#365 by GitHub stars
scenario-labs/skills
Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through the Scenario MCP, plus expert teams that drive Blender, Maya, ZBrush, Unreal, and Unity.
History
Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.
View weekly changes
skills/dcc/blender/scenario-blender-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-blockout/SKILL.md
Week of Nov 2, 2026 · +3 / −3 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
- 148 (light blocks and grille in front, dark red at the rear); wheels at z = radius, separate with one
- 149 spin channel only when a close shot reads rotation (kit wheels are body mesh). No loose blocks
- 150 near a figure.
+ 148 (light blocks and grille in front, dark red behind); wheels at z = radius (kit wheels: body
+ 149 mesh). Spinning wheels, cyclists ([contract](references/contract.md)): `K.drive` a `"bicycle"`
+ 150 `K.vehicle`, `K.pedal` its rider, never `K.walk_path`. No loose blocks near a figure.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-expert/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-export/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-grease-pencil/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-hair/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-hard-surface/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-lighting-rendering/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-previs-storyboard/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-retopology/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-rigging/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-sculpting/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-texturing-shading/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/blender/scenario-blender-uv-baking/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-deformation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-expert/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-fx/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-groom/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-lighting-rendering/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-lookdev/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-modeling/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-pipeline-scripting/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-retopology-uv/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/maya/scenario-maya-rigging/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-automation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-character-creature/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-expert/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-hard-surface/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-paint-render/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-pose-print/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-retopology-export/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-sculpting/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/dcc/zbrush/scenario-zbrush-stylized/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-2d/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-3d-world/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-architecture/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-audio/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-expert/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-gameplay/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-multiplayer/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-performance-export/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-pipeline-automation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-rendering-lighting/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-shaders/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-ui/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/godot/scenario-godot-vfx/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-architecture/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-assets/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-data/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-environment/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-expert/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-gameplay/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-luau/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-monetization/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-networking/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-performance/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-tooling/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-ui/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/roblox/scenario-roblox-vfx-audio/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-2d/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-architecture/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-expert/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-gameplay/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-mobile/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-performance/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-pipeline-automation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-rendering-lighting/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-shaders/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-ui/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-vfx/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-web/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unity/scenario-unity-world-building/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-cinematics/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-expert/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-gameplay/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-lighting-rendering/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-materials/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-performance/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-pipeline-automation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-vfx/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/game-engines/unreal/scenario-unreal-world-building/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-3d/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-3d-worlds/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-ace-step/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-ad-variants/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-admin-analytics/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-asset-analysis/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-audio/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-blender/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-blender-2d-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-brand-kit/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-caption-studio/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-chatgpt-pet-create/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-chatgpt-pet-update/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-consistency/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-elevenlabs/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-fan-cam/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-formats/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-game-assets/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-gemini-image/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-gemini-omni/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-gpt-image/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-grok-imagine-image/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-grok-imagine-video/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-identity-library/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-ideogram/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-image/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-image-editing/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-inspiration/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-kinetic-music-video/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-kling/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-luma-image/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-luma-video/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-mai-image/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-meshy/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-minimax-music/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-minimax-video/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-model-comparison/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-model-training/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-moderation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-motion-loops/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-multi-reference/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-orbit-views/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-patina-retexture/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-product-shots/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-quality-gate/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-reel-recast/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-refine-loop/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-report/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-reve/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
5d68b48b70db → f29bf06ab890
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 5d68b48b70db
No earlier version was observed for comparison.
skills/scenario-rodin/SKILL.md
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skills/scenario-runway/SKILL.md
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skills/scenario-seedance/SKILL.md
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skills/scenario-seedance-drafts/SKILL.md
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skills/scenario-seedance-music-video/SKILL.md
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skills/scenario-seedance-storyboard/SKILL.md
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skills/scenario-seedream/SKILL.md
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skills/scenario-side-view-game-kit/SKILL.md
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skills/scenario-skyboxes/SKILL.md
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skills/scenario-sonilo/SKILL.md
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skills/scenario-sparc3d/SKILL.md
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skills/scenario-sprite-animation/SKILL.md
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skills/scenario-storyboards/SKILL.md
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skills/scenario-team-admin/SKILL.md
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skills/scenario-text-overlay/SKILL.md
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skills/scenario-textures/SKILL.md
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skills/scenario-thumbnails/SKILL.md
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skills/scenario-ugc/SKILL.md
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skills/scenario-veo/SKILL.md
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skills/scenario-video/SKILL.md
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skills/scenario-video-ads/SKILL.md
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skills/scenario-video-assembly/SKILL.md
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skills/scenario-video-color-grade/SKILL.md
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skills/scenario-video-editing/SKILL.md
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skills/scenario-video-to-motion/SKILL.md
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skills/scenario-vidu/SKILL.md
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skills/scenario-walkable-room/SKILL.md
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skills/scenario-wan/SKILL.md
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skills/scenario-workflow-authoring/SKILL.md
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skills/scenario-workflows/SKILL.md
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Verified commit f29bf06ab89088695ed3431ac99d20a090441a2f
git clone --filter=blob:none --no-checkout https://github.com/scenario-labs/skills.git .hotskills/scenario-labs-skills && git -C .hotskills/scenario-labs-skills checkout --detach f29bf06ab89088695ed3431ac99d20a090441a2f
# Copy each selected skill directory from .hotskills/scenario-labs-skills into .claude/skills/<skill-name>/git clone --filter=blob:none --no-checkout https://github.com/scenario-labs/skills.git .hotskills/scenario-labs-skills && git -C .hotskills/scenario-labs-skills checkout --detach f29bf06ab89088695ed3431ac99d20a090441a2f
# Copy each selected skill directory from .hotskills/scenario-labs-skills into .agents/skills/<skill-name>/git clone --filter=blob:none --no-checkout https://github.com/scenario-labs/skills.git .hotskills/scenario-labs-skills && git -C .hotskills/scenario-labs-skills checkout --detach f29bf06ab89088695ed3431ac99d20a090441a2f
# Copy each selected skill directory from .hotskills/scenario-labs-skills into .cursor/skills/<skill-name>/Heat
8.7- Star growth, last 7 daysAhead of 100% of tracked repositories
- Star growth, last 24 hoursAhead of 100% of tracked repositories
- Rank movement, last 7 daysAhead of 100% of tracked repositories
- Commits, last 30 daysAhead of 95% of tracked repositories
- Accounts asking about it through MCP, last 7 daysNot available
- Hot votes this weekAhead of 0% of tracked repositories
Heat never changes the order by stars, and sponsorship never touches it. How heat works
Stars over time
Individual skills in this repository
- scenario-blender-animation
skills/dcc/blender/scenario-blender-animation - scenario-blender-blockout
skills/dcc/blender/scenario-blender-blockout - scenario-blender-expert
skills/dcc/blender/scenario-blender-expert - scenario-blender-export
skills/dcc/blender/scenario-blender-export - scenario-blender-geometry-nodes
skills/dcc/blender/scenario-blender-geometry-nodes - scenario-blender-grease-pencil
skills/dcc/blender/scenario-blender-grease-pencil - scenario-blender-hair
skills/dcc/blender/scenario-blender-hair - scenario-blender-hard-surface
skills/dcc/blender/scenario-blender-hard-surface - scenario-blender-lighting-rendering
skills/dcc/blender/scenario-blender-lighting-rendering - scenario-blender-previs-storyboard
skills/dcc/blender/scenario-blender-previs-storyboard - scenario-blender-retopology
skills/dcc/blender/scenario-blender-retopology - scenario-blender-rigging
skills/dcc/blender/scenario-blender-rigging - scenario-blender-sculpting
skills/dcc/blender/scenario-blender-sculpting - scenario-blender-texturing-shading
skills/dcc/blender/scenario-blender-texturing-shading - scenario-blender-uv-baking
skills/dcc/blender/scenario-blender-uv-baking - scenario-maya-animation
skills/dcc/maya/scenario-maya-animation - scenario-maya-deformation
skills/dcc/maya/scenario-maya-deformation - scenario-maya-expert
skills/dcc/maya/scenario-maya-expert - scenario-maya-fx
skills/dcc/maya/scenario-maya-fx - scenario-maya-groom
skills/dcc/maya/scenario-maya-groom - scenario-maya-lighting-rendering
skills/dcc/maya/scenario-maya-lighting-rendering - scenario-maya-lookdev
skills/dcc/maya/scenario-maya-lookdev - scenario-maya-modeling
skills/dcc/maya/scenario-maya-modeling - scenario-maya-pipeline-scripting
skills/dcc/maya/scenario-maya-pipeline-scripting - scenario-maya-retopology-uv
skills/dcc/maya/scenario-maya-retopology-uv - scenario-maya-rigging
skills/dcc/maya/scenario-maya-rigging - scenario-zbrush-automation
skills/dcc/zbrush/scenario-zbrush-automation - scenario-zbrush-character-creature
skills/dcc/zbrush/scenario-zbrush-character-creature - scenario-zbrush-expert
skills/dcc/zbrush/scenario-zbrush-expert - scenario-zbrush-hard-surface
skills/dcc/zbrush/scenario-zbrush-hard-surface - scenario-zbrush-paint-render
skills/dcc/zbrush/scenario-zbrush-paint-render - scenario-zbrush-pose-print
skills/dcc/zbrush/scenario-zbrush-pose-print - scenario-zbrush-retopology-export
skills/dcc/zbrush/scenario-zbrush-retopology-export - scenario-zbrush-sculpting
skills/dcc/zbrush/scenario-zbrush-sculpting - scenario-zbrush-stylized
skills/dcc/zbrush/scenario-zbrush-stylized - scenario-godot-2d
skills/game-engines/godot/scenario-godot-2d - scenario-godot-3d-world
skills/game-engines/godot/scenario-godot-3d-world - scenario-godot-animation
skills/game-engines/godot/scenario-godot-animation - scenario-godot-architecture
skills/game-engines/godot/scenario-godot-architecture - scenario-godot-audio
skills/game-engines/godot/scenario-godot-audio - scenario-godot-expert
skills/game-engines/godot/scenario-godot-expert - scenario-godot-gameplay
skills/game-engines/godot/scenario-godot-gameplay - scenario-godot-multiplayer
skills/game-engines/godot/scenario-godot-multiplayer - scenario-godot-performance-export
skills/game-engines/godot/scenario-godot-performance-export - scenario-godot-pipeline-automation
skills/game-engines/godot/scenario-godot-pipeline-automation - scenario-godot-rendering-lighting
skills/game-engines/godot/scenario-godot-rendering-lighting - scenario-godot-shaders
skills/game-engines/godot/scenario-godot-shaders - scenario-godot-ui
skills/game-engines/godot/scenario-godot-ui - scenario-godot-vfx
skills/game-engines/godot/scenario-godot-vfx - scenario-roblox-animation
skills/game-engines/roblox/scenario-roblox-animation - scenario-roblox-architecture
skills/game-engines/roblox/scenario-roblox-architecture - scenario-roblox-assets
skills/game-engines/roblox/scenario-roblox-assets - scenario-roblox-data
skills/game-engines/roblox/scenario-roblox-data - scenario-roblox-environment
skills/game-engines/roblox/scenario-roblox-environment - scenario-roblox-expert
skills/game-engines/roblox/scenario-roblox-expert - scenario-roblox-gameplay
skills/game-engines/roblox/scenario-roblox-gameplay - scenario-roblox-luau
skills/game-engines/roblox/scenario-roblox-luau - scenario-roblox-monetization
skills/game-engines/roblox/scenario-roblox-monetization - scenario-roblox-networking
skills/game-engines/roblox/scenario-roblox-networking - scenario-roblox-performance
skills/game-engines/roblox/scenario-roblox-performance - scenario-roblox-tooling
skills/game-engines/roblox/scenario-roblox-tooling - scenario-roblox-ui
skills/game-engines/roblox/scenario-roblox-ui - scenario-roblox-vfx-audio
skills/game-engines/roblox/scenario-roblox-vfx-audio - scenario-unity-2d
skills/game-engines/unity/scenario-unity-2d - scenario-unity-animation
skills/game-engines/unity/scenario-unity-animation - scenario-unity-architecture
skills/game-engines/unity/scenario-unity-architecture - scenario-unity-expert
skills/game-engines/unity/scenario-unity-expert - scenario-unity-gameplay
skills/game-engines/unity/scenario-unity-gameplay - scenario-unity-mobile
skills/game-engines/unity/scenario-unity-mobile - scenario-unity-performance
skills/game-engines/unity/scenario-unity-performance - scenario-unity-pipeline-automation
skills/game-engines/unity/scenario-unity-pipeline-automation - scenario-unity-rendering-lighting
skills/game-engines/unity/scenario-unity-rendering-lighting - scenario-unity-shaders
skills/game-engines/unity/scenario-unity-shaders - scenario-unity-ui
skills/game-engines/unity/scenario-unity-ui - scenario-unity-vfx
skills/game-engines/unity/scenario-unity-vfx - scenario-unity-web
skills/game-engines/unity/scenario-unity-web - scenario-unity-world-building
skills/game-engines/unity/scenario-unity-world-building - scenario-unreal-animation
skills/game-engines/unreal/scenario-unreal-animation - scenario-unreal-cinematics
skills/game-engines/unreal/scenario-unreal-cinematics - scenario-unreal-expert
skills/game-engines/unreal/scenario-unreal-expert - scenario-unreal-gameplay
skills/game-engines/unreal/scenario-unreal-gameplay - scenario-unreal-lighting-rendering
skills/game-engines/unreal/scenario-unreal-lighting-rendering - scenario-unreal-materials
skills/game-engines/unreal/scenario-unreal-materials - scenario-unreal-performance
skills/game-engines/unreal/scenario-unreal-performance - scenario-unreal-pipeline-automation
skills/game-engines/unreal/scenario-unreal-pipeline-automation - scenario-unreal-vfx
skills/game-engines/unreal/scenario-unreal-vfx - scenario-unreal-world-building
skills/game-engines/unreal/scenario-unreal-world-building - scenario
skills/scenario - scenario-3d
skills/scenario-3d - scenario-3d-worlds
skills/scenario-3d-worlds - scenario-ace-step
skills/scenario-ace-step - scenario-ad-variants
skills/scenario-ad-variants - scenario-admin-analytics
skills/scenario-admin-analytics - scenario-asset-analysis
skills/scenario-asset-analysis - scenario-audio
skills/scenario-audio - scenario-blender
skills/scenario-blender - scenario-blender-2d-animation
skills/scenario-blender-2d-animation - scenario-brand-kit
skills/scenario-brand-kit - scenario-caption-studio
skills/scenario-caption-studio - scenario-chatgpt-pet-create
skills/scenario-chatgpt-pet-create - scenario-chatgpt-pet-update
skills/scenario-chatgpt-pet-update - scenario-consistency
skills/scenario-consistency - scenario-elevenlabs
skills/scenario-elevenlabs - scenario-fan-cam
skills/scenario-fan-cam - scenario-formats
skills/scenario-formats - scenario-game-assets
skills/scenario-game-assets - scenario-gemini-image
skills/scenario-gemini-image - scenario-gemini-omni
skills/scenario-gemini-omni - scenario-gpt-image
skills/scenario-gpt-image - scenario-grok-imagine-image
skills/scenario-grok-imagine-image - scenario-grok-imagine-video
skills/scenario-grok-imagine-video - scenario-identity-library
skills/scenario-identity-library - scenario-ideogram
skills/scenario-ideogram - scenario-image
skills/scenario-image - scenario-image-editing
skills/scenario-image-editing - scenario-inspiration
skills/scenario-inspiration - scenario-kinetic-music-video
skills/scenario-kinetic-music-video - scenario-kling
skills/scenario-kling - scenario-luma-image
skills/scenario-luma-image - scenario-luma-video
skills/scenario-luma-video - scenario-mai-image
skills/scenario-mai-image - scenario-meshy
skills/scenario-meshy - scenario-minimax-music
skills/scenario-minimax-music - scenario-minimax-video
skills/scenario-minimax-video - scenario-model-comparison
skills/scenario-model-comparison - scenario-model-training
skills/scenario-model-training - scenario-moderation
skills/scenario-moderation - scenario-motion-loops
skills/scenario-motion-loops - scenario-multi-reference
skills/scenario-multi-reference - scenario-orbit-views
skills/scenario-orbit-views - scenario-patina-retexture
skills/scenario-patina-retexture - scenario-product-shots
skills/scenario-product-shots - scenario-quality-gate
skills/scenario-quality-gate - scenario-reel-recast
skills/scenario-reel-recast - scenario-refine-loop
skills/scenario-refine-loop - scenario-report
skills/scenario-report - scenario-reve
skills/scenario-reve - scenario-rodin
skills/scenario-rodin - scenario-runway
skills/scenario-runway - scenario-seedance
skills/scenario-seedance - scenario-seedance-drafts
skills/scenario-seedance-drafts - scenario-seedance-music-video
skills/scenario-seedance-music-video - scenario-seedance-storyboard
skills/scenario-seedance-storyboard - scenario-seedream
skills/scenario-seedream - scenario-side-view-game-kit
skills/scenario-side-view-game-kit - scenario-skyboxes
skills/scenario-skyboxes - scenario-sonilo
skills/scenario-sonilo - scenario-sparc3d
skills/scenario-sparc3d - scenario-sprite-animation
skills/scenario-sprite-animation - scenario-storyboards
skills/scenario-storyboards - scenario-team-admin
skills/scenario-team-admin - scenario-text-overlay
skills/scenario-text-overlay - scenario-textures
skills/scenario-textures - scenario-thumbnails
skills/scenario-thumbnails - scenario-ugc
skills/scenario-ugc - scenario-veo
skills/scenario-veo - scenario-video
skills/scenario-video - scenario-video-ads
skills/scenario-video-ads - scenario-video-assembly
skills/scenario-video-assembly - scenario-video-color-grade
skills/scenario-video-color-grade - scenario-video-editing
skills/scenario-video-editing - scenario-video-to-motion
skills/scenario-video-to-motion - scenario-vidu
skills/scenario-vidu - scenario-walkable-room
skills/scenario-walkable-room - scenario-wan
skills/scenario-wan - scenario-workflow-authoring
skills/scenario-workflow-authoring - scenario-workflows
skills/scenario-workflows
How it works
scenario-blender-animation
When your agent uses it
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.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
4,210 tokensWhen the skill is activated
Reference documents
2,612,451 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_anim.py../scenario-blender-blockout/scripts/bx_blockout.py../scenario-blender-blockout/scripts/bx_kits.py../scenario-blender-blockout/scripts/examples/ex1_watchmaker.py../scenario-blender-blockout/scripts/examples/ex2_saltflat.py../scenario-blender-blockout/scripts/examples/ex3_bridge.py../scenario-blender-blockout/scripts/examples/ex4_sky_islands.py../scenario-blender-blockout/scripts/examples/ex_common.py../scenario-blender-expert/scripts/bx_audit.py../scenario-blender-expert/scripts/bx_gui.py../scenario-blender-expert/scripts/bx_review.py../scenario-blender-export/scripts/bx_export.py../scenario-blender-geometry-nodes/scripts/bx_gn.py../scenario-blender-grease-pencil/scripts/bx_gp.py../scenario-blender-hair/scripts/bx_hair.py../scenario-blender-hard-surface/scripts/bx_hardsurface.py../scenario-blender-lighting-rendering/scripts/bx_light.py../scenario-blender-previs-storyboard/scripts/bx_previs.py../scenario-blender-retopology/scripts/bx_retopo.py../scenario-blender-rigging/scripts/bx_rig.py../scenario-blender-sculpting/scripts/bx_sculpt.py../scenario-blender-texturing-shading/scripts/bx_materials.py../scenario-blender-uv-baking/scripts/bx_uvbake.py../../maya/scenario-maya-animation/scripts/mx_anim.py../../maya/scenario-maya-deformation/scripts/mx_skin.py../../maya/scenario-maya-expert/scripts/mx_audit.py../../maya/scenario-maya-expert/scripts/mx_bridge.py../../maya/scenario-maya-expert/scripts/mx_bridge_server.py../../maya/scenario-maya-expert/scripts/mx_review.py../../maya/scenario-maya-expert/scripts/mx_run.py../../maya/scenario-maya-expert/scripts/mx_validate.py../../maya/scenario-maya-fx/scripts/mx_fx.py../../maya/scenario-maya-groom/scripts/mx_groom.py../../maya/scenario-maya-lighting-rendering/scripts/mx_light.py../../maya/scenario-maya-lookdev/scripts/mx_shade.py../../maya/scenario-maya-modeling/scripts/mx_modeling.py../../maya/scenario-maya-pipeline-scripting/scripts/mx_pipeline.py../../maya/scenario-maya-retopology-uv/scripts/mx_retopology_uv.py../../maya/scenario-maya-rigging/scripts/mx_rig.py../../zbrush/scenario-zbrush-automation/scripts/zb_batch.py../../zbrush/scenario-zbrush-automation/scripts/zb_batch_job.py../../zbrush/scenario-zbrush-automation/scripts/zb_goz.py../../zbrush/scenario-zbrush-automation/scripts/zb_plugin_ops.py../../zbrush/scenario-zbrush-character-creature/scripts/zb_character.py../../zbrush/scenario-zbrush-expert/scripts/zb_audit.py../../zbrush/scenario-zbrush-expert/scripts/zb_bridge.py../../zbrush/scenario-zbrush-expert/scripts/zb_launch.py../../zbrush/scenario-zbrush-expert/scripts/zb_ops.py../../zbrush/scenario-zbrush-expert/scripts/zb_plugins/zb_bridge_server.py../../zbrush/scenario-zbrush-expert/scripts/zb_review.py../../zbrush/scenario-zbrush-expert/scripts/zb_stroke.py../../zbrush/scenario-zbrush-hard-surface/scripts/zb_hardsurface.py../../zbrush/scenario-zbrush-paint-render/scripts/zb_paint.py../../zbrush/scenario-zbrush-pose-print/scripts/zb_pose.py../../zbrush/scenario-zbrush-pose-print/scripts/zb_print.py../../zbrush/scenario-zbrush-retopology-export/scripts/zb_retopology_export.py../../zbrush/scenario-zbrush-sculpting/scripts/zb_sculpt.py../../zbrush/scenario-zbrush-stylized/scripts/zb_stylized.py../../../game-engines/godot/scenario-godot-2d/scripts/gd_2d.py../../../game-engines/godot/scenario-godot-3d-world/scripts/gd_world.py../../../game-engines/godot/scenario-godot-animation/scripts/gd_anim.py../../../game-engines/godot/scenario-godot-architecture/scripts/gd_architecture.py../../../game-engines/godot/scenario-godot-audio/scripts/gd_audio.py../../../game-engines/godot/scenario-godot-expert/scripts/gd_env.py../../../game-engines/godot/scenario-godot-expert/scripts/gd_live.py../../../game-engines/godot/scenario-godot-expert/scripts/gd_review.py../../../game-engines/godot/scenario-godot-expert/scripts/gd_run.py../../../game-engines/godot/scenario-godot-expert/scripts/gd_stat.py../../../game-engines/godot/scenario-godot-gameplay/scripts/gd_gameplay.py../../../game-engines/godot/scenario-godot-multiplayer/scripts/gd_net.py../../../game-engines/godot/scenario-godot-performance-export/scripts/gd_perf.py../../../game-engines/godot/scenario-godot-pipeline-automation/scripts/ci/godot_ci.sh../../../game-engines/godot/scenario-godot-pipeline-automation/scripts/gd_pipeline.py../../../game-engines/godot/scenario-godot-rendering-lighting/scripts/gd_lighting.py../../../game-engines/godot/scenario-godot-shaders/scripts/gd_shaders.py../../../game-engines/godot/scenario-godot-ui/scripts/gd_ui.py../../../game-engines/godot/scenario-godot-vfx/scripts/gd_vfx.py../../../game-engines/roblox/scenario-roblox-animation/scripts/blender_roblox_anim.py../../../game-engines/roblox/scenario-roblox-animation/scripts/rbx_animation.py../../../game-engines/roblox/scenario-roblox-architecture/scripts/rbx_architecture.py../../../game-engines/roblox/scenario-roblox-assets/scripts/blender_roblox_prep.py../../../game-engines/roblox/scenario-roblox-assets/scripts/rbx_assets.py../../../game-engines/roblox/scenario-roblox-data/scripts/rbx_data.py../../../game-engines/roblox/scenario-roblox-environment/scripts/rbx_environment.py../../../game-engines/roblox/scenario-roblox-expert/scripts/rbx_check.py../../../game-engines/roblox/scenario-roblox-expert/scripts/rbx_env.py../../../game-engines/roblox/scenario-roblox-expert/scripts/rbx_mcp.py../../../game-engines/roblox/scenario-roblox-expert/scripts/rbx_play.py../../../game-engines/roblox/scenario-roblox-expert/scripts/rbx_review.py../../../game-engines/roblox/scenario-roblox-expert/scripts/rbx_run.py../../../game-engines/roblox/scenario-roblox-gameplay/scripts/rbx_gameplay.py../../../game-engines/roblox/scenario-roblox-luau/scripts/rbx_luau.py../../../game-engines/roblox/scenario-roblox-monetization/scripts/rbx_monetization.py../../../game-engines/roblox/scenario-roblox-networking/scripts/rbx_net.py../../../game-engines/roblox/scenario-roblox-performance/scripts/rbx_perf.py../../../game-engines/roblox/scenario-roblox-tooling/scripts/rbx_tooling.py../../../game-engines/roblox/scenario-roblox-tooling/scripts/template/.gitignore../../../game-engines/roblox/scenario-roblox-tooling/scripts/template/.luaurc../../../game-engines/roblox/scenario-roblox-tooling/scripts/template/.styluaignore../../../game-engines/roblox/scenario-roblox-ui/scripts/rbx_ui.py../../../game-engines/roblox/scenario-roblox-vfx-audio/scripts/rbx_vfx_audio.py../../../game-engines/unity/scenario-unity-2d/scripts/ut_2d.py../../../game-engines/unity/scenario-unity-animation/scripts/ut_animation.py../../../game-engines/unity/scenario-unity-architecture/scripts/ut_arch.py../../../game-engines/unity/scenario-unity-expert/scripts/ut_env.py../../../game-engines/unity/scenario-unity-expert/scripts/ut_live.py../../../game-engines/unity/scenario-unity-expert/scripts/ut_review.py../../../game-engines/unity/scenario-unity-expert/scripts/ut_run.py../../../game-engines/unity/scenario-unity-expert/scripts/ut_stat.py../../../game-engines/unity/scenario-unity-gameplay/scripts/ut_gameplay.py../../../game-engines/unity/scenario-unity-mobile/scripts/ut_mobile.py../../../game-engines/unity/scenario-unity-performance/scripts/ut_perf.py../../../game-engines/unity/scenario-unity-pipeline-automation/scripts/ut_pipeline.py../../../game-engines/unity/scenario-unity-rendering-lighting/scripts/ut_lighting.py../../../game-engines/unity/scenario-unity-shaders/scripts/ut_shaders.py../../../game-engines/unity/scenario-unity-ui/scripts/ut_ui.py../../../game-engines/unity/scenario-unity-vfx/scripts/ut_vfx.py../../../game-engines/unity/scenario-unity-web/scripts/ut_web.py../../../game-engines/unity/scenario-unity-world-building/scripts/ut_world.py../../../game-engines/unreal/scenario-unreal-animation/scripts/ue_anim.py../../../game-engines/unreal/scenario-unreal-cinematics/scripts/cine_render_callbacks.py../../../game-engines/unreal/scenario-unreal-cinematics/scripts/ue_cine.py../../../game-engines/unreal/scenario-unreal-expert/scripts/ue_audit.py../../../game-engines/unreal/scenario-unreal-expert/scripts/ue_env.py../../../game-engines/unreal/scenario-unreal-expert/scripts/ue_remote.py../../../game-engines/unreal/scenario-unreal-expert/scripts/ue_review.py../../../game-engines/unreal/scenario-unreal-expert/scripts/ue_run.py../../../game-engines/unreal/scenario-unreal-expert/scripts/ue_stat.py../../../game-engines/unreal/scenario-unreal-gameplay/scripts/ue_gameplay.py../../../game-engines/unreal/scenario-unreal-gameplay/scripts/ue_gameplay_cpp.py../../../game-engines/unreal/scenario-unreal-lighting-rendering/scripts/ue_light.py../../../game-engines/unreal/scenario-unreal-materials/scripts/ue_materials.py../../../game-engines/unreal/scenario-unreal-performance/scripts/ue_perf.py../../../game-engines/unreal/scenario-unreal-pipeline-automation/scripts/ue_contact_sheet_job.py../../../game-engines/unreal/scenario-unreal-pipeline-automation/scripts/ue_pipeline.py../../../game-engines/unreal/scenario-unreal-pipeline-automation/scripts/ue_pipeline_job.py../../../game-engines/unreal/scenario-unreal-vfx/scripts/ue_vfx.py../../../game-engines/unreal/scenario-unreal-world-building/scripts/ue_world.py../../../scenario-admin-analytics/scripts/analytics.py../../../scenario-blender-2d-animation/scripts/build_scene.py../../../scenario-blender-2d-animation/scripts/measure_set.py../../../scenario-blender-2d-animation/scripts/prep_assets.py../../../scenario-blender-2d-animation/scripts/reframe_stills.py../../../scenario-blender-2d-animation/scripts/run_loop.py../../../scenario-blender-2d-animation/scripts/trace_hulls.py../../../scenario-chatgpt-pet-create/scripts/pet_build.py../../../scenario-chatgpt-pet-create/scripts/pet_check.py../../../scenario-chatgpt-pet-create/scripts/pet_common.py../../../scenario-chatgpt-pet-create/scripts/pet_frames.py../../../scenario-chatgpt-pet-create/scripts/pet_package.py../../../scenario-chatgpt-pet-create/scripts/pet_prepare.py../../../scenario-chatgpt-pet-create/scripts/pet_preview.py../../../scenario-game-assets/scripts/build_isometric_templates.py../../../scenario-inspiration/scripts/wildcard.py../../../scenario-kinetic-music-video/assets/engine/canvas.js../../../scenario-kinetic-music-video/assets/engine/core.js../../../scenario-kinetic-music-video/assets/engine/main.js../../../scenario-kinetic-music-video/assets/engine/plate.js../../../scenario-kinetic-music-video/assets/engine/roto.js../../../scenario-kinetic-music-video/assets/engine/scenes/hud.js../../../scenario-kinetic-music-video/assets/engine/typekit.js../../../scenario-kinetic-music-video/assets/npm/package.json../../../scenario-kinetic-music-video/assets/scene.template.js../../../scenario-kinetic-music-video/assets/timeline.template.js../../../scenario-kinetic-music-video/scripts/audio_analysis.py../../../scenario-kinetic-music-video/scripts/audio_paths.py../../../scenario-kinetic-music-video/scripts/av_sync_check.py../../../scenario-kinetic-music-video/scripts/beatwarp.py../../../scenario-kinetic-music-video/scripts/dance_sync_check.py../../../scenario-kinetic-music-video/scripts/fixmatte.py../../../scenario-kinetic-music-video/scripts/lipsync_check.py../../../scenario-kinetic-music-video/scripts/lyrics_align.py../../../scenario-kinetic-music-video/scripts/matte_fallback.py../../../scenario-kinetic-music-video/scripts/matte_keyed.py../../../scenario-kinetic-music-video/scripts/plot_lyrics.py../../../scenario-kinetic-music-video/scripts/prep_clip.sh../../../scenario-kinetic-music-video/scripts/prep_video.py../../../scenario-kinetic-music-video/scripts/render.mjs../../../scenario-kinetic-music-video/scripts/scaffold.sh../../../scenario-kinetic-music-video/scripts/serve.mjs../../../scenario-kinetic-music-video/scripts/sheet.py../../../scenario-kinetic-music-video/scripts/still.mjs../../../scenario-kinetic-music-video/scripts/synth_beat.py../../../scenario-kinetic-music-video/scripts/track.py../../../scenario-motion-loops/scripts/render-loop.mjs../../../scenario-orbit-views/scripts/compose_layout.py../../../scenario-orbit-views/scripts/match_view.py../../../scenario-orbit-views/scripts/render_grounded.py../../../scenario-orbit-views/scripts/studio_shadow.py../../../scenario-patina-retexture/scripts/apply_materials.py../../../scenario-patina-retexture/scripts/common.py../../../scenario-patina-retexture/scripts/film.py../../../scenario-patina-retexture/scripts/inventory.py../../../scenario-patina-retexture/scripts/scene.py../../../scenario-patina-retexture/scripts/worker.py../../../scenario-seedance-music-video/scripts/build.py../../../scenario-seedance-music-video/scripts/song.py../../../scenario-side-view-game-kit/scripts/process_env.py../../../scenario-side-view-game-kit/scripts/reframe_stills.py../../../scenario-side-view-game-kit/scripts/side_sprites.py../../../scenario-side-view-game-kit/scripts/sprite_cycles.py../../../scenario-sprite-animation/scripts/build_grid_templates.py../../../scenario-sprite-animation/scripts/cycle_frames.py../../../scenario-sprite-animation/scripts/cycle_prompts.py../../../scenario-sprite-animation/scripts/cycle_sheets.py../../../scenario-text-overlay/scripts/html_render.py../../../scenario-text-overlay/scripts/overlay.py../../../scenario-text-overlay/scripts/pillow_render.py../../../scenario-text-overlay/scripts/templating.py../../../scenario-video-color-grade/scripts/grade.py../../../scenario-video-color-grade/scripts/inspect_frame.py../../../scenario-video-color-grade/scripts/match.py../../../scenario-video-color-grade/scripts/media.py../../../scenario-video-color-grade/scripts/render_looks.py../../../scenario-video-color-grade/scripts/showreel.py../../../scenario-video-color-grade/scripts/spatial.py../../../scenario-workflow-authoring/scripts/fetch_workflow_examples.py
Files
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bytes../../../scenario-video-color-grade/scripts/spatial.pyruns9,223 bytes../../../scenario-video-editing/SKILL.mddoc10,799 bytes../../../scenario-video-to-motion/SKILL.mddoc8,136 bytes../../../scenario-video/SKILL.mddoc17,331 bytes../../../scenario-vidu/SKILL.mddoc5,890 bytes../../../scenario-walkable-room/SKILL.mddoc10,734 bytes../../../scenario-walkable-room/references/calibration.mddoc3,914 bytes../../../scenario-walkable-room/references/objects.mddoc2,882 bytes../../../scenario-walkable-room/references/viewer.mddoc3,138 bytes../../../scenario-wan/SKILL.mddoc6,658 bytes../../../scenario-workflow-authoring/SKILL.mddoc7,977 bytes../../../scenario-workflow-authoring/references/editor-info.mddoc21,372 bytes../../../scenario-workflow-authoring/references/foreign-graph-import.mddoc11,032 bytes../../../scenario-workflow-authoring/scripts/fetch_workflow_examples.pyruns8,203 bytes../../../scenario-workflows/SKILL.mddoc7,744 bytes../../../scenario/SKILL.mddoc17,934 bytes../../../scenario/references/setup.mddoc5,837 bytes../../../scenario/references/shared-assets.mddoc6,423 bytes
Read SKILL.md
# Blender animation (character and object)
Expert animation means every frame on screen is a choice: key poses the audience reads, holds and
snaps placed by hand, spacing designed, arcs checked. The Blender Studio stance is to block stepped,
spline late and in parts, and judge from the shot camera at real speed. An agent cannot scrub, so it
measures instead: per-frame positions, spacing charts, arc checks, framing, an onion-skin image, a
curve plot, and a playblast it actually looks at. If a sibling skill named here is missing from your
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Shot planning, cameras and animatics belong to scenario-blender-previs-storyboard; building the rig
to scenario-blender-rigging. A clip that guides a render-to-real video model belongs toView the complete source on GitHubscenario-blender-blockout
When your agent uses it
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, character stand-ins chosen per video model (colored capsules, capsules with signature features, rigged gray mannequins), 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, gives runners a stiff, lockstep or sliding gait, swaps a car's front and rear, drifts at the end, or the guide camera pops on a cut.
What it loads into context
Frontmatter
217 tokensAlways available to the agent
SKILL.md
4,759 tokensWhen the skill is activated
Reference documents
17,060 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Restate the brief as a build plan
- 2. Output contract
- 3. Channel: the plugin or headless
- 4. Build order
- 5. Audits: numbers judge, then look
- 6. Playblast, hand-off sheet, video pass
- Worked example
- Common mistakes and downstream misreads
Scripts executed separately
scripts/bx_blockout.pyscripts/bx_kits.pyscripts/examples/ex1_watchmaker.pyscripts/examples/ex2_saltflat.pyscripts/examples/ex3_bridge.pyscripts/examples/ex4_sky_islands.pyscripts/examples/ex_common.py
Files
SKILL.mdcore18,986 bytesreferences/audits.mddoc7,916 bytesreferences/cast.mddoc12,447 bytesreferences/contract.mddoc17,366 bytesreferences/examples.mddoc9,032 bytesreferences/handoff.mddoc13,528 bytesreferences/levels.mddoc9,539 bytesreferences/plugin.mddoc4,279 bytesscripts/bx_blockout.pyruns35,735 bytesscripts/bx_kits.pyruns66,846 bytesscripts/examples/ex1_watchmaker.pyruns8,683 bytesscripts/examples/ex2_saltflat.pyruns8,915 bytesscripts/examples/ex3_bridge.pyruns12,567 bytesscripts/examples/ex4_sky_islands.pyruns13,572 bytesscripts/examples/ex_common.pyruns4,319 bytes
Read SKILL.md
# Blender blockout for a render-to-real video pass
The blockout is the guide clip: the video model copies the camera path, framing, lens feel, easing,
cut points, shot lengths, the position and scale of every mass, figure facing and every trajectory,
and it invents the rest from text and images (materials, light, weather, what each proxy really is,
faces, wardrobe, extras, sound). So the blockout has full authority over motion and layout and none
over look. Ambiguity ruins the pass; crudeness does not: a bent lamppost comes back as a snake,
loose limb blocks as extra people, an unmarked car driving backward. Fix identity in geometry first,
in prompt text second, and judge the result on a synced side-by-side of playblast and video, never
in the viewport alone. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
View the complete source on GitHubscenario-blender-expert
When your agent uses it
Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also before exporting or handing off an asset, to check it is ready for a game engine, a render or a 3D print (floating parts, z-fighting, inside-out normals, unapplied scale, missing UVs). Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would.
What it loads into context
Frontmatter
179 tokensAlways available to the agent
SKILL.md
3,775 tokensWhen the skill is activated
Reference documents
34,798 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Execution channel
- 2. The expert loop (every domain)
- 3. Persona pipelines
- 4. Shared toolkit (`scripts/`, all tested on 5.2.1)
- 5. Version traps that break most remembered code
- References
Scripts executed separately
scripts/bx_audit.pyscripts/bx_gui.pyscripts/bx_review.py
Files
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Read SKILL.md
# Blender expert (router and agent protocol)
Expert-level Blender work is a loop, not a script: build big to small, and at every stage turn the
model, measure it and fix it before adding detail. This skill is the protocol every Blender task
follows and the map to the domain skills distilled from Blender Studio artists, Blender Conference
talks and top instructors (sources in each skill). If a sibling skill named here is missing from
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
## 1. Execution channel
- **Live GUI Blender** (user's session over the MCP bridge), for anything interactive: real
sculpt/paint brushes, weight painting, viewport screenshots. One short, idempotent script per callView the complete source on GitHubscenario-blender-export
When your agent uses it
Use when exporting a model, character or animation from Blender to a game engine, the web or a 3D printer: FBX, glTF/GLB, USD/USDZ or STL for Unity, Unreal Engine, Godot, Roblox, three.js or Apple AR Quick Look. Also when an export arrives at the wrong scale (100x, 0.01), rotated 90 degrees, facing backwards, with extra leaf bones, without its animation, blend shapes or textures; when an FBX loses its metallic or roughness map; when a generated model needs its real size and its pivot on the floor; when making LODs or collision meshes (UCX_, -colonly) for an engine; when converting a folder of models in batch; or when checking an exported file by re-importing it.
What it loads into context
Frontmatter
179 tokensAlways available to the agent
SKILL.md
3,405 tokensWhen the skill is activated
Reference documents
3,704 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Quick reference
- Procedure
- Scale, axes and units
- Characters
- LODs and collision
- Batch conversion
- Worked example: a generated GLB to Unity and Godot
- Common mistakes
Scripts executed separately
scripts/bx_export.py
Files
SKILL.mdcore13,560 bytesSKILL.mdcore13,560 bytesSKILL.mdcore13,560 bytesSKILL.mdcore13,560 bytesreferences/engines.mddoc13,690 bytesscripts/bx_export.pyruns35,525 bytes
Read SKILL.md
# Blender export (engine-ready files)
An export is done when the file has been re-imported and measured, not when the exporter returned
`FINISHED`. Gate the asset first, export with a preset, then round-trip the file. This skill builds
on `scenario-blender-expert` (execution channels, the delivery gate) and imports its scripts, so
install the two side by side. If a sibling skill named here is missing from your available skills,
load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
Toolkit: [`scripts/bx_export.py`](scripts/bx_export.py). Per-engine facts with their sources:
[`references/engines.md`](references/engines.md).
## Quick referenceView the complete source on GitHubscenario-blender-geometry-nodes
When your agent uses it
Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.
What it loads into context
Frontmatter
112 tokensAlways available to the agent
SKILL.md
3,334 tokensWhen the skill is activated
Reference documents
23,444 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_gn.py
Files
SKILL.mdcore16,537 bytesSKILL.mdcore16,537 bytesSKILL.mdcore16,537 bytesSKILL.mdcore16,537 bytesSKILL.mdcore16,537 bytesSKILL.mdcore16,537 bytesSKILL.mdcore16,537 bytesreferences/critique.mddoc11,389 bytesreferences/expert-notes.mddoc18,422 bytesreferences/procedures.mddoc55,970 bytesreferences/sources.mddoc7,522 bytesscripts/bx_gn.pyruns57,043 bytes
Read SKILL.md
# Blender Geometry Nodes (procedural systems and simulations)
Expert Geometry Nodes work means thinking in fields evaluated on domains, keeping systems
declarative (data and instructions come in from outside), and shipping tools that artists drive from
modifier inputs without opening the tree. For an agent it also means proving every tree with numbers
read from the evaluated geometry and a render, because the node editor's red links and warnings are
invisible from Python unless you ask for them. If a sibling skill named here is missing from your
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Hair node groups (Interpolate, Clump, Curl, Hair Dynamics grooms): scenario-blender-hair.
View the complete source on GitHubscenario-blender-grease-pencil
When your agent uses it
Use when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with pressure, filled shapes with holes, in-betweens and interpolation, onion skin, Line Art outlines, strokes on 3D meshes, NPR or hybrid motion graphics. Also when GP code fails (GPENCIL, frame.strokes, grease_pencil_modifiers), fills do not show, colors render dark, or draw brushes will not run from a script.
What it loads into context
Frontmatter
136 tokensAlways available to the agent
SKILL.md
3,943 tokensWhen the skill is activated
Reference documents
13,607 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_gp.py
Files
SKILL.mdcore18,266 bytesSKILL.mdcore18,266 bytesSKILL.mdcore18,266 bytesSKILL.mdcore18,266 bytesreferences/critique.mddoc12,017 bytesreferences/expert-notes.mddoc17,307 bytesreferences/procedures.mddoc19,644 bytesreferences/sources.mddoc6,255 bytesscripts/bx_gp.pyruns47,192 bytes
Read SKILL.md
# Grease Pencil (v3, Blender 5.2)
Expert Grease Pencil work keeps every drawing editable and redrawable, puts meaning in the structure
(which object, which layer, which key) and judges the result in motion. The agent draws through the
data API (drawings are curves with attributes), builds characters the way 2D studios rig them, and
reviews rendered frames instead of a viewport it cannot flip. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Shot planning, boards and animatics: scenario-blender-previs-storyboard. Mesh animation principles:
scenario-blender-animation.
View the complete source on GitHubscenario-blender-hair
When your agent uses it
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.
What it loads into context
Frontmatter
124 tokensAlways available to the agent
SKILL.md
4,178 tokensWhen the skill is activated
Reference documents
18,778 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_hair.py
Files
SKILL.mdcore18,913 bytesSKILL.mdcore18,913 bytesSKILL.mdcore18,913 bytesreferences/critique.mddoc12,125 bytesreferences/expert-notes.mddoc24,829 bytesreferences/procedures.mddoc30,362 bytesreferences/sources.mddoc6,990 bytesscripts/bx_hair.pyruns55,125 bytes
Read SKILL.md
# Hair and fur grooming (hair curves, Blender 5.2)
Expert grooming means a few evenly spaced guides that set direction and silhouette. Stacked, masked
procedural layers add density, clumping, frizz, length variation and strays, judged in a lit render
at full density and in pose. Write guides as data (no curve brush stroke can be scripted in 5.2.1)
and make every look decision through the Essentials hair node-group assets. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
## Stance (the expert delta)
View the complete source on GitHubscenario-blender-hard-surface
When your agent uses it
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.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
4,270 tokensWhen the skill is activated
Reference documents
15,866 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_hardsurface.py
Files
SKILL.mdcore18,505 bytesSKILL.mdcore18,505 bytesreferences/critique.mddoc14,431 bytesreferences/expert-notes.mddoc18,011 bytesreferences/procedures.mddoc25,335 bytesreferences/sources.mddoc7,418 bytesscripts/bx_hardsurface.pyruns69,529 bytes
Read SKILL.md
# Blender hard surface
Expert hard surface is controlled light on edges: every edge catches a highlight from a bevel or a
support loop, flat faces read perfectly flat, and cuts stay editable until the design is settled.
The experts disagree on method (n-gons and booleans vs quad cages and subdivision), not on the
checks: order of operations, cutter hygiene, planar faces, a shiny matcap orbit. The agent builds
the stack with the toolkit and lets the measurable gates find what a human finds by orbiting. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); 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_hardsurface.py`](scripts/bx_hardsurface.py)
(`import sys; sys.path.append("<skills>/scenario-blender-hard-surface/scripts"); import bx_hardsurface as HS`),View the complete source on GitHubscenario-blender-lighting-rendering
When your agent uses it
Use when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI, EEVEE vs Cycles settings, light leaks or noise, flat or muddy renders, subject not standing out, AgX/ACES color management, render passes, EXR, light groups, bloom and vignette in the 5.x compositor, rule of thirds and value checks, toon/NPR looks, or judging a render like a lighter.
What it loads into context
Frontmatter
125 tokensAlways available to the agent
SKILL.md
4,224 tokensWhen the skill is activated
Reference documents
19,619 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_light.py
Files
SKILL.mdcore20,329 bytesSKILL.mdcore20,329 bytesSKILL.mdcore20,329 bytesSKILL.mdcore20,329 bytesSKILL.mdcore20,329 bytesSKILL.mdcore20,329 bytesSKILL.mdcore20,329 bytesreferences/critique.mddoc8,129 bytesreferences/expert-notes.mddoc20,183 bytesreferences/procedures.mddoc30,333 bytesreferences/sources.mddoc15,671 bytesscripts/bx_light.pyruns102,909 bytes
Read SKILL.md
# Lighting, rendering and compositing
Expert lighting controls where the eye goes. Shape comes from gradients, the subject is separated
from its surroundings by value (checked desaturated), every light has a source and a purpose, and
every decision is measured on the render, not on lamp values. Work from a controlled base, change
one thing at a time, and compare. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Related: scenario-blender-texturing-shading (materials, skin SSS),
scenario-blender-previs-storyboard (shot planning, cameras).
View the complete source on GitHubscenario-blender-previs-storyboard
When your agent uses it
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.
What it loads into context
Frontmatter
130 tokensAlways available to the agent
SKILL.md
3,999 tokensWhen the skill is activated
Reference documents
18,915 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Camera language
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_previs.py
Files
SKILL.mdcore20,154 bytesSKILL.mdcore20,154 bytesSKILL.mdcore20,154 bytesreferences/critique.mddoc10,729 bytesreferences/expert-notes.mddoc24,682 bytesreferences/procedures.mddoc28,990 bytesreferences/sources.mddoc6,871 bytesscripts/bx_previs.pyruns69,531 bytes
Read SKILL.md
# 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, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); 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`](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`.View the complete source on GitHubscenario-blender-retopology
When your agent uses it
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.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
4,419 tokensWhen the skill is activated
Reference documents
25,001 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- What an agent reaches (measured on the sheep; `tests/code/blender-retopology/sheep_results.json` and `compare/metrics.json`)
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_retopo.py
Files
SKILL.mdcore22,153 bytesSKILL.mdcore22,153 bytesSKILL.mdcore22,153 bytesreferences/critique.mddoc15,592 bytesreferences/expert-notes.mddoc36,721 bytesreferences/procedures.mddoc31,538 bytesreferences/sources.mddoc17,379 bytesscripts/bx_retopo.pyruns128,581 bytes
Read SKILL.md
# Blender retopology
Expert retopology is a plan executed with the fewest loops that capture the forms and let the mesh
deform: loops close around eyes, mouth and joints, poles sit where nothing moves, and the subdivided
surface, not the cage, matches the sculpt. An agent without a mouse can build every piece of this
from data, but it reaches expert quality only on the parts it plans explicitly. Automatic remeshing
is a finish for static assets and a start for everything else. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); 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_retopo.py`](scripts/bx_retopo.py)
(`import sys; sys.path.append("<skills>/scenario-blender-retopology/scripts"); import bx_retopo as R`),View the complete source on GitHubscenario-blender-rigging
When your agent uses it
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, ARKit 52 blend shapes or viseme shape keys for face capture, lip sync or a game engine, a mechanical or hard-surface rig, or testing how a rig deforms.
What it loads into context
Frontmatter
129 tokensAlways available to the agent
SKILL.md
4,382 tokensWhen the skill is activated
Reference documents
24,255 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Choose the path
- Workflow
- Numbers
- Quality gates
- Face shapes for engines and capture
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_rig.py
Files
SKILL.mdcore19,945 bytesSKILL.mdcore19,945 bytesreferences/critique.mddoc13,119 bytesreferences/expert-notes.mddoc28,949 bytesreferences/face-shapes.mddoc5,078 bytesreferences/procedures.mddoc21,130 bytesreferences/sources.mddoc20,132 bytesscripts/bx_rig.pyruns139,639 bytes
Read SKILL.md
# Blender rigging
Expert rigging means the rig is specified by bone placement, proven by deformation under stress
poses, and shaped around what the animator will actually use. The stance of every source expert:
place joints precisely, generate or build the simplest mechanism that works, then pose it, measure
it, render it and fix it before calling it done. If a sibling skill named here is missing from your
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Module: [`scripts/bx_rig.py`](scripts/bx_rig.py) (tested on 5.2.1, headless and GUI).
`import sys; sys.path.append("<skills>/scenario-blender-rigging/scripts"); import bx_rig as R`.View the complete source on GitHubscenario-blender-sculpting
When your agent uses it
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.
What it loads into context
Frontmatter
135 tokensAlways available to the agent
SKILL.md
4,069 tokensWhen the skill is activated
Reference documents
24,606 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_sculpt.py
Files
SKILL.mdcore21,013 bytesSKILL.mdcore21,013 bytesreferences/critique.mddoc14,586 bytesreferences/expert-notes.mddoc33,207 bytesreferences/procedures.mddoc27,622 bytesreferences/sources.mddoc14,721 bytesscripts/bx_sculpt.pyruns79,076 bytes
Read SKILL.md
# Sculpting (heads and characters, Blender 5.2)
Expert sculpting is structure first and surface last: masses blocked with stated planes and corners,
proportions locked at low resolution, every stage judged by eye through a long lens, and appeal as
the final test, not the mesh numbers. The agent builds blockout and primary forms headless
([`scripts/bx_sculpt.py`](scripts/bx_sculpt.py): smooth-blend `Clay`, plane cuts, numpy brushes) and
does client-quality surface work with Blender's real brushes in a live GUI session (`bx_gui`). If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
## Stance (the expert delta)View the complete source on GitHubscenario-blender-texturing-shading
When your agent uses it
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.
What it loads into context
Frontmatter
127 tokensAlways available to the agent
SKILL.md
3,592 tokensWhen the skill is activated
Reference documents
21,304 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_materials.py
Files
SKILL.mdcore15,909 bytesSKILL.mdcore15,909 bytesSKILL.mdcore15,909 bytesSKILL.mdcore15,909 bytesSKILL.mdcore15,909 bytesSKILL.mdcore15,909 bytesSKILL.mdcore15,909 bytesreferences/critique.mddoc5,892 bytesreferences/expert-notes.mddoc28,396 bytesreferences/procedures.mddoc31,517 bytesreferences/sources.mddoc11,482 bytesscripts/bx_materials.pyruns87,244 bytes
Read SKILL.md
# Texturing and shading (Blender 5.2)
Expert shading is layered masks feeding physically plausible values: a clean base (scanned set or
flat colors), then contrasty black/white masks that place color, roughness, height and subsurface,
all editable in nodes. Values are judged under honest light in both engines, and baking comes last,
for portability. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Baking maps: scenario-blender-uv-baking. Lighting and final renders:
scenario-blender-lighting-rendering.
View the complete source on GitHubscenario-blender-uv-baking
When your agent uses it
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.
What it loads into context
Frontmatter
122 tokensAlways available to the agent
SKILL.md
3,893 tokensWhen the skill is activated
Reference documents
15,953 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Blender 5.2 notes
- References
Scripts executed separately
scripts/bx_uvbake.py
Files
SKILL.mdcore17,285 bytesSKILL.mdcore17,285 bytesreferences/critique.mddoc17,489 bytesreferences/expert-notes.mddoc23,442 bytesreferences/procedures.mddoc18,036 bytesreferences/sources.mddoc12,578 bytesscripts/bx_uvbake.pyruns107,561 bytes
Read SKILL.md
# UV unwrapping and baking
Expert-level UVs put seams where the texturing method can afford them, set texel density before
texture size, and pack with pixel-true padding. Expert bakes measure their projection distances
instead of guessing, and are judged in pixels and under a raking light, never eyeballed once. Every
stage below has a measurable gate that [`scripts/bx_uvbake.py`](scripts/bx_uvbake.py) computes. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
## Stance (the expert delta)
View the complete source on GitHubscenario-maya-animation
When your agent uses it
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.
What it loads into context
Frontmatter
126 tokensAlways available to the agent
SKILL.md
4,106 tokensWhen the skill is activated
Reference documents
26,276 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_anim.py
Files
SKILL.mdcore18,405 bytesreferences/critique.mddoc20,112 bytesreferences/expert-notes.mddoc30,399 bytesreferences/gui-paths.mddoc10,421 bytesreferences/procedures.mddoc31,665 bytesreferences/sources.mddoc17,870 bytesscripts/mx_anim.pyruns111,834 bytes
Read SKILL.md
# Maya animation (animator)
Expert animation means every frame is a choice: poses that read as drawings from the camera, holds
and snaps placed on purpose, designed spacing, weight shown by resistance and a caught stop. Work
big to small (story, body, face, detail); never add detail to a stage that does not read yet. An
agent cannot scrub, so it measures (world and screen tracks, spacing, holds, contacts, a ballistic
fit, overlap lags), then looks at a playblast or a headless sheet before calling anything done. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
Toolkit: [`scripts/mx_anim.py`](scripts/mx_anim.py). Its analysis and image layer is pure Python andView the complete source on GitHubscenario-maya-deformation
When your agent uses it
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.
What it loads into context
Frontmatter
129 tokensAlways available to the agent
SKILL.md
4,226 tokensWhen the skill is activated
Reference documents
21,707 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_skin.py
Files
SKILL.mdcore19,781 bytesreferences/critique.mddoc12,650 bytesreferences/expert-notes.mddoc27,272 bytesreferences/gui-paths.mddoc32,321 bytesreferences/procedures.mddoc24,338 bytesreferences/sources.mddoc19,304 bytesscripts/mx_skin.pyruns115,009 bytes
Read SKILL.md
# Maya deformation (character TD)
Expert deformation is decided before the first weight: joint pivots and edge loops set what skinning
can do. Weights are then built region by region, judged in motion at extremes with numbers and
renders, and every fault is fixed where it originates. Stance: block rigid, diagnose, smooth and
shape, correct what weights cannot, and keep everything regenerable as data. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
Module [`scripts/mx_skin.py`](scripts/mx_skin.py): weights IO, region blocking, masks, mirror,
transfer, ROM generator, deformation metrics, correctives, Skin Tools wrappers. **StatusView the complete source on GitHubscenario-maya-expert
When your agent uses it
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.
What it loads into context
Frontmatter
147 tokensAlways available to the agent
SKILL.md
4,340 tokensWhen the skill is activated
Reference documents
12,155 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Execution channels
- 2. The expert loop (every domain)
- 3. Persona pipelines
- 4. Shared toolkit (`scripts/`, not yet run in Maya)
- 5. Rules for Maya code (what generalist code gets wrong)
- 6. Maya 2027 traps that break remembered code
- References
Scripts executed separately
scripts/mx_audit.pyscripts/mx_bridge.pyscripts/mx_bridge_server.pyscripts/mx_review.pyscripts/mx_run.pyscripts/mx_validate.py
Files
SKILL.mdcore22,314 bytesSKILL.mdcore22,314 bytesSKILL.mdcore22,314 bytesSKILL.mdcore22,314 bytesSKILL.mdcore22,314 bytesSKILL.mdcore22,314 bytesreferences/cmds-reliability.mddoc19,051 bytesreferences/maya-2027-traps.mddoc24,287 bytesreferences/sources.mddoc11,672 bytesscripts/mx_audit.pyruns43,612 bytesscripts/mx_bridge.pyruns15,378 bytesscripts/mx_bridge_server.pyruns14,909 bytesscripts/mx_review.pyruns63,769 bytesscripts/mx_run.pyruns21,770 bytesscripts/mx_validate.pyruns42,079 bytes
Read SKILL.md
# Maya expert (router and agent protocol)
Expert Maya work is a loop, not a script: block big to small, and at every stage measure, render,
look and fix before adding detail. This skill is the protocol every Maya task follows, the shared
toolkit the other scenario-maya-* skills call, and the map to them. Target: Maya 2027 on macOS Apple
Silicon, driven through Python. If a sibling skill named here is missing from your available skills,
load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**Status (2026-09-24):** Maya 2027 is not installed yet. Every Maya call in [`scripts/`](scripts/)
and `references/` is **not yet run in Maya**. The pure-Python parts and the Maya-layer logic ran
offline against fakes and pass. First action once Maya is installed:
`tests/code/maya-expert/run_all.sh`, then readView the complete source on GitHubscenario-maya-fx
When your agent uses it
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).
What it loads into context
Frontmatter
132 tokensAlways available to the agent
SKILL.md
4,641 tokensWhen the skill is activated
Reference documents
24,121 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_fx.py
Files
SKILL.mdcore21,373 bytesSKILL.mdcore21,373 bytesSKILL.mdcore21,373 bytesSKILL.mdcore21,373 bytesreferences/critique.mddoc16,891 bytesreferences/expert-notes.mddoc23,785 bytesreferences/gui-paths.mddoc19,715 bytesreferences/procedures.mddoc33,559 bytesreferences/sources.mddoc19,781 bytesscripts/mx_fx.pyruns103,486 bytes
Read SKILL.md
# Maya FX (Nucleus, Bifrost, MASH, caches)
An expert FX TD fixes scale and inputs before touching a knob, changes few settings one at a time,
never judges a live solve, and proves the result on the cache in numbers (penetration, stretch,
pops, convergence) and in renders from the shot camera. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
**Status (2026-09-24):** Maya 2027 is not installed. The pure-Python layer of
[`scripts/mx_fx.py`](scripts/mx_fx.py) passed offline (`tests/code/maya-fx/test_fx_offline.py`);
every Maya call is **not yet run in Maya**; names marked [verify] are answered byView the complete source on GitHubscenario-maya-groom
When your agent uses it
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.
What it loads into context
Frontmatter
127 tokensAlways available to the agent
SKILL.md
4,361 tokensWhen the skill is activated
Reference documents
29,362 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_groom.py
Files
SKILL.mdcore20,182 bytesreferences/critique.mddoc22,817 bytesreferences/expert-notes.mddoc28,036 bytesreferences/gui-paths.mddoc16,294 bytesreferences/procedures.mddoc48,809 bytesreferences/sources.mddoc12,675 bytesscripts/mx_groom.pyruns169,006 bytes
Read SKILL.md
# Hair and fur grooming (XGen Interactive Groom, Maya 2027)
Expert grooming sets the flow on a few guides first, then a clump hierarchy with loose roots and
varied profiles, then breakup only where the reference shows it (tips, strays), judged in close,
side-lit renders with the real hair shader. Interactive Groom brushes have no stroke API, so the
agent grooms with data (guides from a flow sheet wired into the stack, masks written as images,
modifiers set by value) and judges with numbers from exported strands plus renders. Code:
[`scripts/mx_groom.py`](scripts/mx_groom.py) (`import mx_groom as G`). If a sibling skill named here
is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
View the complete source on GitHubscenario-maya-lighting-rendering
When your agent uses it
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.
What it loads into context
Frontmatter
126 tokensAlways available to the agent
SKILL.md
4,548 tokensWhen the skill is activated
Reference documents
23,576 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_light.py
Files
SKILL.mdcore20,425 bytesSKILL.mdcore20,425 bytesSKILL.mdcore20,425 bytesreferences/critique.mddoc21,213 bytesreferences/expert-notes.mddoc32,728 bytesreferences/gui-paths.mddoc14,287 bytesreferences/procedures.mddoc20,585 bytesreferences/sources.mddoc17,779 bytesscripts/mx_light.pyruns196,902 bytes
Read SKILL.md
# Lighting and rendering in Maya 2027 (Arnold)
Expert lighting is a story decision made measurable: know where the eye must land, shape every form
with one dominant light, structure values back to front, prove it with light groups and numbers
before the eye signs off. Rendering is engineering: find the noise in the AOVs before touching a
sampler, deliver scene-linear EXRs whose passes rebuild the beauty, judge through a tone-mapping
view. If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
**Status (2026-09-24):** [`scripts/mx_light.py`](scripts/mx_light.py) is **not yet run in Maya**:
138 offline checks passed (python3 + numpy); the Maya layer ran only against a fake `maya.cmds`.View the complete source on GitHubscenario-maya-lookdev
When your agent uses it
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.
What it loads into context
Frontmatter
124 tokensAlways available to the agent
SKILL.md
4,774 tokensWhen the skill is activated
Reference documents
20,353 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_shade.py
Files
SKILL.mdcore20,120 bytesSKILL.mdcore20,120 bytesreferences/critique.mddoc16,901 bytesreferences/expert-notes.mddoc30,281 bytesreferences/gui-paths.mddoc11,066 bytesreferences/procedures.mddoc18,390 bytesreferences/sources.mddoc13,273 bytesscripts/mx_shade.pyruns128,158 bytes
Read SKILL.md
# Look development in Maya 2027 (Arnold)
Expert look dev is a material that holds under any light a lighter throws at it: correct data in
(every map in the right color space through the right plug), physically meaningful base values
(measured metal colors, glass tinted by depth, scattering at real scale), then deliberate
imperfection, judged on a neutral turntable with reference balls, one change per render. Nothing is
done before a render has been looked at. If a sibling skill named here is missing from your
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
**Status (2026-09-24):** [`scripts/mx_shade.py`](scripts/mx_shade.py) is **not yet run in Maya**:View the complete source on GitHubscenario-maya-modeling
When your agent uses it
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.
What it loads into context
Frontmatter
142 tokensAlways available to the agent
SKILL.md
4,537 tokensWhen the skill is activated
Reference documents
24,828 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_modeling.py
Files
SKILL.mdcore20,969 bytesreferences/critique.mddoc23,893 bytesreferences/expert-notes.mddoc26,702 bytesreferences/gui-paths.mddoc21,644 bytesreferences/procedures.mddoc31,715 bytesreferences/sources.mddoc18,319 bytesscripts/mx_modeling.pyruns82,559 bytes
Read SKILL.md
# Maya modeling (hard surface, organic, props)
Expert modeling is purposeful topology: every loop exists for the silhouette, a highlight, a bake, a
UV seam or a joint, and the model arrives downstream with nothing the next person has to clean. The
agent works big to small, measures each stage with the toolkit, and looks at a metal highlight
render before believing a surface. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
Toolkit: [`scripts/mx_modeling.py`](scripts/mx_modeling.py)
(`sys.path[:0] = ["<skills>/scenario-maya-modeling/scripts", "<skills>/scenario-maya-expert/scripts"]; import mx_modeling as MM`),
used with `mx_audit`, `mx_validate`, `mx_review`, `mx_run`. **Not yet run in Maya:** its pure-PythonView the complete source on GitHubscenario-maya-pipeline-scripting
When your agent uses it
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.
What it loads into context
Frontmatter
136 tokensAlways available to the agent
SKILL.md
4,288 tokensWhen the skill is activated
Reference documents
28,761 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_pipeline.py
Files
SKILL.mdcore18,822 bytesSKILL.mdcore18,822 bytesSKILL.mdcore18,822 bytesSKILL.mdcore18,822 bytesreferences/critique.mddoc31,079 bytesreferences/expert-notes.mddoc31,040 bytesreferences/gui-paths.mddoc22,859 bytesreferences/procedures.mddoc46,197 bytesreferences/sources.mddoc16,395 bytesscripts/mx_pipeline.pyruns118,323 bytes
Read SKILL.md
# Maya pipeline scripting (pipeline TD)
Expert pipeline work is contracts plus proof: every file that leaves Maya goes through generated
names, explicit export settings and a re-import check, and no batch trusts one Maya process with two
hundred files. The pipeline TD never types what can be generated, never trusts a default, and
verifies by reading the output back. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
**Status (2026-09-24):** every Maya call here is **not yet run in Maya** (not installed).
[`scripts/mx_pipeline.py`](scripts/mx_pipeline.py) ran offline, its Maya layer against fakes. FirstView the complete source on GitHubscenario-maya-retopology-uv
When your agent uses it
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.
What it loads into context
Frontmatter
146 tokensAlways available to the agent
SKILL.md
4,801 tokensWhen the skill is activated
Reference documents
29,521 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_retopology_uv.py
Files
SKILL.mdcore20,493 bytesSKILL.mdcore20,493 bytesSKILL.mdcore20,493 bytesSKILL.mdcore20,493 bytesSKILL.mdcore20,493 bytesSKILL.mdcore20,493 bytesSKILL.mdcore20,493 bytesreferences/critique.mddoc17,966 bytesreferences/expert-notes.mddoc30,310 bytesreferences/gui-paths.mddoc24,616 bytesreferences/procedures.mddoc43,270 bytesreferences/sources.mddoc18,967 bytesscripts/mx_retopology_uv.pyruns151,741 bytes
Read SKILL.md
# Maya retopology and UVs
Expert retopology is a loop plan with the fewest polygons that still deform: landmarks first, rings
around eyes and mouth, three loops per joint, poles where nothing moves, a bend test that says whose
fault a bad crease is. Expert UVs spend texels where the camera looks, at a density derived from the
closest shot, with padding that survives mips. Without a mouse the agent reuses approved topology,
builds from data, and measures then renders every stage. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
Toolkit: [`scripts/mx_retopology_uv.py`](scripts/mx_retopology_uv.py)
(`import mx_retopology_uv as RU`), built on mx_audit, mx_review and mx_run.View the complete source on GitHubscenario-maya-rigging
When your agent uses it
Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
4,321 tokensWhen the skill is activated
Reference documents
27,112 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Choose the path
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Maya 2027 notes
- References
Scripts executed separately
scripts/mx_rig.py
Files
SKILL.mdcore21,009 bytesreferences/critique.mddoc14,270 bytesreferences/expert-notes.mddoc29,782 bytesreferences/gui-paths.mddoc11,321 bytesreferences/procedures.mddoc36,627 bytesreferences/sources.mddoc18,431 bytesscripts/mx_rig.pyruns126,334 bytes
Read SKILL.md
# Maya rigging
Expert rigging means every value is explained and every behavior measured: joints at real pivots
with computed orientation, controls at zero with their placement in offsetParentMatrix, IK/FK and
space switches that move nothing, and a rig that survives scale, distance, several characters per
shot and an animator keying everything. The rig is the output of a build script and data. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).
Module [`scripts/mx_rig.py`](scripts/mx_rig.py)
(`sys.path.insert(0, "<skills>/scenario-maya-rigging/scripts"); import mx_rig as R`): not yet run inView the complete source on GitHubscenario-zbrush-automation
When your agent uses it
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.
What it loads into context
Frontmatter
130 tokensAlways available to the agent
SKILL.md
4,089 tokensWhen the skill is activated
Reference documents
18,460 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- ZBrush 2026 notes
- References
Scripts executed separately
scripts/zb_batch.pyscripts/zb_batch_job.pyscripts/zb_goz.pyscripts/zb_plugin_ops.py
Files
SKILL.mdcore19,030 bytesSKILL.mdcore19,030 bytesSKILL.mdcore19,030 bytesreferences/critique.mddoc8,812 bytesreferences/expert-notes.mddoc23,496 bytesreferences/gui-paths.mddoc12,569 bytesreferences/procedures.mddoc24,325 bytesreferences/sources.mddoc10,916 bytesscripts/zb_batch.pyruns53,865 bytesscripts/zb_batch_job.pyruns6,002 bytesscripts/zb_goz.pyruns18,844 bytesscripts/zb_plugin_ops.pyruns30,311 bytes
Read SKILL.md
# ZBrush automation (tools and pipeline TD)
An expert ZBrush TD automates with contracts and proof: every file is its own tool, every step is a
separate call with a time limit, every output is read back from disk, and a hung plugin costs one
file, never the batch. ZBrush has no timeout, no undo control from Python and dialogs that code
cannot answer, so the safety lives on the agent side: the runner, the checkpoints, the report. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-zbrush-expert (bridge, zb_launch, zb_ops, zb_audit, review loop,
2026 traps).
**Status (2026-09-24, refactor pass 2):** every ZBrush call here is **not yet run in ZBrush** (noView the complete source on GitHubscenario-zbrush-character-creature
When your agent uses it
Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.
What it loads into context
Frontmatter
126 tokensAlways available to the agent
SKILL.md
4,108 tokensWhen the skill is activated
Reference documents
40,969 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- ZBrush 2026 notes
- References
Scripts executed separately
scripts/zb_character.py
Files
SKILL.mdcore18,590 bytesreferences/critique.mddoc35,767 bytesreferences/expert-notes.mddoc44,394 bytesreferences/gui-paths.mddoc12,419 bytesreferences/procedures.mddoc51,553 bytesreferences/sources.mddoc17,616 bytesscripts/zb_character.pyruns112,551 bytes
Read SKILL.md
# Realistic characters and creatures (ZBrush 2026)
Expert level here means every form has a cause (skull, mass, tension, compression) before any pore
exists, and every detail pass is reversible, regional and judged in renders from several views and
lights. The agent works the way Kingslien and Costa do: find the upstream cause, fix it at the
lowest level that holds it, and keep detail on layers or behind a stored morph target. If a sibling
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
Toolkit: [`scripts/zb_character.py`](scripts/zb_character.py) (stroke plans, ZBrush-side wrappers
via `zb_character.call(...)`, OBJ, alpha and render checks) on the lead's toolkit.
View the complete source on GitHubscenario-zbrush-expert
When your agent uses it
Use when an agent drives Maxon ZBrush 2026 for any task (sculpt in ZBrush, DynaMesh, ZRemesher, UVs, export, polypaint, posing, 3D print, clean up an AI mesh in ZBrush), when writing ZBrush Python (zbrush.commands) or ZScript, when the ZBrush bridge is not answering, a palette path or set() does nothing, a scripted stroke does not sculpt or a dialog blocks a script, or when a ZBrush result has to be judged the way a professional artist would.
What it loads into context
Frontmatter
132 tokensAlways available to the agent
SKILL.md
4,461 tokensWhen the skill is activated
Reference documents
11,970 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Execution channel
- 2. Capability matrix (ZBrush 2026.2.1, 2026-09-24)
- 3. The expert loop in ZBrush
- 4. File safety
- 5. Persona pipelines
- 6. Shared toolkit (`scripts/`)
- 7. Top 2026 traps
- References
Scripts executed separately
scripts/zb_audit.pyscripts/zb_bridge.pyscripts/zb_launch.pyscripts/zb_ops.pyscripts/zb_plugins/zb_bridge_server.pyscripts/zb_review.pyscripts/zb_stroke.py
Files
SKILL.mdcore21,684 bytesSKILL.mdcore21,684 bytesSKILL.mdcore21,684 bytesreferences/sdk-cookbook.mddoc24,820 bytesreferences/sources.mddoc10,778 bytesreferences/zbrush-2026-traps.mddoc22,764 bytesscripts/zb_audit.pyruns17,846 bytesscripts/zb_bridge.pyruns1,334 bytesscripts/zb_launch.pyruns24,109 bytesscripts/zb_ops.pyruns51,257 bytesscripts/zb_plugins/zb_bridge_server.pyruns4,372 bytesscripts/zb_review.pyruns10,053 bytesscripts/zb_stroke.pyruns21,778 bytes
Read SKILL.md
# ZBrush expert (router and agent protocol)
An agent does expert ZBrush work as a loop: deterministic palette operations, synthesized strokes
and canvas renders from fixed views, gated at every stage. One long script is not the method. This
skill is the protocol every ZBrush task follows, the shared toolkit in [`scripts/`](scripts/), and
the map to the team skills. Target: ZBrush 2026.2.1 on macOS, driven through the project's Python
bridge. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
## 1. Execution channel
| Channel | Use for | Rules |View the complete source on GitHubscenario-zbrush-hard-surface
When your agent uses it
Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.
