini-image
by scenario-labs
"Use when generating or editing images with Google's Gemini image models (Nano Banana) on Scenario via MCP: text-to-image, natural-language instruction editing, identity locking or style transfer from reference images, multi-image fusion, pulling stills from a video clip, Google Search grounding, thinking level tuning, 512 to 4K output, or choosing between Flash, Pro, and Lite. Keywords: Gemini 3.1 Flash, Gemini 3.0 Pro, Gemini 3.1 Lite, Nano Banana 2, Nano Banana Pro, txt2img, img2img."
scenario-brand-kit
by scenario-labs
"Use when building a visual identity or brand kit with Scenario: a logo, wordmark, or icon as editable SVG, a color palette and typography spec, logo variants (mono, reversed, favicon), and brand applications like social templates, avatars, banners, or merchandise mockups. Also for a rebrand or refreshing an existing mark. Keywords: brandkit, brand kit, visual identity, logo, monogram, wordmark, SVG, vectorize, color palette, typography, brand guidelines, brand board, launch kit."
scenario-gemini-omni
by scenario-labs
"Use when generating, extending, or editing video with Gemini Omni models on Scenario via MCP: text-to-video, image-to-video from a first frame, reference-to-video keeping a character, product, or place consistent, appending footage to a clip, restyling footage by prompt (season, wardrobe, art style), native audio with dialogue and ambience, or picking between first-frame and reference conditioning. Keywords: Gemini Omni Flash, 1.1 Flash, Google, T2V, I2V, V2V, extend, subject consistency."
scenario-formats
by scenario-labs
"Use when one approved visual, image or video, must ship at many sizes or placements through Scenario: adapting a master to 1:1, 4:5, 9:16, or 16:9, social formats for feeds and stories, YouTube thumbnails, storefront capsules and app store graphics, marketplace product images, link previews, display banners, a website hero, or choosing between crop, resize, expand, and generative reframe. Keywords: aspect ratio, resize, reframe, outpaint, expand, derivative, safe zone, thumbnail, banner."