What it loads into context
Frontmatter
135 tokensAlways available to the agent
SKILL.md
4,444 tokensWhen the skill is activated
Reference documents
30,450 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- What the agent can and cannot do here
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- ZBrush 2026 notes
- References
Scripts executed separately
scripts/zb_hardsurface.py
Files
SKILL.mdcore19,572 bytesreferences/critique.mddoc24,014 bytesreferences/expert-notes.mddoc37,958 bytesreferences/gui-paths.mddoc14,324 bytesreferences/procedures.mddoc33,324 bytesreferences/sources.mddoc12,819 bytesscripts/zb_hardsurface.pyruns108,695 bytes
Read SKILL.md
# ZBrush hard surface
Hard surface is judged as a result: it reads as manufactured when every edge is clearly straight or
clearly curved, planes carry an even highlight, edges are wide enough to catch light and every part
could be built (Plouffe, Klimer). The agent builds that language from deterministic operations
(primitives, Live Boolean stacks, polygroups as the crease plan, Dynamic Subdivision numbers,
ArrayMesh, Panel Loops) and uses clicks and strokes only where nothing else exists. If a sibling
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
Toolkit: [`scripts/zb_hardsurface.py`](scripts/zb_hardsurface.py)
(`import sys; sys.path.insert(0, "<this skill>/scripts"); import zb_hardsurface as hs`, thenView the complete source on GitHubscenario-zbrush-paint-render
When your agent uses it
Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised.
What it loads into context
Frontmatter
110 tokensAlways available to the agent
SKILL.md
3,893 tokensWhen the skill is activated
Reference documents
23,964 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- ZBrush 2026 notes
- References
Scripts executed separately
scripts/zb_paint.py
Files
SKILL.mdcore18,493 bytesSKILL.mdcore18,493 bytesreferences/critique.mddoc23,752 bytesreferences/expert-notes.mddoc27,252 bytesreferences/gui-paths.mddoc23,595 bytesreferences/procedures.mddoc19,689 bytesreferences/sources.mddoc8,826 bytesscripts/zb_paint.pyruns73,722 bytes
Read SKILL.md
# ZBrush paint and render (texture and presentation artist)
Expert paint in ZBrush is observation made systematic: color zones placed by what lies under the
skin, pushed enough to survive the shader, judged on neutral and flat views, and baked at a
resolution the mesh can hold. For an agent without a tablet most of it is buttons: fills at a chosen
intensity through generated masks, zone images projected onto the mesh, and renders that are both
measured and looked at. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
## Stance (the expert delta)View the complete source on GitHubscenario-zbrush-pose-print
When your agent uses it
Use when posing a sculpt or preparing it for 3D printing in ZBrush: "pose this character", Transpose Master, TPoseMesh, Gizmo posing with masks, ZSphere rig, Proxy Pose, weapon in the hand, stretching after posing, "3D print this", 1/6 scale statue, miniature, resin or FDM, hollowing, wall thickness, drain holes, keys and pins, cutting into parts, 3D Print Hub, Scale Master, Decimation Master, STL or 3MF, size in millimeters.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
4,086 tokensWhen the skill is activated
Reference documents
24,291 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Posing without a mouse
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- ZBrush 2026 notes
- References
Scripts executed separately
scripts/zb_pose.pyscripts/zb_print.py
Files
SKILL.mdcore20,288 bytesreferences/critique.mddoc15,412 bytesreferences/expert-notes.mddoc23,205 bytesreferences/gui-paths.mddoc25,358 bytesreferences/procedures.mddoc35,824 bytesreferences/sources.mddoc10,301 bytesscripts/zb_pose.pyruns56,739 bytesscripts/zb_print.pyruns67,138 bytes
Read SKILL.md
# ZBrush posing and 3D print
Expert level means a pose that stands and reads, transferred onto every SubTool without losing a
level, and print parts whose size, walls, fits and cavities were measured in millimeters on the
exported files. The stance: turn every decision into a number the agent can check (scale, point
order, joint angles, walls, gaps), keep the pose reversible, use strokes only for cleanup. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
## Stance (the expert delta)
View the complete source on GitHubscenario-zbrush-retopology-export
When your agent uses it
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.
What it loads into context
Frontmatter
130 tokensAlways available to the agent
SKILL.md
4,944 tokensWhen the skill is activated
Reference documents
36,853 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Per-target settings
- Quality gates
- Common mistakes
- Handoffs
- ZBrush 2026 notes
- References
Scripts executed separately
scripts/zb_retopology_export.py
Files
SKILL.mdcore19,445 bytesSKILL.mdcore19,445 bytesSKILL.mdcore19,445 bytesSKILL.mdcore19,445 bytesSKILL.mdcore19,445 bytesSKILL.mdcore19,445 bytesreferences/critique.mddoc12,156 bytesreferences/expert-notes.mddoc31,110 bytesreferences/gui-paths.mddoc36,556 bytesreferences/procedures.mddoc64,885 bytesreferences/sources.mddoc15,763 bytesscripts/zb_retopology_export.pyruns145,630 bytes
Read SKILL.md
# ZBrush retopology and export (pipeline sculptor)
Expert level means the sculpt leaves ZBrush as a light, clean exchange mesh at its lowest level,
detail kept on a rebuilt subdivision stack or in maps, at real size, every file proved by parsing
it. Most of it is deterministic palette work an agent does well; click-by-click topology, modifier
clicks and a few dialogs stay with a human or computer-use agent. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
Toolkit: [`scripts/zb_retopology_export.py`](scripts/zb_retopology_export.py) (`rx`) on top of the
lead's `zb_ops`, `zb_audit` and `zb_launch`: `rx.zcall("func", ...)` inside ZBrush, audits on theView the complete source on GitHubscenario-zbrush-sculpting
When your agent uses it
Use when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary forms, choosing DynaMesh, Sculptris Pro or subdivision levels, or setting ClayBuildup, Dam_Standard, Move or TrimDynamic; when using masks, polygroups, Morph Targets or layers; or when scripted strokes miss, do nothing, come out too strong or leave marks, or a re-DynaMesh does nothing or loses polygroups.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
4,697 tokensWhen the skill is activated
Reference documents
23,224 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- ZBrush 2026 notes
- References
Scripts executed separately
scripts/zb_sculpt.py
Files
SKILL.mdcore21,401 bytesreferences/critique.mddoc8,995 bytesreferences/expert-notes.mddoc24,108 bytesreferences/gui-paths.mddoc23,451 bytesreferences/procedures.mddoc24,342 bytesreferences/sources.mddoc11,002 bytesscripts/zb_sculpt.pyruns98,344 bytes
Read SKILL.md
# ZBrush sculpting (core forms, scripted strokes)
Expert sculpting goes big to small with gates: light meshes raised in resolution only when the forms
ask, clay built across the form in thin low-intensity layers, sharpness last and never on weak
shapes. An agent has no pen: it uses exact operations first (primitives, ZSpheres, DynaMesh, masks
plus Deformation sliders), then strokes planned from model-space forms, aimed through the view,
measured in volume and reviewed after every pass ([`scripts/zb_sculpt.py`](scripts/zb_sculpt.py)).
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
## Stance (the expert delta)View the complete source on GitHubscenario-zbrush-stylized
When your agent uses it
Use when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines, 70/30, silhouette read at a distance), exaggerating proportions on purpose, keeping stylized planes crisp through subdivision, sculpting stylized hair (chunky clumps, curve tube strands, ClayPolish), or designing a figure for toy production (articulation, wall thickness, scale).
What it loads into context
Frontmatter
117 tokensAlways available to the agent
SKILL.md
4,119 tokensWhen the skill is activated
Reference documents
20,202 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- ZBrush 2026 notes
- References
Scripts executed separately
scripts/zb_stylized.py
Files
SKILL.mdcore17,810 bytesreferences/critique.mddoc15,404 bytesreferences/expert-notes.mddoc20,487 bytesreferences/gui-paths.mddoc20,468 bytesreferences/procedures.mddoc21,779 bytesreferences/sources.mddoc12,260 bytesscripts/zb_stylized.pyruns80,333 bytes
Read SKILL.md
# ZBrush stylized characters and collectibles
Expert stylized work is anatomy simplified on purpose: real landmarks and proportions as the
baseline, a few named exaggerations, and shape-language rules an agent can measure on a silhouette.
Curves are the agent's best tool: strands, clumps, straps and scarf tails come from computed 3D
paths, so a "tweak" regenerates a path instead of sculpting it. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
## Stance (the expert delta)
View the complete source on GitHubscenario-godot-2d
When your agent uses it
Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.
What it loads into context
Frontmatter
125 tokensAlways available to the agent
SKILL.md
4,762 tokensWhen the skill is activated
Reference documents
17,576 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_2d.py
Files
SKILL.mdcore21,480 bytesSKILL.mdcore21,480 bytesreferences/critique.mddoc5,662 bytesreferences/expert-notes.mddoc11,845 bytesreferences/gui-paths.mddoc5,301 bytesreferences/procedures.mddoc32,303 bytesreferences/sources.mddoc8,409 bytesscripts/agentkit/2d/audit_2d.gdasset4,737 bytesscripts/agentkit/2d/dual_grid.gdasset2,615 bytesscripts/agentkit/2d/follow_camera_2d.gdasset4,625 bytesscripts/agentkit/2d/parallax_tools.gdasset1,606 bytesscripts/agentkit/2d/pixel_light.gdshaderasset617 bytesscripts/agentkit/2d/pixel_viewport.gdasset2,732 bytesscripts/agentkit/2d/platformer_body.gdasset3,753 bytesscripts/agentkit/2d/platformer_tuning.gdasset2,681 bytesscripts/agentkit/2d/sprite_frames_builder.gdasset4,021 bytesscripts/agentkit/2d/terrain_tools.gdasset4,090 bytesscripts/agentkit/2d/tileset_builder.gdasset8,019 bytesscripts/agentkit/2d/topdown_body.gdasset2,418 bytesscripts/gd_2d.pyruns27,093 bytes
Read SKILL.md
# Godot 2D (developer and artist)
Target: Godot 4.7.2 standard build, macOS, run headless or in small windows through the
scenario-godot-expert toolkit.
Expert level in 2D means feel and pixels are measured, not eyeballed: a jump has a height in tiles
and a coyote window in ticks, a camera has a lag in pixels, a pixel-art screen has an integer factor
and a fringe count. The agent builds tiles, controllers and cameras in code, proves them with
deterministic physics runs and frame read-backs, and only then calls them done. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, review loop, toolkit `gd_env`, `gd_run`,View the complete source on GitHubscenario-godot-3d-world
When your agent uses it
Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.
What it loads into context
Frontmatter
146 tokensAlways available to the agent
SKILL.md
4,310 tokensWhen the skill is activated
Reference documents
15,446 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_world.py
Files
SKILL.mdcore17,890 bytesSKILL.mdcore17,890 bytesSKILL.mdcore17,890 bytesSKILL.mdcore17,890 bytesSKILL.mdcore17,890 bytesreferences/critique.mddoc5,021 bytesreferences/expert-notes.mddoc10,341 bytesreferences/gui-paths.mddoc6,595 bytesreferences/procedures.mddoc29,810 bytesreferences/sources.mddoc4,415 bytesscripts/agentkit/world/post_import_prop.gdasset7,475 bytesscripts/agentkit/world/runtime/cell_streamer.gdasset2,533 bytesscripts/agentkit/world/runtime/third_person_controller.gdasset8,218 bytesscripts/agentkit/world/world_audit.gdasset3,374 bytesscripts/agentkit/world/world_blockout.gdasset11,068 bytesscripts/agentkit/world/world_common.gdasset3,780 bytesscripts/agentkit/world/world_import.gdasset10,121 bytesscripts/agentkit/world/world_kit.gdasset8,020 bytesscripts/agentkit/world/world_mesh.gdasset5,926 bytesscripts/agentkit/world/world_player.gdasset14,057 bytesscripts/agentkit/world/world_project.gdasset4,302 bytesscripts/agentkit/world/world_scatter.gdasset7,014 bytesscripts/agentkit/world/world_stream.gdasset5,752 bytesscripts/agentkit/world/world_terrain.gdasset10,782 bytesscripts/agentkit/world/world_terrain3d.gdasset6,817 bytesscripts/gd_world.pyruns29,467 bytes
Read SKILL.md
# Godot 3D world (level and environment artist)
Target: Godot 4.7.2.stable, macOS Apple Silicon, Jolt Physics, Forward+.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps). If
a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**Status (2026-10-02):** all 14 live test groups in `tests/code/godot-3d-world/test_world_live.py`
passed (`live_20261002-215949.json`); L8 and L12 were extended and passed again in round 2
(`live_20261002-223935.json`). The 11 offline checks pass. Details in
[`references/procedures.md`](references/procedures.md).
View the complete source on GitHubscenario-godot-animation
When your agent uses it
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.
What it loads into context
Frontmatter
122 tokensAlways available to the agent
SKILL.md
4,906 tokensWhen the skill is activated
Reference documents
14,716 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance
- Establish first
- Workflow with gates
- Expert checklist (state these in the plan)
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_anim.py
Files
SKILL.mdcore18,877 bytesSKILL.mdcore18,877 bytesSKILL.mdcore18,877 bytesreferences/critique.mddoc6,245 bytesreferences/expert-notes.mddoc10,812 bytesreferences/gui-paths.mddoc9,028 bytesreferences/procedures.mddoc23,195 bytesreferences/sources.mddoc8,530 bytesscripts/agentkit/animation/anim_audit.gdasset19,156 bytesscripts/agentkit/animation/anim_capture.gdasset6,997 bytesscripts/agentkit/animation/anim_cutscene.gdasset7,676 bytesscripts/agentkit/animation/anim_ik.gdasset5,460 bytesscripts/agentkit/animation/anim_import.gdasset7,636 bytesscripts/agentkit/animation/anim_motion.gdasset5,690 bytesscripts/agentkit/animation/anim_rig.gdasset19,307 bytesscripts/agentkit/animation/anim_setup.gdasset4,088 bytesscripts/agentkit/animation/anim_tree.gdasset9,701 bytesscripts/agentkit/animation/anim_tween.gdasset5,462 bytesscripts/agentkit/animation/cutscene_director.gdasset885 bytesscripts/agentkit/animation/foot_placer.gdasset2,569 bytesscripts/agentkit/animation/locomotion_state.gdasset473 bytesscripts/agentkit/animation/pose_persist.gdasset1,202 bytesscripts/gd_anim.pyruns10,969 bytes
Read SKILL.md
# Godot animation (animator and technical animator)
Target: Godot 4.7.2.stable, macOS, Forward+ with Jolt Physics. Every procedure in
[`references/procedures.md`](references/procedures.md) was run live in 4.7.2 on 2026-10-02 against a
procedurally built humanoid, so nothing needs a download.
## Stance
- **Measure motion, do not eyeball it.** A walk has one correct ground speed: the speed at which the
planted foot stops sliding. Measure it from the clip (`anim_motion.gd:foot_speed`) and use that
number for BlendSpace points and the controller. On a retargeted body the speed scales with
`Skeleton3D.motion_scale` (a 1.15x body walked 1.38 m/s on a 1.2 m/s clip).
- **Code decides, the animation layer presents.** Gameplay owns velocity and state; the
AnimationTree only reads them through advance expressions or parameters. The controller must stillView the complete source on GitHubscenario-godot-architecture
When your agent uses it
Use when structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null.
What it loads into context
Frontmatter
127 tokensAlways available to the agent
SKILL.md
4,981 tokensWhen the skill is activated
Reference documents
17,657 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Also from the sources (short rules)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_architecture.py
Files
SKILL.mdcore19,994 bytesSKILL.mdcore19,994 bytesSKILL.mdcore19,994 bytesSKILL.mdcore19,994 bytesSKILL.mdcore19,994 bytesSKILL.mdcore19,994 bytesreferences/critique.mddoc5,257 bytesreferences/expert-notes.mddoc19,950 bytesreferences/gui-paths.mddoc4,749 bytesreferences/procedures.mddoc28,287 bytesreferences/sources.mddoc9,246 bytesscripts/agentkit/architecture/arch_audit.gdasset5,700 bytesscripts/agentkit/architecture/bench.gdasset2,633 bytesscripts/agentkit/architecture/build_catalog.gdasset3,265 bytesscripts/agentkit/architecture/pack_probe.gdasset1,646 bytesscripts/agentkit/architecture/scaffold.gdasset3,249 bytesscripts/agentkit/architecture/setup_input.gdasset2,278 bytesscripts/agentkit/architecture/validate_data.gdasset2,909 bytesscripts/gd_architecture.pyruns19,644 bytesscripts/templates/core/combat/damage_info.gdasset434 bytesscripts/templates/core/combat/health_component.gdasset1,898 bytesscripts/templates/core/combat/hitbox_3d.gdasset1,053 bytesscripts/templates/core/combat/hurtbox_3d.gdasset905 bytesscripts/templates/core/data/item_catalog.gdasset1,570 bytesscripts/templates/core/data/item_definition.gdasset795 bytesscripts/templates/core/events/events.gdasset664 bytesscripts/templates/core/input/input_actions.gdasset2,347 bytesscripts/templates/core/input/input_remap.gdasset5,195 bytesscripts/templates/core/inventory/inventory.gdasset3,413 bytesscripts/templates/core/inventory/item_stack.gdasset263 bytesscripts/templates/core/main/base_level.gdasset653 bytesscripts/templates/core/main/main_game.gdasset2,541 bytesscripts/templates/core/save/persist_component.gdasset1,345 bytesscripts/templates/core/save/save_service.gdasset5,197 bytes
Read SKILL.md
# Godot architecture (gameplay programmer and architect)
Target: Godot 4.7.2.stable, macOS Apple Silicon.
Expert architecture in Godot means scenes that run alone, data in Resources, behavior in small
components, and every boundary (save file, input, export) proven by a test. This skill holds the
expert rules from the sources, corrected where Godot 4.7.2 behaves differently, plus a tested G1
core (inventory, health and damage, save and load, input with rebinding) and the tools that build
and audit it. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps).View the complete source on GitHubscenario-godot-audio
When your agent uses it
Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX that repeat, AudioStreamRandomizer, AudioStreamGenerator, import settings, or importing AI-generated music, SFX and voice from Scenario or ElevenLabs.
What it loads into context
Frontmatter
127 tokensAlways available to the agent
SKILL.md
4,596 tokensWhen the skill is activated
Reference documents
14,367 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_audio.py
Files
SKILL.mdcore19,048 bytesSKILL.mdcore19,048 bytesSKILL.mdcore19,048 bytesSKILL.mdcore19,048 bytesSKILL.mdcore19,048 bytesreferences/critique.mddoc3,707 bytesreferences/expert-notes.mddoc10,785 bytesreferences/gui-paths.mddoc4,259 bytesreferences/procedures.mddoc24,621 bytesreferences/sources.mddoc7,653 bytesscripts/agentkit/audio/audio_audit.gdasset1,634 bytesscripts/agentkit/audio/audio_buses.gdasset5,475 bytesscripts/agentkit/audio/audio_meter.gdasset8,240 bytesscripts/agentkit/audio/music_builder.gdasset7,059 bytesscripts/agentkit/audio/occluder_3d.gdasset2,423 bytesscripts/agentkit/audio/sfx_pool.gdasset6,832 bytesscripts/agentkit/audio/tone_generator.gdasset1,829 bytesscripts/gd_audio.pyruns22,050 bytes
Read SKILL.md
# Godot audio (audio implementer)
Target: Godot 4.7.2.stable, macOS Apple Silicon.
At expert level, the mix is designed as data and then measured. Bus layouts, music transitions and
voice limits are written as specs. Every claim gets checked with numbers read from the mixer, since
an agent cannot listen. Experts spend more effort deciding which sounds not to play than on playing
them. That is the core of combat audio. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps).
View the complete source on GitHubscenario-godot-expert
When your agent uses it
Use when an agent drives Godot 4.7 on macOS or Windows for any task: headless --script jobs, --import, --check-only, command-line exports, GUT tests, windowed screenshots, the headless editor (-e) or an MCP server into a running editor; when a run hangs or fails silently, a capture is black, Godot 3 code breaks in 4.x, 'Identifier not found', export templates are missing; or when a Godot brief (2D, 3D, shaders, VFX, UI, multiplayer, export) must go to the right scenario-godot-* specialist.
What it loads into context
Frontmatter
147 tokensAlways available to the agent
SKILL.md
5,130 tokensWhen the skill is activated
Reference documents
20,779 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Execution channels
- Establish first
- Workflow (the expert loop)
- Shared toolkit ([`scripts/`](scripts/), the contract for every scenario-godot-* skill)
- Numbers
- Quality gates
- Common mistakes
- Team routing and handoffs
- Scenario assets into Godot
- Godot 4.7 traps and platform notes
- References
Scripts executed separately
scripts/gd_env.pyscripts/gd_live.pyscripts/gd_review.pyscripts/gd_run.pyscripts/gd_stat.py
Files
SKILL.mdcore23,944 bytesSKILL.mdcore23,944 bytesSKILL.mdcore23,944 bytesreferences/critique.mddoc7,063 bytesreferences/expert-notes.mddoc20,782 bytesreferences/gui-paths.mddoc8,737 bytesreferences/procedures.mddoc45,381 bytesreferences/sources.mddoc12,534 bytesreferences/traps.mddoc5,473 bytesscripts/agentkit/agent_audit.gdasset14,409 bytesscripts/agentkit/agent_build.gdasset8,762 bytesscripts/agentkit/agent_capture.gdasset16,882 bytesscripts/agentkit/agent_job.gdasset13,715 bytesscripts/agentkit/agent_profile.gdasset7,241 bytesscripts/gd_env.pyruns22,478 bytesscripts/gd_live.pyruns9,439 bytesscripts/gd_review.pyruns13,825 bytesscripts/gd_run.pyruns38,977 bytesscripts/gd_stat.pyruns12,622 bytes
Read SKILL.md
# Godot expert (technical director and agent protocol)
Target: Godot 4.7.2.stable (standard build, no C#), macOS Apple Silicon with Metal by default, or
Windows with D3D12.
Expert Godot work is a loop run against evidence: set the budget, build one stage, measure it, look
at it, fix it, advance. An agent without a mouse gets there by picking the right channel, passing
only on a machine-readable result, and never trusting one signal alone. This skill is that protocol,
the shared toolkit every scenario-godot-* skill calls ([`scripts/`](scripts/)), and the map of the
team. If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**Status (2026-10-02):** every toolkit function below ran in Godot 4.7.2 here (23 live tests, 17View the complete source on GitHubscenario-godot-gameplay
When your agent uses it
Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
4,571 tokensWhen the skill is activated
Reference documents
13,746 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- The NavigationAgent3D contract (P15, measured)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_gameplay.py
Files
SKILL.mdcore19,817 bytesSKILL.mdcore19,817 bytesSKILL.mdcore19,817 bytesSKILL.mdcore19,817 bytesreferences/critique.mddoc4,106 bytesreferences/expert-notes.mddoc9,850 bytesreferences/gui-paths.mddoc4,206 bytesreferences/procedures.mddoc23,212 bytesreferences/sources.mddoc11,735 bytesscripts/agentkit/gameplay/arena.gdasset4,235 bytesscripts/agentkit/gameplay/brain.gdasset1,809 bytesscripts/agentkit/gameplay/bullet_pool.gdasset3,142 bytesscripts/agentkit/gameplay/combat_layers.gdasset1,221 bytesscripts/agentkit/gameplay/crowd_bench.gdasset12,722 bytesscripts/agentkit/gameplay/dungeon_gen.gdasset6,159 bytesscripts/agentkit/gameplay/enemy_body.gdasset3,152 bytesscripts/agentkit/gameplay/enemy_manager.gdasset3,451 bytesscripts/agentkit/gameplay/hero_enemy.gdasset3,273 bytesscripts/agentkit/gameplay/hit_log.gdasset486 bytesscripts/agentkit/gameplay/hitbox_3d.gdasset1,725 bytesscripts/agentkit/gameplay/hurtbox_3d.gdasset1,007 bytesscripts/agentkit/gameplay/inventory/inventory.gdasset1,877 bytesscripts/agentkit/gameplay/inventory/item.gdasset337 bytesscripts/agentkit/gameplay/inventory/item_stack.gdasset206 bytesscripts/agentkit/gameplay/nav_tools.gdasset5,866 bytesscripts/agentkit/gameplay/perception.gdasset2,287 bytesscripts/agentkit/gameplay/quest_rules.gdasset973 bytesscripts/agentkit/gameplay/save_io.gdasset3,662 bytesscripts/agentkit/gameplay/state.gdasset1,315 bytesscripts/agentkit/gameplay/state_machine.gdasset2,556 bytesscripts/agentkit/gameplay/states/attack.gdasset697 bytesscripts/agentkit/gameplay/states/chase.gdasset605 bytesscripts/agentkit/gameplay/states/patrol.gdasset553 bytesscripts/agentkit/gameplay/states/search.gdasset577 bytesscripts/agentkit/gameplay/voice_pool.gdasset1,889 bytesscripts/gd_gameplay.pyruns8,194 bytes
Read SKILL.md
# Godot gameplay systems (gameplay systems programmer)
Target: Godot 4.7.2.stable, Jolt, macOS Apple Silicon.
At expert level, gameplay systems are small contracts that can be tested without a scene: pure
decision functions, Resources for data, groups for discovery. Their cost is measured at the agent
count the game needs before anyone argues about it. The core stance: build the rule as data, run it
headless at `--fixed-fps 60`, then look at one capture. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps).
View the complete source on GitHubscenario-godot-multiplayer
When your agent uses it
Use when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpc_id, any_peer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth, Steam, Nakama or WebRTC. Symptoms: players do not appear on the client, 'rpc node checksum failed', 'node not found' on an RPC, desync, the server build is huge, a client never connects.
What it loads into context
Frontmatter
140 tokensAlways available to the agent
SKILL.md
4,656 tokensWhen the skill is activated
Reference documents
12,985 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Harness in one call
- Prediction, rollback and backends (not run here)
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_net.py
Files
SKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesSKILL.mdcore20,697 bytesreferences/critique.mddoc3,895 bytesreferences/expert-notes.mddoc12,884 bytesreferences/gui-paths.mddoc3,593 bytesreferences/procedures.mddoc20,397 bytesreferences/sources.mddoc7,179 bytesscripts/agentkit/multiplayer/net_audit.gdasset6,851 bytesscripts/agentkit/multiplayer/net_boot.gdasset2,377 bytesscripts/agentkit/multiplayer/net_build.gdasset8,108 bytesscripts/agentkit/multiplayer/net_input.gdasset240 bytesscripts/agentkit/multiplayer/net_lab.gdasset18,594 bytesscripts/agentkit/multiplayer/net_player.gdasset3,033 bytesscripts/agentkit/multiplayer/net_prop.gdasset475 bytesscripts/agentkit/multiplayer/net_session_job.gdasset1,454 bytesscripts/agentkit/multiplayer/net_util.gdasset4,860 bytesscripts/gd_net.pyruns32,331 bytes
Read SKILL.md
# Godot multiplayer (network programmer)
Target: Godot 4.7.2, SceneMultiplayer over ENet and WebSocket.
Expert level here means the networked game is proven with several processes, under injected latency,
before anyone plays it: authority is a written decision per object, every client message is a
request the server checks, and replication cost is measured in KiB/s. This skill builds the
replication in code, runs a server and 2 to 3 clients headless on localhost (plus a browser client),
and passes only on numbers from those runs. If a sibling skill named here is missing from your
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, review loop, 4.7 traps).View the complete source on GitHubscenario-godot-performance-export
When your agent uses it
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.
What it loads into context
Frontmatter
134 tokensAlways available to the agent
SKILL.md
4,936 tokensWhen the skill is activated
Reference documents
16,384 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Engine-only frame logger (no toolkit, run 2026-10-02)
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_perf.py
Files
SKILL.mdcore20,898 bytesreferences/critique.mddoc5,790 bytesreferences/expert-notes.mddoc12,514 bytesreferences/gui-paths.mddoc5,127 bytesreferences/procedures.mddoc31,578 bytesreferences/sources.mddoc9,108 bytesscripts/agentkit/perf/mobile_touch.gdasset3,197 bytesscripts/agentkit/perf/perf_audit.gdasset12,000 bytesscripts/agentkit/perf/perf_bench.gdasset14,575 bytesscripts/agentkit/perf/perf_fixes.gdasset10,988 bytesscripts/agentkit/perf/perf_logger.gdasset5,053 bytesscripts/agentkit/perf/perf_stress.gdasset8,768 bytesscripts/agentkit/perf/ship_boot.gdasset2,068 bytesscripts/agentkit/perf/web_bridge.gdasset2,728 bytesscripts/gd_perf.pyruns46,914 bytes
Read SKILL.md
# Godot performance and release
Target: Godot 4.7.2.stable, macOS Apple Silicon; the Android helpers also run on Windows and Linux.
Expert level here means every claim about speed comes with a before and after number from the same
harness, every build is verified as a file before anyone calls it shipped, and the agent knows which
numbers Godot reports wrongly. The stance: measure, classify the bound, fix the biggest cost,
re-measure, compare pictures, then ship builds you have opened, run and listed. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, the review loop, toolkit, 4.7 traps).
View the complete source on GitHubscenario-godot-pipeline-automation
When your agent uses it
Use when Godot 4.7 work must run without a mouse or at scale: batch import of hundreds of GLB props or an AI image-to-3D art drop, naming rules, import presets and post-import scripts, editor plugins, EditorScript and @tool, EditorImportPlugin, GUT or gdUnit4 tests in CI, a GitHub Actions export workflow, GDExtension basics, or a Godot MCP server; also when --import is slow, textures stay uncompressed, tests pass locally but CI fails, or an export ships test folders.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
4,893 tokensWhen the skill is activated
Reference documents
14,284 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/ci/godot_ci.shscripts/gd_pipeline.py
Files
SKILL.mdcore22,061 bytesSKILL.mdcore22,061 bytesSKILL.mdcore22,061 bytesreferences/critique.mddoc6,185 bytesreferences/expert-notes.mddoc8,954 bytesreferences/gui-paths.mddoc6,067 bytesreferences/procedures.mddoc29,070 bytesreferences/sources.mddoc11,263 bytesscripts/agentkit/pipeline/glb_probe.gdasset10,043 bytesscripts/agentkit/pipeline/prop_audit.gdasset4,826 bytesscripts/agentkit/pipeline/prop_ingest.gdasset8,414 bytesscripts/agentkit/pipeline/prop_rules.gdasset7,990 bytesscripts/agentkit/pipeline/prop_textures.gdasset2,749 bytesscripts/agentkit/pipeline/prop_thumbs.gdasset3,861 bytesscripts/agentkit/prop_pipeline_addon/plugin.cfgasset251 bytesscripts/agentkit/prop_pipeline_addon/plugin.gdasset598 bytesscripts/agentkit/prop_pipeline_addon/prop_post_import.gdasset5,098 bytesscripts/ci/godot-ci.ymlasset2,891 bytesscripts/ci/godot_ci.shruns3,102 bytesscripts/examples/gdext_c/pipeline_ext.casset6,520 bytesscripts/examples/gdext_c/pipeline_ext.gdextensionasset259 bytesscripts/examples/level_importer/lvl_import.gdasset2,717 bytesscripts/examples/level_importer/plugin.cfgasset246 bytesscripts/examples/level_importer/plugin.gdasset370 bytesscripts/examples/tools/add_spawns.gdasset829 bytesscripts/examples/tools/spawn_point.gdasset698 bytesscripts/gd_pipeline.pyruns20,128 bytesscripts/gdunit/door.gdasset182 bytesscripts/gdunit/test_glb_probe.gdasset2,489 bytesscripts/gdunit/test_imported_props.gdasset616 bytesscripts/gdunit/test_prop_rules.gdasset2,770 bytesscripts/gdunit/test_scene_runner.gdasset1,077 bytes
Read SKILL.md
# Godot pipeline automation (tools and build engineer)
Target: Godot 4.7.2.stable, macOS Apple Silicon, gdUnit4 6.2.1.
Expert level here means every step a human would click is a command that CI can run twice with the
same result, and every result is checked by a test that has been seen failing. The tools engineer
owns the path from an art drop or a commit to a tested export: ingest, import, editor tooling,
tests, CI, native extensions and agent channels. If a sibling skill named here is missing from your
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run` and `gd_env`, the review loop,
4.7 traps). This skill adds [`scripts/gd_pipeline.py`](scripts/gd_pipeline.py) and the AgentKitView the complete source on GitHubscenario-godot-rendering-lighting
When your agent uses it
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'.
What it loads into context
Frontmatter
144 tokensAlways available to the agent
SKILL.md
4,673 tokensWhen the skill is activated
Reference documents
13,848 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Expert checklist (state these in the plan)
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_lighting.py
Files
SKILL.mdcore19,867 bytesreferences/critique.mddoc4,111 bytesreferences/expert-notes.mddoc12,606 bytesreferences/gui-paths.mddoc12,024 bytesreferences/procedures.mddoc20,843 bytesreferences/sources.mddoc10,220 bytesscripts/agentkit/rendering/compositor/grayscale.glslasset923 bytesscripts/agentkit/rendering/compositor/post_effect.gdasset3,418 bytesscripts/agentkit/rendering/compositor_tools.gdasset1,839 bytesscripts/agentkit/rendering/gi_bake.gdasset9,693 bytesscripts/agentkit/rendering/graphics_tiers.gdasset5,121 bytesscripts/agentkit/rendering/light_audit.gdasset14,224 bytesscripts/agentkit/rendering/lookdev.gdasset5,924 bytesscripts/agentkit/rendering/sweep.gdasset7,818 bytesscripts/gd_lighting.pyruns10,604 bytes
Read SKILL.md
# Godot rendering and lighting (lighter / graphics technical artist)
Target: Godot 4.7.2.stable, macOS Apple Silicon (Metal by default).
Expert level here means that lighting comes from a measured loop: a calibration scene, one variable
at a time, a rendered image looked at after every change, numbers on that image, and a GPU cost for
every effect. The renderer and the GI method are chosen first, because they decide what the other
settings can do. The art direction (value pattern, warm and cool, focal contrast) is judged on
pixels the agent actually opened, never on the inspector. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps).View the complete source on GitHubscenario-godot-shaders
When your agent uses it
Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.
What it loads into context
Frontmatter
144 tokensAlways available to the agent
SKILL.md
4,584 tokensWhen the skill is activated
Reference documents
13,600 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Expert checklist (state these in the plan)
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_shaders.py
Files
SKILL.mdcore20,006 bytesSKILL.mdcore20,006 bytesSKILL.mdcore20,006 bytesSKILL.mdcore20,006 bytesreferences/critique.mddoc4,032 bytesreferences/expert-notes.mddoc10,555 bytesreferences/gui-paths.mddoc6,827 bytesreferences/procedures.mddoc24,372 bytesreferences/sources.mddoc8,647 bytesscripts/agentkit/shaders/dissolve.gdshaderasset3,248 bytesscripts/agentkit/shaders/dissolve_swap.gdasset959 bytesscripts/agentkit/shaders/examples/animate_instance_uniform.gdasset2,524 bytesscripts/agentkit/shaders/examples/build_dissolve_scene.gdasset2,931 bytesscripts/agentkit/shaders/examples/build_flash_scene.gdasset875 bytesscripts/agentkit/shaders/examples/build_fx_scenes.gdasset5,219 bytesscripts/agentkit/shaders/examples/build_global_scene.gdasset1,220 bytesscripts/agentkit/shaders/examples/build_visual_shader.gdasset4,257 bytesscripts/agentkit/shaders/examples/build_water_scene.gdasset4,269 bytesscripts/agentkit/shaders/examples/compile_probe.gdasset3,202 bytesscripts/agentkit/shaders/examples/compute_texture.gdasset3,952 bytesscripts/agentkit/shaders/examples/fullscreen_old_trap.gdshader.txtdoc1,590 bytesscripts/agentkit/shaders/examples/render_probe.gdasset1,720 bytesscripts/agentkit/shaders/examples/vs_ports.gdasset937 bytesscripts/agentkit/shaders/fullscreen_depth.gdshaderasset1,619 bytesscripts/agentkit/shaders/game_time.gdasset335 bytesscripts/agentkit/shaders/hit_flash.gdshaderasset421 bytesscripts/agentkit/shaders/portal_reader.gdshaderasset487 bytesscripts/agentkit/shaders/portal_writer.gdshaderasset271 bytesscripts/agentkit/shaders/shader_tools.gdasset16,387 bytesscripts/agentkit/shaders/sky_toon.gdshaderasset735 bytesscripts/agentkit/shaders/water_common.gdshaderincasset5,901 bytesscripts/agentkit/shaders/water_lite.gdshaderasset326 bytesscripts/agentkit/shaders/water_stylized.gdshaderasset334 bytesscripts/gd_shaders.pyruns23,912 bytes
Read SKILL.md
# Godot shaders (technical artist, shading)
Target: Godot 4.7.2.stable, macOS Apple Silicon (Metal by default, Vulkan through MoltenVK for GPU
timing).
Expert level here means every shader is text the agent can diff, compiled under each target
renderer, drawn on a real mesh in a window, swept across its parameters and looked at on a contact
sheet, with its GPU cost measured against a StandardMaterial3D baseline. Compiling is not the same
as working: several 4.7.2 failures only appear when the backend draws, and several bugs produce no
error at all. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
View the complete source on GitHubscenario-godot-ui
When your agent uses it
Use when building or fixing game UI in Godot 4.7: main menu, settings screen, HUD (health bar, ammo, minimap frame), Control layout, containers, anchors, themes in code, 'UI scales wrong on phones', 'text too small on 4K', notch or safe area, stretch mode and aspect, gamepad or keyboard menu navigation, focus lost, input rebinding screen, localization (CSV, PO, tr_n plurals, Arabic RTL, CJK fonts, pseudolocalization), screen reader accessibility, UI scale slider, or clicks not reaching the game.
What it loads into context
Frontmatter
136 tokensAlways available to the agent
SKILL.md
4,948 tokensWhen the skill is activated
Reference documents
11,629 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_ui.py
Files
SKILL.mdcore22,213 bytesSKILL.mdcore22,213 bytesSKILL.mdcore22,213 bytesreferences/critique.mddoc4,772 bytesreferences/expert-notes.mddoc8,679 bytesreferences/gui-paths.mddoc8,573 bytesreferences/procedures.mddoc18,451 bytesreferences/sources.mddoc8,095 bytesscripts/agentkit/ui/examples/build_g7.gdasset14,884 bytesscripts/agentkit/ui/hud_bar.gdasset1,523 bytesscripts/agentkit/ui/menu_stack.gdasset3,819 bytesscripts/agentkit/ui/safe_area.gdasset1,585 bytesscripts/agentkit/ui/ui_audit.gdasset6,935 bytesscripts/agentkit/ui/ui_capture.gdasset4,913 bytesscripts/agentkit/ui/ui_focus.gdasset4,513 bytesscripts/agentkit/ui/ui_layout.gdasset10,836 bytesscripts/agentkit/ui/ui_rebind.gdasset8,773 bytesscripts/agentkit/ui/ui_selftest.gdasset1,231 bytesscripts/agentkit/ui/ui_settings.gdasset5,126 bytesscripts/agentkit/ui/ui_stretch.gdasset6,438 bytesscripts/agentkit/ui/ui_theme.gdasset9,054 bytesscripts/gd_ui.pyruns9,705 bytes
Read SKILL.md
# Godot UI (UI developer)
Target: Godot 4.7.2.stable, macOS Apple Silicon.
Expert level here means one layout proven, by numbers and images, from a 1080x2400 phone in portrait
to a 3840x2160 monitor, in every language, with mouse, pad and screen reader. The stretch transform
scales, containers place, one Theme built in code styles, and nothing ships before a layout matrix
and a contact sheet say so. If a sibling skill named here is missing from your available skills,
load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, review loop, 6.3 traps).
View the complete source on GitHubscenario-godot-vfx
When your agent uses it
Use when making or fixing particle effects and game feel in Godot 4.7: GPUParticles3D or GPUParticles2D explosion, fireball projectile with trail, impact, sparks, smoke, shockwave, ribbon trails, sub-emitters, particle collision, color curve does nothing, particles pop out or vanish, effect too heavy on mobile, CPUParticles fallback for Compatibility or web, overdraw, hit-stop, freeze frame, screen shake, juice.
What it loads into context
Frontmatter
112 tokensAlways available to the agent
SKILL.md
5,065 tokensWhen the skill is activated
Reference documents
14,633 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Expert checklist (state these in the plan)
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Godot 4.7 notes
- References
Scripts executed separately
scripts/gd_vfx.py
Files
SKILL.mdcore21,614 bytesSKILL.mdcore21,614 bytesSKILL.mdcore21,614 bytesSKILL.mdcore21,614 bytesSKILL.mdcore21,614 bytesreferences/critique.mddoc5,360 bytesreferences/expert-notes.mddoc10,244 bytesreferences/gui-paths.mddoc4,353 bytesreferences/procedures.mddoc25,080 bytesreferences/sources.mddoc10,510 bytesscripts/agentkit/vfx/fx_looper.gdasset691 bytesscripts/agentkit/vfx/runtime/fx_burst.gdasset2,691 bytesscripts/agentkit/vfx/runtime/fx_projectile.gdasset2,640 bytesscripts/agentkit/vfx/runtime/juice.gdasset2,159 bytesscripts/agentkit/vfx/shaders/fx_erode.gdshaderincasset1,755 bytesscripts/agentkit/vfx/shaders/fx_erode_add.gdshaderasset285 bytesscripts/agentkit/vfx/shaders/fx_erode_mix.gdshaderasset262 bytesscripts/agentkit/vfx/shaders/fx_fire_head.gdshaderasset1,318 bytesscripts/agentkit/vfx/shaders/fx_smoke_lod.gdshaderasset1,565 bytesscripts/agentkit/vfx/shaders/fx_soft_core.gdshaderasset571 bytesscripts/agentkit/vfx/shaders/fx_trail_follow.gdshaderasset755 bytesscripts/agentkit/vfx/vfx_audit.gdasset15,023 bytesscripts/agentkit/vfx/vfx_build.gdasset18,060 bytesscripts/agentkit/vfx/vfx_capture.gdasset11,007 bytesscripts/agentkit/vfx/vfx_jobs.gdasset5,544 bytesscripts/agentkit/vfx/vfx_recipes.gdasset18,038 bytesscripts/agentkit/vfx/vfx_selftest.gdasset11,808 bytesscripts/gd_vfx.pyruns12,624 bytes
Read SKILL.md
# Godot VFX
Target: Godot 4.7.2.stable, macOS Apple Silicon.
Expert level here means effects built as layers of small systems, every silent particle failure
caught by a script before anyone looks, and every claim about look or cost backed by frames captured
at exact times and by measured overdraw and GPU time per renderer. The agent builds effects in code,
renders them windowed, and looks at contact sheets. If a sibling skill named here is missing from
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (gd_env, gd_run, gd_review, AgentKit, GD_MAX slots,
windowed vs headless).View the complete source on GitHubscenario-roblox-animation
When your agent uses it
Use when animating Roblox characters, NPCs or creatures: animation not playing, wrong animation wins, animation priority or weight, blending, animation events and markers, hit timing, import from Blender or FBX, custom rig or creature rig, Motor6D or AnimationConstraint joints, procedural animation, IKControl look-at or foot and hand IK, FaceControls and dynamic head expressions, replacing the default Animate animations, KeyframeSequence or CurveAnimation built in code, Animator replication, AnimationController NPCs, Character Controller Library abilities, adaptive animation for custom humanoids.
What it loads into context
Frontmatter
126 tokensAlways available to the agent
SKILL.md
3,941 tokensWhen the skill is activated
Reference documents
37,273 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/blender_roblox_anim.pyscripts/rbx_animation.py
Files
SKILL.mdcore18,604 bytesSKILL.mdcore18,604 bytesreferences/characters.mddoc33,706 bytesreferences/critique.mddoc10,186 bytesreferences/expert-notes.mddoc14,172 bytesreferences/gui-paths.mddoc8,925 bytesreferences/procedures.mddoc69,393 bytesreferences/sources.mddoc14,234 bytesscripts/agentkit/animation/AnimAudit.luauasset9,548 bytesscripts/agentkit/animation/AnimClip.luauasset10,375 bytesscripts/agentkit/animation/AnimFace.luauasset6,636 bytesscripts/agentkit/animation/AnimIK.luauasset7,524 bytesscripts/agentkit/animation/AnimRig.luauasset13,250 bytesscripts/blender_roblox_anim.pyruns14,421 bytesscripts/rbx_animation.pyruns8,771 bytes
Read SKILL.md
# Roblox animation and characters
Target line: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert level here means every clip, layer, IK chain and face is proven in Studio by numbers: which
track wins each joint, when each marker fires, what the server sees, and that the stepped pose
matches its source. An agent cannot drive the Animation Editor, so it builds clips in code, steps
them in Edit, plays them in a playtest and measures joints and tracks before it calls anything done.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-roblox-expert (channels, review loop, toolkit, current-RobloxView the complete source on GitHubscenario-roblox-architecture
When your agent uses it
Use when structuring Roblox game code: where scripts go (ServerScriptService, ReplicatedStorage, StarterPlayerScripts), Script vs LocalScript and RunContext, a module loader or framework (Knit or none), services and controllers, how systems talk (signals, BindableEvents, attributes), CollectionService tags, cleanup with Trove or Janitor, Rojo project layout, or a round-based game core. Also when code is spaghetti, a script runs twice, require errors with 'required recursively', a module is nil on the client, a tool stops working after respawn, or memory climbs from leaked connections.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
4,593 tokensWhen the skill is activated
Reference documents
33,490 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_architecture.py
Files
SKILL.mdcore20,951 bytesSKILL.mdcore20,951 bytesreferences/critique.mddoc4,982 bytesreferences/expert-notes.mddoc22,863 bytesreferences/gui-paths.mddoc11,777 bytesreferences/procedures.mddoc75,590 bytesreferences/project-setup.mddoc18,894 bytesreferences/sources.mddoc16,073 bytesscripts/agentkit/architecture/ArchAudit.luauasset20,352 bytesscripts/agentkit/architecture/Binder.luauasset4,563 bytesscripts/agentkit/architecture/Loader.luauasset5,868 bytesscripts/agentkit/architecture/lune_arch_audit.luauasset1,126 bytesscripts/agentkit/architecture/lune_place_facts.luauasset2,200 bytesscripts/rbx_architecture.pyruns14,078 bytesscripts/templates/arena/fixtures/FixtureDoor1/DoorScript.model.jsonasset332 bytesscripts/templates/arena/fixtures/FixtureDoor1/Panel.model.jsonasset128 bytesscripts/templates/arena/fixtures/FixtureDoor1/init.meta.jsonasset25 bytesscripts/templates/arena/fixtures/FixtureDoor2/DoorScript.model.jsonasset332 bytesscripts/templates/arena/fixtures/FixtureDoor2/Panel.model.jsonasset128 bytesscripts/templates/arena/fixtures/FixtureDoor2/init.meta.jsonasset25 bytesscripts/templates/arena/fixtures/FixtureSecondEntry.server.luauasset91 bytesscripts/templates/arena/fixtures/FixtureTwiceProbe.client.luauasset445 bytesscripts/templates/arena/fixtures/first/FixtureLoadingModule.luauasset361 bytesscripts/templates/arena/fixtures/gui/FixturePerLife.model.jsonasset65 bytesscripts/templates/arena/fixtures/gui/FixtureScreens/FixtureNested.model.jsonasset66 bytesscripts/templates/arena/fixtures/replicated/CharacterCache.luauasset316 bytesscripts/templates/arena/fixtures/replicated/CycleA.luauasset156 bytesscripts/templates/arena/fixtures/replicated/CycleB.luauasset115 bytesscripts/templates/arena/fixtures/replicated/FixtureRemote.model.jsonasset31 bytesscripts/templates/arena/fixtures/replicated/GlobalRegistry.luauasset118 bytesscripts/templates/arena/fixtures/replicated/LeakyClass.luauasset570 bytesscripts/templates/arena/fixtures/replicated/LeakyServerModule.luauasset374 bytesscripts/templates/arena/fixtures/replicated/Maps/FixtureMap.model.jsonasset245 bytesscripts/templates/arena/fixtures/replicated/ReachesServer.luauasset286 bytesscripts/templates/arena/fixtures/replicated/RemovalLogger.luauasset343 bytesscripts/templates/arena/fixtures/replicated/ScoreGui.luauasset145 bytesscripts/templates/arena/fixtures/replicated/ScoreService.luauasset428 bytesscripts/templates/arena/src/assets/Maps/Crossroads.model.jsonasset2,555 bytesscripts/templates/arena/src/assets/Maps/Pillars.model.jsonasset3,233 bytesscripts/templates/arena/src/assets/Tools/Sword.model.jsonasset328 bytesscripts/templates/arena/src/client/Controllers/RoundController.luauasset2,138 bytesscripts/templates/arena/src/client/Controllers/ShopController.luauasset1,287 bytesscripts/templates/arena/src/client/Main.client.luauasset778 bytesscripts/templates/arena/src/first/Boot.client.luauasset342 bytesscripts/templates/arena/src/gui/Shop.model.jsonasset632 bytesscripts/templates/arena/src/server/Main.server.luauasset399 bytesscripts/templates/arena/src/server/Services/MapService.luauasset5,413 bytesscripts/templates/arena/src/server/Services/PlayerService.luauasset1,977 bytesscripts/templates/arena/src/server/Services/RoundService.luauasset2,907 bytesscripts/templates/arena/src/server/Services/TeamService.luauasset1,769 bytesscripts/templates/arena/src/server/Services/WeaponService.luauasset3,349 bytesscripts/templates/arena/src/shared/Config.luauasset313 bytesscripts/templates/arena/src/shared/RoundMachine.luauasset1,724 bytesscripts/templates/arena/src/shared/Signal.luauasset1,874 bytes
Read SKILL.md
# Roblox architecture (gameplay programmer and architect)
Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert architecture on Roblox means placement and RunContext decide what runs where, one entry
script per side boots every module in two phases, server modules own the truth that attributes
mirror, and tags bind behavior to instances with an owner for every connection. This skill carries
those rules from the sources, corrected by live tests in Studio 0.743, plus a tested arena core
(round loop, teams, maps, HUD, shop, sword) and the tools that build and audit it. If a sibling
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
from tool schemas and flag the gap.
View the complete source on GitHubscenario-roblox-assets
When your agent uses it
Use when bringing 3D assets into Roblox Studio or preparing avatar items: import from Blender, GLB, FBX or OBJ files, AI-generated or image-to-3D meshes (Scenario or other tools), wrong scale or size in studs, mesh faces the wrong way, too many triangles, mesh fails validation, holes or non-watertight meshes, textures too big or blurry, SurfaceAppearance and PBR maps, metalness or normal maps look wrong, rigid accessories and hats, UGC items, Accessory Fitting Tool, out of bounds, AvatarCreationService validation, EditableMesh or EditableImage previews, or generate_mesh.
What it loads into context
Frontmatter
143 tokensAlways available to the agent
SKILL.md
4,033 tokensWhen the skill is activated
Reference documents
15,390 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/blender_roblox_prep.pyscripts/rbx_assets.py
Files
SKILL.mdcore19,830 bytesreferences/avatar-item-checks.mddoc14,517 bytesreferences/critique.mddoc6,337 bytesreferences/expert-notes.mddoc9,656 bytesreferences/gui-paths.mddoc9,344 bytesreferences/procedures.mddoc21,854 bytesreferences/sources.mddoc10,797 bytesscripts/agentkit/assets/AssetAudit.luauasset10,613 bytesscripts/agentkit/assets/MeshBuild.luauasset3,799 bytesscripts/agentkit/assets/Payload.luauasset2,298 bytesscripts/agentkit/assets/UGCCheck.luauasset5,168 bytesscripts/blender_roblox_prep.pyruns26,419 bytesscripts/rbx_assets.pyruns25,506 bytes
Read SKILL.md
# Roblox Asset Pipeline and UGC
Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert level here means every mesh arrives in Studio already at its size in studs, facing -Z, under
its triangle budget, closed when it must be, with maps sized and split for Roblox, and with numbers
that prove it. Fix in Blender, preview and audit in Studio without uploading, validate locally to
green, and stop exactly where Roblox needs an uploaded asset.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
View the complete source on GitHubscenario-roblox-data
When your agent uses it
Use when a Roblox game saves or loads player data, or when players report data not saving, lost progress, rollbacks, duplicated items or a purchase granted twice. Triggers: DataStoreService, UpdateAsync, SetAsync, BindToClose, ProfileStore, ProfileService, DataStore2, session locking, data schema or migration, Developer Product ProcessReceipt, player trading, OrderedDataStore leaderboards, MemoryStore, MessagingService, TeleportService and reserved servers, DataStore budgets and throttling (errors 301 to 306), 'You must publish this place to the web to access DataStore', and testing data code in an unpublished place.
What it loads into context
Frontmatter
146 tokensAlways available to the agent
SKILL.md
3,331 tokensWhen the skill is activated
Reference documents
15,397 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_data.py
Files
SKILL.mdcore14,967 bytesSKILL.mdcore14,967 bytesSKILL.mdcore14,967 bytesreferences/critique.mddoc3,880 bytesreferences/expert-notes.mddoc14,330 bytesreferences/gui-paths.mddoc4,955 bytesreferences/procedures.mddoc33,175 bytesreferences/sources.mddoc7,938 bytesscripts/agentkit/data/DataAudit.luauasset8,832 bytesscripts/agentkit/data/DataCheck.luauasset6,169 bytesscripts/agentkit/data/KeyQueue.luauasset5,845 bytesscripts/agentkit/data/Migrate.luauasset2,090 bytesscripts/agentkit/data/MockDataStore.luauasset26,987 bytesscripts/agentkit/data/PlayerData.luauasset6,287 bytesscripts/agentkit/data/Receipts.luauasset5,714 bytesscripts/agentkit/data/SafeTeleport.luauasset4,984 bytesscripts/agentkit/data/ServerSim.luauasset7,702 bytesscripts/agentkit/data/Trade.luauasset7,157 bytesscripts/agentkit/data/lune_data_audit.luauasset562 bytesscripts/rbx_data.pyruns15,245 bytes
Read SKILL.md
# Roblox Data and Backend
Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert toolkit.
Expert level here means the data layer stays correct when a server crashes, a write fails after it
landed, or two servers want the same player. Prove those cases against a simulated multi-server
backend before any published test, because an unpublished place cannot reach DataStores at all.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-roblox-expert (channels, review loop, toolkit, current-Roblox
traps).View the complete source on GitHubscenario-roblox-environment
When your agent uses it
Use when building or lighting a Roblox map: graybox or blockout, level layout, landmarks, doors and walls, parts versus unions (CSG), collision fidelity, terrain (generate, sculpt, paint, water, Part to Terrain), MaterialVariants, custom terrain materials, PBR textures from Scenario, skyboxes, Lighting, Atmosphere, Clouds, bloom, color correction, day or night moods, interior light, scattering rocks, bushes and trees, level of detail (SLIM, RenderFidelity), per-model streaming or a streaming test, collision overlays, invisible walls, or texture sizes. Also when a map looks flat, foggy, too dark or plastic, grass pokes through floors, a doorway blocks players, content pops in or never unloads, a custom material disappears, or the sun lights the wrong side.
What it loads into context
Frontmatter
182 tokensAlways available to the agent
SKILL.md
4,594 tokensWhen the skill is activated
Reference documents
29,902 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_environment.py
Files
SKILL.mdcore21,542 bytesSKILL.mdcore21,542 bytesreferences/critique.mddoc12,584 bytesreferences/expert-notes.mddoc16,118 bytesreferences/foliage.mddoc9,802 bytesreferences/gui-paths.mddoc12,899 bytesreferences/procedures.mddoc43,785 bytesreferences/sources.mddoc21,708 bytesreferences/verification.mddoc10,873 bytesscripts/agentkit/environment/EnvAudit.luauasset11,547 bytesscripts/agentkit/environment/Graybox.luauasset10,676 bytesscripts/agentkit/environment/Looks.luauasset12,814 bytesscripts/agentkit/environment/MaterialKit.luauasset4,715 bytesscripts/agentkit/environment/Scatter.luauasset11,223 bytesscripts/agentkit/environment/TerrainKit.luauasset13,432 bytesscripts/agentkit/environment/WorldCheck.luauasset4,168 bytesscripts/agentkit/environment/lune_env_audit.luauasset845 bytesscripts/rbx_environment.pyruns10,473 bytes
Read SKILL.md
# Roblox environment (builder, environment artist and lighter)
Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert environment work on Roblox means a graybox built from plain parts and composed from the spawn
camera, terrain and materials made from code with their silent failures checked, and light designed
from a mood with the sun aimed first and post effects last. This skill carries those rules from the
sources, corrected by live tests in Studio 0.743 on a village, terrain and interior built for the
purpose, plus kit modules that build, light, measure and audit a scene. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
View the complete source on GitHubscenario-roblox-expert
When your agent uses it
Use when an agent builds, fixes or tests anything in Roblox Studio: "make a Roblox game", "Roblox Studio", a Luau script, "my Roblox game lags", agent control of Studio, the Studio MCP server (execute_luau, start_stop_play, screen_capture), Rojo or Script Sync projects, offline Luau checks, playtests driven by code; when the MCP server lists no Studio, a playtest hangs, or 2019 to 2023 Roblox code breaks; or when a Roblox brief (UI, data, networking, combat, monetization, assets, performance) must go to the right scenario-roblox-* specialist.
What it loads into context
Frontmatter
150 tokensAlways available to the agent
SKILL.md
4,718 tokensWhen the skill is activated
Reference documents
14,284 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Channels
- Establish first
- The expert loop
- Toolkit ([`scripts/`](scripts/), the contract for every scenario-roblox-* skill)
- Numbers
- Quality gates
- Common mistakes
- Routing and handoffs
- Scenario assets into Roblox
- Traps
- References
Scripts executed separately
scripts/rbx_check.pyscripts/rbx_env.pyscripts/rbx_mcp.pyscripts/rbx_play.pyscripts/rbx_review.pyscripts/rbx_run.py
Files
SKILL.mdcore20,793 bytesSKILL.mdcore20,793 bytesSKILL.mdcore20,793 bytesSKILL.mdcore20,793 bytesreferences/critique.mddoc2,676 bytesreferences/expert-notes.mddoc5,363 bytesreferences/gui-paths.mddoc6,197 bytesreferences/procedures.mddoc26,936 bytesreferences/sources.mddoc8,976 bytesreferences/traps.mddoc14,045 bytesscripts/agentkit/Audit.luauasset16,671 bytesscripts/agentkit/Spec.luauasset3,327 bytesscripts/agentkit/Stats.luauasset3,539 bytesscripts/agentkit/lune_audit.luauasset719 bytesscripts/rbx_check.pyruns8,422 bytesscripts/rbx_env.pyruns14,583 bytesscripts/rbx_mcp.pyruns12,575 bytesscripts/rbx_play.pyruns11,939 bytesscripts/rbx_review.pyruns9,354 bytesscripts/rbx_run.pyruns9,950 bytes
Read SKILL.md
# Roblox expert (technical director and agent protocol)
Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert Roblox work is a loop run against evidence: set the budget, build one stage, measure it, look
at it, fix it, advance. An agent without a mouse gets there through Studio's built-in MCP server,
offline checks and text files, passing only on a parsed result and never on one signal alone. This
skill is that protocol, the shared toolkit every scenario-roblox-* skill calls
([`scripts/`](scripts/)), and the map of the team. If a sibling skill named here is missing from
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
View the complete source on GitHubscenario-roblox-gameplay
When your agent uses it
Use when building Roblox gameplay systems: NPC or enemy AI that patrols, chases and attacks, state machines or behavior trees, 'NPC pathfinding stuck', 100 zombies lag the server, hitboxes, melee combos, M1 combat, 'hits register twice', raycasts, Spherecast, Shapecast, guns and projectiles, 'bullets go through walls', knockback and stun, LinearVelocity, VectorForce or AlignPosition movers, replacing BodyVelocity, cars and vehicles with suspension, 'car flips', VehicleSeat, network ownership of NPCs and vehicles, round loops, BindToSimulation logic.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
4,562 tokensWhen the skill is activated
Reference documents
18,484 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_gameplay.py
Files
SKILL.mdcore20,801 bytesSKILL.mdcore20,801 bytesreferences/critique.mddoc4,057 bytesreferences/expert-notes.mddoc12,479 bytesreferences/gui-paths.mddoc8,564 bytesreferences/procedures.mddoc36,812 bytesreferences/sources.mddoc13,803 bytesscripts/agentkit/gameplay/Car.luauasset9,852 bytesscripts/agentkit/gameplay/CarSafety.luauasset3,096 bytesscripts/agentkit/gameplay/Combo.luauasset3,519 bytesscripts/agentkit/gameplay/DebugDraw.luauasset4,031 bytesscripts/agentkit/gameplay/GameplayAudit.luauasset7,773 bytesscripts/agentkit/gameplay/GameplayInputs.luauasset2,756 bytesscripts/agentkit/gameplay/Hitbox.luauasset4,707 bytesscripts/agentkit/gameplay/NpcBrain.luauasset3,241 bytesscripts/agentkit/gameplay/NpcPool.luauasset1,727 bytesscripts/agentkit/gameplay/NpcService.luauasset13,444 bytesscripts/agentkit/gameplay/PathGuard.luauasset2,917 bytesscripts/agentkit/gameplay/Projectile.luauasset2,766 bytesscripts/agentkit/gameplay/StateMachine.luauasset4,298 bytesscripts/agentkit/gameplay/boot/GameplayClient.client.luauasset1,900 bytesscripts/agentkit/gameplay/boot/GameplayServer.server.luauasset6,971 bytesscripts/agentkit/gameplay/lune_gameplay_audit.luauasset840 bytesscripts/agentkit/gameplay/lune_unit.luauasset15,683 bytesscripts/rbx_gameplay.pyruns14,882 bytes
Read SKILL.md
# Roblox gameplay systems (gameplay systems programmer)
Target line: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
At expert level, a gameplay system is a pure rule tested in Lune, wired to the engine by one server
scheduler, and proven in a playtest with measured server cost. The core stance: the client sends
intent, the server decides every hit with a spatial query, and no number ships unmeasured. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-roblox-expert (channels, review loop, toolkit, current-Roblox
traps).View the complete source on GitHubscenario-roblox-luau
When your agent uses it
Use when writing, reviewing or debugging Luau in a Roblox experience: task.spawn vs task.defer vs task.wait, replacing wait() or spawn(), Deferred events and SignalBehavior, handlers running in the wrong order or not at all, 'attempt to yield across metamethod/C-call boundary', --!strict and the new type solver, typed classes and metatables, Destroy and cleanup, 'server memory keeps growing' or memory leaks, Parallel Luau with Actors and SharedTable, 'not safe to write in parallel', --!native or 'make this script faster', buffers, coroutines.
What it loads into context
Frontmatter
134 tokensAlways available to the agent
SKILL.md
4,152 tokensWhen the skill is activated
Reference documents
14,960 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_luau.py
Files
SKILL.mdcore17,428 bytesreferences/critique.mddoc5,407 bytesreferences/expert-notes.mddoc11,330 bytesreferences/gui-paths.mddoc5,004 bytesreferences/procedures.mddoc28,623 bytesreferences/sources.mddoc14,202 bytesscripts/agentkit/luau/Bench.luauasset1,377 bytesscripts/agentkit/luau/BufferCodec.luauasset6,584 bytesscripts/agentkit/luau/Leak.luauasset2,638 bytesscripts/agentkit/luau/LuauAudit.luauasset14,762 bytesscripts/agentkit/luau/Parallel.luauasset2,440 bytesscripts/agentkit/luau/Probe.luauasset6,556 bytesscripts/agentkit/luau/lune_luau_audit.luauasset1,434 bytesscripts/agentkit/luau/templates/Class.luauasset1,290 bytesscripts/agentkit/luau/templates/ParallelWorker.server.luauasset1,211 bytesscripts/rbx_luau.pyruns5,928 bytes
Read SKILL.md
# Roblox Luau Engineering
Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert toolkit.
Expert Luau here means code that stays correct under Deferred events and the task scheduler,
type-checks on both solvers, releases everything it creates, and earns each optimization with a
number measured on this build. Prove behavior in a playtest data model instead of reasoning from
Immediate-era habits.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-roblox-expert (channels, review loop, toolkit, current-RobloxView the complete source on GitHubscenario-roblox-monetization
When your agent uses it
Use when a Roblox game sells something or plans live ops: Developer Products, game passes, experience subscriptions, Roblox Plus perks, ProcessReceipt or BindReceiptHandler, "bought it but didn't get it", a purchase granted twice, shop UI prices, eggs, crates or loot boxes with odds (paid random items, PolicyService), rewarded video ads, AnalyticsService funnels, economy or custom events, ConfigService live config, A/B experiments, price optimization or regional pricing, game thumbnails and icons, play-through rate, Creator Rewards, Ads Manager campaigns, or a launch and update plan.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
4,130 tokensWhen the skill is activated
Reference documents
19,147 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_monetization.py
Files
SKILL.mdcore18,569 bytesSKILL.mdcore18,569 bytesreferences/critique.mddoc8,038 bytesreferences/expert-notes.mddoc15,920 bytesreferences/gui-paths.mddoc12,912 bytesreferences/launch-liveops.mddoc6,074 bytesreferences/procedures.mddoc31,549 bytesreferences/sources.mddoc18,058 bytesscripts/agentkit/monetization/Catalog.luauasset8,029 bytesscripts/agentkit/monetization/Entitlements.luauasset5,588 bytesscripts/agentkit/monetization/LiveConfig.luauasset5,882 bytesscripts/agentkit/monetization/MonAudit.luauasset10,621 bytesscripts/agentkit/monetization/Odds.luauasset5,138 bytesscripts/agentkit/monetization/PriceText.luauasset2,228 bytesscripts/agentkit/monetization/Purchases.luauasset4,733 bytesscripts/agentkit/monetization/ShopRank.luauasset3,028 bytesscripts/agentkit/monetization/Telemetry.luauasset8,114 bytesscripts/agentkit/monetization/lune_mon_audit.luauasset843 bytesscripts/rbx_monetization.pyruns14,210 bytes
Read SKILL.md
# Roblox Monetization and Live Ops
Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert level here means every Robux path ends in one server receipt handler that grants only what
the saved profile confirms, prices and odds come from one source the engine or a config owns, and
every live change ships behind a config with a metric that decides it. The agent builds and tests
the code in an unpublished place; product creation, dashboards and store art uploads stay with the
owner.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.View the complete source on GitHubscenario-roblox-networking
When your agent uses it
Use when securing a Roblox experience against exploiters or designing its networking: RemoteEvent, RemoteFunction or UnreliableRemoteEvent design, validating remote arguments on the server, remote spam and rate limits, speed hacks, teleport or fly hacks, kill aura or hitbox abuse, hit validation under lag, network ownership and fling exploits, ProximityPrompt or ClickDetector abuse, honeypots, kick and ban policy, Server Authority (AuthorityMode) setup, bandwidth or payload size problems, or after an exploit (free items, infinite money, duplicated items).
What it loads into context
Frontmatter
127 tokensAlways available to the agent
SKILL.md
3,963 tokensWhen the skill is activated
Reference documents
17,636 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_net.py
Files
SKILL.mdcore18,247 bytesreferences/critique.mddoc5,797 bytesreferences/expert-notes.mddoc14,145 bytesreferences/gui-paths.mddoc5,750 bytesreferences/procedures.mddoc37,350 bytesreferences/sources.mddoc16,077 bytesscripts/agentkit/networking/Exploit.luauasset4,574 bytesscripts/agentkit/networking/Guard.luauasset3,836 bytesscripts/agentkit/networking/HitCheck.luauasset5,659 bytesscripts/agentkit/networking/MoveGuard.luauasset5,175 bytesscripts/agentkit/networking/Net.luauasset11,598 bytesscripts/agentkit/networking/NetAudit.luauasset10,573 bytesscripts/agentkit/networking/RateLimit.luauasset2,121 bytesscripts/agentkit/networking/Suspicion.luauasset2,990 bytesscripts/agentkit/networking/lune_net_audit.luauasset2,219 bytesscripts/rbx_net.pyruns9,773 bytes
Read SKILL.md
# Roblox Networking and Security
Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert level here means every client-triggerable action is attacker input: the server owns state,
checks each call in a fixed order, and proves it by firing hostile arguments from a playtest client.
Detection supplements validation, and visible consequences come late, from varied signals.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-roblox-expert (channels, review loop, toolkit, current-RobloxView the complete source on GitHubscenario-roblox-performance
When your agent uses it
Use when a Roblox experience is slow, laggy, stuttering, crashing or out of memory, or before shipping or updating one: my game lags on mobile, low FPS, frame spikes, server lag or low heartbeat, physics lag, network lag or high KB/s, memory leaks or memory that keeps growing, crashes on phones, long join or load times, too many parts, instances, draw calls or triangles, MicroProfiler, Script Profiler, Luau heap, Developer Console memory, Scene Analysis, StreamingEnabled tuning, performance budgets, and publishing, releasing an update, restarting servers or rolling back a version.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
3,983 tokensWhen the skill is activated
Reference documents
20,368 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_perf.py
Files
SKILL.mdcore18,487 bytesreferences/critique.mddoc9,733 bytesreferences/expert-notes.mddoc14,017 bytesreferences/gui-paths.mddoc13,330 bytesreferences/memory-and-crowds.mddoc14,455 bytesreferences/procedures.mddoc25,426 bytesreferences/sources.mddoc18,472 bytesscripts/agentkit/performance/HeapProf.luauasset4,179 bytesscripts/agentkit/performance/MicroProf.luauasset5,216 bytesscripts/agentkit/performance/PerfAudit.luauasset22,521 bytesscripts/agentkit/performance/PerfProbe.luauasset7,574 bytesscripts/agentkit/performance/SceneScan.luauasset2,635 bytesscripts/agentkit/performance/ScriptProf.luauasset4,697 bytesscripts/agentkit/performance/lune_perf_audit.luauasset914 bytesscripts/rbx_perf.pyruns7,677 bytes
Read SKILL.md
# Roblox Performance and Release
Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert level here means every claim is a number from the side that hurts, taken before and after one
change, and every fix removes work instead of hiding it. Budgets come from the low-end phone, and
Studio numbers are labeled as Studio numbers. Release is part of performance: ship with a restart
plan and a rollback path, and never publish without the owner.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
View the complete source on GitHubscenario-roblox-tooling
When your agent uses it
Use when setting up or repairing a Roblox team project outside Studio: Rojo or Script Sync, Wally packages, Rokit pins, luau-lsp type checking, Selene, StyLua, unit tests in Lune or the engine, GitHub Actions CI on pull requests, Open Cloud place publishing, Luau Execution or API key scopes, merging builders' Team Create map with code from files, Studio plugins, or proving a pipeline works. Also when users say "set up Rojo", "CI for my Roblox game", "run tests in CI", "publish from GitHub", "Script Sync stopped syncing", "Rojo deleted my parts", "wally packages not found", "luau-lsp can't find ReplicatedStorage", "selene errors on types", "the release wiped the map" or "my LocalScript doesn't run".
What it loads into context
Frontmatter
188 tokensAlways available to the agent
SKILL.md
4,938 tokensWhen the skill is activated
Reference documents
24,823 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_tooling.pyscripts/template/.gitignorescripts/template/.luaurcscripts/template/.styluaignore
Files
../scenario-roblox-expert/references/gui-paths.mddoc6,197 bytesSKILL.mdcore23,227 bytesreferences/critique.mddoc9,654 bytesreferences/expert-notes.mddoc12,490 bytesreferences/gui-paths.mddoc9,873 bytesreferences/procedures.mddoc65,638 bytesreferences/sources.mddoc15,057 bytesscripts/agentkit/tooling/ShipCheck.luauasset7,947 bytesscripts/agentkit/tooling/SyncCheck.luauasset4,528 bytesscripts/agentkit/tooling/TestRunner.luauasset2,335 bytesscripts/rbx_tooling.pyruns28,869 bytesscripts/template/.github/workflows/ci.ymlasset4,331 bytesscripts/template/.github/workflows/publish.ymlasset3,371 bytesscripts/template/.gitignoreruns236 bytesscripts/template/.luaurcruns30 bytesscripts/template/.styluaignoreruns119 bytesscripts/template/default.project.jsonasset613 bytesscripts/template/places.jsonasset130 bytesscripts/template/rokit.tomlasset320 bytesscripts/template/selene.tomlasset15 bytesscripts/template/ship.project.jsonasset559 bytesscripts/template/src/client/Main.client.luauasset386 bytesscripts/template/src/server/Main.server.luauasset586 bytesscripts/template/src/shared/Damage.luauasset435 bytesscripts/template/src/shared/Damage.spec.luauasset644 bytesscripts/template/src/shared/Remotes.model.jsonasset99 bytesscripts/template/src/shared/Remotes.studio.spec.luauasset511 bytesscripts/template/stylua.tomlasset56 bytesscripts/template/tools/check_key.luauasset3,309 bytesscripts/template/tools/cloud_luau.luauasset5,517 bytesscripts/template/tools/merge_place.luauasset10,636 bytesscripts/template/tools/place_versions.luauasset2,913 bytesscripts/template/tools/publish.luauasset3,621 bytesscripts/template/tools/restart_servers.luauasset2,471 bytesscripts/template/tools/ship_check.luauasset963 bytesscripts/template/tools/test.luauasset2,433 bytesscripts/template/tools/testkit/EngineTests.luauasset774 bytesscripts/template/wally.tomlasset176 bytes
Read SKILL.md
# Roblox Tooling and Build Pipeline
Target line: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert level here means a repository that rebuilds every place from empty, a gate seen failing
before it is trusted, and one spec format for Lune and the engine. Only an approved release job
publishes.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-roblox-expert (channels, review loop, toolkit, current-RobloxView the complete source on GitHubscenario-roblox-ui
When your agent uses it
Use when building or fixing Roblox game UI or input: HUD (health bar, currency, ability cooldowns), main menu, shop with a scrolling grid, settings screen, inventory, "UI scales wrong on phone", buttons hidden behind the jump button, UI too small on a tablet or TV, portrait and landscape, top bar and safe area, Scale vs Offset, UIListLayout, UIGridLayout, UIFlexItem, StyleSheets and themes, gamepad or console menu navigation, the Input Action System (InputContext, InputAction, InputBinding), ContextActionService migration, PreferredInput, reduced motion and accessibility, localization and AutoLocalize, React, Fusion or Vide, the Device Simulator, and testing UI without a phone.
What it loads into context
Frontmatter
161 tokensAlways available to the agent
SKILL.md
4,687 tokensWhen the skill is activated
Reference documents
21,185 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_ui.py
Files
SKILL.mdcore21,950 bytesSKILL.mdcore21,950 bytesreferences/critique.mddoc5,115 bytesreferences/expert-notes.mddoc20,141 bytesreferences/gui-paths.mddoc4,966 bytesreferences/player-settings.mddoc11,532 bytesreferences/procedures.mddoc28,790 bytesreferences/screen-budget.mddoc8,083 bytesreferences/sources.mddoc14,324 bytesscripts/agentkit/ui/UIAudit.luauasset12,037 bytesscripts/agentkit/ui/UIInput.luauasset2,547 bytesscripts/agentkit/ui/UIKit.luauasset2,076 bytesscripts/agentkit/ui/UILayout.luauasset8,666 bytesscripts/agentkit/ui/UISettings.luauasset6,918 bytesscripts/agentkit/ui/UIStyle.luauasset4,404 bytesscripts/agentkit/ui/templates/BuildMenuHud.luauasset15,195 bytesscripts/agentkit/ui/templates/Catalog.luauasset1,083 bytesscripts/agentkit/ui/templates/MenuController.luauasset9,150 bytesscripts/agentkit/ui/templates/ShopServer.luauasset1,784 bytesscripts/rbx_ui.pyruns10,170 bytes
Read SKILL.md
# Roblox UI and Input
Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert toolkit.
Expert level here means one UI tree that reads the screen and the player's input at runtime, proven
by numbers and captures on phones in both orientations, a tablet, PCs, a console and a handheld,
without owning any of them. Build the UI as instances in Edit, keep the look in a StyleSheet and the
controls in Input Action System (IAS) contexts, then measure it under Studio's device presets and
drive it with real clicks and keys.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
View the complete source on GitHubscenario-roblox-vfx-audio
When your agent uses it
Use when making or fixing Roblox visual effects or game audio: ParticleEmitter, Beam, Trail, flipbook sprite sheets, slash, hit, impact, explosion, fireball, aura or projectile VFX; effects only one player sees, effects that lag or pile up, particles invisible, popping or too bright; the Audio API (AudioPlayer, Wire, AudioEmitter, AudioListener, AudioDeviceOutput, effects), "no sound", "3D sound not working", music, ducking, footsteps, SoundGroup volumes; or importing Scenario-generated sound effects, music, voice or VFX sheets into a Roblox game.
What it loads into context
Frontmatter
141 tokensAlways available to the agent
SKILL.md
3,883 tokensWhen the skill is activated
Reference documents
22,942 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Procedure
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Current Roblox notes
- References
Scripts executed separately
scripts/rbx_vfx_audio.py
Files
SKILL.mdcore16,865 bytesSKILL.mdcore16,865 bytesSKILL.mdcore16,865 bytesreferences/copy-ready.mddoc28,109 bytesreferences/critique.mddoc7,316 bytesreferences/expert-notes.mddoc9,963 bytesreferences/gui-paths.mddoc10,663 bytesreferences/procedures.mddoc26,810 bytesreferences/sources.mddoc17,974 bytesscripts/agentkit/vfx-audio/AudioAudit.luauasset4,985 bytesscripts/agentkit/vfx-audio/AudioKit.luauasset6,271 bytesscripts/agentkit/vfx-audio/VfxAudit.luauasset6,673 bytesscripts/agentkit/vfx-audio/VfxKit.luauasset9,994 bytesscripts/agentkit/vfx-audio/runtime/Footsteps.luauasset4,678 bytesscripts/agentkit/vfx-audio/runtime/FxReplicator.luauasset8,155 bytesscripts/rbx_vfx_audio.pyruns14,976 bytes
Read SKILL.md
# Roblox VFX and audio
Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.
Expert effects read in one glance and get out of the way: layered bursts emitted once, decided by
the server and drawn by each client. Expert audio is a wired graph proven connected and measured
before anyone listens. The agent builds effects as data, freezes and captures them over time, and
checks audio through `Wire.Connected`, `GetAudibilityFor` and analyzers; a person's ear judges the
mix. If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-roblox-expert (channels, review loop, toolkit, current-RobloxView the complete source on GitHubscenario-unity-2d
When your agent uses it
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.
What it loads into context
Frontmatter
160 tokensAlways available to the agent
SKILL.md
4,735 tokensWhen the skill is activated
Reference documents
26,795 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_2d.py
Files
SKILL.mdcore19,866 bytesreferences/critique.mddoc17,425 bytesreferences/expert-notes.mddoc22,564 bytesreferences/gui-paths.mddoc13,255 bytesreferences/procedures.mddoc45,808 bytesreferences/sources.mddoc21,091 bytesscripts/AgentKit/TwoD/AnimJobs.csasset12,202 bytesscripts/AgentKit/TwoD/AtlasJobs.csasset12,320 bytesscripts/AgentKit/TwoD/Audit2D.csasset12,735 bytesscripts/AgentKit/TwoD/CameraJobs.csasset11,444 bytesscripts/AgentKit/TwoD/CinemachineJobs.csasset7,258 bytesscripts/AgentKit/TwoD/LevelJobs.csasset11,561 bytesscripts/AgentKit/TwoD/LightJobs.csasset22,864 bytesscripts/AgentKit/TwoD/PhysicsJobs.csasset3,131 bytesscripts/AgentKit/TwoD/SpriteJobs.csasset17,903 bytesscripts/AgentKit/TwoD/TilemapJobs.csasset23,421 bytesscripts/AgentKit/TwoD/TwoDSetup.csasset9,501 bytesscripts/AgentKit/TwoD/TwoDUtil.csasset4,655 bytesscripts/Runtime/TwoD/AgentKit.TwoD.Runtime.asmdefasset401 bytesscripts/Runtime/TwoD/CameraShake2D.csasset3,563 bytesscripts/Runtime/TwoD/FallDampingSwitch.csasset3,046 bytesscripts/Runtime/TwoD/Hazard2D.csasset3,277 bytesscripts/Runtime/TwoD/HitStop.csasset2,724 bytesscripts/Runtime/TwoD/PlatformerAnimatorBridge.csasset1,973 bytesscripts/Runtime/TwoD/PlatformerController2D.csasset17,573 bytesscripts/Runtime/TwoD/PlatformerStats.csasset6,126 bytesscripts/Runtime/TwoD/TopDownMover2D.csasset3,014 bytesscripts/Runtime/TwoDCinemachine/AgentKit.TwoD.Cinemachine.asmdefasset662 bytesscripts/Runtime/TwoDCinemachine/Cinemachine2DRig.csasset4,587 bytesscripts/Runtime/TwoDCinemachine/CinemachineFallDamping.csasset1,826 bytesscripts/Runtime/TwoDCinemachine/CinemachineRoomSwap.csasset2,749 bytesscripts/ut_2d.pyruns33,473 bytes
Read SKILL.md
# Unity 2D (developer and artist)
Expert 2D work in Unity 6.3 is a chain of coupled settings proven by numbers and a frame: one PPU
from art to camera, atlases judged by what they save, tiles and lights authored as data and costed,
a camera that moves in whole pixels, and a controller whose feel is measured, not asserted.
Everything below was run in Unity 6000.3.21f1 through batch jobs and PlayMode tests
([`references/procedures.md`](references/procedures.md)). If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps).
## Stance (the expert delta)View the complete source on GitHubscenario-unity-animation
When your agent uses it
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.
What it loads into context
Frontmatter
122 tokensAlways available to the agent
SKILL.md
4,203 tokensWhen the skill is activated
Reference documents
21,989 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_animation.py
Files
SKILL.mdcore16,929 bytesSKILL.mdcore16,929 bytesreferences/critique.mddoc14,775 bytesreferences/expert-notes.mddoc16,191 bytesreferences/gui-paths.mddoc7,866 bytesreferences/procedures.mddoc38,788 bytesreferences/sources.mddoc18,552 bytesscripts/AgentKit/Animation/AnimCinemachine.csasset29,226 bytesscripts/AgentKit/Animation/AnimControllerBuilder.csasset29,407 bytesscripts/AgentKit/Animation/AnimImport.csasset36,889 bytesscripts/AgentKit/Animation/AnimPackages.csasset3,291 bytesscripts/AgentKit/Animation/AnimPlayMode.csasset3,840 bytesscripts/AgentKit/Animation/AnimProcedural.csasset9,191 bytesscripts/AgentKit/Animation/AnimRigging.csasset16,796 bytesscripts/AgentKit/Animation/AnimSampler.csasset28,971 bytesscripts/AgentKit/Animation/AnimTimeline.csasset31,418 bytesscripts/AgentKit/Animation/AnimUtil.csasset1,279 bytesscripts/Runtime/AgentAnimationGraph.csasset4,523 bytesscripts/Runtime/AgentLightClip.csasset985 bytesscripts/Runtime/AgentLightTrack.csasset3,637 bytesscripts/Runtime/AgentMarker.csasset1,346 bytesscripts/Runtime/AgentMarkerReceiver.csasset899 bytesscripts/Runtime/AgentRootMotionMover.csasset3,246 bytesscripts/Runtime/SecondOrderDynamics.csasset2,116 bytesscripts/ut_animation.pyruns39,082 bytes
Read SKILL.md
# Unity animation (animator and technical animator)
Expert animation work in Unity is ordering and measurement: which layer, constraint, transition or
camera wins is decided by list order, and whether feet, aim and blends are right is decided by
numbers taken from the clips. An agent without the Animator, Timeline or Scene windows builds
everything from data (AnimatorController, TimelineAsset, Cinemachine and Rigging components), steps
it deterministically, measures it, and looks at contact sheets. Target: Unity 6000.3.21f1,
Cinemachine 3.1.7, Animation Rigging 1.4.1, Timeline 1.8.12. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Toolkit:
[`scripts/ut_animation.py`](scripts/ut_animation.py) and C# jobs inView the complete source on GitHubscenario-unity-architecture
When your agent uses it
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.
What it loads into context
Frontmatter
141 tokensAlways available to the agent
SKILL.md
4,470 tokensWhen the skill is activated
Reference documents
22,446 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_arch.py
Files
SKILL.mdcore19,231 bytesSKILL.mdcore19,231 bytesreferences/critique.mddoc9,162 bytesreferences/expert-notes.mddoc26,905 bytesreferences/gui-paths.mddoc12,841 bytesreferences/procedures.mddoc39,229 bytesreferences/sources.mddoc15,013 bytesscripts/AgentKit/Architecture/ArchInputAudit.csasset5,322 bytesscripts/AgentKit/Architecture/ArchJobs.csasset36,181 bytesscripts/AgentKit/Architecture/ArchPlayMode.csasset19,336 bytesscripts/templates/Core/Game.Core.asmdefasset351 bytesscripts/templates/Core/HealthModel.csasset3,416 bytesscripts/templates/Core/HealthStats.csasset976 bytesscripts/templates/Core/Inventory.csasset5,279 bytesscripts/templates/Core/SaveData.csasset2,840 bytesscripts/templates/Editor/EventChannelEditor.csasset1,807 bytesscripts/templates/Editor/Game.Editor.asmdefasset432 bytesscripts/templates/Editor/ItemDatabaseValidator.csasset2,128 bytesscripts/templates/Runtime/Async/AwaitableExtensions.csasset1,092 bytesscripts/templates/Runtime/Async/Lifetime.csasset1,665 bytesscripts/templates/Runtime/Async/Regeneration.csasset1,783 bytesscripts/templates/Runtime/Composition/GameRoot.csasset1,880 bytesscripts/templates/Runtime/Events/EventChannel.csasset4,503 bytesscripts/templates/Runtime/Events/FloatEventChannel.csasset453 bytesscripts/templates/Runtime/Events/StringEventChannel.csasset456 bytesscripts/templates/Runtime/Events/VoidEventChannel.csasset511 bytesscripts/templates/Runtime/Events/VoidEventListener.csasset1,885 bytesscripts/templates/Runtime/Game.Runtime.asmdefasset412 bytesscripts/templates/Runtime/Health/Health.csasset1,609 bytesscripts/templates/Runtime/Health/HealthConfig.csasset1,331 bytesscripts/templates/Runtime/Input/BindingStore.csasset2,714 bytesscripts/templates/Runtime/Input/InputContext.csasset1,637 bytesscripts/templates/Runtime/Input/RebindFlow.csasset12,291 bytesscripts/templates/Runtime/Items/ItemDatabase.csasset1,989 bytesscripts/templates/Runtime/Items/ItemDefinition.csasset2,100 bytesscripts/templates/Runtime/Items/ItemEffect.csasset1,742 bytesscripts/templates/Runtime/Save/SaveService.csasset5,767 bytesscripts/templates/Runtime/Services/Services.csasset2,236 bytesscripts/templates/Runtime/Sets/RuntimeSet.csasset2,547 bytesscripts/templates/Runtime/Sets/SaveableEntity.csasset1,944 bytesscripts/templates/Runtime/Sets/SaveableSet.csasset795 bytesscripts/templates/Tests/EditMode/CoreTests.csasset3,982 bytesscripts/templates/Tests/EditMode/DataRulesTests.csasset3,834 bytesscripts/templates/Tests/EditMode/EventChannelTests.csasset6,358 bytesscripts/templates/Tests/EditMode/Game.Tests.EditMode.asmdefasset667 bytesscripts/templates/Tests/EditMode/InputBindingTests.csasset17,650 bytesscripts/templates/Tests/EditMode/SaveAndDataTests.csasset6,420 bytesscripts/templates/Tests/EditMode/ServicesTests.csasset1,891 bytesscripts/templates/Tests/PlayMode/AsyncTests.csasset6,036 bytesscripts/templates/Tests/PlayMode/CompositionRootTests.csasset3,770 bytesscripts/templates/Tests/PlayMode/Game.Tests.PlayMode.asmdefasset588 bytesscripts/templates/Tests/PlayMode/LifecycleTests.csasset6,038 bytesscripts/templates/Tests/PlayMode/LifetimeTests.csasset2,649 bytesscripts/templates/Tests/PlayMode/LocalMultiplayerTests.csasset4,929 bytesscripts/templates/Tests/PlayMode/PrefabIsolationTests.csasset4,743 bytesscripts/templates/Tests/PlayMode/RuntimeSetTests.csasset2,228 bytesscripts/ut_arch.pyruns35,395 bytes
Read SKILL.md
# Unity architecture (gameplay programmer / architect)
Expert architecture in Unity is judged by what survives the edges: the second Play session, a
destroyed object mid-await, a relaunch of the built player, a class rename, a merge of two branches,
a prefab dropped into an empty scene. Data lives in assets, state lives in plain C# and files,
systems talk through events they do not own, and every claim is pinned by a test the agent can run
without a mouse. Target: Unity 6000.3.21f1, Input System 1.20.0, Test Framework 1.6.0, macOS. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Toolkit:
`ut_env`, `ut_run`, `ut_live` plus this skill's [`scripts/ut_arch.py`](scripts/ut_arch.py),
[`scripts/AgentKit/Architecture/`](scripts/AgentKit/Architecture/) jobs andView the complete source on GitHubscenario-unity-expert
When your agent uses it
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.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
4,627 tokensWhen the skill is activated
Reference documents
25,025 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Channels
- Establish first
- Workflow (the expert loop)
- Numbers
- Quality gates
- Common mistakes
- Team routing and handoffs
- Unity 6.3 notes (full list: [`references/unity-6.3-traps.md`](references/unity-6.3-traps.md))
- macOS specifics
- Shared toolkit (`scripts/`; exact API in `references/toolkit-map.md`)
- References
Scripts executed separately
scripts/ut_env.pyscripts/ut_live.pyscripts/ut_review.pyscripts/ut_run.pyscripts/ut_stat.py
Files
SKILL.mdcore21,052 bytesSKILL.mdcore21,052 bytesreferences/gui-paths.mddoc5,161 bytesreferences/live-channels.mddoc10,999 bytesreferences/procedures.mddoc7,975 bytesreferences/routing-handoffs.mddoc19,884 bytesreferences/sources.mddoc28,792 bytesreferences/toolkit-map.mddoc39,028 bytesreferences/unity-6.3-traps.mddoc51,469 bytesreferences/writing-jobs.mddoc9,868 bytesscripts/AgentKit/AgentAudit.csasset26,345 bytesscripts/AgentKit/AgentBridge.csasset12,418 bytesscripts/AgentKit/AgentBuild.csasset12,631 bytesscripts/AgentKit/AgentCapture.csasset22,677 bytesscripts/AgentKit/AgentJob.csasset16,347 bytesscripts/AgentKit/AgentJson.csasset12,599 bytesscripts/AgentKit/AgentProfile.csasset13,210 bytesscripts/ut_env.pyruns16,034 bytesscripts/ut_live.pyruns21,945 bytesscripts/ut_review.pyruns24,732 bytesscripts/ut_run.pyruns26,972 bytesscripts/ut_stat.pyruns11,670 bytes
Read SKILL.md
# Unity expert (technical director and agent protocol)
Expert Unity work is a loop run against numbers: set the budget, build one stage, measure it, look
at it, fix it, then advance. An agent without a mouse gets there by choosing the right channel for
each action, editing through serialization with explicit saves, and never trusting its own eyes
alone. This skill is that protocol, the shared toolkit every scenario-unity-* skill imports
([`scripts/`](scripts/)), and the map of the team. Target: Unity 6000.3.21f1 (6.3 LTS), URP 17.3,
macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**Status (2026-09-24, after blind grading and the refactor):** every toolkit function ran in Unity
6000.3.21f1 here (`tests/code/unity-expert/run_all.sh --live --builds`; results inView the complete source on GitHubscenario-unity-gameplay
When your agent uses it
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.
What it loads into context
Frontmatter
116 tokensAlways available to the agent
SKILL.md
4,451 tokensWhen the skill is activated
Reference documents
28,384 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_gameplay.py
Files
SKILL.mdcore19,964 bytesSKILL.mdcore19,964 bytesreferences/critique.mddoc8,293 bytesreferences/expert-notes.mddoc36,357 bytesreferences/gui-paths.mddoc21,256 bytesreferences/procedures.mddoc40,035 bytesreferences/sources.mddoc23,383 bytesscripts/AgentKit/Gameplay/GameplayAudio.csasset9,125 bytesscripts/AgentKit/Gameplay/GameplayAudit.csasset17,349 bytesscripts/AgentKit/Gameplay/GameplayScenes.csasset27,438 bytesscripts/AgentKit/Gameplay/GameplaySetup.csasset7,789 bytesscripts/Runtime/AIBudget.csasset2,666 bytesscripts/Runtime/AIBudgetMeter.csasset2,063 bytesscripts/Runtime/AgentKit.Gameplay.Runtime.asmdefasset461 bytesscripts/Runtime/AgentLocomotionSync.csasset4,833 bytesscripts/Runtime/CombatAudio.csasset4,857 bytesscripts/Runtime/EnemyBrain.csasset10,235 bytesscripts/Runtime/EnemyDirector.csasset7,599 bytesscripts/Runtime/FloatingCapsule.csasset4,987 bytesscripts/Runtime/Health.csasset639 bytesscripts/Runtime/JobStallProbe.csasset7,172 bytesscripts/Runtime/JobWaitMeter.csasset2,643 bytesscripts/Runtime/LineOfSightBatch.csasset3,103 bytesscripts/Runtime/MixerControl.csasset2,064 bytesscripts/Runtime/NetSim.csasset4,098 bytesscripts/Runtime/Perception.csasset1,998 bytesscripts/Runtime/PerceptionBenchmark.csasset4,334 bytesscripts/Runtime/Projectile.csasset2,917 bytesscripts/Runtime/ProjectilePool.csasset2,323 bytesscripts/Runtime/ProximityBenchmark.csasset7,681 bytesscripts/Runtime/Queries.csasset6,455 bytesscripts/Runtime/SoundEmitter.csasset1,805 bytesscripts/Runtime/SweepProjectile.csasset2,855 bytesscripts/Runtime/TargetMover.csasset898 bytesscripts/Runtime/UpdateHub.csasset2,621 bytesscripts/Runtime/UpdateOrderBenchmark.csasset4,689 bytesscripts/Runtime/UpdateRegistry.csasset5,945 bytesscripts/ut_gameplay.pyruns25,423 bytes
Read SKILL.md
# Unity gameplay systems (gameplay systems programmer)
Expert gameplay work in Unity 6.3 means every system has one owner of its state, runs at a rate
someone chose, and is proven by a measurement: steps per frame, a tunneling test at the real speed,
a path query through the real door, a timed transition, the worst frame at the real agent count.
This skill carries the expert delta from the 6.3 manuals, AI Navigation 2, NGO and shipped games
(Survival Kids, Very Very Valet), with jobs and tests run in 6000.3.21f1. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Install:
`ut_gameplay.install(P)` (core AgentKit + `AgentKit.Gameplay` jobs + the `AgentKit.Gameplay.Runtime`
assembly).View the complete source on GitHubscenario-unity-mobile
When your agent uses it
Use when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile settings, touch controls, on-screen joystick, UI under the notch or safe area, slow startup, ANRs, 'Android build fails', AAB, keystore signing, target API 36, Google Play upload, iOS Xcode export or archive, privacy manifest, app size, in-app purchases (IAP 5), rewarded ads (LevelPlay), ad consent.
What it loads into context
Frontmatter
135 tokensAlways available to the agent
SKILL.md
4,594 tokensWhen the skill is activated
Reference documents
29,769 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_mobile.py
Files
SKILL.mdcore18,799 bytesSKILL.mdcore18,799 bytesSKILL.mdcore18,799 bytesreferences/critique.mddoc22,196 bytesreferences/expert-notes.mddoc33,462 bytesreferences/gui-paths.mddoc22,952 bytesreferences/procedures.mddoc44,412 bytesreferences/sources.mddoc15,366 bytesscripts/AgentKit/Mobile/MobileAudio.csasset14,162 bytesscripts/AgentKit/Mobile/MobileBuild.csasset25,500 bytesscripts/AgentKit/Mobile/MobileImportRules.csasset5,571 bytesscripts/AgentKit/Mobile/MobileStartup.csasset5,285 bytesscripts/AgentKit/Mobile/MobileTextures.csasset14,430 bytesscripts/AgentKit/Mobile/MobileTiers.csasset31,091 bytesscripts/AgentKit/Mobile/MobileUi.csasset13,741 bytesscripts/AgentKit/Mobile/MobileXcodePostprocess.csasset3,570 bytesscripts/Runtime/AgentKit.Mobile.Runtime.asmdefasset660 bytesscripts/Runtime/AndroidDiagnostics.csasset5,331 bytesscripts/Runtime/DeviceSoakLogger.csasset6,806 bytesscripts/Runtime/Iap5/AgentKit.Mobile.Iap5.asmdefasset638 bytesscripts/Runtime/Iap5/Iap5Store.csasset8,428 bytesscripts/Runtime/LevelPlay9/AgentKit.Mobile.LevelPlay9.asmdefasset632 bytesscripts/Runtime/LevelPlay9/LevelPlayAds.csasset5,688 bytesscripts/Runtime/MobileTierPolicy.csasset11,820 bytesscripts/Runtime/Monetization.csasset10,866 bytesscripts/Runtime/SafeAreaFitter.csasset2,968 bytesscripts/Runtime/SafeAreaMath.csasset3,669 bytesscripts/Runtime/TouchStick.csasset6,688 bytesscripts/ut_mobile.pyruns54,575 bytes
Read SKILL.md
# Unity mobile (mobile specialist)
Expert mobile work means a game that holds its frame rate after twenty minutes on a three-year-old
phone, starts fast, installs from the store, and never double-charges or double-grants. The stance:
budget the sustained frame, prove every setting on the data the device gets (imported format, built
bundle, exported Xcode project), and treat stores, SDKs and money code as contracts with ugly event
orders. Target: Unity 6000.3.21f1, URP 17.3, Input System 1.20, macOS with Xcode 26.6. If a sibling
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Toolkit:
[`scripts/ut_mobile.py`](scripts/ut_mobile.py) (imports `ut_env`, `ut_run`, `ut_stat`), editor jobs
in [`scripts/AgentKit/Mobile/`](scripts/AgentKit/Mobile/), player code inView the complete source on GitHubscenario-unity-performance
When your agent uses it
Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.
What it loads into context
Frontmatter
126 tokensAlways available to the agent
SKILL.md
4,491 tokensWhen the skill is activated
Reference documents
28,594 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- What not to change without sign-off
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_perf.py
Files
SKILL.mdcore19,971 bytesSKILL.mdcore19,971 bytesreferences/critique.mddoc9,012 bytesreferences/expert-notes.mddoc25,800 bytesreferences/gui-paths.mddoc24,253 bytesreferences/procedures.mddoc44,589 bytesreferences/sources.mddoc24,613 bytesscripts/AgentKit/Performance/PerfAudit.csasset17,453 bytesscripts/AgentKit/Performance/PerfBuild.csasset11,692 bytesscripts/AgentKit/Performance/PerfCapture.csasset12,297 bytesscripts/AgentKit/Performance/PerfFrameDebug.csasset16,446 bytesscripts/AgentKit/Performance/PerfLod.csasset5,062 bytesscripts/AgentKit/Performance/PerfRendering.csasset33,683 bytesscripts/AgentKit/Performance/PerfShaders.csasset13,473 bytesscripts/Runtime/Performance/AgentKit.Performance.Runtime.asmdefasset382 bytesscripts/Runtime/Performance/AllocScope.csasset2,206 bytesscripts/Runtime/Performance/PerfProbe.csasset28,166 bytesscripts/ut_perf.pyruns44,939 bytes
Read SKILL.md
# Unity performance (performance engineer)
Expert performance work is a measurement discipline: a budget in milliseconds, the bounding thread
named before any change, the biggest measured cost fixed first, structure before tuning, and every
fix proven with before/after numbers from a development player. An agent does all of it headless:
`AgentProfile` in Editor Play mode to iterate, `PerfProbe` in a batch-mode player for verdicts,
`PerfCapture` to attribute costs from a Profiler capture, `metal_trace` for GPU time, `PerfBuild`
for size. Target: Unity 6000.3.21f1, URP 17.3, macOS Apple Silicon. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps, `ut_*` toolkit).
View the complete source on GitHubscenario-unity-pipeline-automation
When your agent uses it
Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity.
What it loads into context
Frontmatter
136 tokensAlways available to the agent
SKILL.md
4,447 tokensWhen the skill is activated
Reference documents
26,460 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_pipeline.py
Files
SKILL.mdcore20,193 bytesSKILL.mdcore20,193 bytesSKILL.mdcore20,193 bytesreferences/critique.mddoc17,686 bytesreferences/expert-notes.mddoc24,606 bytesreferences/gui-paths.mddoc15,507 bytesreferences/procedures.mddoc50,522 bytesreferences/sources.mddoc17,364 bytesscripts/AgentKit/Pipeline/AddressablesJobs.csasset24,414 bytesscripts/AgentKit/Pipeline/ArtDropJobs.csasset37,459 bytesscripts/AgentKit/Pipeline/EditorEditJobs.csasset16,776 bytesscripts/AgentKit/Pipeline/PipelineBuild.csasset17,557 bytesscripts/AgentKit/Pipeline/PipelineChecks.csasset13,428 bytesscripts/AgentKit/Pipeline/PipelineRules.csasset7,302 bytesscripts/AgentKit/Pipeline/PropImportPostprocessor.csasset6,656 bytesscripts/AgentKit/Pipeline/Tests/PipelineContentTests.csasset7,083 bytesscripts/AgentKit/PipelineCli/AgentKit.PipelineCli.asmdefasset612 bytesscripts/AgentKit/PipelineCli/PipelineCliCommands.csasset4,296 bytesscripts/Runtime/AgentAddressablesSmoke.csasset4,174 bytesscripts/templates/PipelineAsmdef/Editor/Game.Pipeline.Editor.asmdefasset389 bytesscripts/templates/PipelineAsmdef/Editor/TextureRuleAudit.csasset2,327 bytesscripts/templates/PipelineAsmdef/Tests/Game.Pipeline.Tests.asmdefasset568 bytesscripts/templates/PipelineAsmdef/Tests/TextureRuleTests.csasset1,280 bytesscripts/ut_pipeline.pyruns56,315 bytes
Read SKILL.md
# Unity pipeline automation (tools and build engineer)
Expert level here means a pipeline that gives the same result on every machine and every run: rules
applied at import time, edits made through serialization, content packed by when it loads, tests
that gate the build, and a build that CI runs from a clean checkout. The stance: nothing is done by
hand twice, nothing is trusted without a count, a test or a frame, and a second run changes nothing.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, job protocol, review loop, 6.3 traps).
Import its toolkit; this skill adds [`scripts/ut_pipeline.py`](scripts/ut_pipeline.py) and
[`scripts/AgentKit/Pipeline/`](scripts/AgentKit/Pipeline/).
View the complete source on GitHubscenario-unity-rendering-lighting
When your agent uses it
Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked light.
What it loads into context
Frontmatter
134 tokensAlways available to the agent
SKILL.md
4,336 tokensWhen the skill is activated
Reference documents
28,793 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_lighting.py
Files
SKILL.mdcore19,979 bytesreferences/critique.mddoc20,914 bytesreferences/expert-notes.mddoc28,899 bytesreferences/gui-paths.mddoc23,437 bytesreferences/procedures.mddoc42,798 bytesreferences/sources.mddoc15,402 bytesscripts/AgentKit/Lighting/LightingAudit.csasset26,900 bytesscripts/AgentKit/Lighting/LightingBake.csasset25,392 bytesscripts/AgentKit/Lighting/LightingCapture.csasset16,840 bytesscripts/AgentKit/Lighting/LightingPipeline.csasset30,083 bytesscripts/AgentKit/Lighting/LightingPost.csasset12,813 bytesscripts/AgentKit/Lighting/LightingScenes.csasset26,408 bytesscripts/AgentKit/Lighting/LightingUtil.csasset18,863 bytesscripts/Runtime/AgentPSOWarmup.csasset4,025 bytesscripts/Runtime/AgentPlayerCapture.csasset2,561 bytesscripts/ut_lighting.pyruns21,806 bytes
Read SKILL.md
# Rendering and lighting (lighter / graphics TA)
Expert lighting in Unity is a measured loop: fix exposure, light to anchors, bake, grade, judging
every stage from the same camera bookmarks with numbers (gray cards, clipping, bake memory, native
passes) before taste. This skill drives URP 17.3 on Unity 6.3 from code; everything here ran in
Unity 6000.3.21f1 on an Apple M5 Max (Metal) on 2026-09-24. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, `ut_run`, `AgentCapture`, `AgentProfile`,
`ut_review`, 6.3 traps).
## Stance (the expert delta)View the complete source on GitHubscenario-unity-shaders
When your agent uses it
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.
What it loads into context
Frontmatter
124 tokensAlways available to the agent
SKILL.md
4,644 tokensWhen the skill is activated
Reference documents
26,186 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_shaders.py
Files
SKILL.mdcore20,797 bytesreferences/critique.mddoc12,250 bytesreferences/expert-notes.mddoc26,108 bytesreferences/gui-paths.mddoc18,163 bytesreferences/procedures.mddoc44,707 bytesreferences/sources.mddoc22,825 bytesscripts/AgentKit/Shaders/ComputeJobs.csasset6,984 bytesscripts/AgentKit/Shaders/GpuCostJobs.csasset9,740 bytesscripts/AgentKit/Shaders/PsoJobs.csasset9,830 bytesscripts/AgentKit/Shaders/RendererFeatureJobs.csasset10,833 bytesscripts/AgentKit/Shaders/ShaderGraphJobs.csasset9,291 bytesscripts/AgentKit/Shaders/ShaderJobs.csasset27,032 bytesscripts/AgentKit/Shaders/ShaderLab.csasset25,080 bytesscripts/AgentKit/Shaders/VariantJobs.csasset24,544 bytesscripts/Runtime/AgentFullscreenFeature.csasset6,243 bytesscripts/Runtime/AgentPsoProbe.csasset12,803 bytesscripts/Shaders/AgentCompute.computeasset1,874 bytesscripts/Shaders/AgentCustomLighting.hlslasset6,105 bytesscripts/Shaders/AgentDissolve.shaderasset9,467 bytesscripts/Shaders/AgentEdgeOutline.shaderasset4,025 bytesscripts/Shaders/AgentGrayscale.shaderasset1,493 bytesscripts/Shaders/AgentLit.shaderasset9,152 bytesscripts/Shaders/AgentNoise.hlslasset3,208 bytesscripts/Shaders/AgentPasses.hlslasset5,452 bytesscripts/Shaders/AgentToon.shaderasset9,828 bytesscripts/Shaders/AgentWater.shaderasset9,437 bytesscripts/ut_shaders.pyruns56,165 bytes
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# Unity shaders (technical artist, shading)
Expert shading in Unity 6.3 is a shader you can prove: it compiles for the target graphics API,
every pass agrees, its variants are counted after stripping, its first use is shown warm, its cost
is measured in GPU milliseconds, and its look is checked in a capture with numbers. An agent without
a mouse gets there through text: hand-written URP HLSL is the primary route, Shader Graph is used
through existing graphs driven by exposed properties plus agent-owned `.hlsl` behind Custom Function
nodes, and new graph wiring is a GUI step ([`references/gui-paths.md`](references/gui-paths.md)).
Target: 6000.3.21f1, URP 17.3, Shader Graph 17.3, Metal on Apple Silicon. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Its toolkitView the complete source on GitHubscenario-unity-ui
When your agent uses it
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.
What it loads into context
Frontmatter
132 tokensAlways available to the agent
SKILL.md
4,101 tokensWhen the skill is activated
Reference documents
24,280 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_ui.py
Files
SKILL.mdcore17,565 bytesSKILL.mdcore17,565 bytesSKILL.mdcore17,565 bytesreferences/critique.mddoc8,715 bytesreferences/expert-notes.mddoc24,141 bytesreferences/gui-paths.mddoc5,272 bytesreferences/procedures.mddoc42,190 bytesreferences/sources.mddoc16,778 bytesscripts/AgentKit/UI/UIAudit.csasset39,487 bytesscripts/AgentKit/UI/UIBuild.csasset29,856 bytesscripts/AgentKit/UI/UICapture.csasset33,102 bytesscripts/AgentKit/UI/UIPerf.csasset26,392 bytesscripts/AgentKit/UI/UISetup.csasset5,897 bytesscripts/AgentKit/UI/UIToolkitBuild.csasset20,382 bytesscripts/Runtime/UI/AgentUI.Runtime.asmdefasset444 bytesscripts/Runtime/UI/CanvasDeviceScale.csasset2,069 bytesscripts/Runtime/UI/ClampedWidth.csasset1,994 bytesscripts/Runtime/UI/HudBar.csasset2,906 bytesscripts/Runtime/UI/HudModel.csasset3,623 bytesscripts/Runtime/UI/HudView.csasset1,481 bytesscripts/Runtime/UI/MenuRouter.csasset4,163 bytesscripts/Runtime/UI/MenuScreen.csasset4,843 bytesscripts/Runtime/UI/PanelChangeLog.csasset3,676 bytesscripts/Runtime/UI/RebindRow.csasset3,454 bytesscripts/Runtime/UI/RebuildProbe.csasset1,212 bytesscripts/Runtime/UI/ScrollToSelection.csasset2,264 bytesscripts/Runtime/UI/SelectableFeedback.csasset3,642 bytesscripts/Runtime/UI/SettingsScreen.csasset6,628 bytesscripts/Runtime/UI/SettingsService.csasset4,291 bytesscripts/Runtime/UI/UILoader.csasset2,504 bytesscripts/Runtime/UI/UiCounterSampler.csasset4,149 bytesscripts/Runtime/UI/UiPerfDriver.csasset927 bytesscripts/Runtime/UI/UiTheme.csasset2,572 bytesscripts/Runtime/UI/UitkHideDriver.csasset6,414 bytesscripts/Runtime/UI/UitkTextureGrid.csasset3,052 bytesscripts/Runtime/UI/UitkVertexGrid.csasset2,121 bytesscripts/templates/uitk/AgentRuntimeTheme.tssasset38 bytesscripts/templates/uitk/Hud.ussasset2,445 bytesscripts/templates/uitk/Hud.uxmlasset2,643 bytesscripts/ut_ui.pyruns24,190 bytes
Read SKILL.md
# Unity UI (UI developer)
Expert UI work is a screen that keeps the same shape from a phone in portrait to a 4K monitor,
answers mouse, touch, keyboard and gamepad alike, reads clearly, and costs almost nothing while it
sits still. An agent gets there by building from code or text, then proving each screen with a
capture at every device size, a layout assertion on the same frame, an audit, behavior tests and
counters. Target: Unity 6000.3.21f1, uGUI 2.0 (TextMeshPro inside), UI Toolkit, Input System 1.20.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Toolkit:
[`scripts/ut_ui.py`](scripts/ut_ui.py) (imports `ut_env`, `ut_run`, `ut_review`), jobs in
[`scripts/AgentKit/UI/`](scripts/AgentKit/UI/), runtime components inView the complete source on GitHubscenario-unity-vfx
When your agent uses it
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.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
4,303 tokensWhen the skill is activated
Reference documents
26,664 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_vfx.py
Files
SKILL.mdcore18,143 bytesSKILL.mdcore18,143 bytesreferences/critique.mddoc21,816 bytesreferences/expert-notes.mddoc25,082 bytesreferences/gui-paths.mddoc22,874 bytesreferences/procedures.mddoc35,808 bytesreferences/sources.mddoc17,244 bytesscripts/AgentKit/Vfx/VfxAudit.csasset37,708 bytesscripts/AgentKit/Vfx/VfxBudget.csasset21,653 bytesscripts/AgentKit/Vfx/VfxFireballKit.csasset20,076 bytesscripts/AgentKit/Vfx/VfxGraphJobs.csasset21,761 bytesscripts/AgentKit/Vfx/VfxMaterials.csasset8,755 bytesscripts/AgentKit/Vfx/VfxMeshFx.csasset11,602 bytesscripts/AgentKit/Vfx/VfxMeshes.csasset6,964 bytesscripts/AgentKit/Vfx/VfxSequence.csasset23,037 bytesscripts/AgentKit/Vfx/VfxShuriken.csasset18,617 bytesscripts/AgentKit/Vfx/VfxStress.csasset8,430 bytesscripts/AgentKit/Vfx/VfxTextures.csasset19,992 bytesscripts/AgentKit/Vfx/VfxUber.csasset8,328 bytesscripts/EditorGraph/Sdf/AgentKit.Vfx.GraphTools.asmdefasset443 bytesscripts/EditorGraph/Sdf/VfxSdf.csasset4,032 bytesscripts/EditorGraph/Unity.Testing.VisualEffectGraph.EditorTests.asmdefasset505 bytesscripts/EditorGraph/VfxGraphAuthoring.csasset6,670 bytesscripts/Runtime/AgentKit.Vfx.Runtime.asmdefasset366 bytesscripts/Runtime/Vfx/FireballProjectile.csasset4,090 bytesscripts/Runtime/Vfx/VfxStressSpawner.csasset4,814 bytesscripts/Runtime/Vfx/VfxTier.csasset2,817 bytesscripts/Shaders/VfxOverdraw.shaderasset1,457 bytesscripts/Shaders/VfxUber.shaderasset9,603 bytesscripts/ut_vfx.pyruns31,584 bytes
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# Unity VFX (real-time VFX artist)
Expert VFX serves the game first: the player must read what happens, where the danger is and when it
ends, on the target device, with the real number of copies on screen. Craft (layers, contrast,
motion, textures) and budget (fill, particles, draw calls, memory) are both measured here: every
effect is stepped frame by frame offscreen, looked at, and counted. Target: Unity 6000.3.21f1, URP
17.3, VFX Graph 17.3.0, macOS Apple Silicon. If a sibling skill named here is missing from your
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps, `ut_run`,
`ut_review`, `ut_stat`, AgentKit).
View the complete source on GitHubscenario-unity-web
When your agent uses it
Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.
What it loads into context
Frontmatter
144 tokensAlways available to the agent
SKILL.md
4,006 tokensWhen the skill is activated
Reference documents
31,747 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_web.py
Files
SKILL.mdcore16,432 bytesreferences/critique.mddoc9,178 bytesreferences/expert-notes.mddoc28,765 bytesreferences/gui-paths.mddoc8,890 bytesreferences/procedures.mddoc65,596 bytesreferences/sources.mddoc18,893 bytesscripts/AgentKit/Web/WebJobs.csasset52,582 bytesscripts/AgentKitOptional/Addressables/WebAddressablesJobs.csasset7,585 bytesscripts/AgentKitOptional/Tests/AgentWeb.EditorTests.asmdefasset518 bytesscripts/AgentKitOptional/Tests/WebReleasePolicyTests.csasset5,302 bytesscripts/WebRuntime/Optional/Addressables/WebDeferredAddressable.csasset2,306 bytesscripts/WebRuntime/Plugins/WebGL/AgentWebBridge.jslibasset4,065 bytesscripts/WebRuntime/Scripts/WebBridge.csasset10,992 bytesscripts/WebRuntime/Scripts/WebErrorReporter.csasset2,533 bytesscripts/WebRuntime/Scripts/WebLeaderboard.csasset3,538 bytesscripts/WebRuntime/WebGLTemplates/AgentWeb/index.htmlasset10,697 bytesscripts/WebRuntime/WebGLTemplates/AgentWeb/thumbnail.pngasset1,068 bytesscripts/ut_web.pyruns66,467 bytes
Read SKILL.md
# Unity Web (web specialist)
Expert level on the Web means the build is judged where players get it: bytes until gameplay starts,
served by the real host with the right headers, loaded in a real browser that reports which graphics
API ran, how big the heap grew, and that the page and the game talk. The stance: the host picks the
compression, the budget is measured to the first playable moment, and nothing counts until a served
build loads headless with zero errors and a screenshot you looked at. Target: Unity 6000.3.21f1, URP
17.3, Chrome headless on macOS. If a sibling skill named here is missing from your available skills,
load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Toolkit:
`ut_env`, `ut_run` (incl. `build(P, "web")`, `run_tests`), `ut_review`, plus this skill'sView the complete source on GitHubscenario-unity-world-building
When your agent uses it
Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.
What it loads into context
Frontmatter
136 tokensAlways available to the agent
SKILL.md
4,215 tokensWhen the skill is activated
Reference documents
26,901 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- Unity 6.3 notes
- References
Scripts executed separately
scripts/ut_world.py
Files
SKILL.mdcore18,438 bytesSKILL.mdcore18,438 bytesSKILL.mdcore18,438 bytesreferences/critique.mddoc10,911 bytesreferences/expert-notes.mddoc23,910 bytesreferences/gui-paths.mddoc17,882 bytesreferences/procedures.mddoc42,425 bytesreferences/sources.mddoc20,260 bytesscripts/AgentKit/World/WorldBlockout.csasset25,996 bytesscripts/AgentKit/World/WorldCommon.csasset7,940 bytesscripts/AgentKit/World/WorldGuidance.csasset13,219 bytesscripts/AgentKit/World/WorldGym.csasset24,032 bytesscripts/AgentKit/World/WorldKit.csasset35,176 bytesscripts/AgentKit/World/WorldNav.csasset19,964 bytesscripts/AgentKit/World/WorldScenes.csasset19,538 bytesscripts/AgentKit/World/WorldStreaming.csasset13,539 bytesscripts/AgentKit/World/WorldTerrain.csasset75,823 bytesscripts/Runtime/World/AgentKit.World.Runtime.asmdefasset370 bytesscripts/Runtime/World/ProfileTour.csasset8,603 bytesscripts/Runtime/World/StreamProbe.csasset12,896 bytesscripts/Runtime/World/Wfc.csasset6,379 bytesscripts/Runtime/World/WorldGuide.csasset12,058 bytesscripts/Runtime/World/WorldNoise.csasset24,226 bytesscripts/Runtime/World/WorldStreamer.csasset7,430 bytesscripts/ut_world.pyruns39,318 bytes
Read SKILL.md
# Unity world building (level and environment artist)
Expert world building is structure first, then generated content that can be regenerated, then
proof: the character fits every space, the camera fits every doorway, the player can reach every
space and walk back, the edge of the world holds content, and the worst viewpoint holds the frame
budget in a Player. An agent without a mouse does all of it through `TerrainData`, the ProBuilder
API, `PrefabUtility` and scene APIs, then checks with raycasts, NavMesh paths, captures, a profiling
tour and a Player probe. Target: Unity 6000.3.21f1, URP 17.3, ProBuilder 6.1.2, Splines 2.9.0, AI
Navigation 2.0.14. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Import itsView the complete source on GitHubscenario-unreal-animation
When your agent uses it
Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.
What it loads into context
Frontmatter
119 tokensAlways available to the agent
SKILL.md
4,556 tokensWhen the skill is activated
Reference documents
24,401 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/ue_anim.py
Files
SKILL.mdcore21,666 bytesSKILL.mdcore21,666 bytesSKILL.mdcore21,666 bytesSKILL.mdcore21,666 bytesreferences/critique.mddoc14,043 bytesreferences/expert-notes.mddoc28,035 bytesreferences/gui-paths.mddoc11,359 bytesreferences/procedures.mddoc40,332 bytesreferences/sources.mddoc13,524 bytesscripts/ue_anim.pyruns151,378 bytes
Read SKILL.md
# Unreal animation (technical animator)
Expert level means contact that holds on every clip the game plays, locomotion authored against the
movement model that changes category on the input frame, animation that costs a measured number of
milliseconds on the target, and clean data at the source. The agent works through data and
templates: it scripts assets, IK Rigs, retargeters, databases and settings, duplicates Epic's
AnimBPs instead of drawing graphs, measures contact numerically, then looks at frames. If a sibling
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
from tool schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** Unreal is not installed. The offline layer ofView the complete source on GitHubscenario-unreal-cinematics
When your agent uses it
Use when making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera cuts, spawnables, character animation in shots, per-shot lighting, Movie Render Graph or Movie Render Queue EXR renders, "render darker than the viewport", "first frames pop", "last frame missing", ACES or OCIO to DaVinci Resolve, the 180-degree rule, Sequencer Python, or reviewing a cut.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
4,506 tokensWhen the skill is activated
Reference documents
22,132 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/cine_render_callbacks.pyscripts/ue_cine.py
Files
SKILL.mdcore20,728 bytesSKILL.mdcore20,728 bytesSKILL.mdcore20,728 bytesreferences/critique.mddoc25,156 bytesreferences/expert-notes.mddoc16,701 bytesreferences/gui-paths.mddoc10,925 bytesreferences/procedures.mddoc39,872 bytesreferences/sources.mddoc17,208 bytesscripts/cine_render_callbacks.pyruns4,999 bytesscripts/ue_cine.pyruns131,009 bytes
Read SKILL.md
# Cinematics in Unreal Engine 5.8 (Sequencer and Movie Render Graph)
Expert level here means the cut is checked as data before anything is built and a render is judged
on its files and frames, not the viewport. The core stance: plan offline, build in one transaction,
lock timing against the music before animating, light from approved masters, render per shot through
one template graph, hand linear EXRs, an edit and a color note to the grade. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** [`scripts/ue_cine.py`](scripts/ue_cine.py) and
[`scripts/cine_render_callbacks.py`](scripts/cine_render_callbacks.py) are **not yet run inView the complete source on GitHubscenario-unreal-expert
When your agent uses it
Use when an agent drives Unreal Engine 5.8 on a Mac for any task: Editor Python (the unreal module), headless UnrealEditor-Cmd -run=pythonscript jobs, Epic's Unreal MCP server, the Remote Control API, console commands and cvars; when a script breaks on 5.8 (EditorLevelLibrary, Remote Control calls refused, Substrate materials black, MRQ presets); when a level, material, shot or build must be judged by numbers and a screenshot before it is called done; or when a brief must go to the right scenario-unreal-* specialist.
What it loads into context
Frontmatter
137 tokensAlways available to the agent
SKILL.md
4,911 tokensWhen the skill is activated
Reference documents
17,253 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Execution channels
- 2. The expert loop
- 3. Persona pipelines
- 4. Shared toolkit (`scripts/`, in-engine parts not yet run in Unreal)
- 5. Top 5.8 traps (full list: `references/ue-5.8-traps.md`)
- 6. macOS specifics
- References
Scripts executed separately
scripts/ue_audit.pyscripts/ue_env.pyscripts/ue_remote.pyscripts/ue_review.pyscripts/ue_run.pyscripts/ue_stat.py
Files
SKILL.mdcore25,683 bytesSKILL.mdcore25,683 bytesSKILL.mdcore25,683 bytesSKILL.mdcore25,683 bytesSKILL.mdcore25,683 bytesSKILL.mdcore25,683 bytesSKILL.mdcore25,683 bytesreferences/python-reliability.mddoc18,937 bytesreferences/sources.mddoc22,216 bytesreferences/toolkit-map.mddoc33,895 bytesreferences/ue-5.8-traps.mddoc20,068 bytesscripts/ue_audit.pyruns21,811 bytesscripts/ue_env.pyruns17,833 bytesscripts/ue_remote.pyruns31,552 bytesscripts/ue_review.pyruns41,533 bytesscripts/ue_run.pyruns41,227 bytesscripts/ue_stat.pyruns18,749 bytes
Read SKILL.md
# Unreal expert (technical director and agent protocol)
Expert Unreal work is a loop run against numbers: set the budget, build one stage, measure it, look
at it, fix it, then advance. An agent without a mouse gets there by choosing the right channel for
each action, working like the Details panel (one transaction, explicit saves), and never trusting
its own eyes alone. This skill is the protocol, the shared toolkit in [`scripts/`](scripts/), and
the map to the team. Target: UE 5.8 on macOS Apple Silicon. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**Status (2026-09-24):** UE 5.8 is not installed. Every in-engine call in `scripts/` and
`references/` is **not yet run in Unreal**. The pure-Python parts ran offline and pass (eight test
files, 314 checks on Python 3.14, 311 on 3.9). First action once the engine is installed:View the complete source on GitHubscenario-unreal-gameplay
When your agent uses it
Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.
What it loads into context
Frontmatter
131 tokensAlways available to the agent
SKILL.md
4,450 tokensWhen the skill is activated
Reference documents
25,341 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Authoring surfaces
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/ue_gameplay.pyscripts/ue_gameplay_cpp.py
Files
SKILL.mdcore20,866 bytesSKILL.mdcore20,866 bytesSKILL.mdcore20,866 bytesSKILL.mdcore20,866 bytesreferences/critique.mddoc23,009 bytesreferences/expert-notes.mddoc23,929 bytesreferences/gui-paths.mddoc8,234 bytesreferences/procedures.mddoc42,152 bytesreferences/sources.mddoc17,485 bytesscripts/ue_gameplay.pyruns153,640 bytesscripts/ue_gameplay_cpp.pyruns53,624 bytes
Read SKILL.md
# Unreal Gameplay (framework, Blueprint vs C++, input, GAS, AI, UI)
Expert level means every piece of data lives in the class whose lifetime and network presence match
it, logic is text (C++ or small functions) under data-only Blueprints and data assets that Python
configures, and every mechanic is proven in isolation (injected input, debug commands, traces)
before it is judged in play. The agent does not pretend to author graphs it cannot reach: it states
which surface each piece lands on and escalates only the residue. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** Unreal is not installed. The offline layer passedView the complete source on GitHubscenario-unreal-lighting-rendering
When your agent uses it
Use when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog and clouds, post process and color grading, the path tracer, or Movie Render Graph stills. Triggers: "Lumen is noisy", "MegaLights noise", "the interior is too dark", "light leaks", neon signs, a night or dusk scene, "fireflies", "path tracer vs Lumen", "render a still", EXR settings.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
4,661 tokensWhen the skill is activated
Reference documents
24,855 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/ue_light.py
Files
SKILL.mdcore19,903 bytesSKILL.mdcore19,903 bytesSKILL.mdcore19,903 bytesreferences/critique.mddoc25,013 bytesreferences/expert-notes.mddoc21,368 bytesreferences/gui-paths.mddoc9,216 bytesreferences/procedures.mddoc36,670 bytesreferences/sources.mddoc16,731 bytesscripts/ue_light.pyruns163,731 bytes
Read SKILL.md
# Lighting and rendering in Unreal Engine 5.8
Expert lighting in Unreal is a calibrated camera, physical light values, and a renderer that sees
the same scene you do; everything else is art direction layered on top and listed as such. Each step
is proved with a representation view and a number before the lit image is trusted; noise is fixed in
the system that owns it. If a sibling skill named here is missing from your available skills, load
it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** [`scripts/ue_light.py`](scripts/ue_light.py) is **not yet run in Unreal**;
200 pure, 65 editor-layer and 20 procedure checks pass offline against a fake `unreal`. First editorView the complete source on GitHubscenario-unreal-materials
When your agent uses it
Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
4,379 tokensWhen the skill is activated
Reference documents
27,238 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/ue_materials.py
Files
SKILL.mdcore18,769 bytesSKILL.mdcore18,769 bytesSKILL.mdcore18,769 bytesSKILL.mdcore18,769 bytesSKILL.mdcore18,769 bytesreferences/critique.mddoc11,855 bytesreferences/expert-notes.mddoc27,064 bytesreferences/gui-paths.mddoc15,288 bytesreferences/procedures.mddoc41,479 bytesreferences/sources.mddoc14,519 bytesscripts/ue_materials.pyruns163,463 bytes
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# Unreal materials (master materials, Substrate, textures, shader cost)
Expert level means a few master materials whose instances cover the kit, a known and budgeted
permutation count, cost proven in milliseconds on a fixed camera, and physically plausible values
before any artistic push. The graph is authored once (scripted build or template); everything else
is instances, Custom Primitive Data and textures that follow a role policy. Never trust the
instruction count or a pretty preview. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** Unreal is not installed; offline tests passView the complete source on GitHubscenario-unreal-performance
When your agent uses it
Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.
What it loads into context
Frontmatter
141 tokensAlways available to the agent
SKILL.md
4,814 tokensWhen the skill is activated
Reference documents
26,587 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/ue_perf.py
Files
SKILL.mdcore21,843 bytesSKILL.mdcore21,843 bytesSKILL.mdcore21,843 bytesreferences/critique.mddoc18,581 bytesreferences/expert-notes.mddoc27,723 bytesreferences/gui-paths.mddoc8,719 bytesreferences/procedures.mddoc35,589 bytesreferences/sources.mddoc17,655 bytesscripts/ue_perf.pyruns160,235 bytes
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# Performance engineering in Unreal Engine 5.8
Expert level here means milliseconds per stage, not frames per second: classify the bound with one
honest capture, explain the worst frame by the thread that works rather than the one that waits, fix
in the order of measured size, and prove the result with repeated runs on the same route and build,
hitches judged apart from the average. The performance engineer owns measurement, diagnosis and
proof; most fixes go back to the teammate who owns the content. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** [`scripts/ue_perf.py`](scripts/ue_perf.py) is **not yet run in Unreal**;View the complete source on GitHubscenario-unreal-pipeline-automation
When your agent uses it
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.
What it loads into context
Frontmatter
144 tokensAlways available to the agent
SKILL.md
4,519 tokensWhen the skill is activated
Reference documents
25,855 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/ue_contact_sheet_job.pyscripts/ue_pipeline.pyscripts/ue_pipeline_job.py
Files
SKILL.mdcore20,394 bytesSKILL.mdcore20,394 bytesSKILL.mdcore20,394 bytesreferences/critique.mddoc15,765 bytesreferences/expert-notes.mddoc25,831 bytesreferences/gui-paths.mddoc13,748 bytesreferences/procedures.mddoc50,952 bytesreferences/sources.mddoc20,599 bytesscripts/ue_contact_sheet_job.pyruns4,781 bytesscripts/ue_pipeline.pyruns111,241 bytesscripts/ue_pipeline_job.pyruns3,400 bytes
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# Unreal pipeline automation (pipeline and tools TD)
Expert pipeline work in Unreal is policy as data plus proof: the import policy is a versioned
pipeline asset, names come from a plan, every rule that matters is a validator that also guards
human edits, and a build counts once it cooked with fatal validation and booted. Bulk work runs
headless; anything visual goes to a screenshot someone actually looks at. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** every Unreal call here is **not yet run in Unreal**; the pure layer of
[`scripts/ue_pipeline.py`](scripts/ue_pipeline.py) and both jobs ran offline (unit tests, plusView the complete source on GitHubscenario-unreal-vfx
When your agent uses it
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.
What it loads into context
Frontmatter
131 tokensAlways available to the agent
SKILL.md
4,514 tokensWhen the skill is activated
Reference documents
38,367 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/ue_vfx.py
Files
SKILL.mdcore20,846 bytesSKILL.mdcore20,846 bytesSKILL.mdcore20,846 bytesreferences/critique.mddoc37,532 bytesreferences/expert-notes.mddoc36,059 bytesreferences/gui-paths.mddoc25,383 bytesreferences/procedures.mddoc64,679 bytesreferences/sources.mddoc21,775 bytesscripts/ue_vfx.pyruns145,084 bytes
Read SKILL.md
# Unreal VFX (Niagara, Chaos destruction, VFX critique)
Expert level means an effect that tells the player the truth (where it hurts, when it is over),
costs what its gameplay class allows across the whole world, and is proven by per-thread numbers on
the target core count plus captures scored against a written rubric. Python cannot author Niagara
emitters or modules (5.8 API): the agent works through templates with a User parameter contract,
Material Instances, Effect Types and Dataflow recipes, and escalates the few graph edits as precise
GUI requests. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
View the complete source on GitHubscenario-unreal-world-building
When your agent uses it
Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.
What it loads into context
Frontmatter
126 tokensAlways available to the agent
SKILL.md
4,628 tokensWhen the skill is activated
Reference documents
24,217 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Stance (the expert delta)
- Establish first
- Workflow
- Numbers
- Quality gates
- Common mistakes
- Handoffs
- UE 5.8 notes
- References
Scripts executed separately
scripts/ue_world.py
Files
SKILL.mdcore19,373 bytesSKILL.mdcore19,373 bytesreferences/critique.mddoc22,891 bytesreferences/expert-notes.mddoc17,294 bytesreferences/gui-paths.mddoc8,723 bytesreferences/procedures.mddoc42,195 bytesreferences/sources.mddoc23,842 bytesscripts/ue_world.pyruns163,402 bytes
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# Unreal world building (levels, open worlds, landscape, PCG)
Expert level here means a world sized by rule, placed by tier of importance, streamed and budgeted
from the first map, and changed by script region by region, never by hand-selecting thousands of
actors. The environment artist decides what stays manual, what is baked and what is generated at
runtime, then proves every choice with a count, a trace or a screenshot. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps). Toolkit:
[`scripts/ue_world.py`](scripts/ue_world.py)
(`sys.path[:0] = ["<skills>/scenario-unreal-world-building/scripts", "<skills>/scenario-unreal-expert/scripts"]; import ue_world as W`)
with `ue_run`, `ue_review`, `ue_audit`, `ue_stat`. **Not yet run in Unreal:** the offline layerView the complete source on GitHubscenario
When your agent uses it
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.
What it loads into context
Frontmatter
110 tokensAlways available to the agent
SKILL.md
4,364 tokensWhen the skill is activated
Reference documents
2,721 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Setup
- Scope first
- Quick reference
- Worked example
- Errors and recovery
- Common mistakes
Files
SKILL.mdcore17,934 bytesreferences/setup.mddoc5,837 bytesreferences/shared-assets.mddoc6,423 bytes
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# Scenario
## Overview
Scenario generates images, video, 3D, and audio across 500+ models, plus custom training.
## Setup
- Endpoint: `https://mcp.scenario.com/mcp` (Streamable HTTP). Prefer OAuth: no credentials pass
through the conversation.
- Client config, headless API-key setup, and per-client re-authentication:
[references/setup.md](references/setup.md).
- Never ask an agent to collect, encode, or echo a secret.
- A previously authenticated connection now failing: re-authenticate before debugging.View the complete source on GitHubscenario-3d
When your agent uses it
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.
What it loads into context
Frontmatter
153 tokensAlways available to the agent
SKILL.md
4,307 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: game-ready treasure chest
- Texture and lighting controls
- Inspecting results
- Refining meshes
- A staged chain toward game-ready
- Rigging and animation
- Common mistakes
Files
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# Scenario 3D Asset Workflows
## Overview
Generate a concept image first, then run image-to-3D: it has a larger catalog and more art direction
than text-to-3D (`txt23d`). Per-family contracts: `scenario-meshy`, `scenario-rodin`,
`scenario-sparc3d`. Walkable scenes and Gaussian splats: `scenario-3d-worlds`. PBR retexture of a
finished mesh or scene: `scenario-patina-retexture`. Inside Blender, through the Scenario for
Blender extension: `scenario-blender`. Connection and the core loop: the `scenario` skill. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
## Quick referenceView the complete source on GitHubscenario-3d-worlds
When your agent uses it
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.
What it loads into context
Frontmatter
153 tokensAlways available to the agent
SKILL.md
1,514 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Draft on Marble, then upgrade
- The HY World pipeline runs long
- Worked example: graybox a level from a concept image
- Common mistakes
Files
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# Scenario 3D Worlds
## Overview
These models build explorable environments as 3D Gaussian splats, not polygon meshes: volumetric
scenes to walk through and render in real time, with no UVs or topology to edit (Marble splats also
export to triangle or collider mesh). Three vendors sit side by side: World Labs Marble in three
quality tiers, Hunyuan's HY World pipeline, and TripoSplat for single objects. Discover them with
`search` and treat `model_schema_get` as the contract; HY World members carried a geo restriction
tag at authoring time, so hits differ by team and region.
Connection and the core loop: see the `scenario` skill; polygon meshes, rigging, and the 3D viewer:
the `scenario-3d` skill; skybox-only work with no splat stage: the `scenario-skyboxes` skill. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (ScenarioView the complete source on GitHubscenario-ace-step
When your agent uses it
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.
What it loads into context
Frontmatter
115 tokensAlways available to the agent
SKILL.md
2,276 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Lane choice
- Writing the song
- Editing without regenerating
- Worked example: fix a chorus in a generated song
- Common mistakes
Files
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# Scenario ACE-Step Music
## Overview
ACE-Step 1.5, a music production family on Scenario, splits every mode into its own model: Text to
Music, Cover, and Repaint each in a Turbo and a Quality lane, plus a full-quality edit trio (Add
Layer, Complete Track, Stem Extract), nine members at authoring time. Discover them with `search`,
pick the member by mode name, and treat `model_schema_get` as the contract.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic audio work: the
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-ad-variants
When your agent uses it
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.
What it loads into context
Frontmatter
79 tokensAlways available to the agent
SKILL.md
1,706 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Source and variant records
- Worked example: three hook variants from gameplay
- Verification and common mistakes
Files
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# Scenario Ad Variants
## Overview
One supplied source becomes an ordered set of independently specified edits. Preserve what the brief
does not change, and keep every output traceable to the same source. A new storyboard from a product
still belongs to `scenario-video-ads`; single-clip utilities to `scenario-video-editing`.
Connection, discovery, submission and recovery follow `scenario`. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
Resolve only missing decisions: source, requested variants, exact copy, destination, runtime, audio
policy and spend ceiling. Reuse answers already supplied. Distinguish a controlled comparison, whereView the complete source on GitHubscenario-admin-analytics
When your agent uses it
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.
What it loads into context
Frontmatter
76 tokensAlways available to the agent
SKILL.md
2,341 tokensWhen the skill is activated
Reference documents
2,046 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example
- Common mistakes
Scripts executed separately
scripts/analytics.py
Files
README.mddoc2,597 bytesSKILL.mdcore11,691 bytesassets/dashboard.htmlasset21,116 bytesreferences.mddoc7,264 bytesscripts/analytics.pyruns32,508 bytes
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# Scenario Admin Analytics
## Overview
Turn Scenario MCP usage data into answers, CSV, Markdown, a PDF with charts, or an offline
dashboard. All Scenario data collection stays on MCP. No direct API, SDK, browser scraping, or
credentials in reporting scripts. Use the `scenario` skill for connection setup. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
Resolve the customer through `teams_list` and, when needed, `projects_list({team_id})`. Reuse the
user's selected scope. If several names match, ask using the discovered choices; unattended, use the
task's explicit team/project ID pair, otherwise stop and list the choices. Never choose the firstView the complete source on GitHubscenario-asset-analysis
When your agent uses it
Use when finished Scenario assets have to give something back: a caption for a dataset or alt text, a reusable style description, a verdict against a brief, a canny, depth, pose, or segmentation control map for the next model, or the asset itself found again by text, tags, or visual similarity and filed into a collection. Keywords: caption, describe, analyze, QA, control map, find similar, reverse image search, semantic search, tag, collection.
What it loads into context
Frontmatter
108 tokensAlways available to the agent
SKILL.md
1,764 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The four facts that change the plan
- Finding an asset again
- Worked example: reviewing a batch against a brief
- Common mistakes
Files
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# Scenario Asset Analysis
## Overview
Four tools extract captions, style descriptions, analysis, or control maps from existing assets:
three fixed-purpose, one open-ended. With `search` (default toolset) they answer the questions that
come after a batch lands, which is where most of the work actually is: is this on brief, what look
is this, what does this show, what can the next model condition on, where did last week's approved
version go.
None of them are in the default toolset. Get schemas with `scenario_tools_search`, then run each
through the executor matching the returned `permission`: `read` uses `scenario_tool_execute_read`,
`write` uses `scenario_tool_execute_write`. Use that live result for both estimates and runs; do not
infer the lane from an unchanged input asset. Put the tool name in `name` and its inputs underView the complete source on GitHubscenario-audio
When your agent uses it
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.
What it loads into context
Frontmatter
119 tokensAlways available to the agent
SKILL.md
2,778 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- What the audio surface covers
- Worked example: a game sound effect
- Speech and dialogue
- Songs with vocals
- Extending a song
- Common mistakes
Files
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# Scenario Audio Generation
## Overview
Scenario generates audio through the same loop as images. The live catalog covers three generation
lanes (music, sound effects, voice/speech) plus video-to-audio soundtrack models and audio
utilities. Connection and the core generation loop: see the `scenario` skill. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
## Quick reference
| Step | Tool | Notes |View the complete source on GitHubscenario-blender
When your agent uses it
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.
What it loads into context
Frontmatter
119 tokensAlways available to the agent
SKILL.md
2,608 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Setup
- Quick reference
- Worked example: viewport to a mesh at the 3D cursor
- Common mistakes
Files
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# Scenario for Blender
## Overview
Scenario for Blender is an open-source extension for Blender 5.0 and later, licensed
GPL-3.0-or-later and marked experimental in its
[README](https://github.com/scenario-labs/blender-plugin). Users install it from the extension
repository `https://blender.scenario.com/repo/index.json` (Edit > Preferences > Get Extensions >
Repositories) or from a ZIP on the
[releases page](https://github.com/scenario-labs/blender-plugin/releases); the handbook is
[blender.scenario.com](https://blender.scenario.com/). The Scenario API key and secret live in the
extension's preferences: the agent never handles them. Blender's Allow Online Access must be on.
The extension runs a local MCP server, `scenario-blender`, at `http://127.0.0.1:9876/mcp` (JSON-RPCView the complete source on GitHubscenario-blender-2d-animation
When your agent uses it
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.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
3,185 tokensWhen the skill is activated
Reference documents
4,490 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a jungle run, then a snow day
- Common mistakes
Scripts executed separately
scripts/build_scene.pyscripts/measure_set.pyscripts/prep_assets.pyscripts/reframe_stills.pyscripts/run_loop.pyscripts/trace_hulls.py
Files
README.mddoc3,500 bytesSKILL.mdcore12,953 bytesexamples/config.jsonasset423 bytesreferences/checks.mddoc2,710 bytesreferences/pipeline.mddoc7,240 bytesreferences/prompts.mddoc7,197 bytesscripts/build_scene.pyruns28,574 bytesscripts/measure_set.pyruns3,488 bytesscripts/prep_assets.pyruns7,881 bytesscripts/reframe_stills.pyruns4,935 bytesscripts/run_loop.pyruns7,727 bytesscripts/trace_hulls.pyruns3,020 bytes
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# Scenario Blender 2D animation
## Overview
Generate the art once per look; animate it once in Blender. A concept frame (an imagined in-game
screenshot) fixes the style, and the eight other pictures (sky, far and mid layers, ground strip,
foreground plants, props sheet, tree, the hero in two poses) take it as their reference, so the set
holds together. An image-to-video clip of the hero running in place on magenta becomes a looping
image sequence. One Blender script lays the pictures out as flat cards in depth, drives their
parallax from an orthographic camera that follows the hero, keys the jumps and runs rigid-body
physics on the props. A new look is ten new generations and a few measured numbers. The reference
result is a 7.7 second, 1080p, 24 fps shot in three looks. The deliverable is the film and its
`.blend`, which reads the pictures from `SET_DIR/game/` by relative path, so ship the folder with
it; for sprite strips a game engine plays, use `scenario-side-view-game-kit` orView the complete source on GitHubscenario-brand-kit
When your agent uses it
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.
What it loads into context
Frontmatter
117 tokensAlways available to the agent
SKILL.md
2,581 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The spec sheet
- Worked example: an identity for a new game studio
- Common mistakes
Files
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# Scenario Brand Kit
## Overview
An identity is decided, then rendered. Palette and typography are choices written into a spec before
any run; the logo is generated once as a real vector and reused everywhere; every application
references the approved mark instead of re-imagining it. Connection and the core loop: see the
`scenario` skill. Finding the direction when nothing is decided: `scenario-inspiration`. Image runs
and reference wiring: `scenario-image`. Exact taglines and CTAs on applications:
`scenario-text-overlay`. Per-placement sizes: `scenario-formats`. Gating contract:
`scenario-asset-analysis`. If a sibling skill named here is missing from your available skills, load
it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-caption-studio
When your agent uses it
Use when a video needs its spoken words on screen through Scenario via MCP: burned-in styled captions for a TikTok, Reels, or Shorts cut, ad captions for sound-off feeds, YouTube subtitles, an SRT sidecar, transcription of a clip's audio, captions translated into another language, karaoke or word-by-word styles, or restyling and correcting an existing transcript. Keywords: captions, subtitles, SRT, transcribe, karaoke, word-by-word, burn in, closed captions, translate video, caption style.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
3,033 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Ask once, then caption
- The style ladder
- Getting the words right
- Worked example: a vertical social short, then a Spanish variant
- Common mistakes
Files
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# Scenario Caption Studio
## Overview
Caption Studio is one tool model, `model_scenario-caption-studio`: a video in, its speech
transcribed (Whisper) or an existing SRT applied, styled captions out, burned into the picture or
delivered as a soft track and an `.srt` sidecar. It translates into 18 languages and styles captions
three ways. Running that one member is this skill's whole purpose, so the id is named rather than
discovered and `model_schema_get` starts the flow directly; availability differs per team, so a
member the team lacks is a gap to flag, not a cue to substitute. Connection and the core loop: see
the `scenario` skill.
Captioning is the last pass on a finished cut: assemble first (`scenario-video-assembly`), then
caption the master once. Captions carry the transcript only; text that must appear letter-perfectView the complete source on GitHubscenario-chatgpt-pet-create
When your agent uses it
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.
What it loads into context
Frontmatter
113 tokensAlways available to the agent
SKILL.md
3,543 tokensWhen the skill is activated
Reference documents
3,367 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: Biscuit, a corgi in a yellow raincoat, from a photo
- Common mistakes
Scripts executed separately
scripts/pet_build.pyscripts/pet_check.pyscripts/pet_common.pyscripts/pet_frames.pyscripts/pet_package.pyscripts/pet_prepare.pyscripts/pet_preview.py
Files
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# Scenario ChatGPT Pet: Create
## Overview
A ChatGPT pet is one transparent sprite sheet: 192x208 cells, 8 columns, nine animation rows (v1,
1536x1872) plus two rows of sixteen look directions (v2, 1536x2288). Rows, frame counts, what each
state must show, the look directions, the verdict file and the package layout:
[references/sheet-contract.md](references/sheet-contract.md). Read it before the first generation.
This skill delivers, next to the run: a v2 sheet (unless the user wants v1 only), a v1 copy for
ChatGPT web upload, `pet.gif` on a soft background and `pet-transparent.gif`, and a Codex `pet.json`
package, installed only when the user says yes. Every image is generated through the Scenario MCP
server; the frame cutting, sheet assembly, validation, GIFs and packaging run locally in the shipped
scripts, because the deliverable is a file for ChatGPT or Codex and no MCP tool assembles a petView the complete source on GitHubscenario-chatgpt-pet-update
When your agent uses it
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.
What it loads into context
Frontmatter
100 tokensAlways available to the agent
SKILL.md
2,227 tokensWhen the skill is activated
Reference documents
2,109 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: Pepper's stiff run, then a red scarf for next season
- Common mistakes
Scripts executed separately
../scenario-chatgpt-pet-create/scripts/pet_build.py../scenario-chatgpt-pet-create/scripts/pet_check.py../scenario-chatgpt-pet-create/scripts/pet_frames.py../scenario-chatgpt-pet-create/scripts/pet_package.py../scenario-chatgpt-pet-create/scripts/pet_prepare.py../scenario-chatgpt-pet-create/scripts/pet_preview.py
Files
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# Scenario ChatGPT Pet: Update
## Overview
An existing pet is its sprite sheet: a PNG or WebP the user downloaded from ChatGPT, a Codex pet
folder (`pet.json` plus the sheet it names), or a Scenario asset id of a sheet made earlier. That
file is the pet's identity here; there is no pet record to look up. The update never overwrites it:
the result is a new package next to the run, with the same id and name unless the user changes them.
This skill runs the scripts and follows the sheet contract of `scenario-chatgpt-pet-create`, which
must be installed; run each script by its path in that skill's `scripts/` folder, from the user's
working folder, and read the contract before generating a row or writing direction verdicts:
[pet_frames.py](../scenario-chatgpt-pet-create/scripts/pet_frames.py),
[pet_prepare.py](../scenario-chatgpt-pet-create/scripts/pet_prepare.py),View the complete source on GitHubscenario-consistency
When your agent uses it
Use when one look must hold across Scenario generations: one character across scenes, a turnaround, or a video animated from its references, one product across angles, one style across icon sets, a character from an uploaded drawing, a variant off an approved baseline, or deciding when references stop scaling and a trained model is due. Triggers: make this match, same character, on-model, reference to video, style reference. Keywords: consistency, identity, control map, seed, LoRA.
What it loads into context
Frontmatter
110 tokensAlways available to the agent
SKILL.md
3,344 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The baseline-plus-delta prompt
- Locking a style without a subject
- Locking structure with a control map
- Carrying identity into video
- When references stop scaling
- Worked example: five poses of one mascot
- Common mistakes
Files
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# Scenario Consistency
## Overview
"Make variant two look exactly like variant one except for X" is the most repeated creative ask, and
agents reach for seeds, which do not solve it. Consistency comes from what you feed the model, in
rising order of durability: a prompt baseline, reference images, a style reference, a control map, a
trained model. The same references carry a character into video. Connection and the core loop: see
the `scenario` skill; training: see `scenario-model-training`; creating and filing a named character
or prop library, with its sheets: see `scenario-identity-library`. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.
View the complete source on GitHubscenario-elevenlabs
When your agent uses it
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.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
1,953 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Speech: tags on v3, dials elsewhere
- Music: one prompt or thirty sections
- Dubbing replaces the track, not the lips
- Worked example: dub a trailer into Spanish
- Common mistakes
Files
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# Scenario ElevenLabs Audio
## Overview
ElevenLabs covers five audio lanes on Scenario: speech, music, sound effects, dubbing, and voice
transforms. Eleven members ship side by side at authoring time, one job each: the deciding move is
picking the right member, not coaxing one model into a mode. Discover them with `search` and treat
`model_schema_get` as the contract: the members agree on almost nothing.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic audio work: the
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-fan-cam
When your agent uses it
Use when putting a person from a photo into live-broadcast crowd footage with Scenario: a stadium or arena fan-cam reaction, a jumbotron or kiss-cam moment, a spectator cutaway at a match or concert, a courtside or front-row sighting, or a personalized sports-TV still that then animates into video. Keywords: fan cam, crowd reaction, jumbotron, stadium screen, kiss cam, broadcast cutaway, spectator, crowd shot, sports TV, courtside, arena.
What it loads into context
Frontmatter
115 tokensAlways available to the agent
SKILL.md
1,929 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: caught on the stadium screen, 8 seconds
- Common mistakes
Files
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# Scenario Fan Cam
## Overview
A fan cam is a two-stage build: an identity-preserving image edit places the person into a 16:9
broadcast still, and image-to-video animates the approved still into a reaction. The uploaded photo
is an identity reference, never a start frame: feeding it straight to a video model animates a
portrait, not a broadcast. Stage one is cheap and stage two is not, so the still carries every
decision worth approving.
Use only photos of the user or of people who gave them permission; refuse celebrity or stranger
insertions. Real faces also trip provider filters more than most subjects: on a block, see
`scenario-moderation`. Connection and the core loop: see the `scenario` skill in this repo. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (ScenarioView the complete source on GitHubscenario-formats
When your agent uses it
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.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
1,447 tokensWhen the skill is activated
Reference documents
2,283 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- The decision ladder
- Order of operations
- Worked example: key art to story, feed, and thumbnail
- Common mistakes
Files
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# Scenario Formats
## Overview
Format adaptation is derivation, not regeneration: re-prompting the concept per placement makes five
cousins, not five formats of one approved master. The failure modes are picking the wrong operation
(a resize where canvas needed inventing, a crop that beheads the subject) and deriving in the wrong
order. The canvas tools' exact contracts live in `scenario-image-editing`; this skill is the
decision ladder and the order of operations around them, with per-placement ratios, pixel targets,
and safe zones in [references/placement-specs.md](references/placement-specs.md). A video master
climbs the same ladder: video resize versus generative reframe lives in `scenario-video-editing`,
and far ratios recompose per `scenario-video`. Connection and the core loop: see the `scenario`
skill. Lettering per format: `scenario-text-overlay`. If a sibling skill named here is missing from
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install itView the complete source on GitHubscenario-game-assets
When your agent uses it
Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.
What it loads into context
Frontmatter
113 tokensAlways available to the agent
SKILL.md
3,859 tokensWhen the skill is activated
Reference documents
2,295 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a transparent potion icon set
- Style consistency
- Preparing a variation-batch reference
- Isometric tiles and masked fills
- Terrain tilesets and transitions
- Parallax backgrounds
- Common mistakes
Scripts executed separately
scripts/build_isometric_templates.py
Files
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# Scenario Game Assets
## Overview
Scenario's public catalog carries purpose-trained models per asset type (sprites, icons, props,
tilesets, isometric scenes, pixel art, concept art) plus utilities for background removal,
upscaling, and pixel cleanup. Discover by asset type, inspect the schema, generate, post-process,
export. A sheet whose cells are one character's animation frames, and any walk cycle, loop, or GIF,
belongs to `scenario-sprite-animation`. Connection and core loop: see the `scenario` skill. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
## Quick referenceView the complete source on GitHubscenario-gemini-image
When your agent uses it
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.
What it loads into context
Frontmatter
130 tokensAlways available to the agent
SKILL.md
1,450 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Write instructions, not tags
- Price the member before the batch
- Worked example: product restyle with locked identity
- Common mistakes
Files
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# Scenario Gemini Image
## Overview
Gemini, Google's image family on Scenario (the Nano Banana line), generates and edits through one
required `prompt`: edits are instructions against the references, never mask painting. Discover
members with `search` and treat `model_schema_get` as the contract: the creative fields are shared
and nearly everything else is per member.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic image work: the
`scenario-image` skill. Gemini video belongs to the `scenario-gemini-omni` skill; Gemini speech
models are the audio domain. If a sibling skill named here is missing from your available skills,
load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-gemini-omni
When your agent uses it
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.
What it loads into context
Frontmatter
127 tokensAlways available to the agent
SKILL.md
1,712 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Sound is prompted, not switched
- Identity from images, change from words
- Worked example: a mascot short with a consistent character
- Common mistakes
Files
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# Scenario Gemini Omni Video
## Overview
Gemini Omni, Google's video family on Scenario, splits its modes across catalog members instead of
folding them into one model: a text and first-frame generator (ranked first for text-to-video in
public arena voting at authoring time), a reference-to-video member for subject consistency, an edit
member that restyles existing footage, and on the newer 1.1 Flash line an extend member that appends
footage to a clip. Every member generates audio in the same pass. Pick the line and the member by
mode with `search`, reading ids and descriptions rather than rank (the newer 1.1 members ranked
below the original line at authoring time), then treat `model_schema_get` as the contract. Gemini
image models are the `scenario-gemini-image` skill's domain; Gemini TTS belongs to audio.
Connection and the core loop: see the `scenario` skill; model-agnostic video work: theView the complete source on GitHubscenario-gpt-image
When your agent uses it
Use when generating or editing images with OpenAI's GPT Image models on Scenario via MCP: text-to-image, edits from reference images, inpainting with an alpha mask, in-image text for logos and infographics, transparent cutouts, pixel sizing up to 4K, quality tiers up to xhigh and max, input fidelity for product or face detail, or choosing between Flare, Sunburst, GPT Image 2 and 1.5. Keywords: GPT Image 2.5, GPT Image 2, OpenAI, DALL-E, gpt-image, ChatGPT image, txt2img, img2img, background.
What it loads into context
Frontmatter
143 tokensAlways available to the agent
SKILL.md
2,829 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Quality is the price dial
- Masks and transparency
- Prompting behavior
- Worked example: a product hero with headline text
- Common mistakes
Files
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# Scenario GPT Image
## Overview
Every member of GPT Image, OpenAI's image family on Scenario, both generates and edits through one
`prompt`, with `referenceImages` carrying the image to edit and an optional alpha `mask` for
inpainting. Four members were live at authoring time: GPT Image 2.5 Flare (fast, everyday), GPT
Image 2.5 Sunburst (precision: dense copy, diagrams, edits that must hold geometry), GPT Image 2,
and GPT Image 1.5, the one member with a fidelity dial and ratio sizing. Discover members with
`search` and treat `model_schema_get` as the contract: the family agrees on prompt and references
and splits on sizing, quality tiers, and fidelity.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic image work: the
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load itView the complete source on GitHubscenario-grok-imagine-image
When your agent uses it
Use when generating or editing images with Grok Imagine models on Scenario via MCP: text-to-image, instruction editing with up to three reference images, posters, packaging, ads, or infographics with exact in-image text, photoreal shots from camera and lighting cues, extended aspect ratios up to 20:9 and 9:20, quality and resolution tiers, or batches of variations. Keywords: Grok Imagine Image 2.0, Image Quality, xAI, Aurora, Grok, txt2img, img2img, typography, 2K.
What it loads into context
Frontmatter
130 tokensAlways available to the agent
SKILL.md
1,507 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Write the copy, not a vibe
- Edits are instructions, no mask exists
- Worked example: a branded label onto a product photo
- Common mistakes
Files
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# Scenario Grok Imagine Images
## Overview
Grok Imagine, xAI's image family on Scenario, puts generation and editing in every member: the same
model reads an empty `referenceImages` as text-to-image and a filled one as an edit, so the inputs
pick the mode and the member picks the tier. Members ship side by side, agreeing on the prompt
contract and disagreeing on knobs and price, so discover them with `search` and treat
`model_schema_get` as the contract. The Grok Imagine video members belong to the
`scenario-grok-imagine-video` skill.
Connection and the core loop: see the `scenario` skill; model-agnostic image work: the
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install itView the complete source on GitHubscenario-grok-imagine-video
When your agent uses it
Use when generating or editing video with Grok Imagine models on Scenario via MCP: text-to-video, image-to-video from a first frame, reference-to-video with @image tags for consistent people, products, or clothing, prompt-based editing, extending a clip from its last frame, native audio with lip-synced dialogue and sound effects, or choosing between first-frame and reference conditioning. Keywords: Grok Imagine Video 1.5, R2V, Grok Edit Video, Grok Extend Video, xAI, T2V, I2V, V2V.
What it loads into context
Frontmatter
132 tokensAlways available to the agent
SKILL.md
1,555 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- First frame or references
- Sound is prompted, not switched
- Worked example: dialogue over an animated hero still
- Common mistakes
Files
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# Scenario Grok Imagine Video
## Overview
Grok Imagine, xAI's video family on Scenario, splits its modes across single-purpose members: text
and first-frame generation, reference-to-video, prompt editing, and clip extension each live in
their own model, so picking the member is picking the mode. Discover them with `search` and treat
`model_schema_get` as the contract: members agree on prompt style and disagree on every cap. The
Grok Imagine image models belong to the `scenario-grok-imagine-image` skill.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic video work: the
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-identity-library
When your agent uses it
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.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
1,788 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- From interview to anchor
- The library is a named collection
- Sheets are assembly, not generation
- Worked example: Nima, courier robot
- Common mistakes
Files
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# Scenario Identity Library
## Overview
A game or brand runs on named identities: characters and props that must stay recognizable in every
image that ships. This skill runs that lifecycle end to end: interview a brief, generate and gate a
hero image, file approved shots in a named collection, assemble a sheet, and pull the library back
out for new images. The per-image mechanics live in siblings and are not repeated here: connection
and the core loop in `scenario`, holding a look with references in `scenario-consistency`, pass/fail
verdicts in `scenario-quality-gate`. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
View the complete source on GitHubscenario-ideogram
When your agent uses it
Use when generating or editing images with Ideogram models on Scenario via MCP: posters, logos, menus, packaging, or signage with exact in-image text, editing an image in place while keeping its exact size, transparent PNG generation, background removal that keeps hair and glass edges, editable text layers for localization, or one consistent character from a reference. Keywords: Ideogram 4.5, Precise Edit, V4, V3, typography, aspect ratio, layerize, character reference, inpainting.
What it loads into context
Frontmatter
115 tokensAlways available to the agent
SKILL.md
2,564 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- 4.5: tiers, sizes, and what they cost
- Edits that keep the canvas
- Exact text wants expansion off
- Two routes to transparency
- Worked example: a localizable poster
- Common mistakes
Files
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# Scenario Ideogram Image
## Overview
Ideogram's image family on Scenario is a set of single-purpose members, not one model with modes:
4.5 for generation where in-image text must read and for reference-guided edits, 4.5 Precise Edit
for changing one thing and leaving the rest alone, V3 Generate Transparent for native alpha output,
V3 Layerize Text for turning a flat graphic into editable text layers, Character for one identity
held across scenes, and Remove Background for cutouts. V4 still answers searches but was tagged
deprecated in favor of 4.5 at authoring time. The members agree on almost nothing mechanically: the
same concept changes name, casing, and allowed values between them, so discover each with `search`
and treat its `model_schema_get` as the contract.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic image workView the complete source on GitHubscenario-image
When your agent uses it
Use when generating or editing images with Scenario through MCP: text-to-image, image-to-image, instruction editing, inpainting or outpainting with a mask, background control, aspect ratio or resolution sizing, several outputs per run, or choosing between Scenario image models. Also when a run fails on prompt length, a plan-restricted model, or a reference image that was silently ignored. Keywords: txt2img, img2img, image edit, inpaint, mask, reference image, aspect ratio.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
2,377 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The three fields that fail runs
- Landing an exact size
- Prompt wording
- Worked example: replacing a label on a product shot
- Common mistakes
Files
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# Scenario Image Generation and Editing
## Overview
Scenario runs hundreds of image models, split across `txt2img` (generate from a prompt) and
`img2img` (edit, restyle, inpaint, upscale). The loop is the one the `scenario` skill teaches. What
breaks image runs is the per-model contract: sizing fields, prompt limits, and reference caps differ
between two models that do the same job, so read `model_schema_get` every time. Per-family contracts
(sizing families, reference caps, edit modes): `scenario-seedream`, `scenario-gpt-image`,
`scenario-gemini-image`, `scenario-ideogram`, `scenario-reve`, `scenario-luma-image`,
`scenario-mai-image`, `scenario-grok-imagine-image`. Upscaling, grading, effects, expand, resize and
the other tool models: see `scenario-image-editing`. Holding one look across a set: see
`scenario-consistency`. One image from several references, each with one job:
`scenario-multi-reference`. Sprites, icons, and tilesets: see `scenario-game-assets`. If a siblingView the complete source on GitHubscenario-image-editing
When your agent uses it
Use when editing an existing image on Scenario through MCP with a tool model, not a new generation: upscale or enhance to 2x, 4K, 8K, super resolution, 3D LUT color grade, color correction, posterize, solarize, vignette, film grain, blur, sharpen, glow, chromatic aberration, oilify, cubism, crystallize, dodge and burn, tint, desaturate, expand or uncrop, reframe an aspect ratio, resize to exact pixels, slice tiles, contact sheet, split into layers, remove a background or watermark, vectorize.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
2,387 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The effects family
- Upscaling is a model family, not a knob
- Expanding a canvas is four different tools
- Cardinality
- Worked example: grade a key art, then export at size
- Common mistakes
Files
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# Scenario Image Editing
## Overview
Editing an existing image is a `model_run` on a tool model: one file in, a few numeric knobs, one or
more assets out, nothing to prompt on most of them. Generating a new image, prompt-driven edits and
masked inpainting are `scenario-image`; the same effects on footage are `scenario-video-editing`;
stacking layers is `scenario-video-assembly` (Image Studio). Connection and the core loop:
`scenario`. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
## Quick referenceView the complete source on GitHubscenario-inspiration
When your agent uses it
Use when a creative task has no direction yet: finding inspiration, exploring looks or styles, proposing concept directions to pick between, building a moodboard or reference board, doing visual research, mining existing assets for a style, or escaping generic AI-looking output. Also when a saved Scenario collection should drive a new batch as art direction. Keywords: inspiration, moodboard, references, art direction, style exploration, concepts, serendipity, ideation, surprise me.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
1,438 tokensWhen the skill is activated
Reference documents
7,680 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a puzzle game's world map, nothing decided
- Common mistakes
Scripts executed separately
scripts/wildcard.py
Files
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# Scenario Inspiration
## Overview
Asked for inspiration, an agent averages. It returns the most typical answer for the brief, so every
user with a similar brief gets the same look. This skill trades that for four phases: **prime**,
**widen**, **choose**, **board**. Connection and scope: see the `scenario` skill in this repo. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.
Four moves carry most of the value. Name the reflex answer for this brief and the answer of someone
merely avoiding that reflex, then rule out both, because an agent told to be original lands on the
second-obvious answer. Randomize the operator, never the subject: what varies is the transformationView the complete source on GitHubscenario-kinetic-music-video
When your agent uses it
Use when turning a song into a kinetic-typography or motion-design music video, lyric video, visualizer or K-pop style MV with Scenario, landscape or vertical 9:16 for TikTok, Reels and Shorts: a generated subject sheet, style frames and footage, plus a deterministic JavaScript/three.js engine for lyric type, mattes and tracked graphics timed to sung onsets. Also for revising, recutting or cutting teasers from such a video.
What it loads into context
Frontmatter
112 tokensAlways available to the agent
SKILL.md
4,191 tokensWhen the skill is activated
Reference documents
24,802 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Before you start (ask once, then run)
- Workflow
- Quality bar
- Files in this skill
Scripts executed separately
assets/engine/canvas.jsassets/engine/core.jsassets/engine/main.jsassets/engine/plate.jsassets/engine/roto.jsassets/engine/scenes/hud.jsassets/engine/typekit.jsassets/npm/package.jsonassets/scene.template.jsassets/timeline.template.jsscripts/audio_analysis.pyscripts/audio_paths.pyscripts/av_sync_check.pyscripts/beatwarp.pyscripts/dance_sync_check.pyscripts/fixmatte.pyscripts/lipsync_check.pyscripts/lyrics_align.pyscripts/matte_fallback.pyscripts/matte_keyed.pyscripts/plot_lyrics.pyscripts/prep_clip.shscripts/prep_video.pyscripts/render.mjsscripts/scaffold.shscripts/serve.mjsscripts/sheet.pyscripts/still.mjsscripts/synth_beat.pyscripts/track.py
Files
README.mddoc6,792 bytesSKILL.mdcore17,001 bytesSKILL.mdcore17,001 bytesSKILL.mdcore17,001 bytesassets/engine/canvas.jsruns4,270 bytesassets/engine/core.jsruns14,886 bytesassets/engine/index.htmlasset2,600 bytesassets/engine/main.jsruns14,415 bytesassets/engine/plate.jsruns5,011 bytesassets/engine/roto.jsruns9,231 bytesassets/engine/scenes/hud.jsruns8,617 bytesassets/engine/typekit.jsruns8,129 bytesassets/npm/package-lock.jsonasset2,682 bytesassets/npm/package.jsonruns198 bytesassets/python/linux-x86_64.txtdoc164,294 bytesassets/python/macos-arm64.txtdoc158,617 bytesassets/python/requirements.inasset543 bytesassets/scene.template.jsruns5,162 bytesassets/timeline.template.jsruns2,742 bytesreferences/agent_brief_template.mddoc7,319 bytesreferences/audio_editing.mddoc6,520 bytesreferences/engine_api.mddoc18,811 bytesreferences/lessons.mddoc12,914 bytesreferences/motion_library.mddoc21,934 bytesreferences/pipeline.mddoc21,694 bytesscripts/audio_analysis.pyruns4,132 bytesscripts/audio_paths.pyruns502 bytesscripts/av_sync_check.pyruns2,313 bytesscripts/beatwarp.pyruns1,972 bytesscripts/dance_sync_check.pyruns1,584 bytesscripts/fixmatte.pyruns1,632 bytesscripts/lipsync_check.pyruns2,067 bytesscripts/lyrics_align.pyruns7,187 bytesscripts/matte.swiftasset2,072 bytesscripts/matte_fallback.pyruns1,104 bytesscripts/matte_keyed.pyruns2,383 bytesscripts/plot_lyrics.pyruns1,922 bytesscripts/prep_clip.shruns1,606 bytesscripts/prep_video.pyruns2,557 bytesscripts/render.mjsruns5,682 bytesscripts/scaffold.shruns6,338 bytesscripts/serve.mjsruns1,690 bytesscripts/sheet.pyruns1,287 bytesscripts/still.mjsruns3,350 bytesscripts/synth_beat.pyruns2,030 bytesscripts/track.pyruns1,876 bytes
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# Kinetic Music Video
A song goes in. A 1080p60 music video comes out, landscape for YouTube and X or vertical for TikTok,
Reels and Shorts: a motion designer's showreel cut to the track. Kinetic type, 2D and 3D graphics
and transitions land on the beats and sung syllables. Generated footage of the subject is woven
through it where the concept wants a performer. The approved master is the only soundtrack. Preserve
the original; an authorized audio edit produces a new, versioned master.
The work splits by what each tool does best:
- **Scenario** supplies what code can't: a consistent subject with real physics, choreography, hair
and lip-sync, in whatever art style each section needs.
- **The JS engine** supplies what video models can't: exact typography, frame-exact timing to onsets
and beats, infographics, compositing around the subject, and endless re-renders at zero generationView the complete source on GitHubscenario-kling
When your agent uses it
Use when generating or editing video with Kling models on Scenario via MCP: text-to-video, image-to-video with first and last frames, multi-shot sequences with per-shot prompts, consistent characters via elements and reference images, prompt-based video editing, motion transfer from a driving video (motion control, mocap), lipsync to audio or text, talking avatars, native audio and dialogue, or picking 720p, 1080p, or 4K tiers. Keywords: Kling V3, O1, 2.6, Omni, Kuaishou, T2V, I2V, V2V.
What it loads into context
Frontmatter
138 tokensAlways available to the agent
SKILL.md
1,981 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Audio is a per-member switch
- Motion control reads two inputs
- Worked example: two-shot character clip from a still
- Common mistakes
Files
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# Scenario Kling Video
## Overview
Kling, Kuaishou's video family on Scenario, ships as specialists, eighteen at authoring time: V3
(Omni plus dedicated T2V and I2V tiers), O1, 2.6, motion control, lipsync, and a talking avatar.
Pick the member whose conditioning matches the job, then treat `model_schema_get` as the contract:
the same parameter changes shape, default, and legality between members. Kling Video to Audio is
audio output, the `scenario-audio` skill's domain.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic video work: the
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-luma-image
When your agent uses it
Use when generating or editing images with Luma Uni-1 models on Scenario via MCP: text-to-image, prompt-based editing of an existing image, style or character reference images with named roles, web search grounding for real-world subjects, rendering exact title text into posters, aspect ratio control, or choosing between Uni-1 Max and Uni-1. Keywords: Luma Labs, Uni-1, Photon, txt2img, img2img, image edit, reference images, webSearch, reasoning image model.
What it loads into context
Frontmatter
116 tokensAlways available to the agent
SKILL.md
1,434 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- References work by role
- Create prompts describe, edit prompts preserve
- Worked example: a travel poster with rendered title text
- Common mistakes
Files
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# Scenario Luma Image
## Overview
Uni-1, Luma Labs' image family on Scenario, folds generation and editing into one contract: every
member is both `txt2img` and `img2img`, and passing a `source` image is what flips the run into edit
mode, so where each image lands (source versus reference) decides more than prompt wording. These
are reasoning models that plan lighting and composition before rendering, so a run takes a minute or
two, not seconds. Discover members with `search` and treat `model_schema_get` as the contract: the
tiers share every field name and disagree on caps and price. Luma's video models are the
`scenario-luma-video` skill's domain.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic image work
(sizing families, masks, batch fields): the `scenario-image` skill. If a sibling skill named here isView the complete source on GitHubscenario-luma-video
When your agent uses it
Use when generating or editing video with Luma Ray models on Scenario via MCP: cinematic text-to-video, image-to-video from a start frame, start plus end frame anchors, seamless looping clips, HDR output, restyling footage while preserving motion with edit strengths and face, pose, depth, or trajectory controls, reframing to another aspect ratio by outpainting, or budget prompt edits on real footage. Keywords: Luma, Dream Machine, Ray 3.2, Ray 3, Modify Video, Reframe, T2V, I2V, V2V, loop, HDR.
What it loads into context
Frontmatter
134 tokensAlways available to the agent
SKILL.md
1,573 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Two editors, one strength ladder
- Prompt motion, not adjectives
- Worked example: a 16:9 hero clip recut for 9:16
- Common mistakes
Files
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# Scenario Luma Video
## Overview
Luma's video line on Scenario is four sibling models, one per mode: Ray 3.2 generates from text or
frame anchors, Ray 3.2 Edit restyles footage under structural controls, Ray 3.2 Reframe outpaints to
a new aspect ratio, and Modify Video makes budget prompt edits. Route by member before tuning
anything; Luma's image models belong to the `scenario-luma-image` skill. Discover the live set with
`search` and treat `model_schema_get` as the contract.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic video work: the
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-mai-image
When your agent uses it
Use when generating or editing images with Microsoft MAI Image models on Scenario via MCP: photoreal or stylized text-to-image with legible in-image typography, posters, packaging, magazine covers, ads, key art, or instruction-based editing such as text swaps, recoloring, object removal or replacement, background swaps, lighting changes, and full restyles. Keywords: MAI Image 2.5, 2.5 Pro, 2.5 Edit, 2.5 Pro Edit, Microsoft, txt2img, img2img, typography, text rendering, image edit.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
1,482 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Typography is the lever
- Editing: preserve first, one change
- Worked example: a campaign poster, then a copy swap
- Common mistakes
Files
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# Scenario MAI Image
## Overview
MAI Image 2.5, Microsoft's image family on Scenario, splits into generation members (2.5, 2.5 Pro)
and instruction editors (2.5 Edit, 2.5 Pro Edit). The family trait is typography: in-image
headlines, labels, and taglines come back legible and placed where the prompt put them: the pick for
posters, packaging, covers, and key art that carry real copy. Discover members with `search` and
treat `model_schema_get` as the contract: the four agree on almost every field and disagree on the
one that carries the source image.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic image work
(sizing families, masks, upscales): the `scenario-image` skill. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user toView the complete source on GitHubscenario-meshy
When your agent uses it
Use when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB, remeshing to a target polycount, UV unwrapping, auto-rigging a humanoid character, or applying a library animation clip. Keywords: Meshy 7 and Meshy 6, Ultra mode, Smart Topology, PBR maps, texture prompt, triangle or quad topology, game-ready mesh, A-pose, T-pose, GLB pipeline.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
1,851 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Generate raw, refine on purpose
- Rig or animate, not both
- Worked example: photo to animated character
- Common mistakes
Files
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# Scenario Meshy 3D
## Overview
Meshy on Scenario is a toolchain rather than one model: image-to-3D generators (Meshy 7 Image to 3D,
Meshy 7 Multi Image to 3D, Meshy T2 Smart Topology), Meshy 6 Text-to-3D, and GLB-in, GLB-out
utilities (Retexture, Remesh, UV Unwrap, Rigging, Animation). Work runs as a pipeline: generate a
mesh, refine it, then rig or animate, each stage its own `model_run` whose `model` parameter takes
the 3D asset id the previous stage returned. Discover members with `search` and treat
`model_schema_get` as the contract: members disagree on defaults as basic as `enablePbr` (true on
Image to 3D, false on Multi Image and Retexture at authoring time).
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic 3D work (viewer,
capture, engine import): the `scenario-3d` skill. If a sibling skill named here is missing from yourView the complete source on GitHubscenario-minimax-music
When your agent uses it
Use when generating music with MiniMax models on Scenario via MCP: full songs with vocals from a lyric sheet, structure tags like [Verse] and [Chorus], auto-written lyrics from a plain-language brief, instrumental tracks from a style prompt, or covering an uploaded MP3 or WAV in a new genre while keeping the melody. Keywords: MiniMax Music 3.0, Music Cover, Hailuo, text-to-music, audio-to-audio, song generation, lyrics, vocals, instrumental, BPM, genre swap.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
1,331 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Writing the lyric sheet
- Covers keep the melody
- Worked example: a trailer song with vocals
- Common mistakes
Files
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# Scenario MiniMax Music
## Overview
MiniMax's music family on Scenario splits in two: Music 3.0 composes and performs a complete song
from a style prompt plus a lyric sheet, and Music Cover rebuilds an uploaded song in a new style
while keeping its melody. Discover both with `search` and treat `model_schema_get` as the contract:
the members share `prompt`, `sampleRate`, and `bitrate` and agree on nothing else.
Connection and the core loop: see the `scenario` skill; model-agnostic audio work: the
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-minimax-video
When your agent uses it
Use when generating or editing video with MiniMax Hailuo models on Scenario via MCP: text-to-video, image-to-video, first and last frame anchors, reference images, videos, or audio, native stereo audio, bracketed camera commands, extending a clip, inserting a new scene into one, or recasting the people in it from photos. Keywords: MiniMax, Hailuo 3.0, H3, H3 Max, Turbo, Extend Video, Insert Video, Recast, Hailuo 2.3, T2V, I2V, V2V, 2K.
What it loads into context
Frontmatter
138 tokensAlways available to the agent
SKILL.md
2,423 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Picking the member
- Editing a clip you already have
- Camera in brackets, motion in moderation
- Worked example: a character clip from reference stills
- Common mistakes
Files
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# Scenario MiniMax Video
## Overview
MiniMax's Hailuo video family on Scenario has three kinds of member. H3 (Hailuo 3.0) folds text,
keyframe, and reference conditioning into one model and generates stereo audio in the same pass. The
H3 Max line splits that into single-mode members (text, image, reference, lip sync), each with a
faster Turbo twin on the first two. Three Max members edit a clip you already have instead of
generating one: Extend Video (with a Turbo twin), Insert Video, and Recast. The older Hailuo 2.3
pair carried a `deprecated` tag naming H3 as successor at authoring time. Discover members with
`search` and treat `model_schema_get` as the contract: they agree on almost nothing, not even the
spelling of a resolution.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic video work: theView the complete source on GitHubscenario-model-comparison
When your agent uses it
Use when comparing Scenario models on the same brief through MCP: a bake-off with shared prompts and inputs, cost, generation time and quality measured side by side, choosing a default model, testing a new release against the incumbent, or finding which model handles a style, edit, or reference image best. Keywords: model comparison, benchmark, bake-off, A/B test, contact sheet, cost per asset, latency.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
2,342 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Normalization
- Budget
- Measurement
- Judging
- Worked example: three image models on one prop brief
- Common mistakes
Files
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# Scenario Model Comparison
## Overview
A comparison is one brief run unchanged across several models, then judged on criteria written down
before the first paid call. Every candidate has its own contract, so the comparison lives in the
normalization: what is held fixed, what each schema forces to differ, and where each number came
from. `recommend` shortlists, `dry_run` prices, the `jobs_wait` rows carry the billed cost, the grid
tool puts the results side by side, and a table delivers. Connection and the core loop: see the
`scenario` skill; a rubric for judging output against a brief: `scenario-refine-loop`. If a sibling
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
from tool schemas and flag the gap.
View the complete source on GitHubscenario-model-training
When your agent uses it
Use when generated assets must keep a consistent style, character, or product look and references stop scaling, or when a user asks to train a custom model through the Scenario MCP, fine-tune a LoRA, clone a voice, curate a training dataset, choose a base model, set epochs and sample prompts, estimate training cost, diagnose a trained model that lost its identity or has one epoch, or generate with a trained model. Keywords: custom model, LoRA, dataset curation, epoch previews.
What it loads into context
Frontmatter
113 tokensAlways available to the agent
SKILL.md
2,573 tokensWhen the skill is activated
Reference documents
2,610 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a style LoRA for game props
- Dataset limits that stop a run
- Common mistakes
- Voice cloning
Files
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# Scenario Model Training
## Overview
Train a custom model when one look must hold across many assets: an icon set, a recurring character,
a product line. Prompts, references, and control maps are cheaper first steps: see
`scenario-consistency`. Before quoting a training run, run the reference test `scenario-consistency`
teaches for the subject at hand: the approved art as style references (with the prompt saying they
set the style only) for a look, the hero as a subject reference for a character or product. At
authoring time a style test matched the look of a custom LoRA on the same brief at a comparable
per-image price, for the cost of one generation. Train when that test drifts across the set, not
before; the worked example below starts after it.
The judgment calls live in two references:View the complete source on GitHubscenario-moderation
When your agent uses it
Use when a Scenario generation is blocked, refused, or returns a moderation or sensitive-content error, when a video is rejected after rendering or its audio track is flagged, when an output is flagged for likeness to a real person or for IP and copyright detection, when the same prompt passes on one model and fails on another, or when a team's own characters, weapons, or props get flagged. Keywords: blocked prompt, content moderation, refused generation, provider filter, false positive.
What it loads into context
Frontmatter
108 tokensAlways available to the agent
SKILL.md
2,714 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Why legitimate prompts get blocked
- Filters differ by provider, not by price
- Video and audio blocks
- IP Detection is the team's own gate
- Recovery, cheapest first
- Worked example: a flagged weapon prop
- Common mistakes
Files
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# Scenario Blocked Generations
## Overview
Three gates can stop a generation, and only two of them read the prompt. Content filters run on the
model provider's side, not on Scenario, so a provider block is a property of the model that was
picked and the same prompt usually passes elsewhere in the catalog. IP Detection is the team's own
gate: it screens the prompt and the input images before the run, an organization admin switches it
on, and no model switch clears it. Plan and blocklist restrictions remove models before any prompt
is judged. Treat a block as a routing problem first and a wording problem second. This skill is
about false positives on content a team is entitled to make; it is not a way to produce content a
provider prohibits. Core loop: see the `scenario` skill. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-motion-loops
When your agent uses it
Use when someone wants seamless looping motion graphics for video in their own brand colors: animated backgrounds behind titles, filler for the dead seconds between AI shots, bumpers, transitions or shape animations, built as code and rendered to MP4, optionally with their mascot, product or character from Scenario composited over the loop. Keywords: seamless loop, motion background, canvas animation, motion graphics, loop seam, motion blur, H.264 export, alpha composite.
What it loads into context
Frontmatter
104 tokensAlways available to the agent
SKILL.md
2,941 tokensWhen the skill is activated
Reference documents
2,863 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a brand mascot floating over a coded loop
- Common mistakes
Scripts executed separately
scripts/render-loop.mjs
Files
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# Scenario Motion Loops
## Overview
A loop is a pure function of time, drawn with Canvas 2D in one HTML file. Nothing is generated, so
nothing warps or flickers, one color change rebrands it, and it renders at any size.
- `draw(ctx, w, h, t, P)` paints the frame at `t` seconds. Every period divides the 12 s loop, so
the frame at 12 s is the frame at 0 s.
- [scripts/loop-template.html](scripts/loop-template.html) holds the helpers (`M.*`), the palette
(`P`) and `tile(...)` registration. Tiles from the Motion Loops exploration on scenario.com (80
loops, each with its code) run in it unchanged.
- [scripts/render-loop.mjs](scripts/render-loop.mjs) checks the page, renders stills or the MP4, and
checks the encoded file.View the complete source on GitHubscenario-multi-reference
When your agent uses it
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.
What it loads into context
Frontmatter
113 tokensAlways available to the agent
SKILL.md
2,455 tokensWhen the skill is activated
Reference documents
3,402 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Rules that held
- Worked example: a crayon drawing becomes a film still
- Leak check before keeping
- Common mistakes
Files
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# Scenario Multi-Reference Composition
## Overview
A reference image lends everything it shows unless the prompt says otherwise: hand a model a raccoon
chef as a style reference and the raccoon walks into the scene. The fix is to give **each picture
exactly one job**, then say, for every picture, what **not** to take from it. Four or five pictures,
one idea each (a drawing, a photo, a mannequin, a film still, a color swatch), compose into one
image that keeps each contribution and nothing else. Connection and the generation loop: see the
`scenario` skill. Per-family reference caps and syntax: `scenario-image` lists the image
model-family skills. One subject held across many images: `scenario-consistency`. Animating the
result: `scenario-video`. Refusals: `scenario-moderation`. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-orbit-views
When your agent uses it
Use when a single image of a character, creature, prop, vehicle, or building must be seen from new camera angles through the Scenario MCP server: turnarounds, a 360 orbit, views from behind, above, below, or straight down, consistent multi-angle renders on the same grounded background or on transparency, or novel views that go through a 3D intermediary instead of guessing.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
2,107 tokensWhen the skill is activated
Reference documents
570 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: eight views plus top-down of one character
- Common mistakes
Scripts executed separately
scripts/compose_layout.pyscripts/match_view.pyscripts/render_grounded.pyscripts/studio_shadow.py
Files
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# Scenario Orbit Views
## Overview
Asking an image model to "show it from behind" guesses the geometry, and each angle drifts in size,
pose, and ground contact. The reliable route puts a 3D step in the middle: rebuild the subject as an
untextured mesh, render a gray clay layout for every camera, then let a reference-capable image
model repaint each layout from the original picture. The mesh fixes silhouette, scale, and
perspective; the picture supplies identity, colors, and finish. Connection and the core generation
loop: see the `scenario` skill. Image-to-3D model choice: `scenario-3d`. The background panorama:
`scenario-skyboxes`. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-patina-retexture
When your agent uses it
Use when retexturing an existing 3D asset with PATINA PBR materials through the Scenario MCP server: a GLB or Blender scene (an image-to-3D result with flat colors, a prop, a diorama) whose surfaces need basecolor, normal, roughness, metalness, and height maps per material family with geometry untouched, or a matched before-and-after comparison film rendered in Blender with one camera path, lighting, and cut. Keywords: PATINA, PBR retexture, material families, Blender EEVEE, comparison video.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
3,231 tokensWhen the skill is activated
Reference documents
4,158 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Material families
- Generating one set per family
- Applying in Blender
- Comparison film
- Worked example: retexture a street diorama and film the comparison
- Common mistakes
Scripts executed separately
scripts/apply_materials.pyscripts/common.pyscripts/film.pyscripts/inventory.pyscripts/scene.pyscripts/worker.py
Files
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# Scenario PATINA retexture
## Overview
A mesh whose materials are flat colors or placeholders (an image-to-3D result, a whole diorama)
becomes a PBR-shaded asset in three moves: group its materials into physical surface families,
generate one seamless PATINA material per family on Scenario, and wire the five maps into Blender
materials with vertices, faces, and transforms left unchanged. An optional film renders the original
and the retextured scene along one camera path with the same lights, exposure, and cut, so the
material response is the only thing that differs between the two panels. The film is rendered
locally to present the 3D deliverable, never generated on Scenario, so the skill's output type stays
3D.
PATINA is Patina AI's material family on Scenario (tag `sc:texture`). This skill runs PATINAView the complete source on GitHubscenario-product-shots
When your agent uses it
Use when producing product photography with Scenario from a real product photo: e-commerce packshots on white, transparent, or brand backgrounds, lifestyle scenes placing the product in an environment, hero shots for a landing page or marketplace listing, angle and colorway sets, relighting or shadow fixes, or any shot where the label, logo, and shape must stay exact. Keywords: product photo, packshot, e-commerce, lifestyle shot, compositing, relight, label fidelity, catalog.
What it loads into context
Frontmatter
110 tokensAlways available to the agent
SKILL.md
1,452 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The preserve-first prompt
- Worked example: one can, a packshot plus three scenes
- Common mistakes
Files
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# Scenario Product Shots
## Overview
The product is never generated. A text-prompted bottle ships a wrong label to a landing page; every
credible shot starts from an uploaded photo of the real product, and fidelity is a gated check, not
a hope. Two lanes cover most work: deterministic packshot tools (cutout, background, shadow,
relight) and generative scene placement with an instruction-editing model. Connection and the core
loop: see the `scenario` skill. Edit-model contracts: `scenario-image`. Deterministic tools:
`scenario-image-editing`. Reading assets back: `scenario-asset-analysis`. Animating an approved
still into an ad: `scenario-video-ads`. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-quality-gate
When your agent uses it
Use when a generated Scenario image needs a quality check or a brand-brief compliance verdict before it ships: pass/warn/fail scoring, on-brand review against a configured brief, QA gating a batch, pricing or refreshing a stored verdict, or iterating a generation until it clears the gate. Keywords: quality gate, quality check, QA, verdict, brief compliance, on-brand, brand brief, pass fail, score, review, asset_quality_gate_run.
What it loads into context
Frontmatter
105 tokensAlways available to the agent
SKILL.md
2,196 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference: what a call costs
- Reading the verdict
- Turning the verdict into a better image
- What the verdict does not cover
- Worked example: iterate a hero prop to pass
- Common mistakes
Files
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# Scenario Quality Gate
## Overview
One tool, `asset_quality_gate_run`, scores a finished image asset and returns a `pass`/`warn`/`fail`
verdict with 0 to 100 scores and per-dimension lists of `reasons` and `suggestions`: an AI-quality
check always, plus brand-brief compliance when the team or project has a brief configured. Image
assets only. Quality Gate is an Enterprise add-on: when it is not enabled for the team the call
fails cleanly, so detect that, fall back to an `asset_analyze` review (see
`scenario-asset-analysis`), and say so. Retrying never clears it.
The tool is catalog-only and write-class: get the schema with `scenario_tools_search`, then run it
through `scenario_tool_execute_write` with `{name: "asset_quality_gate_run", parameters: {...}}`,
scope ids inside `parameters` (the read executor rejects it by lane and names the right one). OrView the complete source on GitHubscenario-reel-recast
When your agent uses it
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.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
2,277 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Prompt recipe
- Changing the room
- Worked example: one reel, three outfits, a Halloween room
- Common mistakes
Files
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# Scenario Reel Recast
## Overview
A recast performs an existing reel again with a new performer. Seedance's edit mode takes the reel
as `@video1` and keeps its choreography, timing, camera and framing, while the prompt changes who
dances, what they wear and how the room is dressed. The performer is rendered at the reel's scale,
so anything that brings its own camera breaks the result: a background plate shot from another angle
produces a performer with wrong proportions. The song never goes through generation: lift it off the
reel first, lay it back on the finals.
Recast only characters the user owns or has rights to, never a real person's likeness without their
consent; clearing the song for where it ships is the user's call.
View the complete source on GitHubscenario-refine-loop
When your agent uses it
Use when a Scenario output must be checked and improved rather than accepted first roll: iterating a generation until it matches the brief, fixing a batch that came back off-brief, retrying failed shots methodically, wiring an automated generate, review, revise loop, or deciding whether to re-prompt, swap references, inpaint, post-process, or change model. Keywords: refine, iterate, critique, review loop, QA, self-correction, verify, acceptance criteria, retry, drift.
What it loads into context
Frontmatter
113 tokensAlways available to the agent
SKILL.md
1,440 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The two rules that keep the loop honest
- Worked example: four icons against a brief
- Common mistakes
Files
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# Scenario Refine Loop
## Overview
Agents fail generation QA in two symmetric ways: accepting the first roll, or rewording the whole
prompt and re-rolling until the budget dies. Both skip the same two artifacts, a written rubric and
a diagnosis. The loop that converges: rubric before generating, a small batch, a recorded verdict
per asset, the cheapest targeted fix per failure, a hard round cap. Connection and the core loop:
see the `scenario` skill. Critic tool contracts: `scenario-asset-analysis`. Baseline discipline:
`scenario-consistency`. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
View the complete source on GitHubscenario-report
When your agent uses it
Use when a Scenario user wants to report a bug or request a change, on the public tracker at github.com/scenario-labs/skills or by email to support@scenario.com: turning a failed generation, MCP tool error, or unclear skill into a reproducible report, collecting trace ids with diagnostics_run, stripping keys, signed asset URLs, and personal data, asking before sharing a team or project id, or building a prefilled issue URL. Keywords: file an issue, feature request, feedback.
What it loads into context
Frontmatter
112 tokensAlways available to the agent
SKILL.md
1,359 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Redact before drafting
- Make it reproducible
- Worked example: a texture upscale that never finishes
- Posting
- Common mistakes
Files
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# Reporting Scenario bugs and change requests
## Overview
Public tracker: `https://github.com/scenario-labs/skills/issues`, forms `bug.yml` and
`change-request.yml`. Offer `support@scenario.com` as the private alternative, and let the user
pick.
Two constraints. A public issue is permanent, so redact first and post only after the user approves
the exact text. The reader has no access to the user's account, so the report must carry everything
needed to reproduce from outside.
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask theView the complete source on GitHubscenario-reve
When your agent uses it
Use when generating or editing images with Reve models on Scenario via MCP: text-to-image from a prompt alone, instruction edits (swap poster text, recolor a product, change materials, relight or restyle a scene), merging references with consistent subjects, blending up to 6 images into one composite, or choosing between Reve v2.1 and Reve Remix. Keywords: Reve v2.1, Reve Remix, Reve AI, txt2img, img2img, frame tags, compositing, style blending, text swap.
What it loads into context
Frontmatter
119 tokensAlways available to the agent
SKILL.md
1,308 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Frame tags wire v2.1 references
- Edits are instructions, not masks
- Worked example: swapping the text on a poster
- Common mistakes
Files
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# Scenario Reve Image
## Overview
Reve, Reve AI's image family on Scenario, splits into two members that share a brand and little
else: v2.1 is a reasoning-driven generator and instruction editor (a top-2 text-to-image arena entry
at authoring time), Remix a fast, cheap compositor that blends several images into one. Discover
them with `search` and treat `model_schema_get` as the contract: they disagree on field names,
prompt caps, and ratio lists.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic image work: the
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-rodin
When your agent uses it
Use when generating 3D assets with Rodin Hyper3D models on Scenario via MCP: image-to-3D from up to five multiview stills, text-to-3D from a prompt, fast prototyping versus full quality tiers, quad or triangle topology, PBR materials, HighPack 4K textures, T-pose or A-pose characters for rigging, or splitting a finished mesh into parts and retexturing it with Bang!. Keywords: Rodin Gen-2.5, Hyper3D, Deemos, image to 3D, text to 3D, part segmentation, texture delight.
What it loads into context
Frontmatter
142 tokensAlways available to the agent
SKILL.md
1,518 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The lane decides the dialect
- Bang! wants a finished mesh
- Worked example: a rig-ready character from turnaround stills
- Common mistakes
Files
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# Scenario Rodin 3D
## Overview
Rodin Hyper3D, Deemos Technology's 3D family on Scenario, picks its mode by member: image-to-3D and
text-to-3D each ship as a full model and a Fast variant, and Bang! splits finished meshes into
parts. Discover them with `search` and treat `model_schema_get` as the contract: the lanes agree on
ideas and disagree on parameter names.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic 3D work: the
`scenario-3d` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-runway
When your agent uses it
Use when generating or editing video with Runway models on Scenario via MCP: text-to-video or image-to-video from a first frame with Gen4.5 (cinematic motion, sequenced actions, camera choreography), or video-to-video editing of real footage with Aleph 2 (remove objects, swap products, restyle or relight shots, keyframe-pinned reference images, motion and audio preserved). Keywords: Runway ML, Gen4.5, Gen-4.5, Aleph, T2V, I2V, V2V, first frame.
What it loads into context
Frontmatter
129 tokensAlways available to the agent
SKILL.md
1,179 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Gen4.5 prompts follow the mode
- Aleph changes what you name
- Worked example: swap a product in real footage
- Common mistakes
Files
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# Scenario Runway Video
## Overview
Runway's family on Scenario splits by direction: Gen4.5 generates new clips from text or a
first-frame image; Aleph 2 rewrites existing footage, changing what the prompt names while motion,
audio, and structure carry over. Discover both with `search`; `model_schema_get` is the contract.
Connection and the core loop: the `scenario` skill; model-agnostic video work: the `scenario-video`
skill. If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
## Quick referenceView the complete source on GitHubscenario-seedance
When your agent uses it
Use when generating or editing video with Seedance models on Scenario via MCP: text-to-video, image-to-video, first and last frame anchors, reference-to-video from identity, product, or world references, prompt-based editing, extending a clip, audio-conditioned motion or voice, shot sound without music, first-frame versus reference conditioning, or an output blocked by moderation. Keywords: Seedance 2.5 and 2.0, ByteDance, T2V, I2V, V2V, native audio, OutputVideoSensitiveContentDetected.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
2,595 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The conditioning rule
- Sound from the shot, music from elsewhere
- When the finished video is blocked
- Worked example: a product shot from references
- Common mistakes
Files
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# Scenario Seedance Video
## Overview
Seedance, ByteDance's video family on Scenario, folds every mode below into one model that infers
which from your inputs, so the conditioning you pass decides more than prompt wording. Discover it
with `search` and treat `model_schema_get` as the contract: members ship side by side, agreeing on
the shape and disagreeing on every number.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic video work: the
`scenario-video` skill; choreography held across cuts from a storyboard: the
`scenario-seedance-storyboard` skill. If a sibling skill named here is missing from your available
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-seedance-drafts
When your agent uses it
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.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
1,896 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Reviewing takes
- Worked example: five takes, one 1080p final with licensed music
- Common mistakes
Files
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# Scenario Seedance Drafts
## Overview
A Seedance draft is a 480p preview of a take that can later be finalized to 1080p without
regenerating it: the completion is the same take at full resolution. Seedance has no seed, so a
draft is the only way to approve a take cheaply and then ship that exact take. Re-running the
payload at 1080p performs it again differently, and a generic upscaler returns a softer copy, not
the 1080p render.
The economics decide when to draft. A draft prices like a plain 480p render, and a draft plus its
completion costs at least a direct 1080p render: at authoring time 2,040 against 2,024 CU for a 15
second edit (366 plus 1,674), and 544 against 456 for a 4 second reference shot (84 plus 460).
Drafting pays only through the takes that get discarded: five 15 second takes and one finalist cameView the complete source on GitHubscenario-seedance-music-video
When your agent uses it
Use when turning a song, track, or audio master into a finished music video with Scenario and Seedance: planning shots against beats and sections, transcribing lyrics, generating clips that cut to music, keeping the shots' own sound while the song stays the only score, assembling a delivery over the untouched master soundtrack, or verifying the final cut. Keywords: music video, beat sync, shot list, lyric transcription, reference frames, ffmpeg assembly, Seedance.
What it loads into context
Frontmatter
108 tokensAlways available to the agent
SKILL.md
1,786 tokensWhen the skill is activated
Reference documents
830 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- The two soundtracks
- Quick reference
- Worked example: one verse, three shots
- Common mistakes
Scripts executed separately
scripts/build.pyscripts/song.py
Files
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# Scenario Seedance Music Video
## Overview
Five steps: song, lyrics, story, frames, video. The supplied master is the only score, and no shot
writes its own. [scripts/build.py](scripts/build.py) lays the master over the cut once, at the end,
and proves the file untouched by hash. [scripts/song.py](scripts/song.py) reads the master so cuts
land on its structure. The scripts need ffmpeg and ffprobe on PATH, and numpy for song.py.
Connection and the core generation loop: see the `scenario` skill in this repo. The Seedance
parameter contract and conditioning traps: see the `scenario-seedance` skill. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.View the complete source on GitHubscenario-seedance-storyboard
When your agent uses it
Use when a Seedance video must hold continuous movement across shots: dance choreography, fights, sports, or any performance where limbs teleport, feet slide, or motion resets at every cut, or when turning a storyboard and character sheet into a multi-shot sequence that plays as one take. Keywords: storyboard to video, choreography, movement control, pose chain, timecoded shot script, first and last frame chaining, character sheet, multi-shot continuity, Seedance 2.5 and 2.0.
What it loads into context
Frontmatter
114 tokensAlways available to the agent
SKILL.md
2,370 tokensWhen the skill is activated
Reference documents
11,275 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Two lanes
- Worked example: a 12-shot dance in one run
- Common mistakes
Files
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# Scenario Seedance Storyboard
## Overview
Prompted shot by shot, generated movement falls apart: limbs teleport, feet slide, and every cut
resets the performance. So storyboard instead of prompting harder. What this delivers is continuous
motion through the handoffs, not editorially distinct cuts: for cuts a viewer can feel, cut the
delivered clip yourself with `scenario-video-editing`. Write a timecoded shot script, draw a
character sheet and a numbered panel per shot, and hold one rule: every shot ends in the pose the
next one starts from. Pinned boundaries leave nothing to reset, so the cuts play as one performance.
Connection and the core loop: the `scenario` skill; the Seedance parameter contract, conditioning
traps, and sound lanes: the `scenario-seedance` skill; identity across stills and a reusable
character sheet: the `scenario-consistency` and `scenario-identity-library` skills; a board or comicView the complete source on GitHubscenario-seedream
When your agent uses it
Use when generating or editing images with Seedream models on Scenario via MCP: text-to-image, image-to-image editing with reference images, posters or packaging with exact in-image text (non-Latin scripts too), subject-preserving edits, sets of related images in one run, editing a transparent asset without losing its alpha, or splitting an image into transparent PNG layers with Layerize. Keywords: Seedream 5.0 Pro, Lite, Flash, 4.5, Layerize, ByteDance, txt2img, img2img, layer extraction.
What it loads into context
Frontmatter
125 tokensAlways available to the agent
SKILL.md
2,065 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Keeping a transparent asset transparent
- Write the exact copy into the prompt
- Layerize: one image in, an editable stack out
- Worked example: a poster, then its layers
- Common mistakes
Files
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# Scenario Seedream Images
## Overview
Seedream, ByteDance's image family on Scenario, spans generation, reference-driven editing, and one
member that only takes images apart: Layerize splits a finished image into editable layers. The
members agree on little else, so discover them with `search` and read `model_schema_get` before
every run.
Connection and the core loop: see the `scenario` skill; model-agnostic image work: the
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-side-view-game-kit
When your agent uses it
Use when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin, jump and fall poses) and per-level layers (parallax background and midground, seamless wall texture, platform strip, props). Also use when a magenta key eats part of a sprite, a walk loop will not close, a slash trail keys into a solid block, generated textures do not tile, or poses on one sheet will not split.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
3,504 tokensWhen the skill is activated
Reference documents
8,150 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example
- Common mistakes
Scripts executed separately
scripts/process_env.pyscripts/reframe_stills.pyscripts/side_sprites.pyscripts/sprite_cycles.py
Files
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# Scenario Side-View Game Kit
## Overview
A side-scroller needs two families of image assets no single generation gives: pixel sprites that
animate cleanly on one feet line, and painted level layers that stack into parallax and repeat
without seams. This route comes from a browser side-scroller made in one agent session (one hero,
two ground enemies, five levels):
1. **Characters.** A text-to-image still with two poses on flat magenta (hero: rest and jump; enemy:
rest and attack wind-up), reframed with headroom, then one 3 second image-to-video clip per
cycle, the character running or walking "like a treadmill" in a pure side profile facing right. A
local script keys the magenta, cuts a loop or one-shot window, and pixelates every cycle of a
character onto one shared canvas and palette. Fall, wall cling, plunge and dash come from oneView the complete source on GitHubscenario-skyboxes
When your agent uses it
Use when a task involves generating or iterating on skyboxes, 360 panoramas, equirectangular images, environment maps, HDRI-style backdrops, or VR backdrops through the Scenario MCP. Triggers include text-to-skybox, turning a photo into a 360 environment, restyling a panorama's mood, upscaling a skybox without breaking the seam wrap, or exporting equirectangular or cubemap layouts for game engines such as Unity, Unreal, or Godot.
What it loads into context
Frontmatter
115 tokensAlways available to the agent
SKILL.md
1,490 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: generate, iterate, export
- Common mistakes
Files
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# Scenario Skyboxes and 360 Panoramas
## Overview
Scenario hosts dedicated skybox models that produce seamless equirectangular 360 panoramas, plus a
seam-preserving skybox upscaler. Always generate with a skybox-specific model rather than a generic
image model: these enforce the seam continuity and pole geometry that ordinary text-to-image output
lacks.
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
View the complete source on GitHubscenario-sonilo
When your agent uses it
Use when adding sound to a video or generating standalone audio with Sonilo models on Scenario via MCP: text-to-sound-effects, text-to-music, video-to-sound-effects or video-to-music from a clip, scoring silent AI video, foley, ambience, muxed video-to-video variants returning the clip with the new track mixed in, keeping speech while replacing music, or per-segment sound control. Keywords: Sonilo V1.1, SFX, soundtrack, score, keepSpeechVocal, segments, royalty-free.
What it loads into context
Frontmatter
122 tokensAlways available to the agent
SKILL.md
1,472 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The video is the clock
- What survives a music pass
- Worked example: foley for a silent gameplay clip
- Common mistakes
Files
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# Scenario Sonilo Audio
## Overview
Sonilo, an audio family on Scenario, splits along two axes: what the sound is (sound effects or
instrumental music) and what comes back (a standalone track, or the source video with the generated
track muxed in, visuals untouched). Picking the member whose return matches the delivery matters
more than any prompt. Discover with `search` and treat `model_schema_get` as the contract.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic audio work: the
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-sparc3d
When your agent uses it
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.
What it loads into context
Frontmatter
147 tokensAlways available to the agent
SKILL.md
1,261 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Views are positional
- Long jobs, moving prices
- Worked example: a game prop from one concept image
- Common mistakes
Files
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# Scenario Sparc3D Image-to-3D
## Overview
Sparc3D, Hitem3D's image-to-3D family on Scenario, turns one to four photos into a watertight mesh
with no text prompt: the source images are the entire art direction. A base line handles props and
objects, a Portrait line human heads and busts, each in 2.1 and 2.0 generations. Discover them with
`search` and treat `model_schema_get` as the contract: members disagree on which knobs exist and how
values are spelled.
Connection and the core loop: the `scenario` skill in this repo; model-agnostic 3D work: the
`scenario-3d` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-sprite-animation
When your agent uses it
Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
3,852 tokensWhen the skill is activated
Reference documents
8,198 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a seamless idle loop from a still
- Common mistakes
Scripts executed separately
scripts/build_grid_templates.pyscripts/cycle_frames.pyscripts/cycle_prompts.pyscripts/cycle_sheets.py
Files
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# Scenario Sprite Animation
## Overview
A bare prompt to a generic image model for "a sprite sheet, walk cycle, 8 frames" returns a picture
of one; a written grid spec on a high-adherence image model returns the sheet (the single-sheet row
below). Frame sequences come from routes picked by the control the task needs, not sprite size
alone. This skill routes between lanes and carries the frame math; depth lives with siblings:
`scenario-video` (video model families), `scenario-consistency` and `scenario-model-training` (one
character across an action set), `scenario-game-assets` (statics, pixel cleanup, upscaling; a sheet
whose cells are one character's frames stays here), `scenario-refine-loop` (iterate to brief).
Connection and the core loop: the `scenario` skill. If a sibling skill named here is missing from
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-storyboards
When your agent uses it
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.
What it loads into context
Frontmatter
112 tokensAlways available to the agent
SKILL.md
1,548 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a six-panel comic page
- Common mistakes
Files
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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, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
View the complete source on GitHubscenario-team-admin
When your agent uses it
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, creating or deleting projects, 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.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
3,504 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Model access: read the mode before editing
- Members and spend caps
- API keys
- Projects
- Who spent what
- Worked example: lock a project to approved models and cap the contractors
- Common mistakes
Files
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# Scenario Team Administration
## Overview
Enterprise teams govern Scenario from the same agent that generates on it: which models anyone may
run, who is on the team and in which projects, how much each member may spend, and which API keys
exist with which roles. Every tool here is catalog-only: `scenario_tools_search` returns the schema
and lane, and `scenario_tool_execute_read` / `write` / `delete` runs it with `{name, parameters}`,
scope ids inside `parameters` (see the `scenario` skill). Two facts decide most failures before any
argument does: the identity behind the call, since team-level writes need a human team admin over
OAuth and refuse API keys, and the list mode the team runs, since the same model-access edit means
the opposite thing in blocklist and allowlist mode. `teams_list` already tells you both: each team
row carries `modelsManagement`, its model lists, `plan`, and `context.userRole`. A credential that
reaches one team and one project has its scope; more than one is a stop-and-list, per the `scenario`View the complete source on GitHubscenario-text-overlay
When your agent uses it
Use when text must appear letter-perfect on generated media: taglines, CTAs, prices, legal supers, lower thirds, end cards, nameplates, or styled rich cards composited over Scenario images and video. Keywords: text overlay, text card, caption card, CTA, legal super, tagline, end card, lower third, price card, HUD text, transparent PNG.
What it loads into context
Frontmatter
88 tokensAlways available to the agent
SKILL.md
1,634 tokensWhen the skill is activated
Reference documents
1,470 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Choose the face for its meaning
- Worked example: a localized legal super
- Common mistakes
Scripts executed separately
scripts/html_render.pyscripts/overlay.pyscripts/pillow_render.pyscripts/templating.py
Files
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# Scenario Text Overlay
## Overview
Generation models drift on type, so text that must be exact is rendered deterministically here and
composited over the media. One JSON payload describes one overlay, in one of two kinds: a text layer
(plain styled text in a box) or a rich layer (HTML/CSS typography: gradients, strokes, shadows, card
layouts). Both substitute Mustache `{{variables}}` strictly (a missing variable fails the render) on
a transparent canvas.
[scripts/overlay.py](scripts/overlay.py) renders the payload to a PNG with an installed
Chromium-family browser (both kinds, discovered automatically) or a Pillow fallback (text layers
only), embeds the payload JSON into the PNG, and prints the path. Its modules:
[scripts/templating.py](scripts/templating.py) (strict Mustache),View the complete source on GitHubscenario-textures
When your agent uses it
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.
What it loads into context
Frontmatter
117 tokensAlways available to the agent
SKILL.md
1,827 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- What live search confirmed at authoring time (examples to re-discover, not constants)
- Worked example: seamless brick, iterated then upscaled
- Common mistakes
Files
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# Scenario texture and material workflows
## Overview
Scenario generates seamless, tileable textures from text or reference images, upscales them without
breaking the tile, and applies PBR materials when texturing 3D meshes. Model availability differs
per team and evolves, so always discover models at run time instead of hardcoding IDs: `recommend`
with the need in the user's own words for a capability, `search` for a member known by name.
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
View the complete source on GitHubscenario-thumbnails
When your agent uses it
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.
What it loads into context
Frontmatter
76 tokensAlways available to the agent
SKILL.md
1,763 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- From brief to prompt
- Worked example: a boss-fight devlog cover
- Review, revisions and common mistakes
Files
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# Scenario Thumbnails
## Overview
Make a cover that communicates its subject at the size viewers actually see. The deliverable is a
finished image at the requested dimensions, with exact supplied copy and preserved identities.
Connection and the generation loop follow `scenario`; image/reference contracts follow
`scenario-image`. Exact type uses `scenario-text-overlay`, placement specifications use
`scenario-formats`, and a set that must share a look uses `scenario-consistency`. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
Resolve the destination, topic or title, supplied assets, exact copy, desired count and budget fromView the complete source on GitHubscenario-ugc
When your agent uses it
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.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
2,389 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference: route by speaker lane
- Worked example: 25-second founder ad from a portrait
- Common mistakes
Files
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# Scenario UGC Creator Video
## Overview
UGC is a register, not a length: content that reads as a person talking into their own phone, not a
brand talking through a camera crew. Everything in this skill serves that register, and most
failures come from importing ad craft into it. This skill routes the production; mechanics live in
the sibling skills named per lane. Connection and the core loop: see the `scenario` skill in this
repo. If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
Two rules are non-negotiable. The product is never generated: demo shots start from an uploaded
photo or footage of the real product (`scenario-product-shots` for stills). And the words are neverView the complete source on GitHubscenario-veo
When your agent uses it
Use when generating or extending video with Google Veo models on Scenario via MCP: text-to-video, image-to-video from a first frame, first and last frame transitions, reference-to-video (R2V) with asset or style reference images, native audio with dialogue, sound effects, and ambience, negative prompts, seeded reruns, extending a 16:9 clip, or choosing a quality, fast, or lite tier. Keywords: Veo 3.1, Veo 3.1 Fast, Veo 3.1 Lite, Extend Video, Google, T2V, I2V, V2V, 720p, 1080p.
What it loads into context
Frontmatter
149 tokensAlways available to the agent
SKILL.md
1,433 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- The soundstage is in the prompt
- Prompt one continuous shot
- Worked example: a dialogue shot from character references
- Common mistakes
Files
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# Scenario Veo Video
## Overview
Veo, Google's video family on Scenario, ships four members at authoring time: Veo 3.1 (full quality,
reference images with a style switch), Veo 3.1 Fast (same modes, quicker, no switch), Veo 3.1 Lite
(frame anchors only, cheapest), and Veo 3.1 Extend Video (continues a clip). Discover them with
`search` and treat `model_schema_get` as the contract: members agree on parameter names and disagree
on which inputs exist at all.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic video work: the
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-video
When your agent uses it
Use when generating or editing video on Scenario via MCP: text-to-video, a music video from a song, image-to-video (still animation, frame anchors), motion prompting, lipsync and talking avatars, dubbing a clip, video upscale to 4K, prompt-based editing, trim, split, concat, extend, reframe, resize, background removal, frame or audio extraction, long video jobs, or a clip over a duration limit. Keywords: txt2video, img2video, video2video, audio2video, I2V, T2V, V2V, localization.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
3,837 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: animate a key art still into a short ad clip
- Prompting a shot
- Editing existing footage
- Dubbing is not lipsync
- Duration limits
- Lipsync: footage or a still
- A whole song in one run
- Common mistakes
Files
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# Scenario Video Generation and Editing
## Overview
Scenario exposes a large video catalog through one MCP loop: text-to-video and image-to-video
generators plus video-to-video editors, lipsync, upscalers, and deterministic cut/split/concat
tools. Per-family contracts: `scenario-kling`, `scenario-veo`, `scenario-seedance`,
`scenario-gemini-omni`, `scenario-luma-video`, `scenario-runway`, `scenario-grok-imagine-video`,
`scenario-wan`, `scenario-minimax-video`, `scenario-vidu`.
Connection and the core generation loop: see the `scenario` skill. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.View the complete source on GitHubscenario-video-ads
When your agent uses it
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.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
1,479 tokensWhen the skill is activated
Reference documents
4,627 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a perfume ad, 9:16, 20 seconds
- Common mistakes
Files
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# Scenario Video Ads
## Overview
For ordered independent edits of an existing clip, use `scenario-ad-variants`; this skill starts new
creative.
This skill is the director layer: it turns one product shot and a brief into a finished ad,
delegating mechanics to the sibling skills it names per stage. Connection and the core loop: see the
`scenario` skill in this repo. If a sibling skill named here is missing from your available skills,
load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap. The full sibling map and how to load a missing one:
[references/dependencies.md](references/dependencies.md).View the complete source on GitHubscenario-video-assembly
When your agent uses it
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.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
2,320 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference: pick the backend first
- The Video Studio contract
- Worked example: three clips, a music bed, and captions
- Common mistakes
Files
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# Scenario Video Assembly
## Overview
Scenario has no editing tools on the MCP surface. Every compositor, concatenator, trimmer and
captioner is a deterministic model run through `model_run`. The compositor, concatenator and trimmer
ids are fixed and named below; Scenario ships two captioners, so that one is discovered with
`recommend`. Connection and the core loop: see the `scenario` skill; the clips themselves: see
`scenario-video`. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
## Quick reference: pick the backend firstView the complete source on GitHubscenario-video-color-grade
When your agent uses it
Use when color grading, color correcting, or relighting an existing video or still with deterministic code instead of a generative model: cinematic looks (teal and orange, film stock, bleach bypass, noir, duotone, faded 70s), golden hour, blue hour or day-for-night, log footage (S-Log3) to Rec.709, matching a reference image's colors, black and white with one kept or swapped color, .cube LUT export, a look comparison grid, or a grading showreel.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
2,902 tokensWhen the skill is activated
Reference documents
5,242 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Two routes: a Scenario preset, or your own recipe
- Quick reference
- Steps
- Worked example: black and white with one kept color
- Common mistakes
Scripts executed separately
scripts/grade.pyscripts/inspect_frame.pyscripts/match.pyscripts/media.pyscripts/render_looks.pyscripts/showreel.pyscripts/spatial.py
Files
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# Scenario Video Color Grade
## Overview
Every grade here is math the agent writes, measures, and tunes; no generative model touches the
pixels. Per-pixel color operations bake into a 33³ `.cube` LUT that ffmpeg applies. Spatial
operations (relight, keyed or masked selective color) run per frame in numpy before the LUT. Results
are exact, identical on every frame, and editable: the LUTs load in Premiere, After Effects, and
Resolve. Framing, motion, and frame count are kept, so a seamless loop stays seamless.
Scenario supplies two preset LUT tool models and the segmentation masks that make selective color
exact. New footage is out of scope. Connection and the core loop: the `scenario` skill. Running the
LUT tool models on long clips (cost follows the clip, `wait=false`): `scenario-video-editing`. Music
for a reel: `scenario-audio`. If a sibling skill named here is missing from your available skills,View the complete source on GitHubscenario-video-editing
When your agent uses it
Use when editing footage already on Scenario through MCP with a tool model, not a new generation: LUT grading, color correction, grain, vignette, blur, sharpen, glow, tint, desaturate, posterize, solarize, oilify, cubism, chromatic aberration, dodge and burn on a clip; trimming, splitting, reversing, resizing, re-encoding, frame extraction, image sequences; chroma key, green or blue screen removal to transparent WebM or ProRes MOV, background removal, segmentation masks, subjects as layers.
What it loads into context
Frontmatter
125 tokensAlways available to the agent
SKILL.md
2,601 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- The twin rule
- Quick reference
- Keying a green or blue screen
- Cost follows the clip, so trim first
- Field names drift between neighbors
- Resizing is not reframing
- Worked example: a graded cutdown
- Common mistakes
Files
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# Scenario Video Editing
## Overview
Every image post-processing effect has a video twin, and each is a `model_run` on a tool model: one
clip in, a few numbers, one clip out. Generating or restyling footage, lipsync, dubbing and
upscaling are `scenario-video`; concatenating, compositing and captioning a cut are
`scenario-video-assembly`; the still-image side is `scenario-image-editing`. Connection and the core
loop: `scenario`. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
## The twin ruleView the complete source on GitHubscenario-video-to-motion
When your agent uses it
Use when turning a reference video into 3D character animation through the Scenario MCP: markerless motion capture from a phone clip or a generated performance, auto-rigging an uploaded FBX, GLB, or OBJ character and applying the captured motion, raw motion on a Mixamo or MetaHuman skeleton to retarget yourself, in-place locomotion, looping clips, facial capture, or FBX exports for Blender, Maya, Unreal, Unity, or Roblox. Keywords: mocap, video to motion, video23d, animation from video.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
1,899 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Choose the output before the member
- Read the schema, field by field
- Footage that captures well
- Worked example: a dance clip on a game character
- Common mistakes
Files
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# Scenario Video to Motion
## Overview
Video-to-motion members watch the people in a clip and return 3D animation: either your character
mesh, auto-rigged and moving, or the motion alone on a standard skeleton. They are the `video23d`
capability, and they differ more than their shared name suggests: which character input they take,
which skeleton comes back, and which file formats they write.
Siblings: `scenario` (connection, scope, upload, `jobs_wait`), `scenario-3d` (making or rigging the
mesh first), `scenario-video` (generating a reference performance when no footage exists), and
`scenario-video-editing` (trimming and resizing the clip). If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-vidu
When your agent uses it
Use when generating video with Vidu models on Scenario via MCP: text-to-video, image-to-video from a single still, start and end frame interpolation, reference-to-video keeping characters and props consistent from up to 7 reference images or reference videos, anime-style motion, movement amplitude control, or deciding between Q3, Q2, Q1, and 2.0 tiers. Keywords: Vidu Q3 Pro, Q2 Turbo, Shengshu Technology, T2V, I2V, R2V, Reference2V, start end frame, background music toggle.
What it loads into context
Frontmatter
130 tokensAlways available to the agent
SKILL.md
1,514 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Tier picks the caps
- Two prompt shapes
- Worked example: bridging two keyframes
- Common mistakes
Files
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# Scenario Vidu Video
## Overview
Vidu, Shengshu Technology's video family on Scenario, ships one model per mode per tier instead of
folding every mode into one model: the model name carries both the mode (T2V, I2V, Reference2V) and
the tier (Q3, Q2, Q1, 2.0). Fifteen members were live at authoring time, so `search` the family,
pick by name, and treat `model_schema_get` as the contract, since caps disagree at every tier
boundary.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic video work: the
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flagView the complete source on GitHubscenario-walkable-room
When your agent uses it
Use when one interior photo, uploaded or generated on Scenario, should become a room a visitor walks into in a web browser and plays with: props lifted out of the photo and rebuilt as 3D objects to grab, throw, and hear land, inside a Gaussian splat world, or restyled variants of one room. Keywords: image-blaster, walkable room, photo to 3D room, clean plate, object cut-out, splat world, physics props, grab and throw, impact sounds, heightfield collision.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
2,497 tokensWhen the skill is activated
Reference documents
2,431 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: the user's living room, walkable, with things to throw
- Common mistakes
Files
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# Scenario Walkable Room
## Overview
One photo of a room becomes a place to walk into and touch: a complete 3D Gaussian splat world
(walls behind the camera included) with the room's small objects rebuilt as real 3D models a visitor
can pick up, throw, and hear land. Restyle the photo first and the same room comes in several looks.
The route follows the open-source [image-blaster](https://github.com/neilsonnn/image-blaster)
pipeline, with every generation on Scenario through MCP:
1. **Uncover**: describe the photo literally and list its single movable objects with a box, the
surface each stands on, a size estimate, and materials. Pick two or three per room.
2. **Plate**: one removal-only image edit that erases those objects and nothing else.
3. **Cut-outs**: one image edit per object on the original photo, drawing it alone on white.View the complete source on GitHubscenario-wan
When your agent uses it
Use when generating or editing video with Wan models on Scenario via MCP: text-to-video, image-to-video from a still, first and last frame brackets, extending a clip, instruction-based video editing, character motion transfer or person replacement (Animate), aspect ratio reframing, video outpainting, uploaded-audio sync or auto-generated audio, or multi-shot prompts with timing brackets. Keywords: Wan 2.7, 2.6, 2.5, 2.2, Alibaba, VACE, T2V, I2V, V2V, lip-sync, multiShots.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
1,723 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Prompt the member's job
- Where the audio comes from
- Worked example: bracket a shot between two stills
- Common mistakes
Files
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# Scenario Wan Video
## Overview
Wan, Alibaba's video family on Scenario, ships each job as its own member, and members a generation
apart disagree on parameter names, not just numbers: pick the member with `search`, then treat
`model_schema_get` as the contract before every run. Wan 2.7 Image is an image model, covered by the
`scenario-image` skill.
Connection and the core loop: see the `scenario` skill in this repo; model-agnostic video work: the
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it
with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.View the complete source on GitHubscenario-workflow-authoring
When your agent uses it
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.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
1,850 tokensWhen the skill is activated
Reference documents
6,886 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Worked example: a text-to-image app
- One output per item needs a loop
- Migrating a graph from another node tool
- Common mistakes
Scripts executed separately
scripts/fetch_workflow_examples.py
Files
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# Scenario Workflow Authoring
## Overview
A workflow has two representations: `editor_info` (the editable node graph: `nodes`, `edges`,
`inputKeys`) and `flow` (the compiled runnable form). Authoring through MCP means writing the whole
`editor_info` document: there are no per-node editing tools; every change is a read, modify, write
of the full graph through `workflow_create` or `workflow_update`. Never hand-write `flow`:
`workflow_publish` compiles `editor_info` into it and flips status to `ready`. Editing a ready
workflow's `editor_info` leaves the stale `flow` running until you publish again.
Read [references/editor-info.md](references/editor-info.md) before writing any graph: it holds the
node type vocabulary, the node choice doctrine (when an `llm` node is legitimate), the edge
direction rule, per-node data contracts, and a validated minimal example. Create, update, publish,View the complete source on GitHubscenario-workflows
When your agent uses it
Use when a task involves running a Scenario workflow through MCP, including anything the user calls a Scenario app, a saved pipeline, or a multi-step generation graph. Triggers include listing workflows, building workflow_run's inputs object, pricing a run with a dry run, approving or rejecting a stuck approval node, a run rejected for input length, or a workflows_list reply flooding the context. Creating or editing graphs is scenario-workflow-authoring. Keywords: workflow, app, approval gate.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
1,885 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Overview
- Quick reference
- Cap every list call
- The input contract
- Worked example: run a saved app
- Common mistakes
Files
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Read SKILL.md
# Scenario Workflows
## Overview
A Scenario workflow is a saved node graph chaining several models into one call; users say "app" and
mean one whose status is `ready`. `workflow_run` returns a job tracked like any other generation.
Only `workflows_list`, `workflow_get` and `workflow_run` are listed by default; approve and reject
run through `scenario_tools_search` plus their executor lane. Connection and the core loop: the
`scenario` skill. Creating, editing and publishing graphs: the `scenario-workflow-authoring` skill.
If a sibling skill named here is missing from your available skills, load it with `skill_get`
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
unattended, proceed from tool schemas and flag the gap.
View the complete source on GitHubSkills included
- scenario-blender-animation
- scenario-blender-blockout
- scenario-blender-expert
- scenario-blender-export
- scenario-blender-geometry-nodes
- scenario-blender-grease-pencil
- scenario-blender-hair
- scenario-blender-hard-surface
- scenario-blender-lighting-rendering
- scenario-blender-previs-storyboard
- scenario-blender-retopology
- scenario-blender-rigging
- scenario-blender-sculpting
- scenario-blender-texturing-shading
- scenario-blender-uv-baking
- scenario-maya-animation
- scenario-maya-deformation
- scenario-maya-expert
- scenario-maya-fx
- scenario-maya-groom
- scenario-maya-lighting-rendering
- scenario-maya-lookdev
- scenario-maya-modeling
- scenario-maya-pipeline-scripting
- scenario-maya-retopology-uv
- scenario-maya-rigging
- scenario-zbrush-automation
- scenario-zbrush-character-creature
- scenario-zbrush-expert
- scenario-zbrush-hard-surface
- scenario-zbrush-paint-render
- scenario-zbrush-pose-print
- scenario-zbrush-retopology-export
- scenario-zbrush-sculpting
- scenario-zbrush-stylized
- scenario-godot-2d
- scenario-godot-3d-world
- scenario-godot-animation
- scenario-godot-architecture
- scenario-godot-audio
- scenario-godot-expert
- scenario-godot-gameplay
- scenario-godot-multiplayer
- scenario-godot-performance-export
- scenario-godot-pipeline-automation
- scenario-godot-rendering-lighting
- scenario-godot-shaders
- scenario-godot-ui
- scenario-godot-vfx
- scenario-roblox-animation
- scenario-roblox-architecture
- scenario-roblox-assets
- scenario-roblox-data
- scenario-roblox-environment
- scenario-roblox-expert
- scenario-roblox-gameplay
- scenario-roblox-luau
- scenario-roblox-monetization
- scenario-roblox-networking
- scenario-roblox-performance
- scenario-roblox-tooling
- scenario-roblox-ui
- scenario-roblox-vfx-audio
- scenario-unity-2d
- scenario-unity-animation
- scenario-unity-architecture
- scenario-unity-expert
- scenario-unity-gameplay
- scenario-unity-mobile
- scenario-unity-performance
- scenario-unity-pipeline-automation
- scenario-unity-rendering-lighting
- scenario-unity-shaders
- scenario-unity-ui
- scenario-unity-vfx
- scenario-unity-web
- scenario-unity-world-building
- scenario-unreal-animation
- scenario-unreal-cinematics
- scenario-unreal-expert
- scenario-unreal-gameplay
- scenario-unreal-lighting-rendering
- scenario-unreal-materials
- scenario-unreal-performance
- scenario-unreal-pipeline-automation
- scenario-unreal-vfx
- scenario-unreal-world-building
- scenario
- scenario-3d
- scenario-3d-worlds
- scenario-ace-step
- scenario-ad-variants
- scenario-admin-analytics
- scenario-asset-analysis
- scenario-audio
- scenario-blender
- scenario-blender-2d-animation
- scenario-brand-kit
- scenario-caption-studio
- scenario-chatgpt-pet-create
- scenario-chatgpt-pet-update
- scenario-consistency
- scenario-elevenlabs
- scenario-fan-cam
- scenario-formats
- scenario-game-assets
- scenario-gemini-image
- scenario-gemini-omni
- scenario-gpt-image
- scenario-grok-imagine-image
- scenario-grok-imagine-video
- scenario-identity-library
- scenario-ideogram
- scenario-image
- scenario-image-editing
- scenario-inspiration
- scenario-kinetic-music-video
- scenario-kling
- scenario-luma-image
- scenario-luma-video
- scenario-mai-image
- scenario-meshy
- scenario-minimax-music
- scenario-minimax-video
- scenario-model-comparison
- scenario-model-training
- scenario-moderation
- scenario-motion-loops
- scenario-multi-reference
- scenario-orbit-views
- scenario-patina-retexture
- scenario-product-shots
- scenario-quality-gate
- scenario-reel-recast
- scenario-refine-loop
- scenario-report
- scenario-reve
- scenario-rodin
- scenario-runway
- scenario-seedance
- scenario-seedance-drafts
- scenario-seedance-music-video
- scenario-seedance-storyboard
- scenario-seedream
- scenario-side-view-game-kit
- scenario-skyboxes
- scenario-sonilo
- scenario-sparc3d
- scenario-sprite-animation
- scenario-storyboards
- scenario-team-admin
- scenario-text-overlay
- scenario-textures
- scenario-thumbnails
- scenario-ugc
- scenario-veo
- scenario-video
- scenario-video-ads
- scenario-video-assembly
- scenario-video-color-grade
- scenario-video-editing
- scenario-video-to-motion
- scenario-vidu
- scenario-walkable-room
- scenario-wan
- scenario-workflow-authoring
- scenario-workflows
Repository facts
- License
- MIT
- Created
- Aug 12, 2026
- Last pushed
- Nov 5, 2026
- Forks
- 274
- Open issues
- 13
- Project activity
- Active
Rank over the last 12 weeks
Now #365 · best #365 · up 407 in 30 days
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Before you install
Network or broad shellAutomated signals, not a guarantee
Checked Nov 6, 2026
Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.
Show 375 notes
.claude-plugin/marketplace.json:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-animation/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/game-engines/godot/scenario-godot-pipeline-automation/scripts/ci/godot-ci.yml:1Analysis incomplete: Referenced executable target unavailable; not analyzed.claude-plugin/marketplace.json:1Plugin-wide analysis incomplete; see repository notesskills/dcc/blender/scenario-blender-expert/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-expert/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-expert/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-export/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-export/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-export/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-grease-pencil/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-grease-pencil/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-grease-pencil/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/dcc/blender/scenario-blender-hair/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzed
- No broad tool permissions
- 76 dangerous shell commandsin 25 files: skills/game-engines/unity/scenario-unity-expert/scripts/ut_live.py:9 skills/game-engines/unreal/scenario-unreal-materials/scripts/ue_materials.py:1557 skills/scenario-kinetic-music-video/scripts/scaffold.sh:36 and 22 more
- No instruction overrides
- 439 executable scriptsin 217 files: skills/scenario-chatgpt-pet-create/scripts/pet_build.py:1 skills/scenario-chatgpt-pet-create/scripts/pet_check.py:1 skills/scenario-chatgpt-pet-create/scripts/pet_frames.py:1 and 214 more
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Show all 9,429 signals by file
.claude-plugin/marketplace.json
skills/dcc/blender/scenario-blender-animation/SKILL.md
- Network accessline 13
curve plot, and a playblast it actually looks at. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 14
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/blender/scenario-blender-animation/references/expert-notes.md
- Network accessline 85
direction through the camera is an illusion: pose graphically, avoid wall-eyed or cross-eyed reads [00:06:49]; re-aim the far eye after a head turn [00:33:19]. - Brows: 3 to 10 frames; inner brow moves more; a slight inner curl already re - Network accessline 86
[00:06:49]; re-aim the far eye after a head turn [00:33:19]. - Brows: 3 to 10 frames; inner brow moves more; a slight inner curl already reads worried [00:07:22]. - Network accessline 87
- Brows: 3 to 10 frames; inner brow moves more; a slight inner curl already reads worried
skills/dcc/blender/scenario-blender-animation/references/sources.md
- Network accessline 8
| Video | Expert and credential - Network accessline 9
| ----------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------- - Network accessline 10
| [Live Character Animation "Acting" pt.3 (splining)](https://www.youtube.com/watch?v=hnHemwjznPc), Blender Studio, 2022-02-10, 2:44:53 | Rik Schutte, Blender Studio animator (Sprite Fright; feature work incl. Smallfoot) - Network accessline 11
| [Live Character Animation "Acting" pt.4 (lip sync)](https://www.youtube.com/watch?v=sRYVR92FqSw), Blender Studio, 2022-02-11, 2:14:00 | Rik Schutte - Network accessline 12
| [Character Animation in Blender (Snow acting shot recap)](https://www.youtube.com/watch?v=zhktftWbumE), Blender Studio, 2022-03-25, 31:18 | Rik Schutte - Network accessline 13
| [Tackling Facial Animation](https://www.youtube.com/watch?v=NEZVF93fKsM), BCON23, 2023-10-26, 50:39 | Rik Schutte, lead animator Blender Studio, director of Wing It, ex Sony Imageworks - Network accessline 14
| [Animating Everything (live cube show)](https://www.youtube.com/watch?v=jLkc4EgHWj8), BCON22, 2022-10-28, 52:13 | Rik Schutte - Network accessline 15
| [Animation Tricks of the Trade](https://www.youtube.com/watch?v=fbfODZ8PO4E), BCON23 panel, 2023-10-27, 49:33 | Raymond Luc, Tony Garcia, Dillon Gu (DillonGoo Studios); Pablo Fournier, Hjalti Hjalmarsson (Blend - Network accessline 16
| [The Reference of Animation](https://www.youtube.com/watch?v=eOxVdBgoehk), BCON23, 2023-10-26, 21:47 | Hjalti Hjalmarsson, Blender Studio animator - Network accessline 17
| [Pose to Pose: Blender Animation Workflow](https://www.youtube.com/watch?v=p8Bi7k60IS0), Alex on Story, 2023-07-16, 1:19:45 | Alex Nagy, professional character animator - Network accessline 18
| [Easy Walk Cycle](https://www.youtube.com/watch?v=nRtT7Gr6S2o), 2021-11-23, 41:52 | Joey Carlino, Blender educator - Network accessline 19
| [The Animation of Flow](https://www.youtube.com/watch?v=fxz6p-QATfs), BCON24, 2024-10-24, 57:35 | Leo Silly-Pelissier, animation director on Flow - Network accessline 20
| [Barely 3D: The animation of Noara](https://www.youtube.com/watch?v=yIPMxxTueIM), BCON22, 2022-10-29, 51:41 | Pierrick Picaut, art director, lead rigger and animator on Noara - Network accessline 21
| [Motion Sculpting](https://www.youtube.com/watch?v=M2J_fQNLDfg), BCON26, 2026-09-23, 54:48 | Nacho de Andres, game animator (Blizzard, Manor Lords), tool developer - Network accessline 22
| [Slot it like it's hot (slotted actions)](https://www.youtube.com/watch?v=ypWk6ZgQ-iM), BCON25, 2025-09-18, 51:37 | Sybren Stuvel, Christoph Lendenfeld, Nathan Vegdahl, Animation and Rigging module - Network accessline 23
| [Layered Actions and Other Niceties](https://www.youtube.com/watch?v=TxqnoafBdzg), BCON26, 2026-09-23, 49:00 | same module developers
skills/dcc/blender/scenario-blender-animation/scripts/bx_anim.py
- Executable scriptline 1
Executable file
skills/dcc/blender/scenario-blender-blockout/SKILL.md
- Network accessline 16
in the viewport alone. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from to - Network accessline 16
in the viewport alone. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from to - Network accessline 17
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 113
The live channel is the plugin's local Scenario MCP server, `scenario-blender` (the guide at [blender.scenario.com](https://blender.scenario.com/) calls the plugin Scenario for Blender). Tool - Network accessline 113
The live channel is the plugin's local Scenario MCP server, `scenario-blender` (the guide at [blender.scenario.com](https://blender.scenario.com/) calls the plugin Scenario for Blender). Tool - Network accessline 114
[blender.scenario.com](https://blender.scenario.com/) calls the plugin Scenario for Blender). Tool - Network accessline 114
[blender.scenario.com](https://blender.scenario.com/) calls the plugin Scenario for Blender). Tool
skills/dcc/blender/scenario-blender-blockout/references/handoff.md
- Network accessline 136
the scene range); pick a length the model accepts. On this lane `settings.match_timeline` ties the model's duration to the plugin's camera path, not to the timeline (releases up to 0.11.0, [plugin issue 600](https://github.com/scenari - Network accessline 136
the scene range); pick a length the model accepts. On this lane `settings.match_timeline` ties the model's duration to the plugin's camera path, not to the timeline (releases up to 0.11.0, [plugin issue 600](https://github.com/scenari - Network accessline 137
the model's duration to the plugin's camera path, not to the timeline (releases up to 0.11.0, [plugin issue 600](https://github.com/scenario-labs/blender-plugin/issues/600)). The form keeps the model's default `duration`: a 6 s clip w - Network accessline 137
the model's duration to the plugin's camera path, not to the timeline (releases up to 0.11.0, [plugin issue 600](https://github.com/scenario-labs/blender-plugin/issues/600)). The form keeps the model's default `duration`: a 6 s clip w - Network accessline 138
[plugin issue 600](https://github.com/scenario-labs/blender-plugin/issues/600)). The form keeps - Network accessline 138
[plugin issue 600](https://github.com/scenario-labs/blender-plugin/issues/600)). The form keeps
skills/dcc/blender/scenario-blender-blockout/scripts/bx_blockout.py
skills/dcc/blender/scenario-blender-blockout/scripts/bx_kits.py
skills/dcc/blender/scenario-blender-blockout/scripts/examples/ex1_watchmaker.py
skills/dcc/blender/scenario-blender-blockout/scripts/examples/ex2_saltflat.py
skills/dcc/blender/scenario-blender-blockout/scripts/examples/ex3_bridge.py
skills/dcc/blender/scenario-blender-blockout/scripts/examples/ex4_sky_islands.py
skills/dcc/blender/scenario-blender-blockout/scripts/examples/ex_common.py
skills/dcc/blender/scenario-blender-expert/SKILL.md
- Network accessline 12
talks and top instructors (sources in each skill). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 12
talks and top instructors (sources in each skill). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 13
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 36
Plugin, its local MCP server `scenario-blender` is the bridge. Setup, quotes, generation and placing results are the `scenario-blender` skill's work; this section covers the bpy side (guide at [blender.scenario.com](https://blender.scenario - Network accessline 36
Plugin, its local MCP server `scenario-blender` is the bridge. Setup, quotes, generation and placing results are the `scenario-blender` skill's work; this section covers the bpy side (guide at [blender.scenario.com](https://blender.scenario - Network accessline 37
results are the `scenario-blender` skill's work; this section covers the bpy side (guide at [blender.scenario.com](https://blender.scenario.com/)). Its tool names differ from other Blender MCP servers: there is no `execute_blender_code`, `g - Network accessline 37
results are the `scenario-blender` skill's work; this section covers the bpy side (guide at [blender.scenario.com](https://blender.scenario.com/)). Its tool names differ from other Blender MCP servers: there is no `execute_blender_code`, `g - Network accessline 38
[blender.scenario.com](https://blender.scenario.com/)). Its tool names differ from other Blender MCP - Network accessline 38
[blender.scenario.com](https://blender.scenario.com/)). Its tool names differ from other Blender MCP
skills/dcc/blender/scenario-blender-expert/references/blender-5.2-deltas.md
- Network accessline 16
- Release-note Markdown for 2.80 to 5.3 was pulled from the `blender-developer-docs` repo and cached in `archive/tests/version-deltas/rn/` for grepping. All links below point to the public pages `https://developer.blender.org/docs/relea - Network accessline 16
- Release-note Markdown for 2.80 to 5.3 was pulled from the `blender-developer-docs` repo and cached in `archive/tests/version-deltas/rn/` for grepping. All links below point to the public pages `https://developer.blender.org/docs/relea - Network accessline 17
in `archive/tests/version-deltas/rn/` for grepping. All links below point to the public pages `https://developer.blender.org/docs/release_notes/<version>/<page>/` (URL pattern checked, HTTP 200). - Network accessline 17
in `archive/tests/version-deltas/rn/` for grepping. All links below point to the public pages `https://developer.blender.org/docs/release_notes/<version>/<page>/` (URL pattern checked, HTTP 200). - Network accessline 18
`https://developer.blender.org/docs/release_notes/<version>/<page>/` (URL pattern checked, HTTP - Network accessline 18
`https://developer.blender.org/docs/release_notes/<version>/<page>/` (URL pattern checked, HTTP - Network accessline 32
| Version | Headline changes that make older tutorials wrong - Network accessline 32
| Version | Headline changes that make older tutorials wrong - Network accessline 33
| --------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 33
| --------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 34
| 2.81 to 2.83 | Voxel and QuadriFlow remesh, Pose/Elastic/Draw Sharp brushes, mask expand (2.81); Face Sets, Cloth and Clay Thumb brushes, brush hardness (2.83) - Network accessline 34
| 2.81 to 2.83 | Voxel and QuadriFlow remesh, Pose/Elastic/Draw Sharp brushes, mask expand (2.81); Face Sets, Cloth and Clay Thumb brushes, brush hardness (2.83) - Network accessline 35
| 2.90 to 2.93 | Multires rebuild/unsubdivide (2.90); per-mesh XYZ symmetry, trim/line gestures, cloth sculpting (2.91); first attribute-based Geometry Nodes (2.92/2.93, obsolete since 3.0) - Network accessline 35
| 2.90 to 2.93 | Multires rebuild/unsubdivide (2.90); per-mesh XYZ symmetry, trim/line gestures, cloth sculpting (2.91); first attribute-based Geometry Nodes (2.92/2.93, obsolete since 3.0) - Network accessline 36
| 3.0 to 3.6 | Cycles X (tiles, branched path and OpenCL gone) and Geometry Nodes fields (3.0); vertex colors become Color Attributes + painting in Sculpt Mode (3.2); new Curves hair object (3.3); path guiding, UV sculpt/packing - Network accessline 36
| 3.0 to 3.6 | Cycles X (tiles, branched path and OpenCL gone) and Geometry Nodes fields (3.0); vertex colors become Color Attributes + painting in Sculpt Mode (3.2); new Curves hair object (3.3); path guiding, UV sculpt/packing - Network accessline 37
| 4.0 | Principled BSDF v2 (socket renames), AgX default, bone collections replace layers/bone groups, node group `interface` API, sculpt/paint keymap overhaul, repeat zone, node tools, bevel weights/creases as attributes, - Network accessline 37
| 4.0 | Principled BSDF v2 (socket renames), AgX default, bone collections replace layers/bone groups, node group `interface` API, sculpt/paint keymap overhaul, repeat zone, node tools, bevel weights/creases as attributes, - Network accessline 38
| 4.1 | Auto Smooth removed (modifier/operator), I/K keying change, light probe type renames, Musgrave merged into Noise, hierarchical bone collections, sculpt mask as attribute - Network accessline 38
| 4.1 | Auto Smooth removed (modifier/operator), I/K keying change, light probe type renames, Musgrave merged into Noise, hierarchical bone collections, sculpt mask as attribute - Network accessline 39
| 4.2 LTS (16 Jul 2024) | EEVEE Next rewrite (Blend Mode -> Render Method, bloom removed, SSR/GTAO toggles gone), most bundled add-ons moved to the Extensions platform, GPU/CPU compositor rewrite, Line/Polyline sculpt tools - Network accessline 39
| 4.2 LTS (16 Jul 2024) | EEVEE Next rewrite (Blend Mode -> Render Method, bloom removed, SSR/GTAO toggles gone), most bundled add-ons moved to the Extensions platform, GPU/CPU compositor rewrite, Line/Polyline sculpt tools - Network accessline 40
| 4.3 | Brush assets + asset shelf (brush toolbar gone), Grease Pencil v3 rewrite, For Each Element zone, Minimum Stretch (SLIM) unwrap, Metallic BSDF, sculpt performance rewrite - Network accessline 40
| 4.3 | Brush assets + asset shelf (brush toolbar gone), Grease Pencil v3 rewrite, For Each Element zone, Minimum Stretch (SLIM) unwrap, Metallic BSDF, sculpt performance rewrite - Network accessline 41
| 4.4 | Slotted Actions, `Sequence` -> `Strip`, Plane brush (Flatten/Fill/Scrape merged), CPU compositor rewrite, `paint.brush` read-only - Network accessline 41
| 4.4 | Slotted Actions, `Sequence` -> `Strip`, Plane brush (Flatten/Fill/Scrape merged), CPU compositor rewrite, `paint.brush` read-only - Network accessline 42
| 4.5 LTS | Manifold boolean solver, compositor node options become inputs (many nodes deprecated), GN import nodes, free custom normals, bump distance default 1 mm - Network accessline 42
| 4.5 LTS | Manifold boolean solver, compositor node options become inputs (many nodes deprecated), GN import nodes, free custom normals, bump distance default 1 mm - Network accessline 43
| 5.0 | EEVEE id back to `BLENDER_EEVEE`; legacy Action API removed; `use_nodes` deprecated; compositor tree becomes a node group; `media_type` before `file_format`; working color space; bundles/closures/volume grids; brus - Network accessline 43
| 5.0 | EEVEE id back to `BLENDER_EEVEE`; legacy Action API removed; `use_nodes` deprecated; compositor tree becomes a node group; `media_type` before `file_format`; working color space; bundles/closures/volume grids; brus - Network accessline 44
| 5.1 | Python 3.13, `brush.stroke_method` enum, Grease Pencil fill workflow (`fill_id`), `sculpt.sample_color` removed, strip time property renames - Network accessline 44
| 5.1 | Python 3.13, `brush.stroke_method` enum, Grease Pencil fill workflow (`fill_id`), `sculpt.sample_color` removed, strip time property renames - Network accessline 45
| 5.2 LTS (14 Jul 2026) | GN modifier `properties.inputs` API, automasking struct, GN lists/geometry bundles/Mesh Bevel node, experimental XPBD physics, Principled Thin Wall, Scene Project brush, Online Essentials assets - Network accessline 45
| 5.2 LTS (14 Jul 2026) | GN modifier `properties.inputs` API, automasking struct, GN lists/geometry bundles/Mesh Bevel node, experimental XPBD physics, Principled Thin Wall, Scene Project brush, Online Essentials assets - Network accessline 52
`with bpy.context.temp_override(selected_objects=objs): bpy.ops.object.delete()`. Positional context dicts raise `ValueError: 1-2 args execution context is supported`. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/ - Network accessline 52
`with bpy.context.temp_override(selected_objects=objs): bpy.ops.object.delete()`. Positional context dicts raise `ValueError: 1-2 args execution context is supported`. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/ - Network accessline 53
context dicts raise `ValueError: 1-2 args execution context is supported`. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)). 5.0 adds `override.logging_set(True)` to log which cont - Network accessline 53
context dicts raise `ValueError: 1-2 args execution context is supported`. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)). 5.0 adds `override.logging_set(True)` to log which cont - Network accessline 54
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)). 5.0 adds - Network accessline 54
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)). 5.0 adds - Network accessline 55
`override.logging_set(True)` to log which context members an operator reads ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)). - Engine identifiers: `'BLENDER_EEVEE'`, `'CYCLES'`, `'BLENDER_WORKBENCH'`. - Network accessline 55
`override.logging_set(True)` to log which context members an operator reads ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)). - Engine identifiers: `'BLENDER_EEVEE'`, `'CYCLES'`, `'BLENDER_WORKBENCH'`. - Network accessline 56
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)). - Network accessline 56
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)). - Network accessline 64
- Python is 3.13 (5.1); the user site-packages directory is no longer loaded by default, pass `--python-use-user-env` to restore it. [verified 3.13.13 in 5.2.1] ([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/pyth - Network accessline 64
- Python is 3.13 (5.1); the user site-packages directory is no longer loaded by default, pass `--python-use-user-env` to restore it. [verified 3.13.13 in 5.2.1] ([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/pyth - Network accessline 65
`--python-use-user-env` to restore it. [verified 3.13.13 in 5.2.1] ([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), [5.1/core](https://developer.blender.org/docs/release_notes/5.1/core/)) - Network accessline 65
`--python-use-user-env` to restore it. [verified 3.13.13 in 5.2.1] ([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), [5.1/core](https://developer.blender.org/docs/release_notes/5.1/core/)) - Network accessline 66
([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 66
([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 67
[5.1/core](https://developer.blender.org/docs/release_notes/5.1/core/)) - Network accessline 67
[5.1/core](https://developer.blender.org/docs/release_notes/5.1/core/)) - Network accessline 68
- `import bgl` fails (module removed in 5.0); `Image.bindcode` removed, use `gpu.texture.from_image()`. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 68
- `import bgl` fails (module removed in 5.0); `Image.bindcode` removed, use `gpu.texture.from_image()`. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 69
`gpu.texture.from_image()`. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - 5.2 adds `gpu.init()` to initialize the GPU backend in `--background`, `bpy.data.all_ids`, - Network accessline 69
`gpu.texture.from_image()`. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - 5.2 adds `gpu.init()` to initialize the GPU backend in `--background`, `bpy.data.all_ids`, - Network accessline 70
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 70
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 71
- 5.2 adds `gpu.init()` to initialize the GPU backend in `--background`, `bpy.data.all_ids`, `Window.screenshot`, and expanded `bpy.data.file_path_foreach` options. [release notes] ([5.2/python_api](https://developer.blender.org/docs/re - Network accessline 71
- 5.2 adds `gpu.init()` to initialize the GPU backend in `--background`, `bpy.data.all_ids`, `Window.screenshot`, and expanded `bpy.data.file_path_foreach` options. [release notes] ([5.2/python_api](https://developer.blender.org/docs/re - Network accessline 72
`Window.screenshot`, and expanded `bpy.data.file_path_foreach` options. [release notes] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - `--background` disables audio by default (4.2). Log output form - Network accessline 72
`Window.screenshot`, and expanded `bpy.data.file_path_foreach` options. [release notes] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - `--background` disables audio by default (4.2). Log output form - Network accessline 73
([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Network accessline 73
([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Network accessline 75
-> `--log cycles`, `--debug-ffmpeg` -> `--log video`, `--verbose` -> `--log-level info|debug|trace`; render-farm log parsers need updating. [release notes] ([4.2/core](https://developer.blender.org/docs/release_notes/4.2/core/), - Network accessline 75
-> `--log cycles`, `--debug-ffmpeg` -> `--log video`, `--verbose` -> `--log-level info|debug|trace`; render-farm log parsers need updating. [release notes] ([4.2/core](https://developer.blender.org/docs/release_notes/4.2/core/), - Network accessline 76
`--log-level info|debug|trace`; render-farm log parsers need updating. [release notes] ([4.2/core](https://developer.blender.org/docs/release_notes/4.2/core/), [5.0/core](https://developer.blender.org/docs/release_notes/5.0/core/)) - Network accessline 76
`--log-level info|debug|trace`; render-farm log parsers need updating. [release notes] ([4.2/core](https://developer.blender.org/docs/release_notes/4.2/core/), [5.0/core](https://developer.blender.org/docs/release_notes/5.0/core/)) - Network accessline 77
([4.2/core](https://developer.blender.org/docs/release_notes/4.2/core/), - Network accessline 77
([4.2/core](https://developer.blender.org/docs/release_notes/4.2/core/), - Network accessline 78
[5.0/core](https://developer.blender.org/docs/release_notes/5.0/core/)) - Network accessline 78
[5.0/core](https://developer.blender.org/docs/release_notes/5.0/core/)) - Network accessline 80
gives Cycles settings); use the RNA attributes. Blend-file compression is on by default. Data-block names can be 255 bytes. [release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 80
gives Cycles settings); use the RNA attributes. Blend-file compression is on by default. Data-block names can be 255 bytes. [release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 81
Data-block names can be 255 bytes. [release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.0/core](https://developer.blender.org/docs/release_notes/5.0/core/)) - Network accessline 81
Data-block names can be 255 bytes. [release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.0/core](https://developer.blender.org/docs/release_notes/5.0/core/)) - Network accessline 82
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 82
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 83
[5.0/core](https://developer.blender.org/docs/release_notes/5.0/core/)) - Network accessline 83
[5.0/core](https://developer.blender.org/docs/release_notes/5.0/core/)) - Network accessline 85
Blender types that define `__init__` must call `super().__init__(*args, **kwargs)` (4.4). IDProperties behind `bpy.props` and GN modifier inputs are statically typed (4.2). [release notes] ([5.0/python_api](https://developer.blender.org - Network accessline 85
Blender types that define `__init__` must call `super().__init__(*args, **kwargs)` (4.4). IDProperties behind `bpy.props` and GN modifier inputs are statically typed (4.2). [release notes] ([5.0/python_api](https://developer.blender.org - Network accessline 86
IDProperties behind `bpy.props` and GN modifier inputs are statically typed (4.2). [release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [4.4/python_api](https://developer.blender.org/docs/ - Network accessline 86
IDProperties behind `bpy.props` and GN modifier inputs are statically typed (4.2). [release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [4.4/python_api](https://developer.blender.org/docs/ - Network accessline 87
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 87
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 88
[4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/), - Network accessline 88
[4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/), - Network accessline 89
[4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/)) - Network accessline 89
[4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/)) - Network accessline 91
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 91
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 102
spacebar action "Play", plain `Space` if the keymap uses "Tools"). `paint.brush_set` does not exist. [verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Network accessline 102
spacebar action "Play", plain `Space` if the keymap uses "Tools"). `paint.brush_set` does not exist. [verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Network accessline 103
exist. [verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - bpy (works headless once the object is in Sculpt Mode; 4.5 made it a blocking load in background): - Network accessline 103
exist. [verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - bpy (works headless once the object is in Sculpt Mode; 4.5 made it a blocking load in background): - Network accessline 104
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Network accessline 104
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Network accessline 112
[verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 112
[verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 113
[4.5/python_api](https://developer.blender.org/docs/release_notes/4.5/python_api/)). Assigning - Network accessline 113
[4.5/python_api](https://developer.blender.org/docs/release_notes/4.5/python_api/)). Assigning - Network accessline 114
`tool_settings.sculpt.brush = ...` is not the way: `paint.brush` is read-only since 4.4 ([4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/)). - Essentials brush files live in - Network accessline 114
`tool_settings.sculpt.brush = ...` is not the way: `paint.brush` is read-only since 4.4 ([4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/)). - Essentials brush files live in - Network accessline 115
([4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/)). - Network accessline 115
([4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/)). - Network accessline 122
(`bpy.ops.brush.asset_save_as`) into a user library; each brush is its own `.asset.blend`. Old files' local brushes need _Mark as Asset_ then _Save As Asset_. [verified op exists in 5.2.1] ([4.3/sculpt](https://developer.blender.org/doc - Network accessline 122
(`bpy.ops.brush.asset_save_as`) into a user library; each brush is its own `.asset.blend`. Old files' local brushes need _Mark as Asset_ then _Save As Asset_. [verified op exists in 5.2.1] ([4.3/sculpt](https://developer.blender.org/doc - Network accessline 123
files' local brushes need _Mark as Asset_ then _Save As Asset_. [verified op exists in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Brush thumbnails, custom icons: `brush.use_custom_icon` / `icon_f - Network accessline 123
files' local brushes need _Mark as Asset_ then _Save As Asset_. [verified op exists in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Brush thumbnails, custom icons: `brush.use_custom_icon` / `icon_f - Network accessline 124
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Network accessline 124
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Network accessline 125
- Brush thumbnails, custom icons: `brush.use_custom_icon` / `icon_filepath` removed (5.0), use the asset preview. [verified absent in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 125
- Brush thumbnails, custom icons: `brush.use_custom_icon` / `icon_filepath` removed (5.0), use the asset preview. [verified absent in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 127
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 127
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 152
Sources: brush list and renames [4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), Plane brush - Network accessline 152
Sources: brush list and renames [4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), Plane brush - Network accessline 153
[4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), Plane brush - Network accessline 153
[4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), Plane brush - Network accessline 154
[4.4/sculpt](https://developer.blender.org/docs/release_notes/4.4/sculpt/), Blur - Network accessline 154
[4.4/sculpt](https://developer.blender.org/docs/release_notes/4.4/sculpt/), Blur - Network accessline 155
[5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/), Scene Project - Network accessline 155
[5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/), Scene Project - Network accessline 156
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/). - Network accessline 156
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/). - Network accessline 160
- **Brush size is now a diameter** (5.0). A tutorial's "Radius 50 px" is `size = 100` in 5.x. RNA description of `Brush.size`: "Diameter of the brush in pixels". [verified in 5.2.1] ([5.0/sculpt](https://developer.blender.org/docs/relea - Network accessline 160
- **Brush size is now a diameter** (5.0). A tutorial's "Radius 50 px" is `size = 100` in 5.x. RNA description of `Brush.size`: "Diameter of the brush in pixels". [verified in 5.2.1] ([5.0/sculpt](https://developer.blender.org/docs/relea - Network accessline 161
description of `Brush.size`: "Diameter of the brush in pixels". [verified in 5.2.1] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - `brush.sculpt_tool` -> `brush.sculpt_brush_type`; likewise `image_brush_typ - Network accessline 161
description of `Brush.size`: "Diameter of the brush in pixels". [verified in 5.2.1] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - `brush.sculpt_tool` -> `brush.sculpt_brush_type`; likewise `image_brush_typ - Network accessline 162
([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 162
([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 164
`vertex_brush_type`, `weight_brush_type`, `gpencil_brush_type`, `curves_sculpt_brush_type` (5.0). [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 164
`vertex_brush_type`, `weight_brush_type`, `gpencil_brush_type`, `curves_sculpt_brush_type` (5.0). [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 165
[verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - `brush.curve` / `curve_preset` -> `curve_distance_falloff` / `curve_distance_falloff_preset` - Network accessline 165
[verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - `brush.curve` / `curve_preset` -> `curve_distance_falloff` / `curve_distance_falloff_preset` - Network accessline 166
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 166
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 167
- `brush.curve` / `curve_preset` -> `curve_distance_falloff` / `curve_distance_falloff_preset` (5.0); pen-pressure curves for size/strength/jitter (5.0). [verified rename in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/re - Network accessline 167
- `brush.curve` / `curve_preset` -> `curve_distance_falloff` / `curve_distance_falloff_preset` (5.0); pen-pressure curves for size/strength/jitter (5.0). [verified rename in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/re - Network accessline 168
(5.0); pen-pressure curves for size/strength/jitter (5.0). [verified rename in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0 - Network accessline 168
(5.0); pen-pressure curves for size/strength/jitter (5.0). [verified rename in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0 - Network accessline 169
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 169
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 170
[5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 170
[5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 172
`brush.stroke_method` in `{'DOTS','DRAG_DOT','SPACE','AIRBRUSH','ANCHORED','LINE','CURVE'}` (5.1). [verified in 5.2.1] ([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/)) - Network accessline 172
`brush.stroke_method` in `{'DOTS','DRAG_DOT','SPACE','AIRBRUSH','ANCHORED','LINE','CURVE'}` (5.1). [verified in 5.2.1] ([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/)) - Network accessline 173
[verified in 5.2.1] ([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/)) - Unified size/strength/color are per mode: `scene.tool_settings.unified_paint_settings` -> - Network accessline 173
[verified in 5.2.1] ([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/)) - Unified size/strength/color are per mode: `scene.tool_settings.unified_paint_settings` -> - Network accessline 174
([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/)) - Network accessline 174
([5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/)) - Network accessline 175
- Unified size/strength/color are per mode: `scene.tool_settings.unified_paint_settings` -> `scene.tool_settings.sculpt.unified_paint_settings` (5.0). [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_note - Network accessline 175
- Unified size/strength/color are per mode: `scene.tool_settings.unified_paint_settings` -> `scene.tool_settings.sculpt.unified_paint_settings` (5.0). [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_note - Network accessline 176
`scene.tool_settings.sculpt.unified_paint_settings` (5.0). [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Radial symmetry moved from tool settings to the mesh: `mesh.radial_symme - Network accessline 176
`scene.tool_settings.sculpt.unified_paint_settings` (5.0). [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Radial symmetry moved from tool settings to the mesh: `mesh.radial_symme - Network accessline 177
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 177
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 178
- Radial symmetry moved from tool settings to the mesh: `mesh.radial_symmetry` (5.0). XYZ mirror has been per mesh since 2.91: `mesh.use_mirror_x/y/z`. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_not - Network accessline 178
- Radial symmetry moved from tool settings to the mesh: `mesh.radial_symmetry` (5.0). XYZ mirror has been per mesh since 2.91: `mesh.use_mirror_x/y/z`. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_not - Network accessline 179
been per mesh since 2.91: `mesh.use_mirror_x/y/z`. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [2.91/sculpt](https://developer.blender.org/docs/release_notes/2.91/sculpt/)) - Network accessline 179
been per mesh since 2.91: `mesh.use_mirror_x/y/z`. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [2.91/sculpt](https://developer.blender.org/docs/release_notes/2.91/sculpt/)) - Network accessline 180
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 180
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 181
[2.91/sculpt](https://developer.blender.org/docs/release_notes/2.91/sculpt/)) - Network accessline 181
[2.91/sculpt](https://developer.blender.org/docs/release_notes/2.91/sculpt/)) - Network accessline 184
`brush.mesh_automasking_settings`); `automasking_cavity_factor` -> `mesh_automasking_settings.cavity_factor`, etc. [verified in 5.2.1] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Network accessline 184
`brush.mesh_automasking_settings`); `automasking_cavity_factor` -> `mesh_automasking_settings.cavity_factor`, etc. [verified in 5.2.1] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Network accessline 185
`mesh_automasking_settings.cavity_factor`, etc. [verified in 5.2.1] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Brush and palette colors are stored in scene linear (5.0); sRGB hex values from tut - Network accessline 185
`mesh_automasking_settings.cavity_factor`, etc. [verified in 5.2.1] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Brush and palette colors are stored in scene linear (5.0); sRGB hex values from tut - Network accessline 186
([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Network accessline 186
([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Network accessline 187
- Brush and palette colors are stored in scene linear (5.0); sRGB hex values from tutorials need conversion or use the color picker's Perceptual sliders. [release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0 - Network accessline 187
- Brush and palette colors are stored in scene linear (5.0); sRGB hex values from tutorials need conversion or use the color picker's Perceptual sliders. [release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0 - Network accessline 188
conversion or use the color picker's Perceptual sliders. [release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/), [5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_mana - Network accessline 188
conversion or use the color picker's Perceptual sliders. [release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/), [5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_mana - Network accessline 189
([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/), - Network accessline 189
([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/), - Network accessline 190
[5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/)) - Network accessline 190
[5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/)) - Network accessline 191
- Grab, Snake Hook, Elastic, Pose, Boundary, Thumb, Rotate no longer show pressure toggles (5.0). Tilt support for Draw, Draw Sharp, Plane, Clay Strips (4.5). [release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_note - Network accessline 191
- Grab, Snake Hook, Elastic, Pose, Boundary, Thumb, Rotate no longer show pressure toggles (5.0). Tilt support for Draw, Draw Sharp, Plane, Clay Strips (4.5). [release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_note - Network accessline 192
Tilt support for Draw, Draw Sharp, Plane, Clay Strips (4.5). [release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/), [4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 192
Tilt support for Draw, Draw Sharp, Plane, Clay Strips (4.5). [release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/), [4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 193
([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/), - Network accessline 193
([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/), - Network accessline 194
[4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 194
[4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 195
- Clay Strips was "overhauled" in 4.3, cloth brushes default _Persistent_ off (4.4): old strength values may not transfer. [release notes] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 195
- Clay Strips was "overhauled" in 4.3, cloth brushes default _Persistent_ off (4.4): old strength values may not transfer. [release notes] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 196
values may not transfer. [release notes] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), [4.4/sculpt](https://developer.blender.org/docs/release_notes/4.4/sculpt/)) - Network accessline 196
values may not transfer. [release notes] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), [4.4/sculpt](https://developer.blender.org/docs/release_notes/4.4/sculpt/)) - Network accessline 197
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 197
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 198
[4.4/sculpt](https://developer.blender.org/docs/release_notes/4.4/sculpt/)) - Network accessline 198
[4.4/sculpt](https://developer.blender.org/docs/release_notes/4.4/sculpt/)) - Network accessline 206
`detail_size=12`, `detail_refine_method='SUBDIVIDE_COLLAPSE'`. `R` = detail size edit and `Ctrl+R` = detail flood fill when dyntopo is on. [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), - Network accessline 206
`detail_size=12`, `detail_refine_method='SUBDIVIDE_COLLAPSE'`. `R` = detail size edit and `Ctrl+R` = detail flood fill when dyntopo is on. [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), - Network accessline 207
= detail flood fill when dyntopo is on. [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), [4.0/sculpt](https://developer.blender.org/docs/release_notes/4.0/sculpt/), - Network accessline 207
= detail flood fill when dyntopo is on. [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), [4.0/sculpt](https://developer.blender.org/docs/release_notes/4.0/sculpt/), - Network accessline 208
([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), - Network accessline 208
([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), - Network accessline 209
[4.0/sculpt](https://developer.blender.org/docs/release_notes/4.0/sculpt/), - Network accessline 209
[4.0/sculpt](https://developer.blender.org/docs/release_notes/4.0/sculpt/), - Network accessline 210
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/)) - Network accessline 210
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/)) - Network accessline 213
default (4.3). Remesh propagates all attributes (4.1) and interpolates vertex/corner attributes such as colors instead of nearest sampling (5.2). [verified op and keys in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_n - Network accessline 213
default (4.3). Remesh propagates all attributes (4.1) and interpolates vertex/corner attributes such as colors instead of nearest sampling (5.2). [verified op and keys in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_n - Network accessline 214
such as colors instead of nearest sampling (5.2). [verified op and keys in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), [4.1/sculpt](https://developer.blender.org/docs/release_notes/4.1/sculpt/), - Network accessline 214
such as colors instead of nearest sampling (5.2). [verified op and keys in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), [4.1/sculpt](https://developer.blender.org/docs/release_notes/4.1/sculpt/), - Network accessline 215
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 215
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 216
[4.1/sculpt](https://developer.blender.org/docs/release_notes/4.1/sculpt/), - Network accessline 216
[4.1/sculpt](https://developer.blender.org/docs/release_notes/4.1/sculpt/), - Network accessline 217
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/)) - Network accessline 217
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/)) - Network accessline 220
shortcut was removed in 4.0. "Quad Remesher" in tutorials is the paid third-party add-on, not bundled. [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 220
shortcut was removed in 4.0. "Quad Remesher" in tutorials is the paid third-party add-on, not bundled. [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 221
bundled. [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - **Multires.** `object.multires_subdivide`, `multires_unsubdivide`, `multires_rebuild_subdiv` - Network accessline 221
bundled. [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - **Multires.** `object.multires_subdivide`, `multires_unsubdivide`, `multires_rebuild_subdiv` - Network accessline 222
([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 222
([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 228
has a bool `apply_heuristic` (default True, "slightly alter base positions for a new subdivision modifier"), so Conform Base is presumably `apply_heuristic=False` [inferred]. [verified ops/keys in 5.2.1] ([2.90/sculpt](https://developer - Network accessline 228
has a bool `apply_heuristic` (default True, "slightly alter base positions for a new subdivision modifier"), so Conform Base is presumably `apply_heuristic=False` [inferred]. [verified ops/keys in 5.2.1] ([2.90/sculpt](https://developer - Network accessline 229
modifier"), so Conform Base is presumably `apply_heuristic=False` [inferred]. [verified ops/keys in 5.2.1] ([2.90/sculpt](https://developer.blender.org/docs/release_notes/2.90/sculpt/), [4.0/keymap](https://developer.blender.org/docs/re - Network accessline 229
modifier"), so Conform Base is presumably `apply_heuristic=False` [inferred]. [verified ops/keys in 5.2.1] ([2.90/sculpt](https://developer.blender.org/docs/release_notes/2.90/sculpt/), [4.0/keymap](https://developer.blender.org/docs/re - Network accessline 230
in 5.2.1] ([2.90/sculpt](https://developer.blender.org/docs/release_notes/2.90/sculpt/), - Network accessline 230
in 5.2.1] ([2.90/sculpt](https://developer.blender.org/docs/release_notes/2.90/sculpt/), - Network accessline 231
[4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), - Network accessline 231
[4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), - Network accessline 232
[5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 232
[5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 233
- Bake from Multires supports n-gons, matches Subdivision Surface interpolation, and vector displacement (5.0). [release notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 233
- Bake from Multires supports n-gons, matches Subdivision Surface interpolation, and vector displacement (5.0). [release notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 235
([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 235
([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 242
`Ctrl+W`/`Ctrl+Alt+W` grow/shrink, `Shift+W` expand face set, `Alt+W` face set pie, `Page Up/Down` grow/shrink visibility. [verified keys/ops in 5.2.1] ([3.4/sculpt](https://developer.blender.org/docs/release_notes/3.4/sculpt/), - Network accessline 242
`Ctrl+W`/`Ctrl+Alt+W` grow/shrink, `Shift+W` expand face set, `Alt+W` face set pie, `Page Up/Down` grow/shrink visibility. [verified keys/ops in 5.2.1] ([3.4/sculpt](https://developer.blender.org/docs/release_notes/3.4/sculpt/), - Network accessline 243
grow/shrink visibility. [verified keys/ops in 5.2.1] ([3.4/sculpt](https://developer.blender.org/docs/release_notes/3.4/sculpt/), [5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/)) - Network accessline 243
grow/shrink visibility. [verified keys/ops in 5.2.1] ([3.4/sculpt](https://developer.blender.org/docs/release_notes/3.4/sculpt/), [5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/)) - Network accessline 244
([3.4/sculpt](https://developer.blender.org/docs/release_notes/3.4/sculpt/), - Network accessline 244
([3.4/sculpt](https://developer.blender.org/docs/release_notes/3.4/sculpt/), - Network accessline 245
[5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/)) - Network accessline 245
[5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/)) - Network accessline 249
normals, `Ctrl+Shift+LMB` lasso mask. 5.1: `Alt+LMB` temporarily switches to Mask, `Ctrl+Alt+LMB` erases mask. Mask from Boundary (4.3), Mask by Color in the Mask menu (4.5). [verified keys in 5.2.1] ([4.1/python_api](https://developer. - Network accessline 249
normals, `Ctrl+Shift+LMB` lasso mask. 5.1: `Alt+LMB` temporarily switches to Mask, `Ctrl+Alt+LMB` erases mask. Mask from Boundary (4.3), Mask by Color in the Mask menu (4.5). [verified keys in 5.2.1] ([4.1/python_api](https://developer. - Network accessline 250
erases mask. Mask from Boundary (4.3), Mask by Color in the Mask menu (4.5). [verified keys in 5.2.1] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), [5.1/sculpt](https://developer.blender.org/docs/r - Network accessline 250
erases mask. Mask from Boundary (4.3), Mask by Color in the Mask menu (4.5). [verified keys in 5.2.1] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), [5.1/sculpt](https://developer.blender.org/docs/r - Network accessline 251
5.2.1] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 251
5.2.1] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 252
[5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/), - Network accessline 252
[5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/), - Network accessline 253
[4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Network accessline 253
[4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/)) - Network accessline 255
**Float** (old "Fast"), Exact, **Manifold** (4.5, needs a manifold mesh). Op example: `sculpt.trim_polyline_gesture`. [verified ops in 5.2.1] ([4.2/sculpt](https://developer.blender.org/docs/release_notes/4.2/sculpt/), - Network accessline 255
**Float** (old "Fast"), Exact, **Manifold** (4.5, needs a manifold mesh). Op example: `sculpt.trim_polyline_gesture`. [verified ops in 5.2.1] ([4.2/sculpt](https://developer.blender.org/docs/release_notes/4.2/sculpt/), - Network accessline 256
`sculpt.trim_polyline_gesture`. [verified ops in 5.2.1] ([4.2/sculpt](https://developer.blender.org/docs/release_notes/4.2/sculpt/), [4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 256
`sculpt.trim_polyline_gesture`. [verified ops in 5.2.1] ([4.2/sculpt](https://developer.blender.org/docs/release_notes/4.2/sculpt/), [4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 257
([4.2/sculpt](https://developer.blender.org/docs/release_notes/4.2/sculpt/), - Network accessline 257
([4.2/sculpt](https://developer.blender.org/docs/release_notes/4.2/sculpt/), - Network accessline 258
[4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 258
[4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 260
([5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/)) - Network accessline 260
([5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/)) - Network accessline 266
`X` flips colors; `Ctrl+X` fills the current color with any tool (5.2, `sculpt.color_filter(type='FILL')`). [verified in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), - Network accessline 266
`X` flips colors; `Ctrl+X` fills the current color with any tool (5.2, `sculpt.color_filter(type='FILL')`). [verified in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), - Network accessline 267
`sculpt.color_filter(type='FILL')`). [verified in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), [5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 267
`sculpt.color_filter(type='FILL')`). [verified in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), [5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 268
([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), - Network accessline 268
([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), - Network accessline 269
[5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 269
[5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 270
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/)) - Network accessline 270
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/)) - Network accessline 272
([4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 272
([4.5/sculpt](https://developer.blender.org/docs/release_notes/4.5/sculpt/)) - Network accessline 279
toggle smooth stroke, `Alt+A` automasking pie. Removed by 4.0: `X` Draw (now `V`), `Shift+S` Smooth (now `S`), `L` Layer, `Ctrl+M` mask overlay, `Ctrl+D` dyntopo, `Ctrl+Alt+R` QuadriFlow. [verified in 5.2.1] ([4.0/keymap](https://developer. - Network accessline 279
toggle smooth stroke, `Alt+A` automasking pie. Removed by 4.0: `X` Draw (now `V`), `Shift+S` Smooth (now `S`), `L` Layer, `Ctrl+M` mask overlay, `Ctrl+D` dyntopo, `Ctrl+Alt+R` QuadriFlow. [verified in 5.2.1] ([4.0/keymap](https://developer. - Network accessline 281
5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 281
5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 291
prop is `brush.image_brush_type` (was `image_tool`). Old "TexDraw"/"Draw" brush names are gone; "Soften" is "Blur". [verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 291
prop is `brush.image_brush_type` (was `image_tool`). Old "TexDraw"/"Draw" brush names are gone; "Soften" is "Blur". [verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 292
"Soften" is "Blur". [verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), [5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 292
"Soften" is "Blur". [verified in 5.2.1] ([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), [5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 293
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 293
([4.3/sculpt](https://developer.blender.org/docs/release_notes/4.3/sculpt/), - Network accessline 294
[5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 294
[5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 297
create slots with `bpy.ops.paint.add_texture_paint_slot`. Sculpt and Vertex Paint paint **color attributes**. [verified props/ops in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/)) - Network accessline 297
create slots with `bpy.ops.paint.add_texture_paint_slot`. Sculpt and Vertex Paint paint **color attributes**. [verified props/ops in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/)) - Network accessline 298
attributes**. [verified props/ops in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/)) - **Vertex colors -> Color Attributes** (3.2). Old: Object Data > Vertex Colors, - Network accessline 298
attributes**. [verified props/ops in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/)) - **Vertex colors -> Color Attributes** (3.2). Old: Object Data > Vertex Colors, - Network accessline 299
([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/)) - Network accessline 299
([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/)) - Network accessline 303
`bpy.ops.geometry.color_attribute_add()`. `mesh.vertex_colors` still exists as a legacy accessor; `mesh.vertex_color_add` is gone; `sculpt_vertex_colors` removed (4.0). [verified in 5.2.1] ([3.2/sculpt](https://developer.blender.org/doc - Network accessline 303
`bpy.ops.geometry.color_attribute_add()`. `mesh.vertex_colors` still exists as a legacy accessor; `mesh.vertex_color_add` is gone; `sculpt_vertex_colors` removed (4.0). [verified in 5.2.1] ([3.2/sculpt](https://developer.blender.org/doc - Network accessline 304
`mesh.vertex_color_add` is gone; `sculpt_vertex_colors` removed (4.0). [verified in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), [4.0/python_api](https://developer.blender.org/docs/release_notes/4. - Network accessline 304
`mesh.vertex_color_add` is gone; `sculpt_vertex_colors` removed (4.0). [verified in 5.2.1] ([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), [4.0/python_api](https://developer.blender.org/docs/release_notes/4. - Network accessline 305
([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), - Network accessline 305
([3.2/sculpt](https://developer.blender.org/docs/release_notes/3.2/sculpt/), - Network accessline 306
[4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - Network accessline 306
[4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - Network accessline 307
- Clone settings left the brush: `brush.clone_image/clone_alpha/clone_offset` removed (4.4). Painting operator strokes no longer take per-element `pen_flip` (4.4). [release notes] ([4.4/python_api](https://developer.blender.org/docs/rel - Network accessline 307
- Clone settings left the brush: `brush.clone_image/clone_alpha/clone_offset` removed (4.4). Painting operator strokes no longer take per-element `pen_flip` (4.4). [release notes] ([4.4/python_api](https://developer.blender.org/docs/rel - Network accessline 308
Painting operator strokes no longer take per-element `pen_flip` (4.4). [release notes] ([4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/)) - 5.1: `Esc` cancels a texture paint stroke, property changes crea - Network accessline 308
Painting operator strokes no longer take per-element `pen_flip` (4.4). [release notes] ([4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/)) - 5.1: `Esc` cancels a texture paint stroke, property changes crea - Network accessline 309
([4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/)) - Network accessline 309
([4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/)) - Network accessline 311
SMOOTH/ERASE/MASK moved from the operator `mode` to `brush_toggle`. 5.2: autosave covers texture paint, saving a blend now asks to save modified images. [release notes] ([5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/ - Network accessline 311
SMOOTH/ERASE/MASK moved from the operator `mode` to `brush_toggle`. 5.2: autosave covers texture paint, saving a blend now asks to save modified images. [release notes] ([5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/ - Network accessline 312
paint, saving a blend now asks to save modified images. [release notes] ([5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/), [5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 312
paint, saving a blend now asks to save modified images. [release notes] ([5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/), [5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 313
([5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/), - Network accessline 313
([5.1/sculpt](https://developer.blender.org/docs/release_notes/5.1/sculpt/), - Network accessline 314
[5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 314
[5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 315
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/), - Network accessline 315
[5.2/sculpt](https://developer.blender.org/docs/release_notes/5.2/sculpt/), - Network accessline 316
[5.2/user_interface](https://developer.blender.org/docs/release_notes/5.2/user_interface/)) - Network accessline 316
[5.2/user_interface](https://developer.blender.org/docs/release_notes/5.2/user_interface/)) - Network accessline 320
face/vertex/bone selection mask (bone selection made explicit in 4.1). `Alt+LMB` selects faces/verts while a brush is active with left-click select (4.0). [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_note - Network accessline 320
face/vertex/bone selection mask (bone selection made explicit in 4.1). `Alt+LMB` selects faces/verts while a brush is active with left-click select (4.0). [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_note - Network accessline 321
faces/verts while a brush is active with left-click select (4.0). [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), [4.1/animation_rigging](https://developer.blender.org/docs/release_notes/ - Network accessline 321
faces/verts while a brush is active with left-click select (4.0). [verified in 5.2.1] ([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), [4.1/animation_rigging](https://developer.blender.org/docs/release_notes/ - Network accessline 322
([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), - Network accessline 322
([4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/), - Network accessline 323
[4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 323
[4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 324
[4.4/sculpt](https://developer.blender.org/docs/release_notes/4.4/sculpt/)) - Network accessline 324
[4.4/sculpt](https://developer.blender.org/docs/release_notes/4.4/sculpt/)) - Network accessline 326
[release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 326
[release notes] ([5.0/sculpt](https://developer.blender.org/docs/release_notes/5.0/sculpt/)) - Network accessline 335
`margin_method`, `no_flip`, `iterations`, `use_original_bounds` (5.2 "Original bounding box"). [verified in 5.2.1] ([4.3/modeling](https://developer.blender.org/docs/release_notes/4.3/modeling/), - Network accessline 335
`margin_method`, `no_flip`, `iterations`, `use_original_bounds` (5.2 "Original bounding box"). [verified in 5.2.1] ([4.3/modeling](https://developer.blender.org/docs/release_notes/4.3/modeling/), - Network accessline 336
[verified in 5.2.1] ([4.3/modeling](https://developer.blender.org/docs/release_notes/4.3/modeling/), [5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Network accessline 336
[verified in 5.2.1] ([4.3/modeling](https://developer.blender.org/docs/release_notes/4.3/modeling/), [5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Network accessline 337
([4.3/modeling](https://developer.blender.org/docs/release_notes/4.3/modeling/), - Network accessline 337
([4.3/modeling](https://developer.blender.org/docs/release_notes/4.3/modeling/), - Network accessline 338
[5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Network accessline 338
[5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Network accessline 341
sync select" or assume per-UV-map selection behave differently. [verified `use_uv_select_sync=True` in 5.2.1] ([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 341
sync select" or assume per-UV-map selection behave differently. [verified `use_uv_select_sync=True` in 5.2.1] ([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 342
`use_uv_select_sync=True` in 5.2.1] ([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - UV selection API (5.0): `MeshUVLoopLayer.vertex_selection/edge_selection` and - Network accessline 342
`use_uv_select_sync=True` in 5.2.1] ([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - UV selection API (5.0): `MeshUVLoopLayer.vertex_selection/edge_selection` and - Network accessline 343
([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 343
([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 347
`.uv_select_vert/.uv_select_edge/.uv_select_face`; pin attribute needs its `_ensure()` function. [release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 347
`.uv_select_vert/.uv_select_edge/.uv_select_face`; pin attribute needs its `_ensure()` function. [release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 348
[release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Packing: - Network accessline 348
[release notes] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Packing: - Network accessline 349
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 349
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 354
Winding, snap points (5.2). Edge/Vert Slide and snap base `B` in the UV editor (4.2). [verified ops/props in 5.2.1] ([3.6/modeling](https://developer.blender.org/docs/release_notes/3.6/modeling/), - Network accessline 354
Winding, snap points (5.2). Edge/Vert Slide and snap base `B` in the UV editor (4.2). [verified ops/props in 5.2.1] ([3.6/modeling](https://developer.blender.org/docs/release_notes/3.6/modeling/), - Network accessline 355
ops/props in 5.2.1] ([3.6/modeling](https://developer.blender.org/docs/release_notes/3.6/modeling/), [5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), - Network accessline 355
ops/props in 5.2.1] ([3.6/modeling](https://developer.blender.org/docs/release_notes/3.6/modeling/), [5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), - Network accessline 356
([3.6/modeling](https://developer.blender.org/docs/release_notes/3.6/modeling/), - Network accessline 356
([3.6/modeling](https://developer.blender.org/docs/release_notes/3.6/modeling/), - Network accessline 357
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), - Network accessline 357
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), - Network accessline 358
[4.4/user_interface](https://developer.blender.org/docs/release_notes/4.4/user_interface/), - Network accessline 358
[4.4/user_interface](https://developer.blender.org/docs/release_notes/4.4/user_interface/), - Network accessline 359
[4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/)) - Network accessline 359
[4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/)) - Network accessline 360
- "UV Snap To Pixels" was renamed "UV Round To Pixels" (3.4); UV Sculpt `strength_curve` -> `curve_distance_falloff` (5.0). [release notes] ([3.4/modeling](https://developer.blender.org/docs/release_notes/3.4/modeling/), - Network accessline 360
- "UV Snap To Pixels" was renamed "UV Round To Pixels" (3.4); UV Sculpt `strength_curve` -> `curve_distance_falloff` (5.0). [release notes] ([3.4/modeling](https://developer.blender.org/docs/release_notes/3.4/modeling/), - Network accessline 361
`curve_distance_falloff` (5.0). [release notes] ([3.4/modeling](https://developer.blender.org/docs/release_notes/3.4/modeling/), [5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 361
`curve_distance_falloff` (5.0). [release notes] ([3.4/modeling](https://developer.blender.org/docs/release_notes/3.4/modeling/), [5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 362
([3.4/modeling](https://developer.blender.org/docs/release_notes/3.4/modeling/), - Network accessline 362
([3.4/modeling](https://developer.blender.org/docs/release_notes/3.4/modeling/), - Network accessline 363
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 363
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 383
uses; custom normals are always used when present (so Weighted Normal/Normal Edit no longer need Auto Smooth). [verified in 5.2.1] ([4.1/modeling](https://developer.blender.org/docs/release_notes/4.1/modeling/), - Network accessline 383
uses; custom normals are always used when present (so Weighted Normal/Normal Edit no longer need Auto Smooth). [verified in 5.2.1] ([4.1/modeling](https://developer.blender.org/docs/release_notes/4.1/modeling/), - Network accessline 384
Auto Smooth). [verified in 5.2.1] ([4.1/modeling](https://developer.blender.org/docs/release_notes/4.1/modeling/), [4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 384
Auto Smooth). [verified in 5.2.1] ([4.1/modeling](https://developer.blender.org/docs/release_notes/4.1/modeling/), [4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 385
([4.1/modeling](https://developer.blender.org/docs/release_notes/4.1/modeling/), - Network accessline 385
([4.1/modeling](https://developer.blender.org/docs/release_notes/4.1/modeling/), - Network accessline 386
[4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 386
[4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 387
[4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/)) - Network accessline 387
[4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/)) - Network accessline 390
`mesh.edge_creases_ensure()`. Face Maps removed (converted to an int attribute). Freestyle marks became attributes `freestyle_edge`/`freestyle_face` (5.0). [verified absences in 5.2.1] ([4.0/python_api](https://developer.blender.org/doc - Network accessline 390
`mesh.edge_creases_ensure()`. Face Maps removed (converted to an int attribute). Freestyle marks became attributes `freestyle_edge`/`freestyle_face` (5.0). [verified absences in 5.2.1] ([4.0/python_api](https://developer.blender.org/doc - Network accessline 391
became attributes `freestyle_edge`/`freestyle_face` (5.0). [verified absences in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [5.0/modeling](https://developer.blender.org/docs/release_notes - Network accessline 391
became attributes `freestyle_edge`/`freestyle_face` (5.0). [verified absences in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [5.0/modeling](https://developer.blender.org/docs/release_notes - Network accessline 392
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 392
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 393
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 393
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 394
- **Boolean solver** enum is `'FLOAT'` (old `'FAST'`, renamed 5.0), `'EXACT'`, `'MANIFOLD'` (4.5, fast and robust but needs manifold input). [verified in 5.2.1] ([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeli - Network accessline 394
- **Boolean solver** enum is `'FLOAT'` (old `'FAST'`, renamed 5.0), `'EXACT'`, `'MANIFOLD'` (4.5, fast and robust but needs manifold input). [verified in 5.2.1] ([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeli - Network accessline 395
fast and robust but needs manifold input). [verified in 5.2.1] ([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), [4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/)) - Network accessline 395
fast and robust but needs manifold input). [verified in 5.2.1] ([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), [4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/)) - Network accessline 396
([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), - Network accessline 396
([5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), - Network accessline 397
[4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/)) - Network accessline 397
[4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/)) - Network accessline 402
Instances**, **Curve to Tube**, **Geometry Input** from `geometry_nodes_essentials.blend`. [verified keymap/assets in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), - Network accessline 402
Instances**, **Curve to Tube**, **Geometry Input** from `geometry_nodes_essentials.blend`. [verified keymap/assets in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), - Network accessline 403
[verified keymap/assets in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), [4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/), - Network accessline 403
[verified keymap/assets in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), [4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/), - Network accessline 404
([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), - Network accessline 404
([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), - Network accessline 405
[4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/), - Network accessline 405
[4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/), - Network accessline 406
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 406
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/)) - Network accessline 411
`INCREMENT, GRID, VERTEX, EDGE, FACE, VOLUME, EDGE_MIDPOINT, EDGE_PERPENDICULAR, FACE_MIDPOINT, FACE_PROJECT, FACE_NEAREST`. [verified in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), - Network accessline 411
`INCREMENT, GRID, VERTEX, EDGE, FACE, VOLUME, EDGE_MIDPOINT, EDGE_PERPENDICULAR, FACE_MIDPOINT, FACE_PROJECT, FACE_NEAREST`. [verified in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), - Network accessline 412
[verified in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), [4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/), - Network accessline 412
[verified in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), [4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/), - Network accessline 413
([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), - Network accessline 413
([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/), - Network accessline 414
[4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/), - Network accessline 414
[4.2/modeling](https://developer.blender.org/docs/release_notes/4.2/modeling/), - Network accessline 415
[5.1/modeling](https://developer.blender.org/docs/release_notes/5.1/modeling/)) - Network accessline 415
[5.1/modeling](https://developer.blender.org/docs/release_notes/5.1/modeling/)) - Network accessline 417
Circle -> `bpy.ops.mesh.circularize` ("To Circle"), Space -> `bpy.ops.mesh.space_edge_loops_evenly`, Flatten -> `bpy.ops.mesh.flatten`. [verified op ids in 5.2.1] ([5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/mode - Network accessline 417
Circle -> `bpy.ops.mesh.circularize` ("To Circle"), Space -> `bpy.ops.mesh.space_edge_loops_evenly`, Flatten -> `bpy.ops.mesh.flatten`. [verified op ids in 5.2.1] ([5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/mode - Network accessline 418
`bpy.ops.mesh.space_edge_loops_evenly`, Flatten -> `bpy.ops.mesh.flatten`. [verified op ids in 5.2.1] ([5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Other tool changes: Select Poles via Select by Trait, - Network accessline 418
`bpy.ops.mesh.space_edge_loops_evenly`, Flatten -> `bpy.ops.mesh.flatten`. [verified op ids in 5.2.1] ([5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Other tool changes: Select Poles via Select by Trait, - Network accessline 419
5.2.1] ([5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Network accessline 419
5.2.1] ([5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Network accessline 424
snapping, Apply Scale flips normals for negative scale (5.1); selection through back-face-culled faces (5.2). [release notes; lattice op verified] ([4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/), - Network accessline 424
snapping, Apply Scale flips normals for negative scale (5.1); selection through back-face-culled faces (5.2). [release notes; lattice op verified] ([4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/), - Network accessline 425
faces (5.2). [release notes; lattice op verified] ([4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/), [4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/), - Network accessline 425
faces (5.2). [release notes; lattice op verified] ([4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/), [4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/), - Network accessline 426
([4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/), - Network accessline 426
([4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/), - Network accessline 427
[4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/), - Network accessline 427
[4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/), - Network accessline 428
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), - Network accessline 428
[5.0/modeling](https://developer.blender.org/docs/release_notes/5.0/modeling/), - Network accessline 429
[5.1/modeling](https://developer.blender.org/docs/release_notes/5.1/modeling/), - Network accessline 429
[5.1/modeling](https://developer.blender.org/docs/release_notes/5.1/modeling/), - Network accessline 430
[5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Network accessline 430
[5.2/modeling](https://developer.blender.org/docs/release_notes/5.2/modeling/)) - Network accessline 433
`import_scene.fbx` still present); **Collada removed** (5.0); "Import Images as Planes" is built in as `image.import_as_mesh_planes` (old `import_image.to_plane` gone). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org - Network accessline 433
`import_scene.fbx` still present); **Collada removed** (5.0); "Import Images as Planes" is built in as `image.import_as_mesh_planes` (old `import_image.to_plane` gone). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org - Network accessline 434
in as `image.import_as_mesh_planes` (old `import_image.to_plane` gone). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [5.0/pipeline_io](https://developer.blender.org/docs/releas - Network accessline 434
in as `image.import_as_mesh_planes` (old `import_image.to_plane` gone). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [5.0/pipeline_io](https://developer.blender.org/docs/releas - Network accessline 435
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 435
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 436
[5.0/pipeline_io](https://developer.blender.org/docs/release_notes/5.0/pipeline_io/)) - Network accessline 436
[5.0/pipeline_io](https://developer.blender.org/docs/release_notes/5.0/pipeline_io/)) - Network accessline 442
pose_library. **Node Wrangler and Rigify must be enabled** (`bpy.ops.preferences.addon_enable(module="node_wrangler")`). [verified in 5.2.1] ([4.2 index](https://developer.blender.org/docs/release_notes/4.2/)) - Network accessline 442
pose_library. **Node Wrangler and Rigify must be enabled** (`bpy.ops.preferences.addon_enable(module="node_wrangler")`). [verified in 5.2.1] ([4.2 index](https://developer.blender.org/docs/release_notes/4.2/)) - Network accessline 444
([4.2 index](https://developer.blender.org/docs/release_notes/4.2/)) - Network accessline 444
([4.2 index](https://developer.blender.org/docs/release_notes/4.2/)) - Network accessline 451
replaced Hidden Wire): `overlay.show_retopology = True`, `overlay.retopology_offset` (default 0.01 m since 4.5, was 0.2 m). [verified in 5.2.1] ([3.6/eevee](https://developer.blender.org/docs/release_notes/3.6/eevee/), - Network accessline 451
replaced Hidden Wire): `overlay.show_retopology = True`, `overlay.retopology_offset` (default 0.01 m since 4.5, was 0.2 m). [verified in 5.2.1] ([3.6/eevee](https://developer.blender.org/docs/release_notes/3.6/eevee/), - Network accessline 452
m since 4.5, was 0.2 m). [verified in 5.2.1] ([3.6/eevee](https://developer.blender.org/docs/release_notes/3.6/eevee/), [4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/)) - Network accessline 452
m since 4.5, was 0.2 m). [verified in 5.2.1] ([3.6/eevee](https://developer.blender.org/docs/release_notes/3.6/eevee/), [4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/)) - Network accessline 453
([3.6/eevee](https://developer.blender.org/docs/release_notes/3.6/eevee/), - Network accessline 453
([3.6/eevee](https://developer.blender.org/docs/release_notes/3.6/eevee/), - Network accessline 454
[4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/)) - Network accessline 454
[4.5/modeling](https://developer.blender.org/docs/release_notes/4.5/modeling/)) - Network accessline 457
`use_snap_backface_culling`, `snap_target`, `snap_elements_individual`, `use_snap_align_rotation`. [verified props in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/)) - Network accessline 457
`use_snap_backface_culling`, `snap_target`, `snap_elements_individual`, `use_snap_align_rotation`. [verified props in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/)) - Network accessline 458
[verified props in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/)) - Poly Build tool (2.81) is unchanged; Shrinkwrap modifier unchanged. QuadriFlow remesh is the only - Network accessline 458
[verified props in 5.2.1] ([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/)) - Poly Build tool (2.81) is unchanged; Shrinkwrap modifier unchanged. QuadriFlow remesh is the only - Network accessline 459
([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/)) - Network accessline 459
([4.0/modeling](https://developer.blender.org/docs/release_notes/4.0/modeling/)) - Network accessline 461
built-in quad remesher (see 3.4). Select Poles (4.4) and selection through culled faces (5.2) help topology checks. [release notes] ([2.81/sculpt](https://developer.blender.org/docs/release_notes/2.81/sculpt/), - Network accessline 461
built-in quad remesher (see 3.4). Select Poles (4.4) and selection through culled faces (5.2) help topology checks. [release notes] ([2.81/sculpt](https://developer.blender.org/docs/release_notes/2.81/sculpt/), - Network accessline 462
topology checks. [release notes] ([2.81/sculpt](https://developer.blender.org/docs/release_notes/2.81/sculpt/), [4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/)) - Network accessline 462
topology checks. [release notes] ([2.81/sculpt](https://developer.blender.org/docs/release_notes/2.81/sculpt/), [4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/)) - Network accessline 463
([2.81/sculpt](https://developer.blender.org/docs/release_notes/2.81/sculpt/), - Network accessline 463
([2.81/sculpt](https://developer.blender.org/docs/release_notes/2.81/sculpt/), - Network accessline 464
[4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/)) - Network accessline 464
[4.4/modeling](https://developer.blender.org/docs/release_notes/4.4/modeling/)) - Network accessline 480
- 5.0: bakes go only to **selected (and active)** image nodes instead of every active image; multires bake supports n-gons and vector displacement. 4.4: faster Selected to Active. [release notes] ([5.0/rendering](https://developer.blend - Network accessline 480
- 5.0: bakes go only to **selected (and active)** image nodes instead of every active image; multires bake supports n-gons and vector displacement. 4.4: faster Selected to Active. [release notes] ([5.0/rendering](https://developer.blend - Network accessline 481
multires bake supports n-gons and vector displacement. 4.4: faster Selected to Active. [release notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), [4.4/cycles](https://developer.blender.org/docs/re - Network accessline 481
multires bake supports n-gons and vector displacement. 4.4: faster Selected to Active. [release notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), [4.4/cycles](https://developer.blender.org/docs/re - Network accessline 482
notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), - Network accessline 482
notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), - Network accessline 483
[4.4/cycles](https://developer.blender.org/docs/release_notes/4.4/cycles/)) - Network accessline 483
[4.4/cycles](https://developer.blender.org/docs/release_notes/4.4/cycles/)) - Network accessline 484
- EEVEE "Bake Indirect Lighting" (legacy irradiance cache) is gone: 4.2 bakes Volume light probes per object (Scene > Light Probes > Bake All Light Probe Volumes). [release notes] ([4.2/eevee_migration](https://developer.blender.org/doc - Network accessline 484
- EEVEE "Bake Indirect Lighting" (legacy irradiance cache) is gone: 4.2 bakes Volume light probes per object (Scene > Light Probes > Bake All Light Probe Volumes). [release notes] ([4.2/eevee_migration](https://developer.blender.org/doc - Network accessline 485
per object (Scene > Light Probes > Bake All Light Probe Volumes). [release notes] ([4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Geometry-node bakes: Bake node (4.1), packed into the .blen - Network accessline 485
per object (Scene > Light Probes > Bake All Light Probe Volumes). [release notes] ([4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Geometry-node bakes: Bake node (4.1), packed into the .blen - Network accessline 486
([4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Network accessline 486
([4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Network accessline 487
- Geometry-node bakes: Bake node (4.1), packed into the .blend by default (4.3). [release notes] ([4.1/nodes_physics](https://developer.blender.org/docs/release_notes/4.1/nodes_physics/), [4.3/geometry_nodes](https://developer.blender.o - Network accessline 487
- Geometry-node bakes: Bake node (4.1), packed into the .blend by default (4.3). [release notes] ([4.1/nodes_physics](https://developer.blender.org/docs/release_notes/4.1/nodes_physics/), [4.3/geometry_nodes](https://developer.blender.o - Network accessline 488
([4.1/nodes_physics](https://developer.blender.org/docs/release_notes/4.1/nodes_physics/), - Network accessline 488
([4.1/nodes_physics](https://developer.blender.org/docs/release_notes/4.1/nodes_physics/), - Network accessline 489
[4.3/geometry_nodes](https://developer.blender.org/docs/release_notes/4.3/geometry_nodes/)) - Network accessline 489
[4.3/geometry_nodes](https://developer.blender.org/docs/release_notes/4.3/geometry_nodes/)) - Network accessline 513
`BURLEY, RANDOM_WALK, RANDOM_WALK_SKIN, RANDOM_WALK_LEGACY` (5.2 converts old files to Legacy). **Access sockets by name, never by index** (indices shifted). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_n - Network accessline 513
`BURLEY, RANDOM_WALK, RANDOM_WALK_SKIN, RANDOM_WALK_LEGACY` (5.2 converts old files to Legacy). **Access sockets by name, never by index** (indices shifted). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_n - Network accessline 514
**Access sockets by name, never by index** (indices shifted). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shadin - Network accessline 514
**Access sockets by name, never by index** (indices shifted). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shadin - Network accessline 515
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 515
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 516
[4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shading/), - Network accessline 516
[4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shading/), - Network accessline 517
[5.2/rendering](https://developer.blender.org/docs/release_notes/5.2/rendering/)) - Network accessline 517
[5.2/rendering](https://developer.blender.org/docs/release_notes/5.2/rendering/)) - Network accessline 523
`world.use_nodes` (new worlds come with Background + World Output) and lights (5.1). Old `mat.use_nodes = True` lines are harmless no-ops. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python - Network accessline 523
`world.use_nodes` (new worlds come with Background + World Output) and lights (5.1). Old `mat.use_nodes = True` lines are harmless no-ops. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python - Network accessline 524
`mat.use_nodes = True` lines are harmless no-ops. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.1/user_interface](https://developer.blender.org/docs/release_notes/5.1/user_in - Network accessline 524
`mat.use_nodes = True` lines are harmless no-ops. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.1/user_interface](https://developer.blender.org/docs/release_notes/5.1/user_in - Network accessline 525
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 525
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 526
[5.1/user_interface](https://developer.blender.org/docs/release_notes/5.1/user_interface/)) - Network accessline 526
[5.1/user_interface](https://developer.blender.org/docs/release_notes/5.1/user_interface/)) - Network accessline 531
**Separate/Combine RGB and HSV removed**, use Separate/Combine Color (5.0). Legacy `ShaderNodeMixRGB` still creatable but the Add menu uses `ShaderNodeMix` (3.4). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/ - Network accessline 531
**Separate/Combine RGB and HSV removed**, use Separate/Combine Color (5.0). Legacy `ShaderNodeMixRGB` still creatable but the Add menu uses `ShaderNodeMix` (3.4). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/ - Network accessline 532
`ShaderNodeMixRGB` still creatable but the Add menu uses `ShaderNodeMix` (3.4). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [4.1/rendering](https://developer.blender.org/docs/ - Network accessline 532
`ShaderNodeMixRGB` still creatable but the Add menu uses `ShaderNodeMix` (3.4). [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [4.1/rendering](https://developer.blender.org/docs/ - Network accessline 533
5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 533
5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 534
[4.1/rendering](https://developer.blender.org/docs/release_notes/4.1/rendering/), - Network accessline 534
[4.1/rendering](https://developer.blender.org/docs/release_notes/4.1/rendering/), - Network accessline 535
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 535
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 540
`NodeClosureInput/Output`, `NodeEvaluateClosure`, bundles `NodeCombineBundle` (there is no `ShaderNodeTime`). [verified in 5.2.1] ([4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/), - Network accessline 540
`NodeClosureInput/Output`, `NodeEvaluateClosure`, bundles `NodeCombineBundle` (there is no `ShaderNodeTime`). [verified in 5.2.1] ([4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/), - Network accessline 541
`ShaderNodeTime`). [verified in 5.2.1] ([4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/), [5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), - Network accessline 541
`ShaderNodeTime`). [verified in 5.2.1] ([4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/), [5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), - Network accessline 542
([4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/), - Network accessline 542
([4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/), - Network accessline 543
[5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), - Network accessline 543
[5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), - Network accessline 544
[5.1/rendering](https://developer.blender.org/docs/release_notes/5.1/rendering/), - Network accessline 544
[5.1/rendering](https://developer.blender.org/docs/release_notes/5.1/rendering/), - Network accessline 545
[5.2/rendering](https://developer.blender.org/docs/release_notes/5.2/rendering/)) - Network accessline 545
[5.2/rendering](https://developer.blender.org/docs/release_notes/5.2/rendering/)) - Network accessline 547
`SINGLE_SCATTERING, MULTIPLE_SCATTERING, PREETHAM, HOSEK_WILKIE` (old `'NISHITA'` is not in the enum). [verified enum in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 547
`SINGLE_SCATTERING, MULTIPLE_SCATTERING, PREETHAM, HOSEK_WILKIE` (old `'NISHITA'` is not in the enum). [verified enum in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 548
enum). [verified enum in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 548
enum). [verified enum in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 549
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 549
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 550
[5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 550
[5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 553
`base`. Voronoi hashing changed (5.0) so patterns differ from old renders. [verified defaults/props in 5.2.1] ([4.5/rendering](https://developer.blender.org/docs/release_notes/4.5/rendering/), - Network accessline 553
`base`. Voronoi hashing changed (5.0) so patterns differ from old renders. [verified defaults/props in 5.2.1] ([4.5/rendering](https://developer.blender.org/docs/release_notes/4.5/rendering/), - Network accessline 554
defaults/props in 5.2.1] ([4.5/rendering](https://developer.blender.org/docs/release_notes/4.5/rendering/), [5.1/rendering](https://developer.blender.org/docs/release_notes/5.1/rendering/), - Network accessline 554
defaults/props in 5.2.1] ([4.5/rendering](https://developer.blender.org/docs/release_notes/4.5/rendering/), [5.1/rendering](https://developer.blender.org/docs/release_notes/5.1/rendering/), - Network accessline 555
([4.5/rendering](https://developer.blender.org/docs/release_notes/4.5/rendering/), - Network accessline 555
([4.5/rendering](https://developer.blender.org/docs/release_notes/4.5/rendering/), - Network accessline 556
[5.1/rendering](https://developer.blender.org/docs/release_notes/5.1/rendering/), - Network accessline 556
[5.1/rendering](https://developer.blender.org/docs/release_notes/5.1/rendering/), - Network accessline 557
[5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 557
[5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/)) - Network accessline 558
- Material output nodes inside a group no longer take priority (5.0). `displacement_method` moved from `material.cycles` to `material` (4.1). [release notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/renderin - Network accessline 558
- Material output nodes inside a group no longer take priority (5.0). `displacement_method` moved from `material.cycles` to `material` (4.1). [release notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/renderin - Network accessline 559
from `material.cycles` to `material` (4.1). [release notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), [4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/)) - Network accessline 559
from `material.cycles` to `material` (4.1). [release notes] ([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), [4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/)) - Network accessline 560
([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), - Network accessline 560
([5.0/rendering](https://developer.blender.org/docs/release_notes/5.0/rendering/), - Network accessline 561
[4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/)) - Network accessline 561
[4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/)) - Network accessline 565
`light.cycles.cast_shadow`). Legacy EEVEE light props (contact shadows, falloff, shadow buffer) removed. [verified props in 5.2.1] ([4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shading/), - Network accessline 565
`light.cycles.cast_shadow`). Legacy EEVEE light props (contact shadows, falloff, shadow buffer) removed. [verified props in 5.2.1] ([4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shading/), - Network accessline 566
removed. [verified props in 5.2.1] ([4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shading/), [4.1/rendering](https://developer.blender.org/docs/release_notes/4.1/rendering/), - Network accessline 566
removed. [verified props in 5.2.1] ([4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shading/), [4.1/rendering](https://developer.blender.org/docs/release_notes/4.1/rendering/), - Network accessline 567
([4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shading/), - Network accessline 567
([4.0/shading](https://developer.blender.org/docs/release_notes/4.0/shading/), - Network accessline 568
[4.1/rendering](https://developer.blender.org/docs/release_notes/4.1/rendering/), - Network accessline 568
[4.1/rendering](https://developer.blender.org/docs/release_notes/4.1/rendering/), - Network accessline 569
[4.5/rendering](https://developer.blender.org/docs/release_notes/4.5/rendering/), - Network accessline 569
[4.5/rendering](https://developer.blender.org/docs/release_notes/4.5/rendering/), - Network accessline 570
[4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/)) - Network accessline 570
[4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/)) - Network accessline 576
- **Engine id history:** `BLENDER_EEVEE` (up to 4.1, legacy) -> `BLENDER_EEVEE_NEXT` (4.2 to 4.5) -> `BLENDER_EEVEE` (5.0+). Scripts written for 4.2 to 4.5 break on 5.2. [verified in 5.2.1] ([4.2/python_api](https://developer.blender.or - Network accessline 576
- **Engine id history:** `BLENDER_EEVEE` (up to 4.1, legacy) -> `BLENDER_EEVEE_NEXT` (4.2 to 4.5) -> `BLENDER_EEVEE` (5.0+). Scripts written for 4.2 to 4.5 break on 5.2. [verified in 5.2.1] ([4.2/python_api](https://developer.blender.or - Network accessline 577
`BLENDER_EEVEE` (5.0+). Scripts written for 4.2 to 4.5 break on 5.2. [verified in 5.2.1] ([4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), [5.0/python_api](https://developer.blender.org/docs/release_no - Network accessline 577
`BLENDER_EEVEE` (5.0+). Scripts written for 4.2 to 4.5 break on 5.2. [verified in 5.2.1] ([4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), [5.0/python_api](https://developer.blender.org/docs/release_no - Network accessline 578
([4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), - Network accessline 578
([4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), - Network accessline 579
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 579
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 585
`thickness_mode`, `use_thickness_from_shadow`. `blend_method` still exists as a deprecated alias; `shadow_method` removed (4.3). [verified in 5.2.1] ([4.2/eevee](https://developer.blender.org/docs/release_notes/4.2/eevee/), - Network accessline 585
`thickness_mode`, `use_thickness_from_shadow`. `blend_method` still exists as a deprecated alias; `shadow_method` removed (4.3). [verified in 5.2.1] ([4.2/eevee](https://developer.blender.org/docs/release_notes/4.2/eevee/), - Network accessline 586
`shadow_method` removed (4.3). [verified in 5.2.1] ([4.2/eevee](https://developer.blender.org/docs/release_notes/4.2/eevee/), [4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/), - Network accessline 586
`shadow_method` removed (4.3). [verified in 5.2.1] ([4.2/eevee](https://developer.blender.org/docs/release_notes/4.2/eevee/), [4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/), - Network accessline 587
([4.2/eevee](https://developer.blender.org/docs/release_notes/4.2/eevee/), - Network accessline 587
([4.2/eevee](https://developer.blender.org/docs/release_notes/4.2/eevee/), - Network accessline 588
[4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/), - Network accessline 588
[4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/), - Network accessline 589
[4.3/python_api](https://developer.blender.org/docs/release_notes/4.3/python_api/)) - Network accessline 589
[4.3/python_api](https://developer.blender.org/docs/release_notes/4.3/python_api/)) - Network accessline 597
`view_layer.eevee.ambient_occlusion_distance` (old `scene.eevee.gtao_distance`, 5.0). `use_bloom`, `use_ssr`, `use_gtao`, `use_soft_shadows`, `shadow_cube_size`, `bloom_*` do not exist. [verified in 5.2.1] ([4.2/python_api](https://deve - Network accessline 597
`view_layer.eevee.ambient_occlusion_distance` (old `scene.eevee.gtao_distance`, 5.0). `use_bloom`, `use_ssr`, `use_gtao`, `use_soft_shadows`, `shadow_cube_size`, `bloom_*` do not exist. [verified in 5.2.1] ([4.2/python_api](https://deve - Network accessline 598
`use_ssr`, `use_gtao`, `use_soft_shadows`, `shadow_cube_size`, `bloom_*` do not exist. [verified in 5.2.1] ([4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), [4.3/python_api](https://developer.blender.o - Network accessline 598
`use_ssr`, `use_gtao`, `use_soft_shadows`, `shadow_cube_size`, `bloom_*` do not exist. [verified in 5.2.1] ([4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), [4.3/python_api](https://developer.blender.o - Network accessline 599
in 5.2.1] ([4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), - Network accessline 599
in 5.2.1] ([4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), - Network accessline 600
[4.3/python_api](https://developer.blender.org/docs/release_notes/4.3/python_api/), - Network accessline 600
[4.3/python_api](https://developer.blender.org/docs/release_notes/4.3/python_api/), - Network accessline 601
[5.0/eevee](https://developer.blender.org/docs/release_notes/5.0/eevee/)) - Network accessline 601
[5.0/eevee](https://developer.blender.org/docs/release_notes/5.0/eevee/)) - Network accessline 603
compositor. Contact shadows removed (virtual shadow maps). World volume now blocks sun/world light (conversion operator in Help menu); sun is extracted from HDRIs automatically. [release notes] ([4.2/eevee_migration](https://developer.b - Network accessline 603
compositor. Contact shadows removed (virtual shadow maps). World volume now blocks sun/world light (conversion operator in Help menu); sun is extracted from HDRIs automatically. [release notes] ([4.2/eevee_migration](https://developer.b - Network accessline 604
(conversion operator in Help menu); sun is extracted from HDRIs automatically. [release notes] ([4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - **Light probes** renamed: Reflection Cubemap - - Network accessline 604
(conversion operator in Help menu); sun is extracted from HDRIs automatically. [release notes] ([4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - **Light probes** renamed: Reflection Cubemap - - Network accessline 605
([4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Network accessline 605
([4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Network accessline 608
`LightProbe.type` and `object.lightprobe_add(type=...)` (4.1). Volume probes bake per object (4.2). [verified in 5.2.1] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 608
`LightProbe.type` and `object.lightprobe_add(type=...)` (4.1). Volume probes bake per object (4.2). [verified in 5.2.1] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 609
(4.2). [verified in 5.2.1] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), [4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Network accessline 609
(4.2). [verified in 5.2.1] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), [4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Network accessline 610
([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 610
([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 611
[4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Network accessline 611
[4.2/eevee_migration](https://developer.blender.org/docs/release_notes/4.2/eevee_migration/)) - Network accessline 615
ray tracing overhaul (some scenes darker), Fast GI "Far Thickness" removed, light camera-ray visibility, 1.5/2 GB shadow pools. [intensity props verified; rest release notes] ([4.3/eevee](https://developer.blender.org/docs/release_notes - Network accessline 615
ray tracing overhaul (some scenes darker), Fast GI "Far Thickness" removed, light camera-ray visibility, 1.5/2 GB shadow pools. [intensity props verified; rest release notes] ([4.3/eevee](https://developer.blender.org/docs/release_notes - Network accessline 616
visibility, 1.5/2 GB shadow pools. [intensity props verified; rest release notes] ([4.3/eevee](https://developer.blender.org/docs/release_notes/4.3/eevee/), [4.5/eevee](https://developer.blender.org/docs/release_notes/4.5/eevee/), - Network accessline 616
visibility, 1.5/2 GB shadow pools. [intensity props verified; rest release notes] ([4.3/eevee](https://developer.blender.org/docs/release_notes/4.3/eevee/), [4.5/eevee](https://developer.blender.org/docs/release_notes/4.5/eevee/), - Network accessline 617
([4.3/eevee](https://developer.blender.org/docs/release_notes/4.3/eevee/), - Network accessline 617
([4.3/eevee](https://developer.blender.org/docs/release_notes/4.3/eevee/), - Network accessline 618
[4.5/eevee](https://developer.blender.org/docs/release_notes/4.5/eevee/), - Network accessline 618
[4.5/eevee](https://developer.blender.org/docs/release_notes/4.5/eevee/), - Network accessline 619
[5.0/eevee](https://developer.blender.org/docs/release_notes/5.0/eevee/), - Network accessline 619
[5.0/eevee](https://developer.blender.org/docs/release_notes/5.0/eevee/), - Network accessline 620
[5.1/eevee](https://developer.blender.org/docs/release_notes/5.1/eevee/), - Network accessline 620
[5.1/eevee](https://developer.blender.org/docs/release_notes/5.1/eevee/), - Network accessline 621
[5.2/eevee](https://developer.blender.org/docs/release_notes/5.2/eevee/)) - Network accessline 621
[5.2/eevee](https://developer.blender.org/docs/release_notes/5.2/eevee/)) - Network accessline 623
`Material Index`, etc. The view-layer toggles keep their names (`use_pass_z`) but Render Layers node sockets are `Depth`, `Normal`, `Diffuse Color`. [verified sockets in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/releas - Network accessline 623
`Material Index`, etc. The view-layer toggles keep their names (`use_pass_z`) but Render Layers node sockets are `Depth`, `Normal`, `Diffuse Color`. [verified sockets in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/releas - Network accessline 625
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 625
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 631
- 3.0 Cycles X: tile size panel, Branched Path Tracing and OpenCL are gone; 5.0 removed the "Use Tiling" option too (`cycles.use_auto_tile`, `tile_size` remain). [release notes] ([3.0/cycles](https://developer.blender.org/docs/release_n - Network accessline 631
- 3.0 Cycles X: tile size panel, Branched Path Tracing and OpenCL are gone; 5.0 removed the "Use Tiling" option too (`cycles.use_auto_tile`, `tile_size` remain). [release notes] ([3.0/cycles](https://developer.blender.org/docs/release_n - Network accessline 632
Tiling" option too (`cycles.use_auto_tile`, `tile_size` remain). [release notes] ([3.0/cycles](https://developer.blender.org/docs/release_notes/3.0/cycles/), [5.0/cycles](https://developer.blender.org/docs/release_notes/5.0/cycles/)) - Network accessline 632
Tiling" option too (`cycles.use_auto_tile`, `tile_size` remain). [release notes] ([3.0/cycles](https://developer.blender.org/docs/release_notes/3.0/cycles/), [5.0/cycles](https://developer.blender.org/docs/release_notes/5.0/cycles/)) - Network accessline 633
([3.0/cycles](https://developer.blender.org/docs/release_notes/3.0/cycles/), - Network accessline 633
([3.0/cycles](https://developer.blender.org/docs/release_notes/3.0/cycles/), - Network accessline 634
[5.0/cycles](https://developer.blender.org/docs/release_notes/5.0/cycles/)) - Network accessline 634
[5.0/cycles](https://developer.blender.org/docs/release_notes/5.0/cycles/)) - Network accessline 636
samples, OpenImageDenoise with GPU support (4.1), blue-noise sampling for new files (4.2), path guiding (CPU, 3.4), shadow pass removed (3.5). [defaults verified in 5.2.1] ([3.5/cycles](https://developer.blender.org/docs/release_notes/3 - Network accessline 636
samples, OpenImageDenoise with GPU support (4.1), blue-noise sampling for new files (4.2), path guiding (CPU, 3.4), shadow pass removed (3.5). [defaults verified in 5.2.1] ([3.5/cycles](https://developer.blender.org/docs/release_notes/3 - Network accessline 637
guiding (CPU, 3.4), shadow pass removed (3.5). [defaults verified in 5.2.1] ([3.5/cycles](https://developer.blender.org/docs/release_notes/3.5/cycles/), [4.1/cycles](https://developer.blender.org/docs/release_notes/4.1/cycles/), - Network accessline 637
guiding (CPU, 3.4), shadow pass removed (3.5). [defaults verified in 5.2.1] ([3.5/cycles](https://developer.blender.org/docs/release_notes/3.5/cycles/), [4.1/cycles](https://developer.blender.org/docs/release_notes/4.1/cycles/), - Network accessline 638
([3.5/cycles](https://developer.blender.org/docs/release_notes/3.5/cycles/), - Network accessline 638
([3.5/cycles](https://developer.blender.org/docs/release_notes/3.5/cycles/), - Network accessline 639
[4.1/cycles](https://developer.blender.org/docs/release_notes/4.1/cycles/), - Network accessline 639
[4.1/cycles](https://developer.blender.org/docs/release_notes/4.1/cycles/), - Network accessline 640
[4.2/cycles](https://developer.blender.org/docs/release_notes/4.2/cycles/), - Network accessline 640
[4.2/cycles](https://developer.blender.org/docs/release_notes/4.2/cycles/), - Network accessline 641
[3.4/cycles](https://developer.blender.org/docs/release_notes/3.4/cycles/)) - Network accessline 641
[3.4/cycles](https://developer.blender.org/docs/release_notes/3.4/cycles/)) - Network accessline 642
- Motion blur settings shared with EEVEE on `scene.render` (4.2). Light/shadow linking (4.0). Ray portals, thin film (4.2). Bump mapping changes (4.4 sub-pixel, 4.5 correction) alter old looks. [release notes] ([4.2/cycles](https://deve - Network accessline 642
- Motion blur settings shared with EEVEE on `scene.render` (4.2). Light/shadow linking (4.0). Ray portals, thin film (4.2). Bump mapping changes (4.4 sub-pixel, 4.5 correction) alter old looks. [release notes] ([4.2/cycles](https://deve - Network accessline 643
portals, thin film (4.2). Bump mapping changes (4.4 sub-pixel, 4.5 correction) alter old looks. [release notes] ([4.2/cycles](https://developer.blender.org/docs/release_notes/4.2/cycles/), [4.0/cycles](https://developer.blender.org/docs - Network accessline 643
portals, thin film (4.2). Bump mapping changes (4.4 sub-pixel, 4.5 correction) alter old looks. [release notes] ([4.2/cycles](https://developer.blender.org/docs/release_notes/4.2/cycles/), [4.0/cycles](https://developer.blender.org/docs - Network accessline 644
[release notes] ([4.2/cycles](https://developer.blender.org/docs/release_notes/4.2/cycles/), - Network accessline 644
[release notes] ([4.2/cycles](https://developer.blender.org/docs/release_notes/4.2/cycles/), - Network accessline 645
[4.0/cycles](https://developer.blender.org/docs/release_notes/4.0/cycles/), - Network accessline 645
[4.0/cycles](https://developer.blender.org/docs/release_notes/4.0/cycles/), - Network accessline 646
[4.4/cycles](https://developer.blender.org/docs/release_notes/4.4/cycles/), - Network accessline 646
[4.4/cycles](https://developer.blender.org/docs/release_notes/4.4/cycles/), - Network accessline 647
[4.5/cycles](https://developer.blender.org/docs/release_notes/4.5/cycles/)) - Network accessline 647
[4.5/cycles](https://developer.blender.org/docs/release_notes/4.5/cycles/)) - Network accessline 649
adaptive subdivision; 5.2: texture cache (`render.use_texture_cache`), Random Walk SSS rescaled (old files auto-set to Legacy), world Cast Shadows. [texture cache prop verified] ([5.0/cycles](https://developer.blender.org/docs/release_n - Network accessline 649
adaptive subdivision; 5.2: texture cache (`render.use_texture_cache`), Random Walk SSS rescaled (old files auto-set to Legacy), world Cast Shadows. [texture cache prop verified] ([5.0/cycles](https://developer.blender.org/docs/release_n - Network accessline 650
(old files auto-set to Legacy), world Cast Shadows. [texture cache prop verified] ([5.0/cycles](https://developer.blender.org/docs/release_notes/5.0/cycles/), [5.2/cycles](https://developer.blender.org/docs/release_notes/5.2/cycles/)) - Network accessline 650
(old files auto-set to Legacy), world Cast Shadows. [texture cache prop verified] ([5.0/cycles](https://developer.blender.org/docs/release_notes/5.0/cycles/), [5.2/cycles](https://developer.blender.org/docs/release_notes/5.2/cycles/)) - Network accessline 651
([5.0/cycles](https://developer.blender.org/docs/release_notes/5.0/cycles/), - Network accessline 651
([5.0/cycles](https://developer.blender.org/docs/release_notes/5.0/cycles/), - Network accessline 652
[5.2/cycles](https://developer.blender.org/docs/release_notes/5.2/cycles/)) - Network accessline 652
[5.2/cycles](https://developer.blender.org/docs/release_notes/5.2/cycles/)) - Network accessline 658
- **Filmic -> AgX default** for new files (4.0); Filmic is still selectable. [verified in 5.2.1] ([4.0/color_management](https://developer.blender.org/docs/release_notes/4.0/color_management/)) - Network accessline 658
- **Filmic -> AgX default** for new files (4.0); Filmic is still selectable. [verified in 5.2.1] ([4.0/color_management](https://developer.blender.org/docs/release_notes/4.0/color_management/)) - Network accessline 659
([4.0/color_management](https://developer.blender.org/docs/release_notes/4.0/color_management/)) - Network accessline 659
([4.0/color_management](https://developer.blender.org/docs/release_notes/4.0/color_management/)) - Network accessline 664
`sRGB`, `Display P3`, `Rec.1886`, `Rec.2020`, `Rec.2100-PQ`, `Rec.2100-HLG` (`XYZ` and `None` gone). [verified in 5.2.1] ([4.2/rendering](https://developer.blender.org/docs/release_notes/4.2/rendering/), - Network accessline 664
`sRGB`, `Display P3`, `Rec.1886`, `Rec.2020`, `Rec.2100-PQ`, `Rec.2100-HLG` (`XYZ` and `None` gone). [verified in 5.2.1] ([4.2/rendering](https://developer.blender.org/docs/release_notes/4.2/rendering/), - Network accessline 665
gone). [verified in 5.2.1] ([4.2/rendering](https://developer.blender.org/docs/release_notes/4.2/rendering/), [5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/)) - Network accessline 665
gone). [verified in 5.2.1] ([4.2/rendering](https://developer.blender.org/docs/release_notes/4.2/rendering/), [5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/)) - Network accessline 666
([4.2/rendering](https://developer.blender.org/docs/release_notes/4.2/rendering/), - Network accessline 666
([4.2/rendering](https://developer.blender.org/docs/release_notes/4.2/rendering/), - Network accessline 667
[5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/)) - Network accessline 667
[5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/)) - Network accessline 673
spaces (5.2), `'AgX Base sRGB'`, `'Filmic sRGB'` exist. Hard-coded old names raise on assignment. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 673
spaces (5.2), `'AgX Base sRGB'`, `'Filmic sRGB'` exist. Hard-coded old names raise on assignment. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 674
[verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [5.2/rendering](https://developer.blender.org/docs/release_notes/5.2/rendering/)) - Network accessline 674
[verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), [5.2/rendering](https://developer.blender.org/docs/release_notes/5.2/rendering/)) - Network accessline 675
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 675
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 676
[5.2/rendering](https://developer.blender.org/docs/release_notes/5.2/rendering/)) - Network accessline 676
[5.2/rendering](https://developer.blender.org/docs/release_notes/5.2/rendering/)) - Network accessline 679
the view transform (4.3: `view_settings.use_white_balance`, temperature, tint). [verified in 5.2.1] ([5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/), - Network accessline 679
the view transform (4.3: `view_settings.use_white_balance`, temperature, tint). [verified in 5.2.1] ([5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/), - Network accessline 680
5.2.1] ([5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/), [4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/)) - Network accessline 680
5.2.1] ([5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/), [4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/)) - Network accessline 681
([5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/), - Network accessline 681
([5.0/color_management](https://developer.blender.org/docs/release_notes/5.0/color_management/), - Network accessline 682
[4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/)) - Network accessline 682
[4.3/rendering](https://developer.blender.org/docs/release_notes/4.3/rendering/)) - Network accessline 684
notes] ([5.0/pipeline_io](https://developer.blender.org/docs/release_notes/5.0/pipeline_io/)) - Network accessline 684
notes] ([5.0/pipeline_io](https://developer.blender.org/docs/release_notes/5.0/pipeline_io/)) - Network accessline 693
`scene.compositing_node_group = None`; to disable compositing set `scene.render.use_compositing = False`. [verified in 5.2.1] ([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/composito - Network accessline 693
`scene.compositing_node_group = None`; to disable compositing set `scene.render.use_compositing = False`. [verified in 5.2.1] ([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/composito - Network accessline 695
([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/compositor_migration/)) - Network accessline 695
([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/compositor_migration/)) - Network accessline 709
procedural texture nodes, `CompositorNodeSplit`. Z Combine is labeled Depth Combine but keeps `CompositorNodeZcombine`. [verified in 5.2.1] ([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 709
procedural texture nodes, `CompositorNodeSplit`. Z Combine is labeled Depth Combine but keeps `CompositorNodeZcombine`. [verified in 5.2.1] ([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 710
`CompositorNodeZcombine`. [verified in 5.2.1] ([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), [4.5/compositor](https://developer.blender.org/docs/release_notes/4.5/compositor/), - Network accessline 710
`CompositorNodeZcombine`. [verified in 5.2.1] ([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), [4.5/compositor](https://developer.blender.org/docs/release_notes/4.5/compositor/), - Network accessline 711
([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 711
([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 712
[4.5/compositor](https://developer.blender.org/docs/release_notes/4.5/compositor/), - Network accessline 712
[4.5/compositor](https://developer.blender.org/docs/release_notes/4.5/compositor/), - Network accessline 713
[4.1/compositor](https://developer.blender.org/docs/release_notes/4.1/compositor/)) - Network accessline 713
[4.1/compositor](https://developer.blender.org/docs/release_notes/4.1/compositor/)) - Network accessline 717
Iterations, Fade, Color Modulation, Diagonal, Sun Position, Jitter, Kernel. [verified Glare in 5.2.1] ([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/compositor_migration/)) - Network accessline 717
Iterations, Fade, Color Modulation, Diagonal, Sun Position, Jitter, Kernel. [verified Glare in 5.2.1] ([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/compositor_migration/)) - Network accessline 718
5.2.1] ([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/compositor_migration/)) - **File Output**: `base_path`, `file_slots`, `layer_slots` -> `directory`, `file_name`, - Network accessline 718
5.2.1] ([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/compositor_migration/)) - **File Output**: `base_path`, `file_slots`, `layer_slots` -> `directory`, `file_name`, - Network accessline 719
([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/compositor_migration/)) - Network accessline 719
([5.0/migration/compositor_migration](https://developer.blender.org/docs/release_notes/5.0/migration/compositor_migration/)) - Network accessline 721
`file_output_items[i].name`; frame numbers appended only for animation renders (5.0); directories in item names restored (5.1). [verified props in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/ - Network accessline 721
`file_output_items[i].name`; frame numbers appended only for animation renders (5.0); directories in item names restored (5.1). [verified props in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/ - Network accessline 722
in item names restored (5.1). [verified props in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.1/compositor](https://developer.blender.org/docs/release_notes/5.1/compositor/)) - Network accessline 722
in item names restored (5.1). [verified props in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), [5.1/compositor](https://developer.blender.org/docs/release_notes/5.1/compositor/)) - Network accessline 723
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 723
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 724
[5.1/compositor](https://developer.blender.org/docs/release_notes/5.1/compositor/)) - Network accessline 724
[5.1/compositor](https://developer.blender.org/docs/release_notes/5.1/compositor/)) - Network accessline 729
(5.0); Alpha Over inputs renamed Background/Foreground (5.0); Mix mixes alpha (5.1). `scene.copy()` no longer duplicates the compositor tree (5.0). [release notes] ([4.2/compositor](https://developer.blender.org/docs/release_notes/4.2/c - Network accessline 729
(5.0); Alpha Over inputs renamed Background/Foreground (5.0); Mix mixes alpha (5.1). `scene.copy()` no longer duplicates the compositor tree (5.0). [release notes] ([4.2/compositor](https://developer.blender.org/docs/release_notes/4.2/c - Network accessline 730
`scene.copy()` no longer duplicates the compositor tree (5.0). [release notes] ([4.2/compositor](https://developer.blender.org/docs/release_notes/4.2/compositor/), [4.4/compositor](https://developer.blender.org/docs/release_notes/4.4/co - Network accessline 730
`scene.copy()` no longer duplicates the compositor tree (5.0). [release notes] ([4.2/compositor](https://developer.blender.org/docs/release_notes/4.2/compositor/), [4.4/compositor](https://developer.blender.org/docs/release_notes/4.4/co - Network accessline 731
([4.2/compositor](https://developer.blender.org/docs/release_notes/4.2/compositor/), - Network accessline 731
([4.2/compositor](https://developer.blender.org/docs/release_notes/4.2/compositor/), - Network accessline 732
[4.4/compositor](https://developer.blender.org/docs/release_notes/4.4/compositor/), - Network accessline 732
[4.4/compositor](https://developer.blender.org/docs/release_notes/4.4/compositor/), - Network accessline 733
[5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 733
[5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 734
[5.1/compositor](https://developer.blender.org/docs/release_notes/5.1/compositor/)) - Network accessline 734
[5.1/compositor](https://developer.blender.org/docs/release_notes/5.1/compositor/)) - Network accessline 736
Sepia, Split Toning, Tune Image, Unsharp Mask, Retime, 3D/Screen space helpers. [verified in `compositing_nodes_essentials.blend`, 5.2.1] ([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 736
Sepia, Split Toning, Tune Image, Unsharp Mask, Retime, 3D/Screen space helpers. [verified in `compositing_nodes_essentials.blend`, 5.2.1] ([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 737
`compositing_nodes_essentials.blend`, 5.2.1] ([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), [5.2/compositor](https://developer.blender.org/docs/release_notes/5.2/compositor/)) - Network accessline 737
`compositing_nodes_essentials.blend`, 5.2.1] ([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), [5.2/compositor](https://developer.blender.org/docs/release_notes/5.2/compositor/)) - Network accessline 738
([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 738
([5.0/compositor](https://developer.blender.org/docs/release_notes/5.0/compositor/), - Network accessline 739
[5.2/compositor](https://developer.blender.org/docs/release_notes/5.2/compositor/)) - Network accessline 739
[5.2/compositor](https://developer.blender.org/docs/release_notes/5.2/compositor/)) - Network accessline 745
- **2.92/2.93 GN tutorials are obsolete**: 3.0 replaced attribute nodes with **fields**. [release notes] ([3.0/nodes_physics](https://developer.blender.org/docs/release_notes/3.0/nodes_physics/)) - Zones and data types by version: Simulat - Network accessline 745
- **2.92/2.93 GN tutorials are obsolete**: 3.0 replaced attribute nodes with **fields**. [release notes] ([3.0/nodes_physics](https://developer.blender.org/docs/release_notes/3.0/nodes_physics/)) - Zones and data types by version: Simulat - Network accessline 746
notes] ([3.0/nodes_physics](https://developer.blender.org/docs/release_notes/3.0/nodes_physics/)) - Zones and data types by version: Simulation zone (3.6); Repeat zone, node tools, rotation socket (4.0); Bake node, Menu Switch, Index Swit - Network accessline 746
notes] ([3.0/nodes_physics](https://developer.blender.org/docs/release_notes/3.0/nodes_physics/)) - Zones and data types by version: Simulation zone (3.6); Repeat zone, node tools, rotation socket (4.0); Bake node, Menu Switch, Index Swit - Network accessline 759
`GeometryNodeMergePoints`, `GeometryNodeClusterByDistance`, `GeometryNodeXPBDSolver`, `GeometryNodeMeshToSDFGrid`] ([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), - Network accessline 759
`GeometryNodeMergePoints`, `GeometryNodeClusterByDistance`, `GeometryNodeXPBDSolver`, `GeometryNodeMeshToSDFGrid`] ([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), - Network accessline 760
`GeometryNodeMeshToSDFGrid`] ([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), [4.1/nodes_physics](https://developer.blender.org/docs/release_notes/4.1/nodes_physics/), - Network accessline 760
`GeometryNodeMeshToSDFGrid`] ([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), [4.1/nodes_physics](https://developer.blender.org/docs/release_notes/4.1/nodes_physics/), - Network accessline 761
([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), - Network accessline 761
([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), - Network accessline 762
[4.1/nodes_physics](https://developer.blender.org/docs/release_notes/4.1/nodes_physics/), - Network accessline 762
[4.1/nodes_physics](https://developer.blender.org/docs/release_notes/4.1/nodes_physics/), - Network accessline 763
[4.3/geometry_nodes](https://developer.blender.org/docs/release_notes/4.3/geometry_nodes/), - Network accessline 763
[4.3/geometry_nodes](https://developer.blender.org/docs/release_notes/4.3/geometry_nodes/), - Network accessline 764
[4.5/geometry_nodes](https://developer.blender.org/docs/release_notes/4.5/geometry_nodes/), - Network accessline 764
[4.5/geometry_nodes](https://developer.blender.org/docs/release_notes/4.5/geometry_nodes/), - Network accessline 765
[5.0/geometry_nodes](https://developer.blender.org/docs/release_notes/5.0/geometry_nodes/), - Network accessline 765
[5.0/geometry_nodes](https://developer.blender.org/docs/release_notes/5.0/geometry_nodes/), - Network accessline 766
[5.1/geometry_nodes](https://developer.blender.org/docs/release_notes/5.1/geometry_nodes/), - Network accessline 766
[5.1/geometry_nodes](https://developer.blender.org/docs/release_notes/5.1/geometry_nodes/), - Network accessline 767
[5.2/geometry_nodes](https://developer.blender.org/docs/release_notes/5.2/geometry_nodes/)) - Network accessline 767
[5.2/geometry_nodes](https://developer.blender.org/docs/release_notes/5.2/geometry_nodes/)) - Network accessline 769
`tree.interface.new_socket(name, in_out='INPUT'|'OUTPUT', socket_type='NodeSocketFloat')`, `new_panel`, `move`, iterate `tree.interface.items_tree`. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/ - Network accessline 769
`tree.interface.new_socket(name, in_out='INPUT'|'OUTPUT', socket_type='NodeSocketFloat')`, `new_panel`, `move`, iterate `tree.interface.items_tree`. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/ - Network accessline 770
`new_panel`, `move`, iterate `tree.interface.items_tree`. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - **Modifier inputs API (5.2):** `md["Socket_1"] = 2.5` now raises `TypeErr - Network accessline 770
`new_panel`, `move`, iterate `tree.interface.items_tree`. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - **Modifier inputs API (5.2):** `md["Socket_1"] = 2.5` now raises `TypeErr - Network accessline 771
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - Network accessline 771
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - Network accessline 773
`md.properties.inputs.Socket_1.value = 2.5`; attribute toggle: `.type = 'ATTRIBUTE'`, `.attribute_name = "..."`; outputs: `md.properties.outputs.<id>.attribute_name`. [verified in 5.2.1] ([5.2/python_api](https://developer.blender.org/d - Network accessline 773
`md.properties.inputs.Socket_1.value = 2.5`; attribute toggle: `.type = 'ATTRIBUTE'`, `.attribute_name = "..."`; outputs: `md.properties.outputs.<id>.attribute_name`. [verified in 5.2.1] ([5.2/python_api](https://developer.blender.org/d - Network accessline 774
`.attribute_name = "..."`; outputs: `md.properties.outputs.<id>.attribute_name`. [verified in 5.2.1] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Node-group assets as modifiers: set `node_group.is - Network accessline 774
`.attribute_name = "..."`; outputs: `md.properties.outputs.<id>.attribute_name`. [verified in 5.2.1] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Node-group assets as modifiers: set `node_group.is - Network accessline 775
5.2.1] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Network accessline 775
5.2.1] ([5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/)) - Network accessline 778
ignored when building menus (5.2). Node tools from pre-5.1 files must be re-saved in 5.1+. [is_modifier verified; rest release notes] ([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), - Network accessline 778
ignored when building menus (5.2). Node tools from pre-5.1 files must be re-saved in 5.1+. [is_modifier verified; rest release notes] ([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), - Network accessline 779
[is_modifier verified; rest release notes] ([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), [5.2/assets](https://developer.blender.org/docs/release_notes/5.2/assets/), - Network accessline 779
[is_modifier verified; rest release notes] ([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), [5.2/assets](https://developer.blender.org/docs/release_notes/5.2/assets/), - Network accessline 780
([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), - Network accessline 780
([4.0/geometry_nodes](https://developer.blender.org/docs/release_notes/4.0/geometry_nodes/), - Network accessline 781
[5.2/assets](https://developer.blender.org/docs/release_notes/5.2/assets/), [5.1/geometry_nodes](https://developer.blender.org/docs/release_notes/5.1/geometry_nodes/)) - Socket access: dynamic-type nodes (Store Named Attribute etc.) need - Network accessline 781
[5.2/assets](https://developer.blender.org/docs/release_notes/5.2/assets/), [5.1/geometry_nodes](https://developer.blender.org/docs/release_notes/5.1/geometry_nodes/)) - Socket access: dynamic-type nodes (Store Named Attribute etc.) need - Network accessline 782
[5.1/geometry_nodes](https://developer.blender.org/docs/release_notes/5.1/geometry_nodes/)) - Socket access: dynamic-type nodes (Store Named Attribute etc.) need socket identifiers, not indices (4.1); Compare and Random Value socket ident - Network accessline 782
[5.1/geometry_nodes](https://developer.blender.org/docs/release_notes/5.1/geometry_nodes/)) - Socket access: dynamic-type nodes (Store Named Attribute etc.) need socket identifiers, not indices (4.1); Compare and Random Value socket ident - Network accessline 785
different large-int values (5.0); Curve to Mesh uses a Scale input instead of implicit `radius` (4.5). [release notes] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 785
different large-int values (5.0); Curve to Mesh uses a Scale input instead of implicit `radius` (4.5). [release notes] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 786
(4.5). [release notes] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), [5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/), - Network accessline 786
(4.5). [release notes] ([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), [5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/), - Network accessline 787
([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 787
([4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 788
[5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/), - Network accessline 788
[5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/), - Network accessline 789
[5.0/geometry_nodes](https://developer.blender.org/docs/release_notes/5.0/geometry_nodes/), - Network accessline 789
[5.0/geometry_nodes](https://developer.blender.org/docs/release_notes/5.0/geometry_nodes/), - Network accessline 790
[4.5/geometry_nodes](https://developer.blender.org/docs/release_notes/4.5/geometry_nodes/)) - Network accessline 790
[4.5/geometry_nodes](https://developer.blender.org/docs/release_notes/4.5/geometry_nodes/)) - Network accessline 797
double-click enters/leaves groups and breadcrumbs are clickable (5.0); `Ctrl+1..9` set viewer shortcuts (4.5). [keys verified in 5.2.1] ([4.5/user_interface](https://developer.blender.org/docs/release_notes/4.5/user_interface/), - Network accessline 797
double-click enters/leaves groups and breadcrumbs are clickable (5.0); `Ctrl+1..9` set viewer shortcuts (4.5). [keys verified in 5.2.1] ([4.5/user_interface](https://developer.blender.org/docs/release_notes/4.5/user_interface/), - Network accessline 798
shortcuts (4.5). [keys verified in 5.2.1] ([4.5/user_interface](https://developer.blender.org/docs/release_notes/4.5/user_interface/), [5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 798
shortcuts (4.5). [keys verified in 5.2.1] ([4.5/user_interface](https://developer.blender.org/docs/release_notes/4.5/user_interface/), [5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 799
([4.5/user_interface](https://developer.blender.org/docs/release_notes/4.5/user_interface/), - Network accessline 799
([4.5/user_interface](https://developer.blender.org/docs/release_notes/4.5/user_interface/), - Network accessline 800
[5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 800
[5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 801
[4.5/geometry_nodes](https://developer.blender.org/docs/release_notes/4.5/geometry_nodes/)) - Network accessline 801
[4.5/geometry_nodes](https://developer.blender.org/docs/release_notes/4.5/geometry_nodes/)) - Network accessline 810
"Only Insert Available" **on** (5.2 change), "Only Insert Needed" off for manual, on for auto-keying. [verified in 5.2.1] ([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 810
"Only Insert Available" **on** (5.2 change), "Only Insert Needed" off for manual, on for auto-keying. [verified in 5.2.1] ([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 811
auto-keying. [verified in 5.2.1] ([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), [5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/)) - Network accessline 811
auto-keying. [verified in 5.2.1] ([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), [5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/)) - Network accessline 812
([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 812
([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 813
[5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/)) - Network accessline 813
[5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/)) - Network accessline 826
([4.4/upgrading/slotted_actions](https://developer.blender.org/docs/release_notes/4.4/upgrading/slotted_actions/), - Network accessline 826
([4.4/upgrading/slotted_actions](https://developer.blender.org/docs/release_notes/4.4/upgrading/slotted_actions/), - Network accessline 827
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 827
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 830
`ad.action_slot = ad.action_suitable_slots[0]` or create a new slot. NLA strips and Action constraints auto-pick a compatible slot. [verified in 5.2.1] ([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animat - Network accessline 830
`ad.action_slot = ad.action_suitable_slots[0]` or create a new slot. NLA strips and Action constraints auto-pick a compatible slot. [verified in 5.2.1] ([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animat - Network accessline 831
constraints auto-pick a compatible slot. [verified in 5.2.1] ([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/)) - **Layered animation / animation layers: not available yet in 5.2.1.** The da - Network accessline 831
constraints auto-pick a compatible slot. [verified in 5.2.1] ([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/)) - **Layered animation / animation layers: not available yet in 5.2.1.** The da - Network accessline 832
([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/)) - Network accessline 832
([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/)) - Network accessline 834
`action.layers` and strips, but `act.layers.new("Layer2")` fails with "An Action may not have more than one layer". Use the NLA for layering. [verified in 5.2.1] ([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/ - Network accessline 834
`action.layers` and strips, but `act.layers.new("Layer2")` fails with "An Action may not have more than one layer". Use the NLA for layering. [verified in 5.2.1] ([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/ - Network accessline 835
than one layer". Use the NLA for layering. [verified in 5.2.1] ([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/)) - Graph editor: slider operators (Blend to Neighbor, Breakdown, Ease range - - Network accessline 835
than one layer". Use the NLA for layering. [verified in 5.2.1] ([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/)) - Graph editor: slider operators (Blend to Neighbor, Breakdown, Ease range - - Network accessline 836
([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/)) - Network accessline 836
([4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/)) - Network accessline 841
Keyframes" -> "Bake Keyframes" (4.0); `graph.keyframe_jump` -> `screen.keyframe_jump` (4.5). [release notes] ([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), - Network accessline 841
Keyframes" -> "Bake Keyframes" (4.0); `graph.keyframe_jump` -> `screen.keyframe_jump` (4.5). [release notes] ([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), - Network accessline 842
[release notes] ([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), [4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 842
[release notes] ([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), [4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 843
([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), - Network accessline 843
([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), - Network accessline 844
[4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 844
[4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 845
[4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/), - Network accessline 845
[4.4/animation_rigging](https://developer.blender.org/docs/release_notes/4.4/animation_rigging/), - Network accessline 846
[5.1/animation_rigging](https://developer.blender.org/docs/release_notes/5.1/animation_rigging/), - Network accessline 846
[5.1/animation_rigging](https://developer.blender.org/docs/release_notes/5.1/animation_rigging/), - Network accessline 847
[5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/)) - Network accessline 847
[5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/)) - Network accessline 849
keyframe (reverse of 2.8x to 4.x); `Ctrl+Left/Right` jump by a time delta; `Shift+Left/Right` jump to start/end. [verified in 5.2.1] ([5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 849
keyframe (reverse of 2.8x to 4.x); `Ctrl+Left/Right` jump by a time delta; `Shift+Left/Right` jump to start/end. [verified in 5.2.1] ([5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 850
to start/end. [verified in 5.2.1] ([5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), [5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/)) - Network accessline 850
to start/end. [verified in 5.2.1] ([5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), [5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/)) - Network accessline 851
([5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 851
([5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 852
[5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/)) - Network accessline 852
[5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/)) - Network accessline 858
library lives in the asset shelf (4.0), legacy 2.93 pose-library conversion removed (5.0). [release notes] ([5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/), - Network accessline 858
library lives in the asset shelf (4.0), legacy 2.93 pose-library conversion removed (5.0). [release notes] ([5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/), - Network accessline 859
[release notes] ([5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/), [5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/), - Network accessline 859
[release notes] ([5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/), [5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/), - Network accessline 860
([5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/), - Network accessline 860
([5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/), - Network accessline 861
[5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/), - Network accessline 861
[5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/), - Network accessline 862
[4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/)) - Network accessline 862
[4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/)) - Network accessline 870
named, hierarchical collections (4.1). All old props are gone. `M`/`Shift+M` in Pose Mode = move to / assign to collection. [verified in 5.2.1] ([4.0/upgrading/bone_collections](https://developer.blender.org/docs/release_notes/4.0/upgra - Network accessline 870
named, hierarchical collections (4.1). All old props are gone. `M`/`Shift+M` in Pose Mode = move to / assign to collection. [verified in 5.2.1] ([4.0/upgrading/bone_collections](https://developer.blender.org/docs/release_notes/4.0/upgra - Network accessline 871
to / assign to collection. [verified in 5.2.1] ([4.0/upgrading/bone_collections](https://developer.blender.org/docs/release_notes/4.0/upgrading/bone_collections/), [4.1/animation_rigging](https://developer.blender.org/docs/release_notes - Network accessline 871
to / assign to collection. [verified in 5.2.1] ([4.0/upgrading/bone_collections](https://developer.blender.org/docs/release_notes/4.0/upgrading/bone_collections/), [4.1/animation_rigging](https://developer.blender.org/docs/release_notes - Network accessline 872
([4.0/upgrading/bone_collections](https://developer.blender.org/docs/release_notes/4.0/upgrading/bone_collections/), - Network accessline 872
([4.0/upgrading/bone_collections](https://developer.blender.org/docs/release_notes/4.0/upgrading/bone_collections/), - Network accessline 873
[4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/)) - Network accessline 873
[4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/)) - Network accessline 883
`edit_bones.new()` does **not** add the bone to the active collection (returned `[]`); assign explicitly. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - Network accessline 883
`edit_bones.new()` does **not** add the bone to the active collection (returned `[]`); assign explicitly. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - Network accessline 884
explicitly. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - **Pose-mode hide/select live on pose bones** (5.0): `Bone.select` removed; use - Network accessline 884
explicitly. [verified in 5.2.1] ([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - **Pose-mode hide/select live on pose bones** (5.0): `Bone.select` removed; use - Network accessline 885
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - Network accessline 885
([4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/)) - Network accessline 887
`pose.bones[n].select` / `.hide` for Object/Pose mode, `edit_bones[n].select` in Edit Mode; `anim.version_bone_hide_property` moves old visibility F-curves. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/releas - Network accessline 887
`pose.bones[n].select` / `.hide` for Object/Pose mode, `edit_bones[n].select` in Edit Mode; `anim.version_bone_hide_property` moves old visibility F-curves. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/releas - Network accessline 888
`anim.version_bone_hide_property` moves old visibility F-curves. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Behavior changes: Preserve Volume fix and curved B-Bone mapping (4 - Network accessline 888
`anim.version_bone_hide_property` moves old visibility F-curves. [verified in 5.2.1] ([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Behavior changes: Preserve Volume fix and curved B-Bone mapping (4 - Network accessline 889
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 889
([5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 893
As Pivot (5.0), per-bone display override (4.5), 5.2 Duplicate and Rename, Copy Constraints in `Ctrl+L`, Add Bone redo options. "Skeleton" panel renamed "Pose" (4.0). [release notes] ([4.0/animation_rigging](https://developer.blender.or - Network accessline 893
As Pivot (5.0), per-bone display override (4.5), 5.2 Duplicate and Rename, Copy Constraints in `Ctrl+L`, Add Bone redo options. "Skeleton" panel renamed "Pose" (4.0). [release notes] ([4.0/animation_rigging](https://developer.blender.or - Network accessline 894
`Ctrl+L`, Add Bone redo options. "Skeleton" panel renamed "Pose" (4.0). [release notes] ([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), [4.2/animation_rigging](https://developer.blender - Network accessline 894
`Ctrl+L`, Add Bone redo options. "Skeleton" panel renamed "Pose" (4.0). [release notes] ([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), [4.2/animation_rigging](https://developer.blender - Network accessline 895
([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), - Network accessline 895
([4.0/animation_rigging](https://developer.blender.org/docs/release_notes/4.0/animation_rigging/), - Network accessline 896
[4.2/animation_rigging](https://developer.blender.org/docs/release_notes/4.2/animation_rigging/), - Network accessline 896
[4.2/animation_rigging](https://developer.blender.org/docs/release_notes/4.2/animation_rigging/), - Network accessline 897
[4.5/animation_rigging](https://developer.blender.org/docs/release_notes/4.5/animation_rigging/), - Network accessline 897
[4.5/animation_rigging](https://developer.blender.org/docs/release_notes/4.5/animation_rigging/), - Network accessline 898
[5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/), - Network accessline 898
[5.0/animation_rigging](https://developer.blender.org/docs/release_notes/5.0/animation_rigging/), - Network accessline 899
[5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/)) - Network accessline 899
[5.2/animation_rigging](https://developer.blender.org/docs/release_notes/5.2/animation_rigging/)) - Network accessline 901
collections in 4.0 and pre-4.0 metarigs need the upgrade button; nested collections supported in 4.1. [bundled/disabled verified; rest release notes] ([4.0/add_ons](https://developer.blender.org/docs/release_notes/4.0/add_ons/), - Network accessline 901
collections in 4.0 and pre-4.0 metarigs need the upgrade button; nested collections supported in 4.1. [bundled/disabled verified; rest release notes] ([4.0/add_ons](https://developer.blender.org/docs/release_notes/4.0/add_ons/), - Network accessline 902
4.1. [bundled/disabled verified; rest release notes] ([4.0/add_ons](https://developer.blender.org/docs/release_notes/4.0/add_ons/), [4.1/add_ons](https://developer.blender.org/docs/release_notes/4.1/add_ons/)) - Network accessline 902
4.1. [bundled/disabled verified; rest release notes] ([4.0/add_ons](https://developer.blender.org/docs/release_notes/4.0/add_ons/), [4.1/add_ons](https://developer.blender.org/docs/release_notes/4.1/add_ons/)) - Network accessline 903
([4.0/add_ons](https://developer.blender.org/docs/release_notes/4.0/add_ons/), - Network accessline 903
([4.0/add_ons](https://developer.blender.org/docs/release_notes/4.0/add_ons/), - Network accessline 904
[4.1/add_ons](https://developer.blender.org/docs/release_notes/4.1/add_ons/)) - Network accessline 904
[4.1/add_ons](https://developer.blender.org/docs/release_notes/4.1/add_ons/)) - Network accessline 906
implicit when face and vertex masks were off); `Ctrl+Shift+LMB` selects bones in Weight Paint (4.0). [`3` verified in 5.2.1 keymap; rest release notes] ([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animat - Network accessline 906
implicit when face and vertex masks were off); `Ctrl+Shift+LMB` selects bones in Weight Paint (4.0). [`3` verified in 5.2.1 keymap; rest release notes] ([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animat - Network accessline 907
(4.0). [`3` verified in 5.2.1 keymap; rest release notes] ([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), [4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 907
(4.0). [`3` verified in 5.2.1 keymap; rest release notes] ([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), [4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 908
([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 908
([4.1/animation_rigging](https://developer.blender.org/docs/release_notes/4.1/animation_rigging/), - Network accessline 909
[4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 909
[4.0/keymap](https://developer.blender.org/docs/release_notes/4.0/keymap/)) - Network accessline 918
`bpy.types.Annotation`, `bpy.data.annotations`, `AnnotationLayer` (renamed 5.0). [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/), - Network accessline 918
`bpy.types.Annotation`, `bpy.data.annotations`, `AnnotationLayer` (renamed 5.0). [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/), - Network accessline 919
5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/), [5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 919
5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/), [5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 920
([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/), - Network accessline 920
([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/), - Network accessline 921
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 921
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/)) - Network accessline 926
`object.gpencil_add` gone). `EDIT_GPENCIL` still appears in the `Object.mode` enum but GP objects enter `'EDIT'`. [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migr - Network accessline 926
`object.gpencil_add` gone). `EDIT_GPENCIL` still appears in the `Object.mode` enum but GP objects enter `'EDIT'`. [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migr - Network accessline 927
enter `'EDIT'`. [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - **Strokes are attributes on a drawing:** - Network accessline 927
enter `'EDIT'`. [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - **Strokes are attributes on a drawing:** - Network accessline 928
([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - Network accessline 928
([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - Network accessline 940
not cache them across edits. [snippet, attributes and point props verified in 5.2.1; renames release notes] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - Network accessline 940
not cache them across edits. [snippet, attributes and point props verified in 5.2.1; renames release notes] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - Network accessline 941
release notes] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - **Fills (5.1):** fill is a per-curve `fill_id` attribute (0 = not filled, so curves are **not - Network accessline 941
release notes] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - **Fills (5.1):** fill is a per-curve `fill_id` attribute (0 = not filled, so curves are **not - Network accessline 942
([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - Network accessline 942
([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - Network accessline 945
GP material no longer fills. 5.2 exposes `stroke.fill_id`/`hide_stroke` in Python and makes the Delaunay fill solver the default. [release notes] ([5.1/grease_pencil](https://developer.blender.org/docs/release_notes/5.1/grease_pencil/), - Network accessline 945
GP material no longer fills. 5.2 exposes `stroke.fill_id`/`hide_stroke` in Python and makes the Delaunay fill solver the default. [release notes] ([5.1/grease_pencil](https://developer.blender.org/docs/release_notes/5.1/grease_pencil/), - Network accessline 946
Delaunay fill solver the default. [release notes] ([5.1/grease_pencil](https://developer.blender.org/docs/release_notes/5.1/grease_pencil/), [5.2/grease_pencil](https://developer.blender.org/docs/release_notes/5.2/grease_pencil/)) - Network accessline 946
Delaunay fill solver the default. [release notes] ([5.1/grease_pencil](https://developer.blender.org/docs/release_notes/5.1/grease_pencil/), [5.2/grease_pencil](https://developer.blender.org/docs/release_notes/5.2/grease_pencil/)) - Network accessline 947
([5.1/grease_pencil](https://developer.blender.org/docs/release_notes/5.1/grease_pencil/), - Network accessline 947
([5.1/grease_pencil](https://developer.blender.org/docs/release_notes/5.1/grease_pencil/), - Network accessline 948
[5.2/grease_pencil](https://developer.blender.org/docs/release_notes/5.2/grease_pencil/)) - Network accessline 948
[5.2/grease_pencil](https://developer.blender.org/docs/release_notes/5.2/grease_pencil/)) - Network accessline 950
`object.modifiers.new(name, 'GREASE_PENCIL_THICKNESS')`; types `GP_*` -> `GREASE_PENCIL_*`, Line Art is `'LINEART'`. [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_m - Network accessline 950
`object.modifiers.new(name, 'GREASE_PENCIL_THICKNESS')`; types `GP_*` -> `GREASE_PENCIL_*`, Line Art is `'LINEART'`. [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_m - Network accessline 951
Art is `'LINEART'`. [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - **Workflow changes:** strokes always world-space thickness (Screen Space option remov - Network accessline 951
Art is `'LINEART'`. [verified in 5.2.1] ([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - **Workflow changes:** strokes always world-space thickness (Screen Space option remov - Network accessline 952
([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - Network accessline 952
([4.3/grease_pencil_migration](https://developer.blender.org/docs/release_notes/4.3/grease_pencil_migration/)) - Network accessline 959
Marker Bold, Marker Chisel, Airbrush, Tint, Fill, Eraser Hard/Soft/Stroke); 5.2 online textured brushes need Allow Online Access. [brush list verified; rest release notes] ([4.3/grease_pencil](https://developer.blender.org/docs/release_ - Network accessline 959
Marker Bold, Marker Chisel, Airbrush, Tint, Fill, Eraser Hard/Soft/Stroke); 5.2 online textured brushes need Allow Online Access. [brush list verified; rest release notes] ([4.3/grease_pencil](https://developer.blender.org/docs/release_ - Network accessline 960
brushes need Allow Online Access. [brush list verified; rest release notes] ([4.3/grease_pencil](https://developer.blender.org/docs/release_notes/4.3/grease_pencil/), [4.4/grease_pencil](https://developer.blender.org/docs/release_notes/ - Network accessline 960
brushes need Allow Online Access. [brush list verified; rest release notes] ([4.3/grease_pencil](https://developer.blender.org/docs/release_notes/4.3/grease_pencil/), [4.4/grease_pencil](https://developer.blender.org/docs/release_notes/ - Network accessline 961
([4.3/grease_pencil](https://developer.blender.org/docs/release_notes/4.3/grease_pencil/), - Network accessline 961
([4.3/grease_pencil](https://developer.blender.org/docs/release_notes/4.3/grease_pencil/), - Network accessline 962
[4.4/grease_pencil](https://developer.blender.org/docs/release_notes/4.4/grease_pencil/), - Network accessline 962
[4.4/grease_pencil](https://developer.blender.org/docs/release_notes/4.4/grease_pencil/), - Network accessline 963
[4.5/grease_pencil](https://developer.blender.org/docs/release_notes/4.5/grease_pencil/), - Network accessline 963
[4.5/grease_pencil](https://developer.blender.org/docs/release_notes/4.5/grease_pencil/), - Network accessline 964
[5.0/grease_pencil](https://developer.blender.org/docs/release_notes/5.0/grease_pencil/), - Network accessline 964
[5.0/grease_pencil](https://developer.blender.org/docs/release_notes/5.0/grease_pencil/), - Network accessline 965
[5.2/grease_pencil](https://developer.blender.org/docs/release_notes/5.2/grease_pencil/)) - Network accessline 965
[5.2/grease_pencil](https://developer.blender.org/docs/release_notes/5.2/grease_pencil/)) - Network accessline 1011
Sources: [4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 1011
Sources: [4.0/python_api](https://developer.blender.org/docs/release_notes/4.0/python_api/), - Network accessline 1012
[4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 1012
[4.1/python_api](https://developer.blender.org/docs/release_notes/4.1/python_api/), - Network accessline 1013
[4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), - Network accessline 1013
[4.2/python_api](https://developer.blender.org/docs/release_notes/4.2/python_api/), - Network accessline 1014
[4.3/python_api](https://developer.blender.org/docs/release_notes/4.3/python_api/), - Network accessline 1014
[4.3/python_api](https://developer.blender.org/docs/release_notes/4.3/python_api/), - Network accessline 1015
[4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/), - Network accessline 1015
[4.4/python_api](https://developer.blender.org/docs/release_notes/4.4/python_api/), - Network accessline 1016
[4.5/python_api](https://developer.blender.org/docs/release_notes/4.5/python_api/), - Network accessline 1016
[4.5/python_api](https://developer.blender.org/docs/release_notes/4.5/python_api/), - Network accessline 1017
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 1017
[5.0/python_api](https://developer.blender.org/docs/release_notes/5.0/python_api/), - Network accessline 1018
[5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 1018
[5.1/python_api](https://developer.blender.org/docs/release_notes/5.1/python_api/), - Network accessline 1019
[5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/). - Network accessline 1019
[5.2/python_api](https://developer.blender.org/docs/release_notes/5.2/python_api/). - Network accessline 1025
| Tutorial says | In 5.2 | Source / status - Network accessline 1025
| Tutorial says | In 5.2 | Source / status - Network accessline 1026
| ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- | ---------------------------------------------------- - Network accessline 1026
| ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- | ---------------------------------------------------- - Network accessline 1027
| Object Data > Normals > Auto Smooth | Object > Shade Auto Smooth (modifier) or Shade Smooth by Angle | [4.1/modeling](https://developer.blender.org/docs/re - Network accessline 1027
| Object Data > Normals > Auto Smooth | Object > Shade Auto Smooth (modifier) or Shade Smooth by Angle | [4.1/modeling](https://developer.blender.org/docs/re - Network accessline 1028
| Pick a brush in the toolbar / brush dropdown | Asset shelf at viewport bottom, or `Shift+Space` popup | [4.3/sculpt](https://developer.blender.org/docs/rele - Network accessline 1028
| Pick a brush in the toolbar / brush dropdown | Asset shelf at viewport bottom, or `Shift+Space` popup | [4.3/sculpt](https://developer.blender.org/docs/rele - Network accessline 1029
| `X` Draw, `Shift+S` Smooth, `L` Layer, `Ctrl+D` Dyntopo (Sculpt) | `V` Draw, `S` Smooth, no Layer/Dyntopo keys | [4.0/keymap](https://developer.blender.org/docs/rele - Network accessline 1029
| `X` Draw, `Shift+S` Smooth, `L` Layer, `Ctrl+D` Dyntopo (Sculpt) | `V` Draw, `S` Smooth, no Layer/Dyntopo keys | [4.0/keymap](https://developer.blender.org/docs/rele - Network accessline 1030
| Add Modifier: big grid menu | categorized menu incl. node-group assets; `Shift+A` over modifiers | [4.0/modeling](https://developer.blender.org/docs/re - Network accessline 1030
| Add Modifier: big grid menu | categorized menu incl. node-group assets; `Shift+A` over modifiers | [4.0/modeling](https://developer.blender.org/docs/re - Network accessline 1031
| `I` > pick LocRotScale | `I` keys prefs channels directly; `K` menu; `Shift+K` active keying set | [4.1/animation_rigging](https://developer.blender.or - Network accessline 1031
| `I` > pick LocRotScale | `I` keys prefs channels directly; `K` menu; `Shift+K` active keying set | [4.1/animation_rigging](https://developer.blender.or - Network accessline 1032
| `M` > armature layer, Bone Groups panel | `M`/`Shift+M` bone collections, per-bone Color | [4.0/animation_rigging](https://developer.blender.or - Network accessline 1032
| `M` > armature layer, Bone Groups panel | `M`/`Shift+M` bone collections, per-bone Color | [4.0/animation_rigging](https://developer.blender.or - Network accessline 1033
| Number keys `1..0` hide collections in the 3D viewport | moved to the **Outliner** (`1..0`, `Alt`, `Shift` variants) | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1033
| Number keys `1..0` hide collections in the 3D viewport | moved to the **Outliner** (`1..0`, `Alt`, `Shift` variants) | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1034
| `Up Arrow` = next keyframe | `Up` = previous, `Down` = next | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1034
| `Up Arrow` = next keyframe | `Up` = previous, `Down` = next | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1035
| Material > Settings > Blend Mode / Shadow Mode | Material > Settings > Render Method; Object > Visibility > Ray Visibility > Shadow | [4.2/eevee](https://developer.blender.org/docs/relea - Network accessline 1035
| Material > Settings > Blend Mode / Shadow Mode | Material > Settings > Render Method; Object > Visibility > Ray Visibility > Shadow | [4.2/eevee](https://developer.blender.org/docs/relea - Network accessline 1036
| Render Properties: Bloom, Screen Space Reflections, Ambient Occlusion, Soft Shadows | Compositor Glare (Bloom); Raytracing panel; Fast GI; per-light Jitter | [4.2/eevee_migration](https://developer.blender.org/ - Network accessline 1036
| Render Properties: Bloom, Screen Space Reflections, Ambient Occlusion, Soft Shadows | Compositor Glare (Bloom); Raytracing panel; Fast GI; per-light Jitter | [4.2/eevee_migration](https://developer.blender.org/ - Network accessline 1037
| Compositor: tick "Use Nodes" | "New" node tree button; no checkbox; Output properties > Post Processing > Compositing to disable | [5.0/migration/compositor_migration](https://develop - Network accessline 1037
| Compositor: tick "Use Nodes" | "New" node tree button; no checkbox; Output properties > Post Processing > Compositing to disable | [5.0/migration/compositor_migration](https://develop - Network accessline 1038
| Composite node | Group Output node | [5.0/compositor](https://developer.blender.org/docs/ - Network accessline 1038
| Composite node | Group Output node | [5.0/compositor](https://developer.blender.org/docs/ - Network accessline 1039
| Output: File Format "FFmpeg Video" | first choose Media Type = Video, then container/codec | [5.0/python_api](https://developer.blender.org/docs/ - Network accessline 1039
| Output: File Format "FFmpeg Video" | first choose Media Type = Video, then container/codec | [5.0/python_api](https://developer.blender.org/docs/ - Network accessline 1040
| Preferences > Add-ons > enable LoopTools / Bool Tool / Extra Objects | Get Extensions (online) or legacy zip; LoopTools Circle/Space/Flatten built in (5.2) | [4.2 index](https://developer.blender.org/docs/relea - Network accessline 1040
| Preferences > Add-ons > enable LoopTools / Bool Tool / Extra Objects | Get Extensions (online) or legacy zip; LoopTools Circle/Space/Flatten built in (5.2) | [4.2 index](https://developer.blender.org/docs/relea - Network accessline 1041
| Hidden Wire overlay for retopo | Retopology overlay | [3.6/eevee](https://developer.blender.org/docs/relea - Network accessline 1041
| Hidden Wire overlay for retopo | Retopology overlay | [3.6/eevee](https://developer.blender.org/docs/relea - Network accessline 1042
| Snapping popover "Project Individual Elements", "Absolute Grid Snap" | "Face Project" target, "Snap to Grid" element; `B` sets snap base | [4.0/modeling](https://developer.blender.org/docs/re - Network accessline 1042
| Snapping popover "Project Individual Elements", "Absolute Grid Snap" | "Face Project" target, "Snap to Grid" element; `B` sets snap base | [4.0/modeling](https://developer.blender.org/docs/re - Network accessline 1043
| Vertex Colors panel | Color Attributes panel | [3.2/sculpt](https://developer.blender.org/docs/rele - Network accessline 1043
| Vertex Colors panel | Color Attributes panel | [3.2/sculpt](https://developer.blender.org/docs/rele - Network accessline 1044
| Filmic view transform (default), looks "Medium High Contrast" | AgX default, looks "AgX - Punchy" etc. | [4.0/color_management](https://developer.blender.org - Network accessline 1044
| Filmic view transform (default), looks "Medium High Contrast" | AgX default, looks "AgX - Punchy" etc. | [4.0/color_management](https://developer.blender.org - Network accessline 1045
| Node editor: `F` make links, `Ctrl+J` frame, `Tab` into groups | `F` named frame (make links moved to `J`), `Shift+S` Swap, double-click into/out of groups | [4.5/user_interface](https://developer.blender.org/d - Network accessline 1045
| Node editor: `F` make links, `Ctrl+J` frame, `Tab` into groups | `F` named frame (make links moved to `J`), `Shift+S` Swap, double-click into/out of groups | [4.5/user_interface](https://developer.blender.org/d - Network accessline 1046
| Outliner "Orphan Data" | "Unused Data"; File > Clean Up > Manage Unused Data | [4.2/user_interface](https://developer.blender.org/d - Network accessline 1046
| Outliner "Orphan Data" | "Unused Data"; File > Clean Up > Manage Unused Data | [4.2/user_interface](https://developer.blender.org/d - Network accessline 1047
| View > Area > Toggle Maximize/"Full Screen Area" | "Focus Mode" | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1047
| View > Area > Toggle Maximize/"Full Screen Area" | "Focus Mode" | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1048
| Overlay "HDRI Preview" | "Reference Spheres" | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1048
| Overlay "HDRI Preview" | "Reference Spheres" | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1049
| Preferences via Edit menu only | also `Ctrl+Comma` (4.0); 5.2 has a dedicated Asset Libraries page and preference search (5.1) | [4.0/keymap](https://developer.blender.org/docs/rele - Network accessline 1049
| Preferences via Edit menu only | also `Ctrl+Comma` (4.0); 5.2 has a dedicated Asset Libraries page and preference search (5.1) | [4.0/keymap](https://developer.blender.org/docs/rele - Network accessline 1050
| Custom theme files from 4.x | 300+ theme settings removed/unified in 5.0; old themes break | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1050
| Custom theme files from 4.x | 300+ theme settings removed/unified in 5.0; old themes break | [5.0/user_interface](https://developer.blender.org/d - Network accessline 1055
sidebar tabs always visible (5.2); aligned area edges no longer move together without `Shift` (5.2); Properties tabs can be hidden (4.5). [release notes] ([4.0/user_interface](https://developer.blender.org/docs/release_notes/4.0/user_interf - Network accessline 1055
sidebar tabs always visible (5.2); aligned area edges no longer move together without `Shift` (5.2); Properties tabs can be hidden (4.5). [release notes] ([4.0/user_interface](https://developer.blender.org/docs/release_notes/4.0/user_interf - Network accessline 1056
Properties tabs can be hidden (4.5). [release notes] ([4.0/user_interface](https://developer.blender.org/docs/release_notes/4.0/user_interface/), [4.0/viewport](https://developer.blender.org/docs/release_notes/4.0/viewport/), - Network accessline 1056
Properties tabs can be hidden (4.5). [release notes] ([4.0/user_interface](https://developer.blender.org/docs/release_notes/4.0/user_interface/), [4.0/viewport](https://developer.blender.org/docs/release_notes/4.0/viewport/), - Network accessline 1057
([4.0/user_interface](https://developer.blender.org/docs/release_notes/4.0/user_interface/), - Network accessline 1057
([4.0/user_interface](https://developer.blender.org/docs/release_notes/4.0/user_interface/), - Network accessline 1058
[4.0/viewport](https://developer.blender.org/docs/release_notes/4.0/viewport/), - Network accessline 1058
[4.0/viewport](https://developer.blender.org/docs/release_notes/4.0/viewport/), - Network accessline 1059
[5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 1059
[5.0/user_interface](https://developer.blender.org/docs/release_notes/5.0/user_interface/), - Network accessline 1060
[5.2/user_interface](https://developer.blender.org/docs/release_notes/5.2/user_interface/), - Network accessline 1060
[5.2/user_interface](https://developer.blender.org/docs/release_notes/5.2/user_interface/), - Network accessline 1061
[4.5/user_interface](https://developer.blender.org/docs/release_notes/4.5/user_interface/)) - Network accessline 1061
[4.5/user_interface](https://developer.blender.org/docs/release_notes/4.5/user_interface/))
skills/dcc/blender/scenario-blender-expert/scripts/bx_audit.py
skills/dcc/blender/scenario-blender-expert/scripts/bx_gui.py
skills/dcc/blender/scenario-blender-expert/scripts/bx_review.py
skills/dcc/blender/scenario-blender-export/SKILL.md
- Network accessline 12
install the two side by side. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 12
install the two side by side. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 13
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/blender/scenario-blender-export/references/engines.md
- Network accessline 29
Documentation ([FBX Model tab](https://docs.unity3d.com/6000.0/Documentation/Manual/FBXImporter-Model.html), - Network accessline 29
Documentation ([FBX Model tab](https://docs.unity3d.com/6000.0/Documentation/Manual/FBXImporter-Model.html), - Network accessline 30
([FBX Model tab](https://docs.unity3d.com/6000.0/Documentation/Manual/FBXImporter-Model.html), - Network accessline 30
([FBX Model tab](https://docs.unity3d.com/6000.0/Documentation/Manual/FBXImporter-Model.html), - Network accessline 31
[Materials tab](https://docs.unity3d.com/6000.3/Documentation/Manual/FBXImporter-Materials.html), - Network accessline 31
[Materials tab](https://docs.unity3d.com/6000.3/Documentation/Manual/FBXImporter-Materials.html), - Network accessline 32
[LOD meshes](https://docs.unity3d.com/6000.0/Documentation/Manual/importing-lod-meshes.html)): - Network accessline 32
[LOD meshes](https://docs.unity3d.com/6000.0/Documentation/Manual/importing-lod-meshes.html)): - Network accessline 39
- LODs: name meshes `Name_LOD0` (most detailed), `_LOD1`, `_LOD2`. Grouped and named this way, the FBX import creates the LOD Group. - [Metallic mode](https://docs.unity3d.com/6000.0/Documentation/Manual/StandardShaderMaterialParameterMet - Network accessline 39
- LODs: name meshes `Name_LOD0` (most detailed), `_LOD1`, `_LOD2`. Grouped and named this way, the FBX import creates the LOD Group. - [Metallic mode](https://docs.unity3d.com/6000.0/Documentation/Manual/StandardShaderMaterialParameterMet - Network accessline 40
FBX import creates the LOD Group. - [Metallic mode](https://docs.unity3d.com/6000.0/Documentation/Manual/StandardShaderMaterialParameterMetallic.html) (Standard): the Metallic texture holds "Red channel: Metallic values" and "Alpha channe - Network accessline 40
FBX import creates the LOD Group. - [Metallic mode](https://docs.unity3d.com/6000.0/Documentation/Manual/StandardShaderMaterialParameterMetallic.html) (Standard): the Metallic texture holds "Red channel: Metallic values" and "Alpha channe - Network accessline 41
- [Metallic mode](https://docs.unity3d.com/6000.0/Documentation/Manual/StandardShaderMaterialParameterMetallic.html) - Network accessline 41
- [Metallic mode](https://docs.unity3d.com/6000.0/Documentation/Manual/StandardShaderMaterialParameterMetallic.html) - Network accessline 42
(Standard): the Metallic texture holds "Red channel: Metallic values" and "Alpha channel: Smoothness values". [URP Lit](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/lit-shader.html): - Network accessline 42
(Standard): the Metallic texture holds "Red channel: Metallic values" and "Alpha channel: Smoothness values". [URP Lit](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/lit-shader.html): - Network accessline 43
Smoothness values". [URP Lit](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/lit-shader.html): Smoothness source Metallic Alpha "Uses the alpha channel from the Metallic Map texture". - Network accessline 43
Smoothness values". [URP Lit](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/lit-shader.html): Smoothness source Metallic Alpha "Uses the alpha channel from the Metallic Map texture". - Network accessline 44
[URP Lit](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/lit-shader.html): - Network accessline 44
[URP Lit](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/lit-shader.html): - Network accessline 45
Smoothness source Metallic Alpha "Uses the alpha channel from the Metallic Map texture". - [Texture import](https://docs.unity3d.com/6000.0/Documentation/Manual/texture-type-default.html), sRGB (Color Texture): "Disable this property if t - Network accessline 45
Smoothness source Metallic Alpha "Uses the alpha channel from the Metallic Map texture". - [Texture import](https://docs.unity3d.com/6000.0/Documentation/Manual/texture-type-default.html), sRGB (Color Texture): "Disable this property if t - Network accessline 46
- [Texture import](https://docs.unity3d.com/6000.0/Documentation/Manual/texture-type-default.html), - Network accessline 46
- [Texture import](https://docs.unity3d.com/6000.0/Documentation/Manual/texture-type-default.html), - Network accessline 54
- [FBX static mesh pipeline](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine): - Network accessline 54
- [FBX static mesh pipeline](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine): - Network accessline 58
- LODs import with the base mesh or one by one in the Static Mesh Editor, with "Import LODs" on; every LOD shares the pivot and occupies the same space. - [FBX import options](https://dev.epicgames.com/documentation/en-us/unreal-engine/ - Network accessline 58
- LODs import with the base mesh or one by one in the Static Mesh Editor, with "Import LODs" on; every LOD shares the pivot and occupies the same space. - [FBX import options](https://dev.epicgames.com/documentation/en-us/unreal-engine/ - Network accessline 59
every LOD shares the pivot and occupies the same space. - [FBX import options](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-options-reference-in-unreal-engine): - Convert Scene Unit converts the FBX units to cent - Network accessline 59
every LOD shares the pivot and occupies the same space. - [FBX import options](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-options-reference-in-unreal-engine): - Convert Scene Unit converts the FBX units to cent - Network accessline 60
- [FBX import options](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-options-reference-in-unreal-engine): - Network accessline 60
- [FBX import options](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-options-reference-in-unreal-engine): - Network accessline 64
decompose a UCX mesh into several. - No page read states a vertex limit for a convex hull. [Collision setup](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-collisions-with-static-meshes-in-unreal-engine) - Network accessline 64
decompose a UCX mesh into several. - No page read states a vertex limit for a convex hull. [Collision setup](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-collisions-with-static-meshes-in-unreal-engine) - Network accessline 65
- No page read states a vertex limit for a convex hull. [Collision setup](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-collisions-with-static-meshes-in-unreal-engine) calls higher Max Hull Verts "more precise" - Network accessline 65
- No page read states a vertex limit for a convex hull. [Collision setup](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-collisions-with-static-meshes-in-unreal-engine) calls higher Max Hull Verts "more precise" - Network accessline 66
[Collision setup](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-collisions-with-static-meshes-in-unreal-engine) - Network accessline 66
[Collision setup](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-collisions-with-static-meshes-in-unreal-engine) - Network accessline 70
124 closed faces within 3 mm of its bounds. - Metallic and roughness maps are masks: the 4.27 [mobile textures](https://dev.epicgames.com/documentation/en-us/unreal-engine/textures-for-mobile-platforms?application_version=4.27) - Network accessline 70
124 closed faces within 3 mm of its bounds. - Metallic and roughness maps are masks: the 4.27 [mobile textures](https://dev.epicgames.com/documentation/en-us/unreal-engine/textures-for-mobile-platforms?application_version=4.27) - Network accessline 71
- Metallic and roughness maps are masks: the 4.27 [mobile textures](https://dev.epicgames.com/documentation/en-us/unreal-engine/textures-for-mobile-platforms?application_version=4.27) page says sRGB "should be enabled on all Texture map - Network accessline 71
- Metallic and roughness maps are masks: the 4.27 [mobile textures](https://dev.epicgames.com/documentation/en-us/unreal-engine/textures-for-mobile-platforms?application_version=4.27) page says sRGB "should be enabled on all Texture map - Network accessline 72
[mobile textures](https://dev.epicgames.com/documentation/en-us/unreal-engine/textures-for-mobile-platforms?application_version=4.27) - Network accessline 72
[mobile textures](https://dev.epicgames.com/documentation/en-us/unreal-engine/textures-for-mobile-platforms?application_version=4.27) - Network accessline 73
page says sRGB "should be enabled on all Texture maps except for Normal Maps and Masks". Uncheck sRGB on the `extra_maps()` files. - [FBX import errors](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-errors-in-unre - Network accessline 73
page says sRGB "should be enabled on all Texture maps except for Normal Maps and Masks". Uncheck sRGB on the `extra_maps()` files. - [FBX import errors](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-errors-in-unre - Network accessline 74
sRGB on the `extra_maps()` files. - [FBX import errors](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-errors-in-unreal-engine): "Found multiple roots. The importer only supports one root per mesh." - Network accessline 74
sRGB on the `extra_maps()` files. - [FBX import errors](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-errors-in-unreal-engine): "Found multiple roots. The importer only supports one root per mesh." - Network accessline 75
- [FBX import errors](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-errors-in-unreal-engine): - Network accessline 75
- [FBX import errors](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-errors-in-unreal-engine): - Network accessline 76
"Found multiple roots. The importer only supports one root per mesh." - [FBX skeletal mesh pipeline](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine): the pivot is at the root bone. - Network accessline 76
"Found multiple roots. The importer only supports one root per mesh." - [FBX skeletal mesh pipeline](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine): the pivot is at the root bone. - Network accessline 77
- [FBX skeletal mesh pipeline](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine): - Network accessline 77
- [FBX skeletal mesh pipeline](https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine): - Network accessline 78
the pivot is at the root bone. - [glTF support](https://dev.epicgames.com/documentation/en-us/unreal-engine/gltf-file-format-support-in-unreal-engine): Unreal 5 imports glTF and GLB. - Network accessline 78
the pivot is at the root bone. - [glTF support](https://dev.epicgames.com/documentation/en-us/unreal-engine/gltf-file-format-support-in-unreal-engine): Unreal 5 imports glTF and GLB. - Network accessline 79
- [glTF support](https://dev.epicgames.com/documentation/en-us/unreal-engine/gltf-file-format-support-in-unreal-engine): - Network accessline 79
- [glTF support](https://dev.epicgames.com/documentation/en-us/unreal-engine/gltf-file-format-support-in-unreal-engine): - Network accessline 99
- [Available formats](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/available_formats.html): - Network accessline 99
- [Available formats](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/available_formats.html): - Network accessline 100
"glTF 2.0 (recommended)"; FBX goes through ufbx. - [Model export considerations](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html): Y-up, right-handed, -Z forward; in Bl - Network accessline 100
"glTF 2.0 (recommended)"; FBX goes through ufbx. - [Model export considerations](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html): Y-up, right-handed, -Z forward; in Bl - Network accessline 101
- [Model export considerations](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html): - Network accessline 101
- [Model export considerations](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html): - Network accessline 102
Y-up, right-handed, -Z forward; in Blender the asset's front faces -Y; apply modifiers and object transforms before export. - [Node type customization](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/n - Network accessline 102
Y-up, right-handed, -Z forward; in Blender the asset's front faces -Y; apply modifiers and object transforms before export. - [Node type customization](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/n - Network accessline 103
transforms before export. - [Node type customization](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html): name suffixes after `-`, `$` or `_`, case-insensitive: - Network accessline 103
transforms before export. - [Node type customization](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html): name suffixes after `-`, `$` or `_`, case-insensitive: - Network accessline 104
- [Node type customization](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html): - Network accessline 104
- [Node type customization](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html): - Network accessline 120
- [Import configuration](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html): - Network accessline 120
- [Import configuration](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html): - Network accessline 170
- [Mesh specifications](https://create.roblox.com/docs/art/modeling/specifications): - Network accessline 170
- [Mesh specifications](https://create.roblox.com/docs/art/modeling/specifications): - Network accessline 174
- skinning: at most 4 influences per vertex; bones frozen (scale 1, rotation 0); root at 0,0,0 with no influences; one animation track per mesh. - [Export requirements](https://create.roblox.com/docs/art/modeling/export-requirements), B - Network accessline 174
- skinning: at most 4 influences per vertex; bones frozen (scale 1, rotation 0); root at 0,0,0 with no influences; one animation track per mesh. - [Export requirements](https://create.roblox.com/docs/art/modeling/export-requirements), B - Network accessline 175
with no influences; one animation track per mesh. - [Export requirements](https://create.roblox.com/docs/art/modeling/export-requirements), Blender FBX: Path Mode Copy with Embed Textures, Apply Scalings "FBX Unit Scale", Add Leaf Bones o - Network accessline 175
with no influences; one animation track per mesh. - [Export requirements](https://create.roblox.com/docs/art/modeling/export-requirements), Blender FBX: Path Mode Copy with Embed Textures, Apply Scalings "FBX Unit Scale", Add Leaf Bones o - Network accessline 176
- [Export requirements](https://create.roblox.com/docs/art/modeling/export-requirements), Blender - Network accessline 176
- [Export requirements](https://create.roblox.com/docs/art/modeling/export-requirements), Blender - Network accessline 177
FBX: Path Mode Copy with Embed Textures, Apply Scalings "FBX Unit Scale", Add Leaf Bones off, Bake Animation off unless the file carries animation. - [Texture specifications](https://create.roblox.com/docs/art/modeling/texture-specificati - Network accessline 177
FBX: Path Mode Copy with Embed Textures, Apply Scalings "FBX Unit Scale", Add Leaf Bones off, Bake Animation off unless the file carries animation. - [Texture specifications](https://create.roblox.com/docs/art/modeling/texture-specificati - Network accessline 178
Animation off unless the file carries animation. - [Texture specifications](https://create.roblox.com/docs/art/modeling/texture-specifications): albedo, normal, roughness, metalness and emissive mask; OpenGL tangent-space normal maps only - Network accessline 178
Animation off unless the file carries animation. - [Texture specifications](https://create.roblox.com/docs/art/modeling/texture-specifications): albedo, normal, roughness, metalness and emissive mask; OpenGL tangent-space normal maps only - Network accessline 179
- [Texture specifications](https://create.roblox.com/docs/art/modeling/texture-specifications): - Network accessline 179
- [Texture specifications](https://create.roblox.com/docs/art/modeling/texture-specifications): - Network accessline 181
metalness and roughness "Single Channel Grayscale (8-bit)". PBR textures go on a SurfaceAppearance added to the mesh in Studio. - [SurfaceAppearance](https://create.roblox.com/docs/reference/engine/classes/SurfaceAppearance): - Network accessline 181
metalness and roughness "Single Channel Grayscale (8-bit)". PBR textures go on a SurfaceAppearance added to the mesh in Studio. - [SurfaceAppearance](https://create.roblox.com/docs/reference/engine/classes/SurfaceAppearance): - Network accessline 182
added to the mesh in Studio. - [SurfaceAppearance](https://create.roblox.com/docs/reference/engine/classes/SurfaceAppearance): ColorMap, MetalnessMap, NormalMap, RoughnessMap. The pages read here do not say whether the 3D - Network accessline 182
added to the mesh in Studio. - [SurfaceAppearance](https://create.roblox.com/docs/reference/engine/classes/SurfaceAppearance): ColorMap, MetalnessMap, NormalMap, RoughnessMap. The pages read here do not say whether the 3D - Network accessline 183
- [SurfaceAppearance](https://create.roblox.com/docs/reference/engine/classes/SurfaceAppearance): - Network accessline 183
- [SurfaceAppearance](https://create.roblox.com/docs/reference/engine/classes/SurfaceAppearance): - Network accessline 184
ColorMap, MetalnessMap, NormalMap, RoughnessMap. The pages read here do not say whether the 3D Importer takes metalness and roughness from an FBX: set them on the SurfaceAppearance. - [R15 characters](https://create.roblox.com/docs/art/ch - Network accessline 184
ColorMap, MetalnessMap, NormalMap, RoughnessMap. The pages read here do not say whether the 3D Importer takes metalness and roughness from an FBX: set them on the SurfaceAppearance. - [R15 characters](https://create.roblox.com/docs/art/ch - Network accessline 185
Importer takes metalness and roughness from an FBX: set them on the SurfaceAppearance. - [R15 characters](https://create.roblox.com/docs/art/characters/specifications): 15 meshes named with `_Geo` (Head_Geo, UpperTorso_Geo, LeftUpperArm_G - Network accessline 185
Importer takes metalness and roughness from an FBX: set them on the SurfaceAppearance. - [R15 characters](https://create.roblox.com/docs/art/characters/specifications): 15 meshes named with `_Geo` (Head_Geo, UpperTorso_Geo, LeftUpperArm_G - Network accessline 186
- [R15 characters](https://create.roblox.com/docs/art/characters/specifications): 15 meshes named - Network accessline 186
- [R15 characters](https://create.roblox.com/docs/art/characters/specifications): 15 meshes named - Network accessline 192
[GLTFLoader](https://threejs.org/docs/pages/GLTFLoader.html): - Network accessline 192
[GLTFLoader](https://threejs.org/docs/pages/GLTFLoader.html): - Network accessline 212
- [Export operators](https://docs.blender.org/api/current/bpy.ops.export_scene.html): - Network accessline 212
- [Export operators](https://docs.blender.org/api/current/bpy.ops.export_scene.html): - Network accessline 215
risk, known to be broken with armatures/animations"; `add_leaf_bones` appends a final bone to each chain; glTF `export_yup` defaults to True. - [USD](https://docs.blender.org/manual/en/latest/files/import_export/usd.html): a `.usdz` exten - Network accessline 215
risk, known to be broken with armatures/animations"; `add_leaf_bones` appends a final bone to each chain; glTF `export_yup` defaults to True. - [USD](https://docs.blender.org/manual/en/latest/files/import_export/usd.html): a `.usdz` exten - Network accessline 216
chain; glTF `export_yup` defaults to True. - [USD](https://docs.blender.org/manual/en/latest/files/import_export/usd.html): a `.usdz` extension writes a USDZ package; UDIM textures cannot go in one. - Network accessline 216
chain; glTF `export_yup` defaults to True. - [USD](https://docs.blender.org/manual/en/latest/files/import_export/usd.html): a `.usdz` extension writes a USDZ package; UDIM textures cannot go in one. - Network accessline 217
- [USD](https://docs.blender.org/manual/en/latest/files/import_export/usd.html): a `.usdz` extension - Network accessline 217
- [USD](https://docs.blender.org/manual/en/latest/files/import_export/usd.html): a `.usdz` extension
skills/dcc/blender/scenario-blender-export/scripts/bx_export.py
skills/dcc/blender/scenario-blender-geometry-nodes/SKILL.md
- Network accessline 13
invisible from Python unless you ask for them. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); una - Network accessline 13
invisible from Python unless you ask for them. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); una - Network accessline 14
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/blender/scenario-blender-geometry-nodes/references/sources.md
- Network accessline 7
| Id | Title | Expert, credential | Blender on screen | Best for - Network accessline 7
| Id | Title | Expert, credential | Blender on screen | Best for - Network accessline 8
| ----------- | ------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------- | ----------------- | ------------------------ - Network accessline 8
| ----------- | ------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------- | ----------------- | ------------------------ - Network accessline 9
| 1nvzwhbL-k0 | "We can do that with Geometry Nodes..." (BCON22, 47:30) https://www.youtube.com/watch?v=1nvzwhbL-k0 | Simon Thommes | 3.4 alpha | The container and field - Network accessline 9
| 1nvzwhbL-k0 | "We can do that with Geometry Nodes..." (BCON22, 47:30) https://www.youtube.com/watch?v=1nvzwhbL-k0 | Simon Thommes | 3.4 alpha | The container and field - Network accessline 10
| H2NRCcsX9Xo | Simulation Nodes: Making Nodes Come to Life (BCON23, 48:20) https://www.youtube.com/watch?v=H2NRCcsX9Xo | Simon Thommes | 3.6 | Simulation vs animation; - Network accessline 10
| H2NRCcsX9Xo | Simulation Nodes: Making Nodes Come to Life (BCON23, 48:20) https://www.youtube.com/watch?v=H2NRCcsX9Xo | Simon Thommes | 3.6 | Simulation vs animation; - Network accessline 11
| -kwAc-tPmVM | Forget About Nodes (BCON24, 55:02) https://www.youtube.com/watch?v=-kwAc-tPmVM | Simon Thommes | 4.3 beta | Gizmo asset design that - Network accessline 11
| -kwAc-tPmVM | Forget About Nodes (BCON24, 55:02) https://www.youtube.com/watch?v=-kwAc-tPmVM | Simon Thommes | 4.3 beta | Gizmo asset design that - Network accessline 12
| Opzk1wUhzCw | Gizmos, For-Each Zone and more! (4.3, 25:09) https://www.youtube.com/watch?v=Opzk1wUhzCw | Simon Thommes (official channel) | 4.3 | Short version of the giz - Network accessline 12
| Opzk1wUhzCw | Gizmos, For-Each Zone and more! (4.3, 25:09) https://www.youtube.com/watch?v=Opzk1wUhzCw | Simon Thommes (official channel) | 4.3 | Short version of the giz - Network accessline 13
| 8hMflOZVbSs | Controlling Physics With Geometry Nodes (BCON26, 49:57) https://www.youtube.com/watch?v=8hMflOZVbSs | Simon Thommes | 5.2 LTS | The only source on the 5 - Network accessline 13
| 8hMflOZVbSs | Controlling Physics With Geometry Nodes (BCON26, 49:57) https://www.youtube.com/watch?v=8hMflOZVbSs | Simon Thommes | 5.2 LTS | The only source on the 5 - Network accessline 14
| p4rwhifXNCw | Select What You Want in Geometry Nodes (1:14:20) https://www.youtube.com/watch?v=p4rwhifXNCw | Erindale, GN educator, author of courses and the Erindale Toolkit | 4.0 alpha | Catalog of selection str - Network accessline 14
| p4rwhifXNCw | Select What You Want in Geometry Nodes (1:14:20) https://www.youtube.com/watch?v=p4rwhifXNCw | Erindale, GN educator, author of courses and the Erindale Toolkit | 4.0 alpha | Catalog of selection str - Network accessline 15
| BqMos-6sSy4 | Closures in Geometry Nodes Explained (19:15) https://www.youtube.com/watch?v=BqMos-6sSy4 | Johnny Matthews, GN educator (credential beyond the channel not stated) | 5.x | Minimal closure pattern, - Network accessline 15
| BqMos-6sSy4 | Closures in Geometry Nodes Explained (19:15) https://www.youtube.com/watch?v=BqMos-6sSy4 | Johnny Matthews, GN educator (credential beyond the channel not stated) | 5.x | Minimal closure pattern, - Network accessline 16
| rLfxq5KavzM | The New Matrix Socket in Blender 4.2 (25:01) https://www.youtube.com/watch?v=rLfxq5KavzM | Blender Studio; narrator unnamed, voice matches Thommes [?] | 4.2 | Transforms as one socket - Network accessline 16
| rLfxq5KavzM | The New Matrix Socket in Blender 4.2 (25:01) https://www.youtube.com/watch?v=rLfxq5KavzM | Blender Studio; narrator unnamed, voice matches Thommes [?] | 4.2 | Transforms as one socket
skills/dcc/blender/scenario-blender-geometry-nodes/scripts/bx_gn.py
skills/dcc/blender/scenario-blender-grease-pencil/SKILL.md
- Network accessline 12
reviews rendered frames instead of a viewport it cannot flip. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skill - Network accessline 12
reviews rendered frames instead of a viewport it cannot flip. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skill - Network accessline 13
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 14
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/dcc/blender/scenario-blender-grease-pencil/references/sources.md
- Network accessline 8
| Video | Expert and credential - Network accessline 8
| Video | Expert and credential - Network accessline 9
| ------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------- - Network accessline 9
| ------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------- - Network accessline 10
| [Ewilan's Quest: creating a 2D series with Blender Grease Pencil](https://www.youtube.com/watch?v=41vUGbjHs2M) (BCON24, 50:44, 2024-10-24) | Tom Viguier, technical director at Andarta Pictures, former 2D animator, rigging head, animation - Network accessline 10
| [Ewilan's Quest: creating a 2D series with Blender Grease Pencil](https://www.youtube.com/watch?v=41vUGbjHs2M) (BCON24, 50:44, 2024-10-24) | Tom Viguier, technical director at Andarta Pictures, former 2D animator, rigging head, animation - Network accessline 11
| [Grease Pencil Drawing for Absolute Beginners in Blender 4.4](https://www.youtube.com/watch?v=fSqWEoHBeeI) (26:21, 2025-05-18) | Grant Abbitt, long-running Blender educator, gamedev.tv Blender and GP courses - Network accessline 11
| [Grease Pencil Drawing for Absolute Beginners in Blender 4.4](https://www.youtube.com/watch?v=fSqWEoHBeeI) (26:21, 2025-05-18) | Grant Abbitt, long-running Blender educator, gamedev.tv Blender and GP courses - Network accessline 12
| [Grease Pencil 3: development updates and showcase](https://www.youtube.com/watch?v=rqkgqvW-VpM) (BCON24, 51:05, 2024-10-25) | Falk David (GP module developer, led the GP3 rewrite), Rik Schutte and Pablo Fournier (Blender St - Network accessline 12
| [Grease Pencil 3: development updates and showcase](https://www.youtube.com/watch?v=rqkgqvW-VpM) (BCON24, 51:05, 2024-10-25) | Falk David (GP module developer, led the GP3 rewrite), Rik Schutte and Pablo Fournier (Blender St - Network accessline 13
| [Bridging Grease Pencil and Geometry Nodes: 2.5D workflows](https://www.youtube.com/watch?v=j5Nh3D6tIlA) (BCON25, 37:09, 2025-09-19) | Michael Weigl, technical directing student, Animationsinstitut, Filmakademie Baden-Wuerttemberg; - Network accessline 13
| [Bridging Grease Pencil and Geometry Nodes: 2.5D workflows](https://www.youtube.com/watch?v=j5Nh3D6tIlA) (BCON25, 37:09, 2025-09-19) | Michael Weigl, technical directing student, Animationsinstitut, Filmakademie Baden-Wuerttemberg; - Network accessline 14
| [Grease Pencil Quick Start Guide](https://www.youtube.com/watch?v=JOg3OWU6pmg) (50:37, 2025-07-30) | Elijah Sheffield, 3D motion designer, author of the SweetButtons Pro add-on - Network accessline 14
| [Grease Pencil Quick Start Guide](https://www.youtube.com/watch?v=JOg3OWU6pmg) (50:37, 2025-07-30) | Elijah Sheffield, 3D motion designer, author of the SweetButtons Pro add-on
skills/dcc/blender/scenario-blender-grease-pencil/scripts/bx_gp.py
skills/dcc/blender/scenario-blender-hair/SKILL.md
- Network accessline 12
and make every look decision through the Essentials hair node-group assets. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scena - Network accessline 12
and make every look decision through the Essentials hair node-group assets. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scena - Network accessline 13
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 14
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 35
lift. - **Shape works the same way on every asset**: 1 affects the tip only, 0 the whole strand, negative the roots. Use a negative Frizz Shape so curl and clump tips survive (Thommes, Bystedt). - Network accessline 35
lift. - **Shape works the same way on every asset**: 1 affects the tip only, 0 the whole strand, negative the roots. Use a negative Frizz Shape so curl and clump tips survive (Thommes, Bystedt). - Network accessline 36
- **Shape works the same way on every asset**: 1 affects the tip only, 0 the whole strand, negative the roots. Use a negative Frizz Shape so curl and clump tips survive (Thommes, Bystedt). - **Judge renders at full density, and in pose** - Network accessline 36
- **Shape works the same way on every asset**: 1 affects the tip only, 0 the whole strand, negative the roots. Use a negative Frizz Shape so curl and clump tips survive (Thommes, Bystedt). - **Judge renders at full density, and in pose** - Network accessline 37
the roots. Use a negative Frizz Shape so curl and clump tips survive (Thommes, Bystedt). - Network accessline 37
the roots. Use a negative Frizz Shape so curl and clump tips survive (Thommes, Bystedt). - Network accessline 45
| Target | Cycles strands vs EEVEE or game cards | Cycles strands (Principled Hair BSDF) | | Subject | human hairstyle (hair cap, part) vs animal fur (body mesh, landmarks) | f - Network accessline 45
| Target | Cycles strands vs EEVEE or game cards | Cycles strands (Principled Hair BSDF) | | Subject | human hairstyle (hair cap, part) vs animal fur (body mesh, landmarks) | f - Network accessline 46
| Subject | human hairstyle (hair cap, part) vs animal fur (body mesh, landmarks) | follow the reference | | Length class | points per guide, clump and curl layers | s - Network accessline 46
| Subject | human hairstyle (hair cap, part) vs animal fur (body mesh, landmarks) | follow the reference | | Length class | points per guide, clump and curl layers | s - Network accessline 47
| Length class | points per guide, clump and curl layers | short fur: 3 points, long: 8, long human: 15 | - Network accessline 47
| Length class | points per guide, clump and curl layers | short fur: 3 points, long: 8, long human: 15 | - Network accessline 118
| Density map | part 1.0, base 0.5, bald 0; ramp black stop just above 0.5 | Bystedt [00:22:04], [00:23:46] | | Wide clumps | Shape about 0.3, reduced Factor, groomed guides - Network accessline 118
| Density map | part 1.0, base 0.5, bald 0; ramp black stop just above 0.5 | Bystedt [00:22:04], [00:23:46] | | Wide clumps | Shape about 0.3, reduced Factor, groomed guides - Network accessline 119
| Wide clumps | Shape about 0.3, reduced Factor, groomed guides | Bystedt [00:19:47] | | Curl | Radius 2 cm, Curl Start 1, Random Offset 0.5, Guide Dista - Network accessline 119
| Wide clumps | Shape about 0.3, reduced Factor, groomed guides | Bystedt [00:19:47] | | Curl | Radius 2 cm, Curl Start 1, Random Offset 0.5, Guide Dista - Network accessline 120
| Curl | Radius 2 cm, Curl Start 1, Random Offset 0.5, Guide Distance 1 cm, Guide Mask 0.2 | Thommes [00:12:04], [00:14:18] | - Network accessline 120
| Curl | Radius 2 cm, Curl Start 1, Random Offset 0.5, Guide Distance 1 cm, Guide Mask 0.2 | Thommes [00:12:04], [00:14:18] | - Network accessline 158
| High density at default radius | a solid mass or "a mess" | Profile first, about 0.2 mm at 1M/m² (Thommes) | | Trim at defaults - Network accessline 158
| High density at default radius | a solid mass or "a mess" | Profile first, about 0.2 mm at 1M/m² (Thommes) | | Trim at defaults - Network accessline 159
| Trim at defaults | every strand becomes 1 m long | Replace Length off (Thommes) | | Positive Frizz on curls or clumps - Network accessline 159
| Trim at defaults | every strand becomes 1 m long | Replace Length off (Thommes) | | Positive Frizz on curls or clumps - Network accessline 160
| Positive Frizz on curls or clumps | curl tips destroyed, fuzzy clump tips | negative Shape, Cumulative Offset off on the final Frizz | - Network accessline 160
| Positive Frizz on curls or clumps | curl tips destroyed, fuzzy clump tips | negative Shape, Cumulative Offset off on the final Frizz |
skills/dcc/blender/scenario-blender-hair/references/critique.md
- Network accessline 51
| Strays between clumps | a few runaway hairs (about 10% of curves) | P | Thommes `[00:29:54]` | | Lengths vary | tips all endin - Network accessline 51
| Strays between clumps | a few runaway hairs (about 10% of curves) | P | Thommes `[00:29:54]` | | Lengths vary | tips all endin - Network accessline 52
| Lengths vary | tips all ending on one surface: Trim with Replace Length off and Random Offset | B | Schmidbauer `[00:27:26]`, Thommes `[00:21:46]` | | Tips curl slightly (human) | ruler-straight - Network accessline 52
| Lengths vary | tips all ending on one surface: Trim with Replace Length off and Random Offset | B | Schmidbauer `[00:27:26]`, Thommes `[00:21:46]` | | Tips curl slightly (human) | ruler-straight - Network accessline 53
| Tips curl slightly (human) | ruler-straight tips read as CG: Roll at the tip | P | Bystedt `[00:14:32]` | - Network accessline 53
| Tips curl slightly (human) | ruler-straight tips read as CG: Roll at the tip | P | Bystedt `[00:14:32]` | - Network accessline 55
| Clumps readable but not "too crazy" | A/B the clump layer; use Tip Spread and Clump Offset if needed | P | Schmidbauer `[00:30:18]`, Bystedt `[00:21:31]` | | Duplicated layers differ | two population - Network accessline 55
| Clumps readable but not "too crazy" | A/B the clump layer; use Tip Spread and Clump Offset if needed | P | Schmidbauer `[00:30:18]`, Bystedt `[00:21:31]` | | Duplicated layers differ | two population - Network accessline 56
| Duplicated layers differ | two populations moving identically: change seed and frequency | P | Bystedt `[00:29:08]` | | Curl tips preserved | frizz destroyi - Network accessline 56
| Duplicated layers differ | two populations moving identically: change seed and frequency | P | Bystedt `[00:29:08]` | | Curl tips preserved | frizz destroyi - Network accessline 57
| Curl tips preserved | frizz destroying curl shapes: negative Frizz Shape | P | Thommes `[00:15:04]` | - Network accessline 57
| Curl tips preserved | frizz destroying curl shapes: negative Frizz Shape | P | Thommes `[00:15:04]` |
skills/dcc/blender/scenario-blender-hair/references/expert-notes.md
- Network accessline 15
this. The test measured 21% of children near the part crossing it with islands off, 0% with islands on. - Hand grooming sets only the big shapes. Overlap, clumping, tip curl and flyaways are procedural - Network accessline 15
this. The test measured 21% of children near the part crossing it with islands off, 0% with islands on. - Hand grooming sets only the big shapes. Overlap, clumping, tip curl and flyaways are procedural - Network accessline 16
islands on. - Hand grooming sets only the big shapes. Overlap, clumping, tip curl and flyaways are procedural `[00:13:24]`. - Network accessline 16
islands on. - Hand grooming sets only the big shapes. Overlap, clumping, tip curl and flyaways are procedural `[00:13:24]`. - Network accessline 17
- Hand grooming sets only the big shapes. Overlap, clumping, tip curl and flyaways are procedural - Network accessline 17
- Hand grooming sets only the big shapes. Overlap, clumping, tip curl and flyaways are procedural - Network accessline 204
| Interpolate | Density 1,000,000 (160,000 curves on his patch), Viewport Amount 4% | `[00:09:02]`, `[00:09:35]` | | Noise | Factor from a painted `n - Network accessline 204
| Interpolate | Density 1,000,000 (160,000 curves on his patch), Viewport Amount 4% | `[00:09:02]`, `[00:09:35]` | | Noise | Factor from a painted `n - Network accessline 205
| Noise | Factor from a painted `noise strength` vertex group | `[00:10:07]` | | Curl | Radius 2 cm, frequency u - Network accessline 205
| Noise | Factor from a painted `noise strength` vertex group | `[00:10:07]` | | Curl | Radius 2 cm, frequency u - Network accessline 206
| Curl | Radius 2 cm, frequency up, Curl Start 1, Factor End "much lower", Random Offset 0.5, Existing Guide Map off, Guide Distance 1 cm, Guide Mask 0.2 | `[00:12:04]`, `[00:14:18]` | - Network accessline 206
| Curl | Radius 2 cm, frequency up, Curl Start 1, Factor End "much lower", Random Offset 0.5, Existing Guide Map off, Guide Distance 1 cm, Guide Mask 0.2 | `[00:12:04]`, `[00:14:18]` | - Network accessline 211
| Rotate | Random Offset 5° | `[00:22:20]` | | Frizz factor | Random Value, ID = Curve - Network accessline 211
| Rotate | Random Offset 5° | `[00:22:20]` | | Frizz factor | Random Value, ID = Curve - Network accessline 212
| Frizz factor | Random Value, ID = Curve ID, Map Range From Min 0.8 (80% get none) | `[00:26:03]` | | Curl variation | per-curve random factor; - Network accessline 212
| Frizz factor | Random Value, ID = Curve ID, Map Range From Min 0.8 (80% get none) | `[00:26:03]` | | Curl variation | per-curve random factor; - Network accessline 213
| Curl variation | per-curve random factor; frequency via Spline Parameter, Map Range low at root, high at tip ("gravity pulls more at the roots") | `[00:27:10]` to `[00:28:52]` | - Network accessline 213
| Curl variation | per-curve random factor; frequency via Spline Parameter, Map Range low at root, high at tip ("gravity pulls more at the roots") | `[00:27:10]` to `[00:28:52]` |
skills/dcc/blender/scenario-blender-hair/references/procedures.md
- Network accessline 165
| Set Hair Curve Profile | Replace Radius `Input_6`=True, Radius `Input_3`=0.01, Shape `Input_2`=0.5, Factor Min `Input_4`=0, Factor Max `Input_5`=1 - Network accessline 165
| Set Hair Curve Profile | Replace Radius `Input_6`=True, Radius `Input_3`=0.01, Shape `Input_2`=0.5, Factor Min `Input_4`=0, Factor Max `Input_5`=1 - Network accessline 166
| Clump Hair Curves | Factor `Input_7`=1, Shape `Input_6`=0.5, Tip Spread `Input_10`=0, Clump Offset `Input_13`=0, Distance Falloff `Input_12`, Distance Threshold `Input_11`, Seed `Input_14`, Preserve Length `Input_15`, Guide Index `I - Network accessline 166
| Clump Hair Curves | Factor `Input_7`=1, Shape `Input_6`=0.5, Tip Spread `Input_10`=0, Clump Offset `Input_13`=0, Distance Falloff `Input_12`, Distance Threshold `Input_11`, Seed `Input_14`, Preserve Length `Input_15`, Guide Index `I - Network accessline 167
| Curl Hair Curves | Factor `Input_2`, Subdivision `Input_5`=1, Curl Start `Input_6`=0.1, Radius `Input_7`=0.1, Factor Start `Input_9`=1, Factor End `Input_10`=1, Frequency `Input_11`=1, Random Offset `Input_16`=0.25, Seed `Input_15` - Network accessline 167
| Curl Hair Curves | Factor `Input_2`, Subdivision `Input_5`=1, Curl Start `Input_6`=0.1, Radius `Input_7`=0.1, Factor Start `Input_9`=1, Factor End `Input_10`=1, Frequency `Input_11`=1, Random Offset `Input_16`=0.25, Seed `Input_15` - Network accessline 215
**Root-to-tip ramps (Thommes: curl frequency rises toward the tip).** - Network accessline 215
**Root-to-tip ramps (Thommes: curl frequency rises toward the tip).** - Network accessline 240
Noise (10%, 5 mm), Frizz (negative), Clump (1 mm, 0.1), Clump (4 mm, 0.25, offset 5 mm), Frizz (-0.2, 2 mm, Cumulative off, 20%), Trim (Replace Length off, 5 mm), Rotate (5°) and Hair Dynamics. The preset marks its own guesses [added]: Curl - Network accessline 240
Noise (10%, 5 mm), Frizz (negative), Clump (1 mm, 0.1), Clump (4 mm, 0.25, offset 5 mm), Frizz (-0.2, 2 mm, Cumulative off, 20%), Trim (Replace Length off, 5 mm), Rotate (5°) and Hair Dynamics. The preset marks its own guesses [added]: Curl - Network accessline 241
(-0.2, 2 mm, Cumulative off, 20%), Trim (Replace Length off, 5 mm), Rotate (5°) and Hair Dynamics. The preset marks its own guesses [added]: Curl Factor End 0.3, first Frizz Shape -0.5, Clump Shape 0.3. The talk says "much lower" or "negati - Network accessline 241
(-0.2, 2 mm, Cumulative off, 20%), Trim (Replace Length off, 5 mm), Rotate (5°) and Hair Dynamics. The preset marks its own guesses [added]: Curl Factor End 0.3, first Frizz Shape -0.5, Clump Shape 0.3. The talk says "much lower" or "negati - Network accessline 242
The preset marks its own guesses [added]: Curl Factor End 0.3, first Frizz Shape -0.5, Clump Shape - Network accessline 242
The preset marks its own guesses [added]: Curl Factor End 0.3, first Frizz Shape -0.5, Clump Shape - Network accessline 252
"Scale along Curve": 0.5, "Distance": 0.004}) H.set_inputs(H.add_asset(hair, "Roll Hair Curves"), {"Roll Length": 0.02, "Roll Radius": 0.004, "Random Orientation": 1.0}) # tip curl only - Network accessline 252
"Scale along Curve": 0.5, "Distance": 0.004}) H.set_inputs(H.add_asset(hair, "Roll Hair Curves"), {"Roll Length": 0.02, "Roll Radius": 0.004, "Random Orientation": 1.0}) # tip curl only - Network accessline 253
H.set_inputs(H.add_asset(hair, "Roll Hair Curves"), {"Roll Length": 0.02, "Roll Radius": 0.004, "Random Orientation": 1.0}) # tip curl only [values added] # one GN tree: per population - Network accessline 253
H.set_inputs(H.add_asset(hair, "Roll Hair Curves"), {"Roll Length": 0.02, "Roll Radius": 0.004, "Random Orientation": 1.0}) # tip curl only [values added] # one GN tree: per population - Network accessline 254
"Random Orientation": 1.0}) # tip curl only [values added] - Network accessline 254
"Random Orientation": 1.0}) # tip curl only [values added]
skills/dcc/blender/scenario-blender-hair/references/sources.md
- Network accessline 9
| # | Video | Expert and credential - Network accessline 9
| # | Video | Expert and credential - Network accessline 10
| --- | --------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- - Network accessline 10
| --- | --------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- - Network accessline 11
| 1 | [Character grooming with the new hair system](https://www.youtube.com/watch?v=Kx88edAbiek) (Blender Conference 2023) | **Daniel Bystedt**, senior concept artist at Goodbye Kansas Studios (VFX, game cinematics), Blender sculpt - Network accessline 11
| 1 | [Character grooming with the new hair system](https://www.youtube.com/watch?v=Kx88edAbiek) (Blender Conference 2023) | **Daniel Bystedt**, senior concept artist at Goodbye Kansas Studios (VFX, game cinematics), Blender sculpt - Network accessline 12
| 2 | [A million little curves: creating hair for animals](https://www.youtube.com/watch?v=ZrBbNhCgGww) (Blender Conference 2025) | **Kerstin Schmidbauer**, founder and technical director of Critter Crew Animation (leads the fur departmen - Network accessline 12
| 2 | [A million little curves: creating hair for animals](https://www.youtube.com/watch?v=ZrBbNhCgGww) (Blender Conference 2025) | **Kerstin Schmidbauer**, founder and technical director of Critter Crew Animation (leads the fur departmen - Network accessline 13
| 3 | [How to Make Procedural Fur in Blender Geometry Nodes](https://www.youtube.com/watch?v=gCQN5vNgHiI) (Blender Studio) | **Simon Thommes**, Blender Studio technical artist, co-author of the procedural hair node assets and demo - Network accessline 13
| 3 | [How to Make Procedural Fur in Blender Geometry Nodes](https://www.youtube.com/watch?v=gCQN5vNgHiI) (Blender Studio) | **Simon Thommes**, Blender Studio technical artist, co-author of the procedural hair node assets and demo - Network accessline 14
| 4 | [Geometry nodes hair card setup for Blender](https://www.youtube.com/watch?v=g_ZIOafq4QU) | **Daniel Bystedt** (as above) - Network accessline 14
| 4 | [Geometry nodes hair card setup for Blender](https://www.youtube.com/watch?v=g_ZIOafq4QU) | **Daniel Bystedt** (as above) - Network accessline 15
| 5 | [Mesh Hair with Geometry Nodes and Hair Curves](https://www.youtube.com/watch?v=vXBL-oiqY7Q) (Blender Conference 2024) | **Sara Matsumoto**, SM5 by Helan (fantasy asset store, Transhuman character creator for Blender) - Network accessline 15
| 5 | [Mesh Hair with Geometry Nodes and Hair Curves](https://www.youtube.com/watch?v=vXBL-oiqY7Q) (Blender Conference 2024) | **Sara Matsumoto**, SM5 by Helan (fantasy asset store, Transhuman character creator for Blender) - Network accessline 50
- `[00:17:16]` to `[00:21:13]`: lighting, shader (Cycles vs EEVEE), color variation. - `[00:19:32]`: first-render critique. - `[00:25:31]` to `[00:32:08]`: per-curve randomness, curl frequency ramp, strays, second clump, - Network accessline 50
- `[00:17:16]` to `[00:21:13]`: lighting, shader (Cycles vs EEVEE), color variation. - `[00:19:32]`: first-render critique. - `[00:25:31]` to `[00:32:08]`: per-curve randomness, curl frequency ramp, strays, second clump, - Network accessline 51
- `[00:19:32]`: first-render critique. - `[00:25:31]` to `[00:32:08]`: per-curve randomness, curl frequency ramp, strays, second clump, final frizz. - Network accessline 51
- `[00:19:32]`: first-render critique. - `[00:25:31]` to `[00:32:08]`: per-curve randomness, curl frequency ramp, strays, second clump, final frizz. - Network accessline 52
- `[00:25:31]` to `[00:32:08]`: per-curve randomness, curl frequency ramp, strays, second clump, - Network accessline 52
- `[00:25:31]` to `[00:32:08]`: per-curve randomness, curl frequency ramp, strays, second clump,
skills/dcc/blender/scenario-blender-hair/scripts/bx_hair.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 36
HAIR_ASSETS = { "Generation": ["Interpolate Hair Curves", "Duplicate Hair Curves", "Generate Hair Curves"], "Guides": ["Clump Hair Curves", "Curl Hair Curves", "Braid Hair Curves", "Create Guide Index Map"], - Network accessline 36
HAIR_ASSETS = { "Generation": ["Interpolate Hair Curves", "Duplicate Hair Curves", "Generate Hair Curves"], "Guides": ["Clump Hair Curves", "Curl Hair Curves", "Braid Hair Curves", "Create Guide Index Map"], - Network accessline 37
"Generation": ["Interpolate Hair Curves", "Duplicate Hair Curves", "Generate Hair Curves"], "Guides": ["Clump Hair Curves", "Curl Hair Curves", "Braid Hair Curves", "Create Guide Index Map"], "Deformation": ["Hair Curves Noise", "Fr - Network accessline 37
"Generation": ["Interpolate Hair Curves", "Duplicate Hair Curves", "Generate Hair Curves"], "Guides": ["Clump Hair Curves", "Curl Hair Curves", "Braid Hair Curves", "Create Guide Index Map"], "Deformation": ["Hair Curves Noise", "Fr - Network accessline 38
"Guides": ["Clump Hair Curves", "Curl Hair Curves", "Braid Hair Curves", "Create Guide Index Map"], - Network accessline 38
"Guides": ["Clump Hair Curves", "Curl Hair Curves", "Braid Hair Curves", "Create Guide Index Map"], - Network accessline 53
("Interpolate Hair Curves", {"Density": 1_000_000.0, "Viewport Amount": 0.04}), ("Hair Curves Noise", {}), # Factor: paint a mask ("Curl Hair Curves", {"Radius": 0.02, "Curl St - Network accessline 53
("Interpolate Hair Curves", {"Density": 1_000_000.0, "Viewport Amount": 0.04}), ("Hair Curves Noise", {}), # Factor: paint a mask ("Curl Hair Curves", {"Radius": 0.02, "Curl St - Network accessline 54
("Hair Curves Noise", {}), # Factor: paint a mask ("Curl Hair Curves", {"Radius": 0.02, "Curl Start": 1.0, "Factor End": 0.3, # Factor End "much lower" [added 0.3] - Network accessline 54
("Hair Curves Noise", {}), # Factor: paint a mask ("Curl Hair Curves", {"Radius": 0.02, "Curl Start": 1.0, "Factor End": 0.3, # Factor End "much lower" [added 0.3] - Network accessline 55
("Curl Hair Curves", {"Radius": 0.02, "Curl Start": 1.0, "Factor End": 0.3, # Factor End "much lower" [added 0.3] - Network accessline 55
("Curl Hair Curves", {"Radius": 0.02, "Curl Start": 1.0, "Factor End": 0.3, # Factor End "much lower" [added 0.3] - Network accessline 457
"""Store a per-POINT root-to-tip ramp (Simon: curl frequency rises toward the tip).""" - Network accessline 457
"""Store a per-POINT root-to-tip ramp (Simon: curl frequency rises toward the tip)."""
skills/dcc/blender/scenario-blender-hard-surface/SKILL.md
- Network accessline 13
the stack with the toolkit and lets the measurable gates find what a human finds by orbiting. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https: - Network accessline 13
the stack with the toolkit and lets the measurable gates find what a human finds by orbiting. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https: - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/dcc/blender/scenario-blender-hard-surface/references/sources.md
- Network accessline 8
| Video | Expert and credential | Date, length, Blender - Network accessline 8
| Video | Expert and credential | Date, length, Blender - Network accessline 9
| ---------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------- | ---------------------- - Network accessline 9
| ---------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------- | ---------------------- - Network accessline 10
| [Hard-Surface Modeling for Beginners (Frogbot)](https://www.youtube.com/watch?v=zxhaCD-Zlfw) `zxhaCD-Zlfw` | Louis du Mont, 3D artist and instructor, CG Boost | 2026-05-13, 2:18:23, 5 - Network accessline 10
| [Hard-Surface Modeling for Beginners (Frogbot)](https://www.youtube.com/watch?v=zxhaCD-Zlfw) `zxhaCD-Zlfw` | Louis du Mont, 3D artist and instructor, CG Boost | 2026-05-13, 2:18:23, 5 - Network accessline 11
| [COMPLETE Beginners Guide to Hard Surface](https://www.youtube.com/watch?v=1qVbGr_ie30) `1qVbGr_ie30` | Josh Gambrell, founder of Blender Bros, hard-surface instructor, about 10 years in Blender | 2021-12-10, 40:04, 2.9 - Network accessline 11
| [COMPLETE Beginners Guide to Hard Surface](https://www.youtube.com/watch?v=1qVbGr_ie30) `1qVbGr_ie30` | Josh Gambrell, founder of Blender Bros, hard-surface instructor, about 10 years in Blender | 2021-12-10, 40:04, 2.9 - Network accessline 12
| [Why ngons are BETTER than quads for hard surface](https://www.youtube.com/watch?v=svS9V2iAesA) `svS9V2iAesA` | Josh Gambrell (as above) | 2021-02-16, 27:07, 2.9 - Network accessline 12
| [Why ngons are BETTER than quads for hard surface](https://www.youtube.com/watch?v=svS9V2iAesA) `svS9V2iAesA` | Josh Gambrell (as above) | 2021-02-16, 27:07, 2.9 - Network accessline 13
| [Why Your Shading Is Broken](https://www.youtube.com/watch?v=qB1eg3ef5vs) `qB1eg3ef5vs` | Josh Gambrell (as above) | 2022-01-10, 8:43, 3.0 - Network accessline 13
| [Why Your Shading Is Broken](https://www.youtube.com/watch?v=qB1eg3ef5vs) `qB1eg3ef5vs` | Josh Gambrell (as above) | 2022-01-10, 8:43, 3.0 - Network accessline 14
| [Blender Hard Surface for Beginners, No Paid Addons](https://www.youtube.com/watch?v=mEPUWH_xooM) `mEPUWH_xooM` | Ryuu, Blender Bros instructor | 2022-10-21, 33:53, 3.3 - Network accessline 14
| [Blender Hard Surface for Beginners, No Paid Addons](https://www.youtube.com/watch?v=mEPUWH_xooM) `mEPUWH_xooM` | Ryuu, Blender Bros instructor | 2022-10-21, 33:53, 3.3 - Network accessline 15
| [Hardsurface Modeling Techniques for Games (BCON23)](https://www.youtube.com/watch?v=UlUuwrXoWis) `UlUuwrXoWis` | Pedro Augusto, hard-surface artist, about 21 to 22 years in 3D, Ten Square Games (Wings of Heroes) | 2023-10-28, 33:52, 3.6 - Network accessline 15
| [Hardsurface Modeling Techniques for Games (BCON23)](https://www.youtube.com/watch?v=UlUuwrXoWis) `UlUuwrXoWis` | Pedro Augusto, hard-surface artist, about 21 to 22 years in 3D, Ten Square Games (Wings of Heroes) | 2023-10-28, 33:52, 3.6 - Network accessline 16
| [Mastering SubD Modeling in Blender](https://www.youtube.com/watch?v=EYtYCIGSSDc) `EYtYCIGSSDc` | Riley (rileyb3d), author of free Blender courses and extensions | 2025-04-17, 39:43, 4.3 - Network accessline 16
| [Mastering SubD Modeling in Blender](https://www.youtube.com/watch?v=EYtYCIGSSDc) `EYtYCIGSSDc` | Riley (rileyb3d), author of free Blender courses and extensions | 2025-04-17, 39:43, 4.3 - Network accessline 17
| [SubD Workflow (subD to multires)](https://www.youtube.com/watch?v=iNYJ3wVeysg) `iNYJ3wVeysg` | PzThree, hard-surface and sci-fi artist, sells assets and add-ons | 2022-09-27, 1:20:40, 3 - Network accessline 17
| [SubD Workflow (subD to multires)](https://www.youtube.com/watch?v=iNYJ3wVeysg) `iNYJ3wVeysg` | PzThree, hard-surface and sci-fi artist, sells assets and add-ons | 2022-09-27, 1:20:40, 3 - Network accessline 18
| [When NOT to use creases: Loops vs Bevels vs Creases](https://www.youtube.com/watch?v=R9g7Fmrc900) `R9g7Fmrc900` | Jonathan Lampel, CG Cookie instructor | 2021-09-14, 13:12, 2.9 - Network accessline 18
| [When NOT to use creases: Loops vs Bevels vs Creases](https://www.youtube.com/watch?v=R9g7Fmrc900) `R9g7Fmrc900` | Jonathan Lampel, CG Cookie instructor | 2021-09-14, 13:12, 2.9
skills/dcc/blender/scenario-blender-hard-surface/scripts/bx_hardsurface.py
skills/dcc/blender/scenario-blender-lighting-rendering/SKILL.md
- Network accessline 12
one thing at a time, and compare. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proc - Network accessline 12
one thing at a time, and compare. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proc - Network accessline 13
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/blender/scenario-blender-lighting-rendering/references/sources.md
- Network accessline 11
| Video | Expert, credential | Best for - Network accessline 11
| Video | Expert, credential | Best for - Network accessline 12
| ------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | -------------------------------------- - Network accessline 12
| ------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | -------------------------------------- - Network accessline 13
| [Lighting in Animated Film Productions](https://www.youtube.com/watch?v=APgQKQgAdyU) (BCON22, 54:49) | Andy Goralczyk, Blender Studio art director, lighter and compositor on 13 open movies | Film lighting language (shadow/bounce, - Network accessline 13
| [Lighting in Animated Film Productions](https://www.youtube.com/watch?v=APgQKQgAdyU) (BCON22, 54:49) | Andy Goralczyk, Blender Studio art director, lighter and compositor on 13 open movies | Film lighting language (shadow/bounce, - Network accessline 14
| [Fundamentals of Lighting](https://www.youtube.com/watch?v=ENnEYoUpFfU) (2026, 43:25) | Andrew Price, Blender Guru, Poliigon founder | Product/studio lighting from black: sh - Network accessline 14
| [Fundamentals of Lighting](https://www.youtube.com/watch?v=ENnEYoUpFfU) (2026, 43:25) | Andrew Price, Blender Guru, Poliigon founder | Product/studio lighting from black: sh - Network accessline 15
| [How to use EEVEE: full course](https://www.youtube.com/watch?v=-gW6vk_OuNQ) (2025, 1:16:54) | Andrew Price, with input from EEVEE lead Clement Foucault | EEVEE Next troubleshooting: leaks, sha - Network accessline 15
| [How to use EEVEE: full course](https://www.youtube.com/watch?v=-gW6vk_OuNQ) (2025, 1:16:54) | Andrew Price, with input from EEVEE lead Clement Foucault | EEVEE Next troubleshooting: leaks, sha - Network accessline 16
| [EEVEE Character Lighting: One Light to Cinematic](https://www.youtube.com/watch?v=6hPZ0ckL5I0) (2026, 24:21) | Gleb Alexandrov, Creative Shrimp, lighting educator | Portrait lighting in 4 levels: custom - Network accessline 16
| [EEVEE Character Lighting: One Light to Cinematic](https://www.youtube.com/watch?v=6hPZ0ckL5I0) (2026, 24:21) | Gleb Alexandrov, Creative Shrimp, lighting educator | Portrait lighting in 4 levels: custom - Network accessline 17
| [One Hour of Colors](https://www.youtube.com/watch?v=Xqne7oRxSjM) (BCON24, 49:10) | Lino Thomas, art director at Egosoft (X series) | Contrast in value, saturation and hue; - Network accessline 17
| [One Hour of Colors](https://www.youtube.com/watch?v=Xqne7oRxSjM) (BCON24, 49:10) | Lino Thomas, art director at Egosoft (X series) | Contrast in value, saturation and hue; - Network accessline 18
| [Why Color Management Sucks](https://www.youtube.com/watch?v=qt1GidFwVt0) (BCON24, 50:36) | Jacob Holiday, VFX artist (InLight VFX) | Color pipeline hops, Non-Color data ma - Network accessline 18
| [Why Color Management Sucks](https://www.youtube.com/watch?v=qt1GidFwVt0) (BCON24, 50:36) | Jacob Holiday, VFX artist (InLight VFX) | Color pipeline hops, Non-Color data ma - Network accessline 19
| [Not Color: Color Science](https://www.youtube.com/watch?v=SqJ_rtaPqg4) (BCON26, 48:39) | Nathan Vegdahl, color-science specialist (credited by Jacob Holiday) | Correct color vocabulary, white points - Network accessline 19
| [Not Color: Color Science](https://www.youtube.com/watch?v=SqJ_rtaPqg4) (BCON26, 48:39) | Nathan Vegdahl, color-science specialist (credited by Jacob Holiday) | Correct color vocabulary, white points - Network accessline 23
| Video | Expert, credential | Best - Network accessline 23
| Video | Expert, credential | Best - Network accessline 24
| ------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | ----- - Network accessline 24
| ------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | ----- - Network accessline 25
| [Understanding Composition](https://www.youtube.com/watch?v=O8i7OKbWmRM) (2014, 30:27) | Andrew Price, Blender Guru | One f - Network accessline 25
| [Understanding Composition](https://www.youtube.com/watch?v=O8i7OKbWmRM) (2014, 30:27) | Andrew Price, Blender Guru | One f - Network accessline 26
| [Render Like a Professional: Passes, View Layers, ACES](https://www.youtube.com/watch?v=vtdczoXVyvQ) (2024, 34:21) | Robin Ruud, 3D artist and educator | Back- - Network accessline 26
| [Render Like a Professional: Passes, View Layers, ACES](https://www.youtube.com/watch?v=vtdczoXVyvQ) (2024, 34:21) | Robin Ruud, 3D artist and educator | Back- - Network accessline 27
| [Start Compositing in Blender 5.0](https://www.youtube.com/watch?v=kAWfjBKcgFc) (2025, 19:12) | Pau Homs, lighting artist in animation | 5.0 c - Network accessline 27
| [Start Compositing in Blender 5.0](https://www.youtube.com/watch?v=kAWfjBKcgFc) (2025, 19:12) | Pau Homs, lighting artist in animation | 5.0 c - Network accessline 28
| [Compositing 5.0: Powerful yet Simple](https://www.youtube.com/watch?v=hFzg41j68hg) (BCON25, 20:48) | Habib Gahbiche, Blender compositor developer | Why t - Network accessline 28
| [Compositing 5.0: Powerful yet Simple](https://www.youtube.com/watch?v=hFzg41j68hg) (BCON25, 20:48) | Habib Gahbiche, Blender compositor developer | Why t - Network accessline 29
| [Production Lessons of Singularity](https://www.youtube.com/watch?v=NJGyiWqNJoE) (BCON26, 52:39) | Blender Studio team (Andy Goralczyk, Vivien Lulkowski, Julien Kaspar, Simon Thommes, Demeter Dzadik, Rik Schutte) | Paint - Network accessline 29
| [Production Lessons of Singularity](https://www.youtube.com/watch?v=NJGyiWqNJoE) (BCON26, 52:39) | Blender Studio team (Andy Goralczyk, Vivien Lulkowski, Julien Kaspar, Simon Thommes, Demeter Dzadik, Rik Schutte) | Paint - Network accessline 30
| [Making Stylized Visuals: Anime and Short Films](https://www.youtube.com/watch?v=M4v_hfGF4EM) (BCON24, 51:03) | Wyatt Hall, director, Winter Stellar Studios | Anime - Network accessline 30
| [Making Stylized Visuals: Anime and Short Films](https://www.youtube.com/watch?v=M4v_hfGF4EM) (BCON24, 51:03) | Wyatt Hall, director, Winter Stellar Studios | Anime - Network accessline 31
| [What's New in Blender 5.0](https://www.youtube.com/watch?v=4wEqD-jK0DU) (official, 53:38) | Jonathan Lampel (CG Cookie) and guests | 5.0 c - Network accessline 31
| [What's New in Blender 5.0](https://www.youtube.com/watch?v=4wEqD-jK0DU) (official, 53:38) | Jonathan Lampel (CG Cookie) and guests | 5.0 c - Network accessline 32
| [What's New in Blender 5.2 LTS](https://www.youtube.com/watch?v=g4OXlrxqIx0) (official, 36:57) | Jonathan Lampel, Wayne Dixon and guests | 5.2 t - Network accessline 32
| [What's New in Blender 5.2 LTS](https://www.youtube.com/watch?v=g4OXlrxqIx0) (official, 36:57) | Jonathan Lampel, Wayne Dixon and guests | 5.2 t
skills/dcc/blender/scenario-blender-lighting-rendering/scripts/bx_light.py
skills/dcc/blender/scenario-blender-previs-storyboard/SKILL.md
- Network accessline 12
so every non-neutral choice needs a stated reason. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 12
so every non-neutral choice needs a stated reason. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 13
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/blender/scenario-blender-previs-storyboard/references/sources.md
- Network accessline 7
| Video | Expert and credential | Length, date - Network accessline 7
| Video | Expert and credential | Length, date - Network accessline 8
| --------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- | -------------- - Network accessline 8
| --------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- | -------------- - Network accessline 9
| [Animation Previs/Layout Workshop, BCON24](https://www.youtube.com/watch?v=XZtJ64g5VQQ) | Hjalti Hjalmarsson, Blender Studio director (writer/director of Charge, director of Sprite Fright; previs, layout, animation) | 50:42, 2024-10 - Network accessline 9
| [Animation Previs/Layout Workshop, BCON24](https://www.youtube.com/watch?v=XZtJ64g5VQQ) | Hjalti Hjalmarsson, Blender Studio director (writer/director of Charge, director of Sprite Fright; previs, layout, animation) | 50:42, 2024-10 - Network accessline 10
| [Charge: Previz Workflow Overview](https://www.youtube.com/watch?v=cTx-n4OZXYE) | Hjalti Hjalmarsson, writer/director of the Charge open movie | 7:11, 2023-02- - Network accessline 10
| [Charge: Previz Workflow Overview](https://www.youtube.com/watch?v=cTx-n4OZXYE) | Hjalti Hjalmarsson, writer/director of the Charge open movie | 7:11, 2023-02- - Network accessline 11
| [How to improve your cameras, BCON22](https://www.youtube.com/watch?v=AfWETpPKq-Q) | Dillon Gu, animation director (his own Halloween short) | 51:25, 2022-10 - Network accessline 11
| [How to improve your cameras, BCON22](https://www.youtube.com/watch?v=AfWETpPKq-Q) | Dillon Gu, animation director (his own Halloween short) | 51:25, 2022-10 - Network accessline 12
| [The development story of Story Tools, BCON25](https://www.youtube.com/watch?v=4flnlr39S1U) | Falk David (Blender developer, Grease Pencil module) and Pablo Fournier (Blender Studio, 2.5D layout and boards) | 51:05, 2025-09 - Network accessline 12
| [The development story of Story Tools, BCON25](https://www.youtube.com/watch?v=4flnlr39S1U) | Falk David (Blender developer, Grease Pencil module) and Pablo Fournier (Blender Studio, 2.5D layout and boards) | 51:05, 2025-09 - Network accessline 13
| [Live Storyboarding Session, BCON24](https://www.youtube.com/watch?v=CPprHO2R0VI) | Renato Roldan, storyboard artist, 20+ years (The Third Floor on Star Wars, King, Terraform) | 47:19, 2024-10 - Network accessline 13
| [Live Storyboarding Session, BCON24](https://www.youtube.com/watch?v=CPprHO2R0VI) | Renato Roldan, storyboard artist, 20+ years (The Third Floor on Star Wars, King, Terraform) | 47:19, 2024-10 - Network accessline 14
| [Grease Pencil 2D 3D Hybrid Storyboard Animatic](https://www.youtube.com/watch?v=H10rQoSg41c) | Paul Coulthard, professional storyboard artist (Spitfire Storyboards) | 53:18, 2020-03 - Network accessline 14
| [Grease Pencil 2D 3D Hybrid Storyboard Animatic](https://www.youtube.com/watch?v=H10rQoSg41c) | Paul Coulthard, professional storyboard artist (Spitfire Storyboards) | 53:18, 2020-03 - Network accessline 15
| [Storyboarding in Blender masterclass](https://www.youtube.com/watch?v=Xx68qcqMXS4) | BouncyBrain, story artist billed as DreamWorks (boarded a 360-degree shot on the Super Mario movie) | 19:23, 2024-07 - Network accessline 15
| [Storyboarding in Blender masterclass](https://www.youtube.com/watch?v=Xx68qcqMXS4) | BouncyBrain, story artist billed as DreamWorks (boarded a 360-degree shot on the Super Mario movie) | 19:23, 2024-07
skills/dcc/blender/scenario-blender-previs-storyboard/scripts/bx_previs.py
skills/dcc/blender/scenario-blender-retopology/SKILL.md
- Network accessline 13
is a finish for static assets and a start for everything else. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skil - Network accessline 13
is a finish for static assets and a start for everything else. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skil - Network accessline 14
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 15
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/dcc/blender/scenario-blender-retopology/references/sources.md
- Network accessline 10
| Expert, credential | Video | Best for - Network accessline 10
| Expert, credential | Video | Best for - Network accessline 11
| ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | ---------------------------------- - Network accessline 11
| ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------ | ---------------------------------- - Network accessline 12
| Julien Kaspar, Blender Studio character artist (Spring, Sprite Fright, Rain and Snow rigs) | The Puzzle of "Good" Retopology, BCON22, 50:30, https://www.youtube.com/watch?v=OLwtul3ngB8 | the requirement map (six layers), - Network accessline 12
| Julien Kaspar, Blender Studio character artist (Spring, Sprite Fright, Rain and Snow rigs) | The Puzzle of "Good" Retopology, BCON22, 50:30, https://www.youtube.com/watch?v=OLwtul3ngB8 | the requirement map (six layers), - Network accessline 13
| same | Snow Live #1, 2:16:32, https://www.youtube.com/watch?v=sXhIz-5g3Gc | setup, face order, mouth and eye a - Network accessline 13
| same | Snow Live #1, 2:16:32, https://www.youtube.com/watch?v=sXhIz-5g3Gc | setup, face order, mouth and eye a - Network accessline 14
| same | Snow Live #2, 2:12:18, https://www.youtube.com/watch?v=tRqCeWZLqQo | loop budget out of the face, ear, - Network accessline 14
| same | Snow Live #2, 2:12:18, https://www.youtube.com/watch?v=tRqCeWZLqQo | loop budget out of the face, ear, - Network accessline 15
| same | Snow Live #3, 2:34:00, https://www.youtube.com/watch?v=7xMRyBHeDBo | mesh hair shells, rim poles, bulge - Network accessline 15
| same | Snow Live #3, 2:34:00, https://www.youtube.com/watch?v=7xMRyBHeDBo | mesh hair shells, rim poles, bulge - Network accessline 16
| same | Snow Live #4, 2:11:54, https://www.youtube.com/watch?v=KWNcQZQkyjc | arms, fingers, hand loop reduction - Network accessline 16
| same | Snow Live #4, 2:11:54, https://www.youtube.com/watch?v=KWNcQZQkyjc | arms, fingers, hand loop reduction - Network accessline 17
| same | Snow Live #5, 2:22:00, https://www.youtube.com/watch?v=8ljpBjgIST0 | hands, legs, merge by counts, two - Network accessline 17
| same | Snow Live #5, 2:22:00, https://www.youtube.com/watch?v=8ljpBjgIST0 | hands, legs, merge by counts, two - Network accessline 18
| same | Snow Live #6, 2:03:08, https://www.youtube.com/watch?v=8UqpNwkTEXA | post Apply Base volume pass, rebui - Network accessline 18
| same | Snow Live #6, 2:03:08, https://www.youtube.com/watch?v=8UqpNwkTEXA | post Apply Base volume pass, rebui - Network accessline 19
| same | Snow Live #7, 2:14:06, https://www.youtube.com/watch?v=EBet5sIZcKY | cloth folds, 6-pole to 5-3-5, spli - Network accessline 19
| same | Snow Live #7, 2:14:06, https://www.youtube.com/watch?v=EBet5sIZcKY | cloth folds, 6-pole to 5-3-5, spli - Network accessline 20
| same | Snow Finale, 2:02:58, https://www.youtube.com/watch?v=FnTOVcPaWV8 | triangle pairs in folds, intersect - Network accessline 20
| same | Snow Finale, 2:02:58, https://www.youtube.com/watch?v=FnTOVcPaWV8 | triangle pairs in folds, intersect - Network accessline 21
| Jonathan Lampel, CG Cookie instructor, RetopoFlow project manager | Building Good Topology and Retopology, BCON24, 50:29, https://www.youtube.com/watch?v=PAK5zQONgvs | why poles pinch (density), tris an - Network accessline 21
| Jonathan Lampel, CG Cookie instructor, RetopoFlow project manager | Building Good Topology and Retopology, BCON24, 50:29, https://www.youtube.com/watch?v=PAK5zQONgvs | why poles pinch (density), tris an - Network accessline 22
| Vilem Duha, BlenderKit co-founder, 20+ years in Blender | A New Approach to Retopology, BCON23, 16:35, https://www.youtube.com/watch?v=7AR9-LxY6AQ | fit the subdivided surface instead - Network accessline 22
| Vilem Duha, BlenderKit co-founder, 20+ years in Blender | A New Approach to Retopology, BCON23, 16:35, https://www.youtube.com/watch?v=7AR9-LxY6AQ | fit the subdivided surface instead - Network accessline 23
| Dikko, character artist and rigger | Modeling for Animation 06: Retopologizing the Face, 52:16, https://www.youtube.com/watch?v=SwM19PgSdCM | pole-by-pole face map, five eye po - Network accessline 23
| Dikko, character artist and rigger | Modeling for Animation 06: Retopologizing the Face, 52:16, https://www.youtube.com/watch?v=SwM19PgSdCM | pole-by-pole face map, five eye po - Network accessline 24
| Dikko | ULTIMATE Character Modeling Part 7: Retopo of the Body, 1:31:15, https://www.youtube.com/watch?v=3WnW_ZFXudk | body core loops, shoulder and hip - Network accessline 24
| Dikko | ULTIMATE Character Modeling Part 7: Retopo of the Body, 1:31:15, https://www.youtube.com/watch?v=3WnW_ZFXudk | body core loops, shoulder and hip - Network accessline 28
| Expert, credential | Video | Best for - Network accessline 28
| Expert, credential | Video | Best for - Network accessline 29
| ---------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ----------------------------------------------------------------- - Network accessline 29
| ---------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ----------------------------------------------------------------- - Network accessline 30
| Nikolay Naydenov (SpeedChar), character artist at Gameloft Bulgaria (Heroes of the Dark) | ep23 Starting the Low Poly, 51:31, https://www.youtube.com/watch?v=6MccOhJZXPQ | budgets, exploding for the bake, silhouette-only surrounding, fin - Network accessline 30
| Nikolay Naydenov (SpeedChar), character artist at Gameloft Bulgaria (Heroes of the Dark) | ep23 Starting the Low Poly, 51:31, https://www.youtube.com/watch?v=6MccOhJZXPQ | budgets, exploding for the bake, silhouette-only surrounding, fin - Network accessline 31
| same | ep24 Left Hand Retopology, 51:10, https://www.youtube.com/watch?v=YL2oRj3NGuY | where triangles are fine, slivers, diagonal control, hand budget - Network accessline 31
| same | ep24 Left Hand Retopology, 51:10, https://www.youtube.com/watch?v=YL2oRj3NGuY | where triangles are fine, slivers, diagonal control, hand budget - Network accessline 32
| same | ep25 Head Retopology 01, 57:58, https://www.youtube.com/watch?v=TYjlg5ilozg | game head loops only for animation, symmetry, cavities - Network accessline 32
| same | ep25 Head Retopology 01, 57:58, https://www.youtube.com/watch?v=TYjlg5ilozg | game head loops only for animation, symmetry, cavities - Network accessline 33
| same | ep26 Head Retopology 02, 50:46, https://www.youtube.com/watch?v=PsOBC6cpomk | edit the high for the low, front vs back fidelity, final head cou - Network accessline 33
| same | ep26 Head Retopology 02, 50:46, https://www.youtube.com/watch?v=PsOBC6cpomk | edit the high for the low, front vs back fidelity, final head cou - Network accessline 34
| same | ep35 Adjusting the Low Poly, 36:50, https://www.youtube.com/watch?v=EnzdtZnBigE | fitting pass, manual triangulation, final count - Network accessline 34
| same | ep35 Adjusting the Low Poly, 36:50, https://www.youtube.com/watch?v=EnzdtZnBigE | fitting pass, manual triangulation, final count - Network accessline 35
| On Mars 3D (in notes/uv-baking) | 5 Tips to Master Texture Bakes, https://www.youtube.com/watch?v=C_RqdNbYOjE | every hard edge is a UV seam - Network accessline 35
| On Mars 3D (in notes/uv-baking) | 5 Tips to Master Texture Bakes, https://www.youtube.com/watch?v=C_RqdNbYOjE | every hard edge is a UV seam - Network accessline 39
| Expert, credential | Video | Best for - Network accessline 39
| Expert, credential | Video | Best for - Network accessline 40
| --------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ - Network accessline 40
| --------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ - Network accessline 41
| Jamie Dunbar, character artist, author of "Character Design for Production" | Retopology with Poly Build, 24:14, https://www.youtube.com/watch?v=l-sALvdn3FI | Shrinkwrap failure modes, no bumps in topology, subdiv off while b - Network accessline 41
| Jamie Dunbar, character artist, author of "Character Design for Production" | Retopology with Poly Build, 24:14, https://www.youtube.com/watch?v=l-sALvdn3FI | Shrinkwrap failure modes, no bumps in topology, subdiv off while b - Network accessline 42
| Zach Reinhardt (CG Boost) | Retopology in Blender beginner tutorial, 14:14, https://www.youtube.com/watch?v=X2GNyEUvpD4 | snapping vs Shrinkwrap, important loops first unconnected, finaliz - Network accessline 42
| Zach Reinhardt (CG Boost) | Retopology in Blender beginner tutorial, 14:14, https://www.youtube.com/watch?v=X2GNyEUvpD4 | snapping vs Shrinkwrap, important loops first unconnected, finaliz - Network accessline 43
| Grant Abbitt, Blender educator (GameDev.tv) | Retopology Guide Part 1: Setup, 8:44, https://www.youtube.com/watch?v=6sE-p8PcHDo | budget example, apply rotation before mirroring - Network accessline 43
| Grant Abbitt, Blender educator (GameDev.tv) | Retopology Guide Part 1: Setup, 8:44, https://www.youtube.com/watch?v=6sE-p8PcHDo | budget example, apply rotation before mirroring - Network accessline 44
| Grant Abbitt | Retopologize a Face, 7:24, https://www.youtube.com/watch?v=C249AnzAI40 | critique of auto retopo, flows first, poles where flows meet - Network accessline 44
| Grant Abbitt | Retopologize a Face, 7:24, https://www.youtube.com/watch?v=C249AnzAI40 | critique of auto retopo, flows first, poles where flows meet - Network accessline 45
| Ryan King, Blender educator | Retopology for Beginners, 21:51, https://www.youtube.com/watch?v=1myOZaxtHes | mirror selection trap, tri better than 5-gon, edge on the crease, - Network accessline 45
| Ryan King, Blender educator | Retopology for Beginners, 21:51, https://www.youtube.com/watch?v=1myOZaxtHes | mirror selection trap, tri better than 5-gon, edge on the crease, - Network accessline 46
| Kenny Praise (Kenny's Arts) | Retopology for Beginners, 22:40, https://www.youtube.com/watch?v=7XdbJX8roCg | five flows drawn first, relax after each block, equal counts - Network accessline 46
| Kenny Praise (Kenny's Arts) | Retopology for Beginners, 22:40, https://www.youtube.com/watch?v=7XdbJX8roCg | five flows drawn first, relax after each block, equal counts - Network accessline 50
From https://studio.blender.org/blog/live-retopology-at-bcon22/ : - Network accessline 50
From https://studio.blender.org/blog/live-retopology-at-bcon22/ :
skills/dcc/blender/scenario-blender-retopology/scripts/bx_retopo.py
skills/dcc/blender/scenario-blender-rigging/SKILL.md
- Network accessline 12
it, render it and fix it before calling it done. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); u - Network accessline 12
it, render it and fix it before calling it done. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); u - Network accessline 13
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/blender/scenario-blender-rigging/references/expert-notes.md
- Network accessline 32
("your animator is going to hate you", q-PRGvE1ico [00:13:35]); rotating a new bone 180 deg in Front vs Side view gives opposite axes, so always look at the axes (q-PRGvE1ico [00:15:23]); fingers and thumb must curl on the same axis, ro - Network accessline 32
("your animator is going to hate you", q-PRGvE1ico [00:13:35]); rotating a new bone 180 deg in Front vs Side view gives opposite axes, so always look at the axes (q-PRGvE1ico [00:15:23]); fingers and thumb must curl on the same axis, ro - Network accessline 33
Front vs Side view gives opposite axes, so always look at the axes (q-PRGvE1ico [00:15:23]); fingers and thumb must curl on the same axis, roll the thumb 90 then 180 if it curls outward (QnCo0hzXKeQ [00:02:38]). Demeter's finger test: r - Network accessline 33
Front vs Side view gives opposite axes, so always look at the axes (q-PRGvE1ico [00:15:23]); fingers and thumb must curl on the same axis, roll the thumb 90 then 180 if it curls outward (QnCo0hzXKeQ [00:02:38]). Demeter's finger test: r - Network accessline 34
fingers and thumb must curl on the same axis, roll the thumb 90 then 180 if it curls outward - Network accessline 34
fingers and thumb must curl on the same axis, roll the thumb 90 then 180 if it curls outward - Network accessline 139
(A147p_zDwO4 [01:40:44], [02:07:08], [02:09:53]). Defaults he ships: legs IK, arms FK, follow 0 (A147p_zDwO4 [02:36:25]). - **Hands.** Finger control: rotate = rotate, scale = curl (Rigify convention); base phalanx Copy - Network accessline 139
(A147p_zDwO4 [01:40:44], [02:07:08], [02:09:53]). Defaults he ships: legs IK, arms FK, follow 0 (A147p_zDwO4 [02:36:25]). - **Hands.** Finger control: rotate = rotate, scale = curl (Rigify convention); base phalanx Copy - Network accessline 140
(A147p_zDwO4 [02:36:25]). - **Hands.** Finger control: rotate = rotate, scale = curl (Rigify convention); base phalanx Copy Rotation Mix Add (parenting would scale the finger); middle and distal phalanges Transformation - Network accessline 140
(A147p_zDwO4 [02:36:25]). - **Hands.** Finger control: rotate = rotate, scale = curl (Rigify convention); base phalanx Copy Rotation Mix Add (parenting would scale the finger); middle and distal phalanges Transformation - Network accessline 141
- **Hands.** Finger control: rotate = rotate, scale = curl (Rigify convention); base phalanx Copy - Network accessline 141
- **Hands.** Finger control: rotate = rotate, scale = curl (Rigify convention); base phalanx Copy - Network accessline 315
| Twist | 1 twist + Preserve Volume (CGDive L2) vs 4 twists (L3) | export or thi - Network accessline 315
| Twist | 1 twist + Preserve Volume (CGDive L2) vs 4 twists (L3) | export or thi - Network accessline 316
| Colors | function colors (Rigify) vs left red/right blue (CGDive Rigify course, L1/L2) vs left blue/right red (CGDive L3) | ask the anima - Network accessline 316
| Colors | function colors (Rigify) vs left red/right blue (CGDive Rigify course, L1/L2) vs left blue/right red (CGDive L3) | ask the anima - Network accessline 317
| Finger controls | master curls, scale to curl (CGDive) vs plain FK only (Demeter) | crowd/fast an - Network accessline 317
| Finger controls | master curls, scale to curl (CGDive) vs plain FK only (Demeter) | crowd/fast an
skills/dcc/blender/scenario-blender-rigging/references/face-shapes.md
- Network accessline 8
Source: [ARFaceAnchor.BlendShapeLocation](https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation). - Network accessline 8
Source: [ARFaceAnchor.BlendShapeLocation](https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation). - Network accessline 9
[ARFaceAnchor.BlendShapeLocation](https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation). - Network accessline 9
[ARFaceAnchor.BlendShapeLocation](https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation). - Network accessline 28
- The blend shape pages do not say whose left: `eyeBlinkLeft` is "closure of the eyelids over the left eye". - [ARFaceAnchor](https://developer.apple.com/documentation/arkit/arfaceanchor) defines the face's - Network accessline 28
- The blend shape pages do not say whose left: `eyeBlinkLeft` is "closure of the eyelids over the left eye". - [ARFaceAnchor](https://developer.apple.com/documentation/arkit/arfaceanchor) defines the face's - Network accessline 29
left eye". - [ARFaceAnchor](https://developer.apple.com/documentation/arkit/arfaceanchor) defines the face's coordinate space: "the positive x direction points to the viewer's right (that is, the face's own - Network accessline 29
left eye". - [ARFaceAnchor](https://developer.apple.com/documentation/arkit/arfaceanchor) defines the face's coordinate space: "the positive x direction points to the viewer's right (that is, the face's own - Network accessline 30
- [ARFaceAnchor](https://developer.apple.com/documentation/arkit/arfaceanchor) defines the face's - Network accessline 30
- [ARFaceAnchor](https://developer.apple.com/documentation/arkit/arfaceanchor) defines the face's - Network accessline 40
Source: [Viseme reference](https://developers.meta.com/horizon/documentation/unity/audio-ovrlipsync-viseme-reference/), - Network accessline 40
Source: [Viseme reference](https://developers.meta.com/horizon/documentation/unity/audio-ovrlipsync-viseme-reference/), - Network accessline 41
[Viseme reference](https://developers.meta.com/horizon/documentation/unity/audio-ovrlipsync-viseme-reference/), - Network accessline 41
[Viseme reference](https://developers.meta.com/horizon/documentation/unity/audio-ovrlipsync-viseme-reference/), - Network accessline 64
Sources: [FACS poses reference](https://create.roblox.com/docs/avatar/dynamic-heads/facs-poses-reference), - Network accessline 64
Sources: [FACS poses reference](https://create.roblox.com/docs/avatar/dynamic-heads/facs-poses-reference), - Network accessline 65
[FACS poses reference](https://create.roblox.com/docs/avatar/dynamic-heads/facs-poses-reference), - Network accessline 65
[FACS poses reference](https://create.roblox.com/docs/avatar/dynamic-heads/facs-poses-reference), - Network accessline 66
[dynamic head specifications](https://create.roblox.com/docs/avatar/dynamic-heads/specifications), - Network accessline 66
[dynamic head specifications](https://create.roblox.com/docs/avatar/dynamic-heads/specifications), - Network accessline 67
[create basic dynamic heads](https://create.roblox.com/docs/art/characters/facial-animation/create-basic-heads). - Network accessline 67
[create basic dynamic heads](https://create.roblox.com/docs/art/characters/facial-animation/create-basic-heads).
skills/dcc/blender/scenario-blender-rigging/references/sources.md
- Network accessline 12
- **EASY Rigging with Blender Rigify: a Full Course** (FhF54DZY34U, 4:16:29, uploaded 2026-06-01, Blender 4.0, author says it also works in 5): https://www.youtube.com/watch?v=FhF54DZY34U - Network accessline 12
- **EASY Rigging with Blender Rigify: a Full Course** (FhF54DZY34U, 4:16:29, uploaded 2026-06-01, Blender 4.0, author says it also works in 5): https://www.youtube.com/watch?v=FhF54DZY34U - Network accessline 13
Blender 4.0, author says it also works in 5): https://www.youtube.com/watch?v=FhF54DZY34U - Network accessline 13
Blender 4.0, author says it also works in 5): https://www.youtube.com/watch?v=FhF54DZY34U - Network accessline 20
- **Blender 5.2: NEW Rigging and Animation Features** (cERh1l2RtfU, 15:57, uploaded 2026-07-09, Blender 5.2 RC vs 5.1): https://www.youtube.com/watch?v=cERh1l2RtfU - Network accessline 20
- **Blender 5.2: NEW Rigging and Animation Features** (cERh1l2RtfU, 15:57, uploaded 2026-07-09, Blender 5.2 RC vs 5.1): https://www.youtube.com/watch?v=cERh1l2RtfU - Network accessline 21
Blender 5.2 RC vs 5.1): https://www.youtube.com/watch?v=cERh1l2RtfU - Network accessline 21
Blender 5.2 RC vs 5.1): https://www.youtube.com/watch?v=cERh1l2RtfU - Network accessline 28
- **BEGINNER Blender Rigging Course (2026)** (Ldki5txSn5U, 54:19, uploaded 2026-04-08, Blender 4.x): https://www.youtube.com/watch?v=Ldki5txSn5U - Network accessline 28
- **BEGINNER Blender Rigging Course (2026)** (Ldki5txSn5U, 54:19, uploaded 2026-04-08, Blender 4.x): https://www.youtube.com/watch?v=Ldki5txSn5U - Network accessline 29
https://www.youtube.com/watch?v=Ldki5txSn5U - Network accessline 29
https://www.youtube.com/watch?v=Ldki5txSn5U - Network accessline 35
- **NOVICE Blender Rigging Course (2026) [Reupload]** (FzQVpzXcFX0, 2:12:50, uploaded 2026-05-19, Blender 4.2+): https://www.youtube.com/watch?v=FzQVpzXcFX0 - Network accessline 35
- **NOVICE Blender Rigging Course (2026) [Reupload]** (FzQVpzXcFX0, 2:12:50, uploaded 2026-05-19, Blender 4.2+): https://www.youtube.com/watch?v=FzQVpzXcFX0 - Network accessline 36
Blender 4.2+): https://www.youtube.com/watch?v=FzQVpzXcFX0 - Network accessline 36
Blender 4.2+): https://www.youtube.com/watch?v=FzQVpzXcFX0 - Network accessline 42
- **University Level Rigging Course for Free! (2026)** (A147p_zDwO4, 8:21:01, uploaded 2026-05-26, Blender 4.3, 4.4 for slotted actions): https://www.youtube.com/watch?v=A147p_zDwO4 - Network accessline 42
- **University Level Rigging Course for Free! (2026)** (A147p_zDwO4, 8:21:01, uploaded 2026-05-26, Blender 4.3, 4.4 for slotted actions): https://www.youtube.com/watch?v=A147p_zDwO4 - Network accessline 43
Blender 4.3, 4.4 for slotted actions): https://www.youtube.com/watch?v=A147p_zDwO4 - Network accessline 43
Blender 4.3, 4.4 for slotted actions): https://www.youtube.com/watch?v=A147p_zDwO4 - Network accessline 49
- **Rigging Sucks... but it makes your characters move!** (w8J_GnBYE8o, 18:33, uploaded 2025-03-28, Blender 4.x): https://www.youtube.com/watch?v=w8J_GnBYE8o - Network accessline 49
- **Rigging Sucks... but it makes your characters move!** (w8J_GnBYE8o, 18:33, uploaded 2025-03-28, Blender 4.x): https://www.youtube.com/watch?v=w8J_GnBYE8o - Network accessline 50
Blender 4.x): https://www.youtube.com/watch?v=w8J_GnBYE8o - Network accessline 50
Blender 4.x): https://www.youtube.com/watch?v=w8J_GnBYE8o - Network accessline 55
- **RIGGING L1-2: The No.1 Rigging Tool** (s7h1ECHrcSw, 8:46, uploaded 2025-03-29, Blender 4.x): https://www.youtube.com/watch?v=s7h1ECHrcSw - Network accessline 55
- **RIGGING L1-2: The No.1 Rigging Tool** (s7h1ECHrcSw, 8:46, uploaded 2025-03-29, Blender 4.x): https://www.youtube.com/watch?v=s7h1ECHrcSw - Network accessline 56
https://www.youtube.com/watch?v=s7h1ECHrcSw - Network accessline 56
https://www.youtube.com/watch?v=s7h1ECHrcSw - Network accessline 62
- **RIGGING L1-3: Solid Weight Painting Workflow** (tNW8uCs77MQ, 13:45, uploaded 2025-03-30, Blender 4.x, around the 4.3 brush-asset change): https://www.youtube.com/watch?v=tNW8uCs77MQ - Network accessline 62
- **RIGGING L1-3: Solid Weight Painting Workflow** (tNW8uCs77MQ, 13:45, uploaded 2025-03-30, Blender 4.x, around the 4.3 brush-asset change): https://www.youtube.com/watch?v=tNW8uCs77MQ - Network accessline 63
4.x, around the 4.3 brush-asset change): https://www.youtube.com/watch?v=tNW8uCs77MQ - Network accessline 63
4.x, around the 4.3 brush-asset change): https://www.youtube.com/watch?v=tNW8uCs77MQ - Network accessline 69
- **Animation Basics** (xZSeusPWx6s, 9:36, uploaded 2025-03-31, Blender 4.x): https://www.youtube.com/watch?v=xZSeusPWx6s - Network accessline 69
- **Animation Basics** (xZSeusPWx6s, 9:36, uploaded 2025-03-31, Blender 4.x): https://www.youtube.com/watch?v=xZSeusPWx6s - Network accessline 70
https://www.youtube.com/watch?v=xZSeusPWx6s - Network accessline 70
https://www.youtube.com/watch?v=xZSeusPWx6s - Network accessline 75
- **Horse Rigging Challenge** (Sz0FhxaTAvE, 7:19, uploaded 2025-04-01, Blender 4.x): https://www.youtube.com/watch?v=Sz0FhxaTAvE - Network accessline 75
- **Horse Rigging Challenge** (Sz0FhxaTAvE, 7:19, uploaded 2025-04-01, Blender 4.x): https://www.youtube.com/watch?v=Sz0FhxaTAvE - Network accessline 76
https://www.youtube.com/watch?v=Sz0FhxaTAvE - Network accessline 76
https://www.youtube.com/watch?v=Sz0FhxaTAvE - Network accessline 82
- **Rigging FUNDAMENTALS** (q-PRGvE1ico, 18:02, uploaded 2025-04-02, Blender 4.x): https://www.youtube.com/watch?v=q-PRGvE1ico - Network accessline 82
- **Rigging FUNDAMENTALS** (q-PRGvE1ico, 18:02, uploaded 2025-04-02, Blender 4.x): https://www.youtube.com/watch?v=q-PRGvE1ico - Network accessline 83
https://www.youtube.com/watch?v=q-PRGvE1ico - Network accessline 83
https://www.youtube.com/watch?v=q-PRGvE1ico - Network accessline 89
- **IK, Fingers, Bone Roll** (QnCo0hzXKeQ, 16:07, uploaded 2025-04-03, Blender 4.x): https://www.youtube.com/watch?v=QnCo0hzXKeQ - Network accessline 89
- **IK, Fingers, Bone Roll** (QnCo0hzXKeQ, 16:07, uploaded 2025-04-03, Blender 4.x): https://www.youtube.com/watch?v=QnCo0hzXKeQ - Network accessline 90
https://www.youtube.com/watch?v=QnCo0hzXKeQ - Network accessline 90
https://www.youtube.com/watch?v=QnCo0hzXKeQ - Network accessline 95
- **RIGGING L2-3: Constraints - Your Secret Weapon** (HhhSjGqetjo, 18:32, uploaded 2025-04-04, Blender 4.x): https://www.youtube.com/watch?v=HhhSjGqetjo - Network accessline 95
- **RIGGING L2-3: Constraints - Your Secret Weapon** (HhhSjGqetjo, 18:32, uploaded 2025-04-04, Blender 4.x): https://www.youtube.com/watch?v=HhhSjGqetjo - Network accessline 96
Blender 4.x): https://www.youtube.com/watch?v=HhhSjGqetjo - Network accessline 96
Blender 4.x): https://www.youtube.com/watch?v=HhhSjGqetjo - Network accessline 102
- **RIGGING L2-4: Foot and Hips Rig** (PdTOfJDdzgc, 17:40, uploaded 2025-04-05, Blender 4.x): https://www.youtube.com/watch?v=PdTOfJDdzgc - Network accessline 102
- **RIGGING L2-4: Foot and Hips Rig** (PdTOfJDdzgc, 17:40, uploaded 2025-04-05, Blender 4.x): https://www.youtube.com/watch?v=PdTOfJDdzgc - Network accessline 103
https://www.youtube.com/watch?v=PdTOfJDdzgc - Network accessline 103
https://www.youtube.com/watch?v=PdTOfJDdzgc - Network accessline 109
- **RIGGING L2-5: Bone Shapes / Widgets** (aj_ACAE7K8I, 19:09, uploaded 2025-04-06, Blender 4.2+): https://www.youtube.com/watch?v=aj_ACAE7K8I - Network accessline 109
- **RIGGING L2-5: Bone Shapes / Widgets** (aj_ACAE7K8I, 19:09, uploaded 2025-04-06, Blender 4.2+): https://www.youtube.com/watch?v=aj_ACAE7K8I - Network accessline 110
https://www.youtube.com/watch?v=aj_ACAE7K8I - Network accessline 110
https://www.youtube.com/watch?v=aj_ACAE7K8I - Network accessline 116
- **RIGGING L2-6: What you don't know about Weight Painting** (6zGVAStZP50, 20:05, uploaded 2025-04-07, Blender 4.x): https://www.youtube.com/watch?v=6zGVAStZP50 - Network accessline 116
- **RIGGING L2-6: What you don't know about Weight Painting** (6zGVAStZP50, 20:05, uploaded 2025-04-07, Blender 4.x): https://www.youtube.com/watch?v=6zGVAStZP50 - Network accessline 117
2025-04-07, Blender 4.x): https://www.youtube.com/watch?v=6zGVAStZP50 - Network accessline 117
2025-04-07, Blender 4.x): https://www.youtube.com/watch?v=6zGVAStZP50 - Network accessline 123
- **Cool Rigging Hacks** (SSL4mBAVaQc, 9:43, uploaded 2025-04-08, Blender 4.x): https://www.youtube.com/watch?v=SSL4mBAVaQc - Network accessline 123
- **Cool Rigging Hacks** (SSL4mBAVaQc, 9:43, uploaded 2025-04-08, Blender 4.x): https://www.youtube.com/watch?v=SSL4mBAVaQc - Network accessline 124
https://www.youtube.com/watch?v=SSL4mBAVaQc - Network accessline 124
https://www.youtube.com/watch?v=SSL4mBAVaQc - Network accessline 130
- **Fix bad deformations with one click (Preserve Volume FIX)** (n_waiAcd8xY, 2:30, uploaded 2025-07-22, Blender 4.x): https://www.youtube.com/watch?v=n_waiAcd8xY - Network accessline 130
- **Fix bad deformations with one click (Preserve Volume FIX)** (n_waiAcd8xY, 2:30, uploaded 2025-07-22, Blender 4.x): https://www.youtube.com/watch?v=n_waiAcd8xY - Network accessline 131
2025-07-22, Blender 4.x): https://www.youtube.com/watch?v=n_waiAcd8xY - Network accessline 131
2025-07-22, Blender 4.x): https://www.youtube.com/watch?v=n_waiAcd8xY - Network accessline 137
- **RIGGING L2-8: EASY Face Rigging that even Beginners can do** (ykB4gBQgFOU, 12:54, uploaded 2025-04-09, Blender 4.x): https://www.youtube.com/watch?v=ykB4gBQgFOU - Network accessline 137
- **RIGGING L2-8: EASY Face Rigging that even Beginners can do** (ykB4gBQgFOU, 12:54, uploaded 2025-04-09, Blender 4.x): https://www.youtube.com/watch?v=ykB4gBQgFOU - Network accessline 138
2025-04-09, Blender 4.x): https://www.youtube.com/watch?v=ykB4gBQgFOU - Network accessline 138
2025-04-09, Blender 4.x): https://www.youtube.com/watch?v=ykB4gBQgFOU - Network accessline 144
- **RIGGING L3-1: Serious Rigging!** (Q21AZnAyOJA, 58:02, uploaded 2025-04-10, Blender 4.3): https://www.youtube.com/watch?v=Q21AZnAyOJA - Network accessline 144
- **RIGGING L3-1: Serious Rigging!** (Q21AZnAyOJA, 58:02, uploaded 2025-04-10, Blender 4.3): https://www.youtube.com/watch?v=Q21AZnAyOJA - Network accessline 145
https://www.youtube.com/watch?v=Q21AZnAyOJA - Network accessline 145
https://www.youtube.com/watch?v=Q21AZnAyOJA - Network accessline 151
- **RIGGING L3-2: IK-FK Switch** (1nkCc3IhTYs, 39:20, uploaded 2025-04-11, Blender 4.3): https://www.youtube.com/watch?v=1nkCc3IhTYs - Network accessline 151
- **RIGGING L3-2: IK-FK Switch** (1nkCc3IhTYs, 39:20, uploaded 2025-04-11, Blender 4.3): https://www.youtube.com/watch?v=1nkCc3IhTYs - Network accessline 152
https://www.youtube.com/watch?v=1nkCc3IhTYs - Network accessline 152
https://www.youtube.com/watch?v=1nkCc3IhTYs - Network accessline 158
- **RIGGING L3-3: Improved Leg Rig** (ErR4RysRy0g, 59:54, uploaded 2025-04-12, Blender 4.3): https://www.youtube.com/watch?v=ErR4RysRy0g - Network accessline 158
- **RIGGING L3-3: Improved Leg Rig** (ErR4RysRy0g, 59:54, uploaded 2025-04-12, Blender 4.3): https://www.youtube.com/watch?v=ErR4RysRy0g - Network accessline 159
https://www.youtube.com/watch?v=ErR4RysRy0g - Network accessline 159
https://www.youtube.com/watch?v=ErR4RysRy0g - Network accessline 166
- **RIGGING L3-4: Easy Hand Rig** (_6eyk1vembQ, 46:58, uploaded 2025-04-13, Blender 4.3): https://www.youtube.com/watch?v=_6eyk1vembQ - Best for: Rigify-style finger curl via a Transformation constraint (scale to rotation) instead - Network accessline 166
- **RIGGING L3-4: Easy Hand Rig** (_6eyk1vembQ, 46:58, uploaded 2025-04-13, Blender 4.3): https://www.youtube.com/watch?v=_6eyk1vembQ - Best for: Rigify-style finger curl via a Transformation constraint (scale to rotation) instead - Network accessline 167
https://www.youtube.com/watch?v=_6eyk1vembQ - Best for: Rigify-style finger curl via a Transformation constraint (scale to rotation) instead of a driver, plus palm falloff automation. - Network accessline 167
https://www.youtube.com/watch?v=_6eyk1vembQ - Best for: Rigify-style finger curl via a Transformation constraint (scale to rotation) instead of a driver, plus palm falloff automation. - Network accessline 168
- Best for: Rigify-style finger curl via a Transformation constraint (scale to rotation) instead - Network accessline 168
- Best for: Rigify-style finger curl via a Transformation constraint (scale to rotation) instead - Network accessline 173
- **RIGGING L3-5: This makes using your Rig EASIER** (doRG4Sko7Kg, 1:02:25, uploaded 2025-04-14, Blender 4.3): https://www.youtube.com/watch?v=doRG4Sko7Kg - Network accessline 173
- **RIGGING L3-5: This makes using your Rig EASIER** (doRG4Sko7Kg, 1:02:25, uploaded 2025-04-14, Blender 4.3): https://www.youtube.com/watch?v=doRG4Sko7Kg - Network accessline 174
Blender 4.3): https://www.youtube.com/watch?v=doRG4Sko7Kg - Network accessline 174
Blender 4.3): https://www.youtube.com/watch?v=doRG4Sko7Kg - Network accessline 181
- **RIGGING L3-6: Pro Weight Painting** (rf3NDKXYpTk, 54:19, uploaded 2025-04-15, Blender 4.3): https://www.youtube.com/watch?v=rf3NDKXYpTk - Network accessline 181
- **RIGGING L3-6: Pro Weight Painting** (rf3NDKXYpTk, 54:19, uploaded 2025-04-15, Blender 4.3): https://www.youtube.com/watch?v=rf3NDKXYpTk - Network accessline 182
https://www.youtube.com/watch?v=rf3NDKXYpTk - Network accessline 182
https://www.youtube.com/watch?v=rf3NDKXYpTk - Network accessline 188
- **RIGGING L3-7: Hard-Surface Weights** (BajO2vgto80, 30:12, uploaded 2025-04-16, Blender 4.3): https://www.youtube.com/watch?v=BajO2vgto80 - Network accessline 188
- **RIGGING L3-7: Hard-Surface Weights** (BajO2vgto80, 30:12, uploaded 2025-04-16, Blender 4.3): https://www.youtube.com/watch?v=BajO2vgto80 - Network accessline 189
https://www.youtube.com/watch?v=BajO2vgto80 - Network accessline 189
https://www.youtube.com/watch?v=BajO2vgto80 - Network accessline 195
- **RIGGING L3-8: Mechanical Rigging** (2XwZWJ_Hnac, 48:32, uploaded 2025-04-17, Blender 4.4): https://www.youtube.com/watch?v=2XwZWJ_Hnac - Network accessline 195
- **RIGGING L3-8: Mechanical Rigging** (2XwZWJ_Hnac, 48:32, uploaded 2025-04-17, Blender 4.4): https://www.youtube.com/watch?v=2XwZWJ_Hnac - Network accessline 196
https://www.youtube.com/watch?v=2XwZWJ_Hnac - Network accessline 196
https://www.youtube.com/watch?v=2XwZWJ_Hnac - Network accessline 202
- **Shapekeys for Beginners in 7 Minutes** (82R2SjUxH2s, 7:07, uploaded 2025-05-28, Blender 4.4 era): https://www.youtube.com/watch?v=82R2SjUxH2s - Network accessline 202
- **Shapekeys for Beginners in 7 Minutes** (82R2SjUxH2s, 7:07, uploaded 2025-05-28, Blender 4.4 era): https://www.youtube.com/watch?v=82R2SjUxH2s - Network accessline 203
era): https://www.youtube.com/watch?v=82R2SjUxH2s - Network accessline 203
era): https://www.youtube.com/watch?v=82R2SjUxH2s - Network accessline 209
- **Improve Deformations with Shapekeys** (7fHpWhM4rtc, 19:47, uploaded 2025-05-29, Blender 4.4 era): https://www.youtube.com/watch?v=7fHpWhM4rtc - Network accessline 209
- **Improve Deformations with Shapekeys** (7fHpWhM4rtc, 19:47, uploaded 2025-05-29, Blender 4.4 era): https://www.youtube.com/watch?v=7fHpWhM4rtc - Network accessline 210
era): https://www.youtube.com/watch?v=7fHpWhM4rtc - Network accessline 210
era): https://www.youtube.com/watch?v=7fHpWhM4rtc - Network accessline 216
- **All-In-One FACE Rigging Tut for Blender** (gsS0qRztOPg, 1:14:26, uploaded 2025-06-06, Blender 4.4 era): https://www.youtube.com/watch?v=gsS0qRztOPg - Network accessline 216
- **All-In-One FACE Rigging Tut for Blender** (gsS0qRztOPg, 1:14:26, uploaded 2025-06-06, Blender 4.4 era): https://www.youtube.com/watch?v=gsS0qRztOPg - Network accessline 217
4.4 era): https://www.youtube.com/watch?v=gsS0qRztOPg - Network accessline 217
4.4 era): https://www.youtube.com/watch?v=gsS0qRztOPg - Network accessline 223
- **What makes this the ULTIMATE Ball rig for Blender?** (HyD7dI0J_bA, 29:42, uploaded 2026-03-23, Blender likely 5.x): https://www.youtube.com/watch?v=HyD7dI0J_bA - Network accessline 223
- **What makes this the ULTIMATE Ball rig for Blender?** (HyD7dI0J_bA, 29:42, uploaded 2026-03-23, Blender likely 5.x): https://www.youtube.com/watch?v=HyD7dI0J_bA - Network accessline 224
Blender likely 5.x): https://www.youtube.com/watch?v=HyD7dI0J_bA - Network accessline 224
Blender likely 5.x): https://www.youtube.com/watch?v=HyD7dI0J_bA - Network accessline 230
- **The only addon you need for Rig UIs (NO Scripting!)** (AZF5DbR5iWU, 14:49, uploaded 2025-07-29, Blender 4.2 to 4.4): https://www.youtube.com/watch?v=AZF5DbR5iWU - Network accessline 230
- **The only addon you need for Rig UIs (NO Scripting!)** (AZF5DbR5iWU, 14:49, uploaded 2025-07-29, Blender 4.2 to 4.4): https://www.youtube.com/watch?v=AZF5DbR5iWU - Network accessline 231
Blender 4.2 to 4.4): https://www.youtube.com/watch?v=AZF5DbR5iWU - Network accessline 231
Blender 4.2 to 4.4): https://www.youtube.com/watch?v=AZF5DbR5iWU - Network accessline 237
- **Confused by Blender Updates? Watch this.** (DkhW50q0uAg, 14:16, uploaded 2025-07-10, spans 2.49 through the 4.5 era): https://www.youtube.com/watch?v=DkhW50q0uAg - Network accessline 237
- **Confused by Blender Updates? Watch this.** (DkhW50q0uAg, 14:16, uploaded 2025-07-10, spans 2.49 through the 4.5 era): https://www.youtube.com/watch?v=DkhW50q0uAg - Network accessline 238
through the 4.5 era): https://www.youtube.com/watch?v=DkhW50q0uAg - Network accessline 238
through the 4.5 era): https://www.youtube.com/watch?v=DkhW50q0uAg - Network accessline 249
- **Rigging with the Blender Studio tools** (f6im_0QVeuo, 53:37, uploaded 2022-10-29, Blender 3.3/3.4 era): https://www.youtube.com/watch?v=f6im_0QVeuo - Network accessline 249
- **Rigging with the Blender Studio tools** (f6im_0QVeuo, 53:37, uploaded 2022-10-29, Blender 3.3/3.4 era): https://www.youtube.com/watch?v=f6im_0QVeuo - Network accessline 250
3.3/3.4 era): https://www.youtube.com/watch?v=f6im_0QVeuo - Network accessline 250
3.3/3.4 era): https://www.youtube.com/watch?v=f6im_0QVeuo - Network accessline 262
- **Facial Rigging for Stylized Character Animation** (_Ov0pFIOpug, 49:32, uploaded 2025-09-17, Blender 4.5 / 5.0 alpha): https://www.youtube.com/watch?v=_Ov0pFIOpug - Network accessline 262
- **Facial Rigging for Stylized Character Animation** (_Ov0pFIOpug, 49:32, uploaded 2025-09-17, Blender 4.5 / 5.0 alpha): https://www.youtube.com/watch?v=_Ov0pFIOpug - Network accessline 263
Blender 4.5 / 5.0 alpha): https://www.youtube.com/watch?v=_Ov0pFIOpug - Network accessline 263
Blender 4.5 / 5.0 alpha): https://www.youtube.com/watch?v=_Ov0pFIOpug - Network accessline 275
- **Rigify: past, present and future of Blender rigging** (LLnXBvEnG7o, 1:13:44, uploaded 2024-10-24, Blender 4.2/4.3 era slides): https://www.youtube.com/watch?v=LLnXBvEnG7o - Network accessline 275
- **Rigify: past, present and future of Blender rigging** (LLnXBvEnG7o, 1:13:44, uploaded 2024-10-24, Blender 4.2/4.3 era slides): https://www.youtube.com/watch?v=LLnXBvEnG7o - Network accessline 276
2024-10-24, Blender 4.2/4.3 era slides): https://www.youtube.com/watch?v=LLnXBvEnG7o - Network accessline 276
2024-10-24, Blender 4.2/4.3 era slides): https://www.youtube.com/watch?v=LLnXBvEnG7o - Network accessline 288
- **Rigging Cheat Codes** (AymxOGtJoew, 52:31, uploaded 2025-09-19, Blender 4.5): https://www.youtube.com/watch?v=AymxOGtJoew - Network accessline 288
- **Rigging Cheat Codes** (AymxOGtJoew, 52:31, uploaded 2025-09-19, Blender 4.5): https://www.youtube.com/watch?v=AymxOGtJoew - Network accessline 289
https://www.youtube.com/watch?v=AymxOGtJoew - Network accessline 289
https://www.youtube.com/watch?v=AymxOGtJoew - Network accessline 299
- **Character Rigging in Blender 12: Weight Painting Tips** (ljW9YJeA79E, 1:00:22, about 52 minutes of content, uploaded 2021-09-10, Blender 2.93 era): https://www.youtube.com/watch?v=ljW9YJeA79E - Network accessline 299
- **Character Rigging in Blender 12: Weight Painting Tips** (ljW9YJeA79E, 1:00:22, about 52 minutes of content, uploaded 2021-09-10, Blender 2.93 era): https://www.youtube.com/watch?v=ljW9YJeA79E - Network accessline 300
of content, uploaded 2021-09-10, Blender 2.93 era): https://www.youtube.com/watch?v=ljW9YJeA79E - Network accessline 300
of content, uploaded 2021-09-10, Blender 2.93 era): https://www.youtube.com/watch?v=ljW9YJeA79E
skills/dcc/blender/scenario-blender-rigging/scripts/bx_rig.py
skills/dcc/blender/scenario-blender-sculpting/SKILL.md
- Network accessline 13
does client-quality surface work with Blender's real brushes in a live GUI session (`bx_gui`). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https - Network accessline 13
does client-quality surface work with Blender's real brushes in a live GUI session (`bx_gui`). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/dcc/blender/scenario-blender-sculpting/references/sources.md
- Network accessline 9
| Video | Expert, credential | Blender | Best for - Network accessline 9
| Video | Expert, credential | Blender | Best for - Network accessline 10
| ------------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------- | -------------------- | ------------------------------- - Network accessline 10
| ------------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------- | -------------------- | ------------------------------- - Network accessline 11
| [f-mx-Jfx9lA](https://www.youtube.com/watch?v=f-mx-Jfx9lA) Stylized Character Workflow (Rain) | Julien Kaspar, Blender Studio character artist (Spring, Coffee Run, Sprite Fright) | 2.8x | studio order of operations: con - Network accessline 11
| [f-mx-Jfx9lA](https://www.youtube.com/watch?v=f-mx-Jfx9lA) Stylized Character Workflow (Rain) | Julien Kaspar, Blender Studio character artist (Spring, Coffee Run, Sprite Fright) | 2.8x | studio order of operations: con - Network accessline 12
| [FDscc66fC90](https://www.youtube.com/watch?v=FDscc66fC90) Sculpting Live Session BCON23 | Julien Kaspar | 4.1 alpha | face sets, auto-masking, Grab v - Network accessline 12
| [FDscc66fC90](https://www.youtube.com/watch?v=FDscc66fC90) Sculpting Live Session BCON23 | Julien Kaspar | 4.1 alpha | face sets, auto-masking, Grab v - Network accessline 13
| [YaVEJTLDD3Y](https://www.youtube.com/watch?v=YaVEJTLDD3Y) Speed Sculpting Live BCON19 | Julien Kaspar | 2.81 | voxel vs Dyntopo, Draw Sharp vs - Network accessline 13
| [YaVEJTLDD3Y](https://www.youtube.com/watch?v=YaVEJTLDD3Y) Speed Sculpting Live BCON19 | Julien Kaspar | 2.81 | voxel vs Dyntopo, Draw Sharp vs - Network accessline 14
| [uGde7HdmCa8](https://www.youtube.com/watch?v=uGde7HdmCa8) Michel the Sheep live | Julien Kaspar | sculpt-dev (pre 3.0) | morphing an existing mesh, keep - Network accessline 14
| [uGde7HdmCa8](https://www.youtube.com/watch?v=uGde7HdmCa8) Michel the Sheep live | Julien Kaspar | sculpt-dev (pre 3.0) | morphing an existing mesh, keep - Network accessline 15
| [BJHede3Oagw](https://www.youtube.com/watch?v=BJHede3Oagw) Snow recap | Julien Kaspar | 3.0-3.1 | voxel-only discipline, reuse, c - Network accessline 15
| [BJHede3Oagw](https://www.youtube.com/watch?v=BJHede3Oagw) Snow recap | Julien Kaspar | 3.0-3.1 | voxel-only discipline, reuse, c - Network accessline 16
| [gC3FG8-4lsU](https://www.youtube.com/watch?v=gC3FG8-4lsU) Mirror of the Mind: captivating faces | Damiaan Thelen, lead character artist, Egosoft | 3.6-4.0 | checkable head ratios, plane-fi - Network accessline 16
| [gC3FG8-4lsU](https://www.youtube.com/watch?v=gC3FG8-4lsU) Mirror of the Mind: captivating faces | Damiaan Thelen, lead character artist, Egosoft | 3.6-4.0 | checkable head ratios, plane-fi - Network accessline 17
| [-3b7hDQUfIg](https://www.youtube.com/watch?v=-3b7hDQUfIg) Construction of the Human Head | Uldis Zarins, author of "Anatomy for Sculptors" | none (talk) | skull-first construction, bony - Network accessline 17
| [-3b7hDQUfIg](https://www.youtube.com/watch?v=-3b7hDQUfIg) Construction of the Human Head | Uldis Zarins, author of "Anatomy for Sculptors" | none (talk) | skull-first construction, bony - Network accessline 21
| Video | Expert, credential | Blender | Best for - Network accessline 21
| Video | Expert, credential | Blender | Best for - Network accessline 22
| --------------------------------------------------------------------------------------------------- | -------------------------------------------------------------- | -------------- | ------------------------------------------------------ - Network accessline 22
| --------------------------------------------------------------------------------------------------- | -------------------------------------------------------------- | -------------- | ------------------------------------------------------ - Network accessline 23
| [oY9XybQRxzQ](https://www.youtube.com/watch?v=oY9XybQRxzQ) Proportions and shapes of the human head | Nikolay Naydenov (SpeedChar), character artist at Gameloft | ZBrush | proportion rules stated as common placement errors - Network accessline 23
| [oY9XybQRxzQ](https://www.youtube.com/watch?v=oY9XybQRxzQ) Proportions and shapes of the human head | Nikolay Naydenov (SpeedChar), character artist at Gameloft | ZBrush | proportion rules stated as common placement errors - Network accessline 24
| [a05leXFSf-0](https://www.youtube.com/watch?v=a05leXFSf-0) Game character ep01 | Nikolay Naydenov | 3.0-3.1 | production context: brief, concept sheet, head and bod - Network accessline 24
| [a05leXFSf-0](https://www.youtube.com/watch?v=a05leXFSf-0) Game character ep01 | Nikolay Naydenov | 3.0-3.1 | production context: brief, concept sheet, head and bod - Network accessline 25
| [DZ0T4bcchcs](https://www.youtube.com/watch?v=DZ0T4bcchcs) Game character ep20 | Nikolay Naydenov | 3.1 | detail size set by the game camera, high poly for the - Network accessline 25
| [DZ0T4bcchcs](https://www.youtube.com/watch?v=DZ0T4bcchcs) Game character ep20 | Nikolay Naydenov | 3.1 | detail size set by the game camera, high poly for the - Network accessline 26
| [PkQ2wD8t_f0](https://www.youtube.com/watch?v=PkQ2wD8t_f0) Game character ep21 | Nikolay Naydenov | 3.1 | vertex color ID workflow, one object per color - Network accessline 26
| [PkQ2wD8t_f0](https://www.youtube.com/watch?v=PkQ2wD8t_f0) Game character ep21 | Nikolay Naydenov | 3.1 | vertex color ID workflow, one object per color - Network accessline 27
| [LFjXmRvQpxs](https://www.youtube.com/watch?v=LFjXmRvQpxs) Game character ep22 | Nikolay Naydenov | 3.1 | closed high poly, shallow normal-map details, sign-off - Network accessline 27
| [LFjXmRvQpxs](https://www.youtube.com/watch?v=LFjXmRvQpxs) Game character ep22 | Nikolay Naydenov | 3.1 | closed high poly, shallow normal-map details, sign-off - Network accessline 28
| [BPAvvF8py1M](https://www.youtube.com/watch?v=BPAvvF8py1M) Realistic head | Jim Morren (CG Boost), character and creature instructor | 3.6/4.0 | realistic head order, landmark pencil, feature moves, - Network accessline 28
| [BPAvvF8py1M](https://www.youtube.com/watch?v=BPAvvF8py1M) Realistic head | Jim Morren (CG Boost), character and creature instructor | 3.6/4.0 | realistic head order, landmark pencil, feature moves, - Network accessline 29
| [KURuPAVJ6hM](https://www.youtube.com/watch?v=KURuPAVJ6hM) Sculpting for beginners, Moai (3h40) | Zach Reinhardt (CG Boost), 20+ years in 3D | 4.0 | reproducible stage order, mask + Move protrusions, sha - Network accessline 29
| [KURuPAVJ6hM](https://www.youtube.com/watch?v=KURuPAVJ6hM) Sculpting for beginners, Moai (3h40) | Zach Reinhardt (CG Boost), 20+ years in 3D | 4.0 | reproducible stage order, mask + Move protrusions, sha - Network accessline 30
| [9N87-yRR5aE](https://www.youtube.com/watch?v=9N87-yRR5aE) Beginner's guide 2023 | Grant Abbitt, long-time Blender educator | 3.6 | why resolution stays low (smooth vs polygon size), vox - Network accessline 30
| [9N87-yRR5aE](https://www.youtube.com/watch?v=9N87-yRR5aE) Beginner's guide 2023 | Grant Abbitt, long-time Blender educator | 3.6 | why resolution stays low (smooth vs polygon size), vox - Network accessline 31
| [K7AJVx0H3Ec](https://www.youtube.com/watch?v=K7AJVx0H3Ec) Beginner's guide 4.4 | Grant Abbitt | 4.4 | brush-asset UI, 100k gate, Crease Polish vs Sharp, hea - Network accessline 31
| [K7AJVx0H3Ec](https://www.youtube.com/watch?v=K7AJVx0H3Ec) Beginner's guide 4.4 | Grant Abbitt | 4.4 | brush-asset UI, 100k gate, Crease Polish vs Sharp, hea - Network accessline 32
| [Cmi0KoFtc-4](https://www.youtube.com/watch?v=Cmi0KoFtc-4) Sculpt quick start | Henning Sanden, FlippedNormals co-founder, film/games sculptor | 2.9x | minimal brush set, brush settings, Dyntopo vs remesh v - Network accessline 32
| [Cmi0KoFtc-4](https://www.youtube.com/watch?v=Cmi0KoFtc-4) Sculpt quick start | Henning Sanden, FlippedNormals co-founder, film/games sculptor | 2.9x | minimal brush set, brush settings, Dyntopo vs remesh v - Network accessline 33
| [amVAlpxHp8k](https://www.youtube.com/watch?v=amVAlpxHp8k) Halloween vampire (2h13) | Keelan Jon, character artist and teacher | 4.2 [?] | the most scriptable method: primitives, join where sea - Network accessline 33
| [amVAlpxHp8k](https://www.youtube.com/watch?v=amVAlpxHp8k) Halloween vampire (2h13) | Keelan Jon, character artist and teacher | 4.2 [?] | the most scriptable method: primitives, join where sea - Network accessline 34
| [Km9JSdWTjVY](https://www.youtube.com/watch?v=Km9JSdWTjVY) Stylized male head Pt1 | Ryan King, Blender tutorial author | 4.1 [?] | hard stylized male, order of forms, lids around the ey - Network accessline 34
| [Km9JSdWTjVY](https://www.youtube.com/watch?v=Km9JSdWTjVY) Stylized male head Pt1 | Ryan King, Blender tutorial author | 4.1 [?] | hard stylized male, order of forms, lids around the ey - Network accessline 35
| [CbZChQoi46k](https://www.youtube.com/watch?v=CbZChQoi46k) Stylized male head Pt2 | Ryan King | 4.1 [?] | finishing without retopo, expression on a duplicate, s - Network accessline 35
| [CbZChQoi46k](https://www.youtube.com/watch?v=CbZChQoi46k) Stylized male head Pt2 | Ryan King | 4.1 [?] | finishing without retopo, expression on a duplicate, s - Network accessline 36
| [mgHsZZiyd54](https://www.youtube.com/watch?v=mgHsZZiyd54) Cute character (Blender 5.0) | Ryan King | 5.0 | current brush names, cute recipe, mask + Elastic Snake - Network accessline 36
| [mgHsZZiyd54](https://www.youtube.com/watch?v=mgHsZZiyd54) Cute character (Blender 5.0) | Ryan King | 5.0 | current brush names, cute recipe, mask + Elastic Snake - Network accessline 37
| [Lxem4yMs5Dg](https://www.youtube.com/watch?v=Lxem4yMs5Dg) Sculpting for complete beginners | Ryan King | 4.2 [?] | remesh early, Dyntopo late, Front Faces Only on thin p - Network accessline 37
| [Lxem4yMs5Dg](https://www.youtube.com/watch?v=Lxem4yMs5Dg) Sculpting for complete beginners | Ryan King | 4.2 [?] | remesh early, Dyntopo late, Front Faces Only on thin p - Network accessline 38
| [vB7kPWjBgQI](https://www.youtube.com/watch?v=vB7kPWjBgQI) Stylized male face, real time | YanSculpts, character sculptor and educator | 2.79 | stylization judgment: defining exaggeration, consisten - Network accessline 38
| [vB7kPWjBgQI](https://www.youtube.com/watch?v=vB7kPWjBgQI) Stylized male face, real time | YanSculpts, character sculptor and educator | 2.79 | stylization judgment: defining exaggeration, consisten - Network accessline 39
| [IG1IEpU5VAw](https://www.youtube.com/watch?v=IG1IEpU5VAw) Sculpting for beginners | YanSculpts | 2.79 | brush roles, long lens, Scrape refinement - Network accessline 39
| [IG1IEpU5VAw](https://www.youtube.com/watch?v=IG1IEpU5VAw) Sculpting for beginners | YanSculpts | 2.79 | brush roles, long lens, Scrape refinement - Network accessline 40
| [N4D6F7mhi4I](https://www.youtube.com/watch?v=N4D6F7mhi4I) Sculpting in Blender 2.8 | YanSculpts | 2.8 | review viewport (matcap, cavity, shadows off) - Network accessline 40
| [N4D6F7mhi4I](https://www.youtube.com/watch?v=N4D6F7mhi4I) Sculpting in Blender 2.8 | YanSculpts | 2.8 | review viewport (matcap, cavity, shadows off) - Network accessline 41
| [uoYtqlm6dfY](https://www.youtube.com/watch?v=uoYtqlm6dfY) Course promo (Evie) | YanSculpts | n/a | effort scale: 5+ hours for a stylized bust - Network accessline 41
| [uoYtqlm6dfY](https://www.youtube.com/watch?v=uoYtqlm6dfY) Course promo (Evie) | YanSculpts | n/a | effort scale: 5+ hours for a stylized bust - Network accessline 42
| [jZbFYD8JivI](https://www.youtube.com/watch?v=jZbFYD8JivI) Anatomy and form trailer | YanSculpts | about 2.92 [?] | primary then secondary forms; hard vs soft surfaces - Network accessline 42
| [jZbFYD8JivI](https://www.youtube.com/watch?v=jZbFYD8JivI) Anatomy and form trailer | YanSculpts | about 2.92 [?] | primary then secondary forms; hard vs soft surfaces
skills/dcc/blender/scenario-blender-sculpting/scripts/bx_sculpt.py
skills/dcc/blender/scenario-blender-texturing-shading/SKILL.md
- Network accessline 12
for portability. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool sch - Network accessline 12
for portability. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool sch - Network accessline 13
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/blender/scenario-blender-texturing-shading/references/expert-notes.md
- Network accessline 3
The judgment behind SKILL.md, by expert, with video id and timestamp (`[hh:mm:ss]`). Video ids resolve to `https://www.youtube.com/watch?v=<id>`; details in `sources.md`. [added] marks the skill - Network accessline 3
The judgment behind SKILL.md, by expert, with video id and timestamp (`[hh:mm:ss]`). Video ids resolve to `https://www.youtube.com/watch?v=<id>`; details in `sources.md`. [added] marks the skill - Network accessline 4
resolve to `https://www.youtube.com/watch?v=<id>`; details in `sources.md`. [added] marks the skill - Network accessline 4
resolve to `https://www.youtube.com/watch?v=<id>`; details in `sources.md`. [added] marks the skill
skills/dcc/blender/scenario-blender-texturing-shading/references/sources.md
- Network accessline 4
`_digest_texturing_pbr_painting.md`. The batch digest states that none of its experts gives albedo ranges, calls roughness the most important map, shows box projection or bakes procedurals; those parts of this skill are [added] or measured. - Network accessline 4
`_digest_texturing_pbr_painting.md`. The batch digest states that none of its experts gives albedo ranges, calls roughness the most important map, shows box projection or bakes procedurals; those parts of this skill are [added] or measured. - Network accessline 6
parts of this skill are [added] or measured. URLs are `https://www.youtube.com/watch?v=<id>`. - Network accessline 6
parts of this skill are [added] or measured. URLs are `https://www.youtube.com/watch?v=<id>`. - Network accessline 14
| # | Id / URL | Length | Best for | Best timestamps - Network accessline 14
| # | Id / URL | Length | Best for | Best timestamps - Network accessline 15
| --- | ---------------------------------------------------------- | ------ | --------------------------------------------------------------------------------------- | ------------------------------------------------------------------------ - Network accessline 15
| --- | ---------------------------------------------------------- | ------ | --------------------------------------------------------------------------------------- | ------------------------------------------------------------------------ - Network accessline 16
| 1 | [0vGNOtX9iPk](https://www.youtube.com/watch?v=0vGNOtX9iPk) | 2:20 | base colors, black/white vertex-color masks, judging color honestly | 00:09:32 Diffuse Color + Standard; 01:03:33 mask layers; 01:19:25 vertex - Network accessline 16
| 1 | [0vGNOtX9iPk](https://www.youtube.com/watch?v=0vGNOtX9iPk) | 2:20 | base colors, black/white vertex-color masks, judging color honestly | 00:09:32 Diffuse Color + Standard; 01:03:33 mask layers; 01:19:25 vertex - Network accessline 17
| 2 | [kN5aq1qXUCE](https://www.youtube.com/watch?v=kN5aq1qXUCE) | 2:22 | masks gating procedurals, lip streaks on a dedicated UV, fabric, bump Distance fix | 01:03:05 textures via masks; 01:23:24 bump Distance; 01:45:30 UV band ma - Network accessline 17
| 2 | [kN5aq1qXUCE](https://www.youtube.com/watch?v=kN5aq1qXUCE) | 2:22 | masks gating procedurals, lip streaks on a dedicated UV, fabric, bump Distance fix | 01:03:05 textures via masks; 01:23:24 bump Distance; 01:45:30 UV band ma - Network accessline 18
| 3 | [uTjfRGGV6ys](https://www.youtube.com/watch?v=uTjfRGGV6ys) | 2:02 | seam creases from strip UVs, painted 32-bit height, normalizing summed normals | 00:48:52 crossing masks; 00:55:37 painted height setup; 01:25:29 normali - Network accessline 18
| 3 | [uTjfRGGV6ys](https://www.youtube.com/watch?v=uTjfRGGV6ys) | 2:02 | seam creases from strip UVs, painted 32-bit height, normalizing summed normals | 00:48:52 crossing masks; 00:55:37 painted height setup; 01:25:29 normali - Network accessline 19
| 4 | [rKVeLjxZzTc](https://www.youtube.com/watch?v=rKVeLjxZzTc) | 2:22 | photo-texture pattern extraction, stitches, color-variation map as mask | 00:02:47 blur + grain extract; 01:24:35 stitch group; 02:04:12 wash mask - Network accessline 19
| 4 | [rKVeLjxZzTc](https://www.youtube.com/watch?v=rKVeLjxZzTc) | 2:22 | photo-texture pattern extraction, stitches, color-variation map as mask | 00:02:47 blur + grain extract; 01:24:35 stitch group; 02:04:12 wash mask - Network accessline 20
| 5 | [kAdgrBS4eDA](https://www.youtube.com/watch?v=kAdgrBS4eDA) | 2:02 | procedural eye, sclera, cornea, Mask modifier | 01:10:25 spherical gradient; 01:22:52 sclera tint; 01:41:28 cornea shade - Network accessline 20
| 5 | [kAdgrBS4eDA](https://www.youtube.com/watch?v=kAdgrBS4eDA) | 2:02 | procedural eye, sclera, cornea, Mask modifier | 01:10:25 spherical gradient; 01:22:52 sclera tint; 01:41:28 cornea shade - Network accessline 21
| 6 | [D7kuKx7BV1A](https://www.youtube.com/watch?v=D7kuKx7BV1A) | 2:15 | skin SSS by anatomy, backlit test, pores in roughness, roughness zones, hair anisotropy | 00:12:43 SSS placement; 00:16:06 backlight rig; 00:24:31 SSS color netwo - Network accessline 21
| 6 | [D7kuKx7BV1A](https://www.youtube.com/watch?v=D7kuKx7BV1A) | 2:15 | skin SSS by anatomy, backlit test, pores in roughness, roughness zones, hair anisotropy | 00:12:43 SSS placement; 00:16:06 backlight rig; 00:24:31 SSS color netwo - Network accessline 22
| 7 | [8GD1C9qLi-4](https://www.youtube.com/watch?v=8GD1C9qLi-4) | 2:28 | lookdev turntable, camera-ray world, hair streak painting through clumps | 00:22:52 turntable logic; 00:35:14 camera-ray world; 00:47:42 through-st - Network accessline 22
| 7 | [8GD1C9qLi-4](https://www.youtube.com/watch?v=8GD1C9qLi-4) | 2:28 | lookdev turntable, camera-ray world, hair streak painting through clumps | 00:22:52 turntable logic; 00:35:14 camera-ray world; 00:47:42 through-st - Network accessline 23
| F | [EDEMbeZfVcc](https://www.youtube.com/watch?v=EDEMbeZfVcc) | 2:08 | node-tree cleanup, clay/wire switch, bake recipe, presentation lighting | 00:06:04 cleanup; 00:15:26 clay switch; 00:31:58 bake setup; 01:36:11 sa - Network accessline 23
| F | [EDEMbeZfVcc](https://www.youtube.com/watch?v=EDEMbeZfVcc) | 2:08 | node-tree cleanup, clay/wire switch, bake recipe, presentation lighting | 00:06:04 cleanup; 00:15:26 clay switch; 00:31:58 bake setup; 01:36:11 sa - Network accessline 27
| Expert / channel | Id / URL | Length, Blender | Best for - Network accessline 27
| Expert / channel | Id / URL | Length, Blender | Best for - Network accessline 28
| ------------------------------------------------------------------------- | ---------------------------------------------------------- | --------------- | ----------------------------------------------------------------------------------- - Network accessline 28
| ------------------------------------------------------------------------- | ---------------------------------------------------------- | --------------- | ----------------------------------------------------------------------------------- - Network accessline 29
| Andrew Price, Blender Guru (founder of Poliigon, 9 years of scan capture) | [uHCJoNEWjXo](https://www.youtube.com/watch?v=uHCJoNEWjXo) | 1:53, 4.2 | realistic PBR wiring, normal OR displacement, displacement settings, masks, vertex- - Network accessline 29
| Andrew Price, Blender Guru (founder of Poliigon, 9 years of scan capture) | [uHCJoNEWjXo](https://www.youtube.com/watch?v=uHCJoNEWjXo) | 1:53, 4.2 | realistic PBR wiring, normal OR displacement, displacement settings, masks, vertex- - Network accessline 30
| Grant Abbitt (GameDev.tv courses) | [7kSRXnAi7uA](https://www.youtube.com/watch?v=7kSRXnAi7uA) | 0:21, 5.1 | stylized hand-painted light with blend modes, unlit judging - Network accessline 30
| Grant Abbitt (GameDev.tv courses) | [7kSRXnAi7uA](https://www.youtube.com/watch?v=7kSRXnAi7uA) | 0:21, 5.1 | stylized hand-painted light with blend modes, unlit judging - Network accessline 31
| Grant Abbitt | [_-zAhCOUpog](https://www.youtube.com/watch?v=_-zAhCOUpog) | 0:12, 4.3 | brush assets, screen projection limit, Mask stencil, custom brush asset - Network accessline 31
| Grant Abbitt | [_-zAhCOUpog](https://www.youtube.com/watch?v=_-zAhCOUpog) | 0:12, 4.3 | brush assets, screen projection limit, Mask stencil, custom brush asset - Network accessline 32
| Grant Abbitt | [E29D9rS8op8](https://www.youtube.com/watch?v=E29D9rS8op8) | 0:05, 4.0 | setup: apply scale, margin 0.01, bleed 12 - Network accessline 32
| Grant Abbitt | [E29D9rS8op8](https://www.youtube.com/watch?v=E29D9rS8op8) | 0:05, 4.0 | setup: apply scale, margin 0.01, bleed 12 - Network accessline 33
| Grant Abbitt | [WjS_zNQNVlw](https://www.youtube.com/watch?v=WjS_zNQNVlw) | 0:03, 2.93 | island margin reasoning, save the image - Network accessline 33
| Grant Abbitt | [WjS_zNQNVlw](https://www.youtube.com/watch?v=WjS_zNQNVlw) | 0:03, 2.93 | island margin reasoning, save the image - Network accessline 34
| Ryan King Art (procedural material packs) | [5B244CYX1Tw](https://www.youtube.com/watch?v=5B244CYX1Tw) | 1:09, 2.93 | Object coordinates, metallic binary, Object Info Random, Pointiness, contrast befor - Network accessline 34
| Ryan King Art (procedural material packs) | [5B244CYX1Tw](https://www.youtube.com/watch?v=5B244CYX1Tw) | 1:09, 2.93 | Object coordinates, metallic binary, Object Info Random, Pointiness, contrast befor - Network accessline 35
| Ryan King Art | [4d4N8d4ki2Y](https://www.youtube.com/watch?v=4d4N8d4ki2Y) | 1:04, 2.9x | painted bump (0.5 gray), stencil photo brush - Network accessline 35
| Ryan King Art | [4d4N8d4ki2Y](https://www.youtube.com/watch?v=4d4N8d4ki2Y) | 1:04, 2.9x | painted bump (0.5 gray), stencil photo brush - Network accessline 36
| Ryan King Art | [6jT4K0JpGNs](https://www.youtube.com/watch?v=6jT4K0JpGNs) | 0:27, 3.3 | paint setup checklist, stroke spacing and jitter - Network accessline 36
| Ryan King Art | [6jT4K0JpGNs](https://www.youtube.com/watch?v=6jT4K0JpGNs) | 0:27, 3.3 | paint setup checklist, stroke spacing and jitter - Network accessline 37
| Surfaced Studio (tutorial and course channel) | [ywR8HsNeXQQ](https://www.youtube.com/watch?v=ywR8HsNeXQQ) | 0:44, 3.3 | Material slot mode, face-selection paint masks, texture vs mask, "cannot paint" che - Network accessline 37
| Surfaced Studio (tutorial and course channel) | [ywR8HsNeXQQ](https://www.youtube.com/watch?v=ywR8HsNeXQQ) | 0:44, 3.3 | Material slot mode, face-selection paint masks, texture vs mask, "cannot paint" che - Network accessline 38
| NoPoly (self-described non-expert) | [nQaUsgf9ZUg](https://www.youtube.com/watch?v=nQaUsgf9ZUg) | 0:25, 4.4 | UV vs Object coordinates, stretched-procedural axis limit - Network accessline 38
| NoPoly (self-described non-expert) | [nQaUsgf9ZUg](https://www.youtube.com/watch?v=nQaUsgf9ZUg) | 0:25, 4.4 | UV vs Object coordinates, stretched-procedural axis limit - Network accessline 39
| YanSculpts | [kbyK_N65YEk](https://www.youtube.com/watch?v=kbyK_N65YEk) | 0:07, 2.7x | course trailer only; painted-skin layer order - Network accessline 39
| YanSculpts | [kbyK_N65YEk](https://www.youtube.com/watch?v=kbyK_N65YEk) | 0:07, 2.7x | course trailer only; painted-skin layer order
skills/dcc/blender/scenario-blender-texturing-shading/scripts/bx_materials.py
skills/dcc/blender/scenario-blender-uv-baking/SKILL.md
- Network accessline 12
stage below has a measurable gate that [`scripts/bx_uvbake.py`](scripts/bx_uvbake.py) computes. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (http - Network accessline 12
stage below has a measurable gate that [`scripts/bx_uvbake.py`](scripts/bx_uvbake.py) computes. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (http - Network accessline 13
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 14
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/dcc/blender/scenario-blender-uv-baking/references/sources.md
- Network accessline 9
| Expert, credential | Video | Blender - Network accessline 9
| Expert, credential | Video | Blender - Network accessline 10
| --------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------ | ------------- - Network accessline 10
| --------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------ | ------------- - Network accessline 11
| Jonathan Lampel, CG Cookie instructor, pipeline and add-on developer at Orange Turbine, author of UV Flow | [Unwrapping a Faster UV Workflow, BCON23](https://www.youtube.com/watch?v=KCKro3eGmLM) (49 min, 2023) | 3.6/4.0 - Network accessline 11
| Jonathan Lampel, CG Cookie instructor, pipeline and add-on developer at Orange Turbine, author of UV Flow | [Unwrapping a Faster UV Workflow, BCON23](https://www.youtube.com/watch?v=KCKro3eGmLM) (49 min, 2023) | 3.6/4.0 - Network accessline 12
| Jim Morren, CG Boost instructor (Master 3D Characters) | [UV Unwrapping in Blender, full tutorial](https://www.youtube.com/watch?v=JwkgVckqGw4) (60 min, 2025) | 4.3+ - Network accessline 12
| Jim Morren, CG Boost instructor (Master 3D Characters) | [UV Unwrapping in Blender, full tutorial](https://www.youtube.com/watch?v=JwkgVckqGw4) (60 min, 2025) | 4.3+ - Network accessline 13
| On Mars 3D, game-art school instructor | [Blender 5.0: How to UV Unwrap Anything](https://www.youtube.com/watch?v=dm3bBpZVmnE) (29 min, 2026) | 5.0 - Network accessline 13
| On Mars 3D, game-art school instructor | [Blender 5.0: How to UV Unwrap Anything](https://www.youtube.com/watch?v=dm3bBpZVmnE) (29 min, 2026) | 5.0 - Network accessline 14
| Josh Gambrell, Blender Bros founder, hard-surface instructor | [Become a BOSS at UV Unwrapping](https://www.youtube.com/watch?v=HDURGTLNu2Q) (1 h 55, 2021) | ~3.0 - Network accessline 14
| Josh Gambrell, Blender Bros founder, hard-surface instructor | [Become a BOSS at UV Unwrapping](https://www.youtube.com/watch?v=HDURGTLNu2Q) (1 h 55, 2021) | ~3.0 - Network accessline 15
| Juan Hernandez, CG Boost creature artist | [Introduction to UDIMs](https://www.youtube.com/watch?v=55sGQLX7iho) (21 min, 2021) | 2.93 - Network accessline 15
| Juan Hernandez, CG Boost creature artist | [Introduction to UDIMs](https://www.youtube.com/watch?v=55sGQLX7iho) (21 min, 2021) | 2.93 - Network accessline 16
| Tristan, Huge Menace | [Texel Density Masterclass](https://www.youtube.com/watch?v=sR1sAWWT2x8) (19 min, 2024) | ~4.1 - Network accessline 16
| Tristan, Huge Menace | [Texel Density Masterclass](https://www.youtube.com/watch?v=sR1sAWWT2x8) (19 min, 2024) | ~4.1 - Network accessline 17
| Julien Kaspar, Blender Studio character artist (Rain, Snow, Sprite Fright) | [Snow UV Unwrapping Live #1](https://www.youtube.com/watch?v=_LI28r-Nk5g) (2 h 13, 2021) | 2.93 - Network accessline 17
| Julien Kaspar, Blender Studio character artist (Rain, Snow, Sprite Fright) | [Snow UV Unwrapping Live #1](https://www.youtube.com/watch?v=_LI28r-Nk5g) (2 h 13, 2021) | 2.93 - Network accessline 18
| Julien Kaspar | [Snow UV Unwrapping Live #2](https://www.youtube.com/watch?v=xZsrMfCI1Wg) (2 h 08, 2021) | 2.93 - Network accessline 18
| Julien Kaspar | [Snow UV Unwrapping Live #2](https://www.youtube.com/watch?v=xZsrMfCI1Wg) (2 h 08, 2021) | 2.93 - Network accessline 19
| Julien Kaspar | [Snow UV Unwrapping Live #3](https://www.youtube.com/watch?v=8wmhYarIyjw) (2 h 11, 2021) | 2.93 - Network accessline 19
| Julien Kaspar | [Snow UV Unwrapping Live #3](https://www.youtube.com/watch?v=8wmhYarIyjw) (2 h 11, 2021) | 2.93 - Network accessline 20
| Ryan King, Blender educator | [Texture Bake High Poly Details to a Low Poly Mesh](https://www.youtube.com/watch?v=Zxl38NpPWdo) (14 min, 2024) | ~4.1 - Network accessline 20
| Ryan King, Blender educator | [Texture Bake High Poly Details to a Low Poly Mesh](https://www.youtube.com/watch?v=Zxl38NpPWdo) (14 min, 2024) | ~4.1 - Network accessline 21
| On Mars 3D | [5 Tips to Master Texture Bakes Like a Pro](https://www.youtube.com/watch?v=C_RqdNbYOjE) (20 min, 2024) | 4.0 + Substan - Network accessline 21
| On Mars 3D | [5 Tips to Master Texture Bakes Like a Pro](https://www.youtube.com/watch?v=C_RqdNbYOjE) (20 min, 2024) | 4.0 + Substan - Network accessline 22
| Grant Abbitt, GameDev.tv educator | [Turn Low Poly Models into AAA Game Assets, Blender 5](https://www.youtube.com/watch?v=LvFilHJfinU) (27 min, 2026) | 5.1.2 - Network accessline 22
| Grant Abbitt, GameDev.tv educator | [Turn Low Poly Models into AAA Game Assets, Blender 5](https://www.youtube.com/watch?v=LvFilHJfinU) (27 min, 2026) | 5.1.2 - Network accessline 23
| Nikolay Naydenov (SpeedChar), character artist at Gameloft Bulgaria | [Making UVs, ep36](https://www.youtube.com/watch?v=mcEcWwcPtmA) (51 min, 2022) | 3.1 - Network accessline 23
| Nikolay Naydenov (SpeedChar), character artist at Gameloft Bulgaria | [Making UVs, ep36](https://www.youtube.com/watch?v=mcEcWwcPtmA) (51 min, 2022) | 3.1 - Network accessline 24
| Nikolay Naydenov | [Finish UVs and baking, ep37](https://www.youtube.com/watch?v=qFMwPSv5KwA) (64 min, 2022) | 3.1 + Substan - Network accessline 24
| Nikolay Naydenov | [Finish UVs and baking, ep37](https://www.youtube.com/watch?v=qFMwPSv5KwA) (64 min, 2022) | 3.1 + Substan - Network accessline 25
| Nikolay Naydenov | [Baking fixes, ep38](https://www.youtube.com/watch?v=E6QMhGuhyoc) (40 min, 2022) | 3.1 + Substan - Network accessline 25
| Nikolay Naydenov | [Baking fixes, ep38](https://www.youtube.com/watch?v=E6QMhGuhyoc) (40 min, 2022) | 3.1 + Substan - Network accessline 29
- Blender Studio, [A UV Unwrapping Guide](https://studio.blender.org/blog/a-uv-unwrapping-guide/) - Network accessline 29
- Blender Studio, [A UV Unwrapping Guide](https://studio.blender.org/blog/a-uv-unwrapping-guide/) - Network accessline 33
clothing UVs. Its paywalled follow-ups were not read. - Blender 5.2 Manual, [Render Baking](https://docs.blender.org/manual/en/latest/render/cycles/baking.html): cage and - Network accessline 33
clothing UVs. Its paywalled follow-ups were not read. - Blender 5.2 Manual, [Render Baking](https://docs.blender.org/manual/en/latest/render/cycles/baking.html): cage and - Network accessline 34
- Blender 5.2 Manual, [Render Baking](https://docs.blender.org/manual/en/latest/render/cycles/baking.html): cage and extrusion, Max Ray Distance, margin types, Clear Image, Bake from Multires, memory note on many - Network accessline 34
- Blender 5.2 Manual, [Render Baking](https://docs.blender.org/manual/en/latest/render/cycles/baking.html): cage and extrusion, Max Ray Distance, margin types, Clear Image, Bake from Multires, memory note on many - Network accessline 35
[Render Baking](https://docs.blender.org/manual/en/latest/render/cycles/baking.html): cage and - Network accessline 35
[Render Baking](https://docs.blender.org/manual/en/latest/render/cycles/baking.html): cage and - Network accessline 36
extrusion, Max Ray Distance, margin types, Clear Image, Bake from Multires, memory note on many high objects. - Polycount wiki, [Normal map](http://wiki.polycount.com/wiki/Normal_map) and its Technical Details - Network accessline 36
extrusion, Max Ray Distance, margin types, Clear Image, Bake from Multires, memory note on many high objects. - Polycount wiki, [Normal map](http://wiki.polycount.com/wiki/Normal_map) and its Technical Details - Network accessline 37
high objects. - Polycount wiki, [Normal map](http://wiki.polycount.com/wiki/Normal_map) and its Technical Details page (swizzle table: Blender, Maya, Unity, Toolbag Y+; 3ds Max, Unreal, CryEngine, Source Y-), and - Network accessline 37
high objects. - Polycount wiki, [Normal map](http://wiki.polycount.com/wiki/Normal_map) and its Technical Details page (swizzle table: Blender, Maya, Unity, Toolbag Y+; 3ds Max, Unreal, CryEngine, Source Y-), and - Network accessline 38
- Polycount wiki, [Normal map](http://wiki.polycount.com/wiki/Normal_map) and its Technical Details - Network accessline 38
- Polycount wiki, [Normal map](http://wiki.polycount.com/wiki/Normal_map) and its Technical Details - Network accessline 39
page (swizzle table: Blender, Maya, Unity, Toolbag Y+; 3ds Max, Unreal, CryEngine, Source Y-), and [Texture Baking](http://wiki.polycount.com/wiki/Texture_Baking): split UVs on every hard edge, offset overlaps exactly 1 UV unit, triangu - Network accessline 39
page (swizzle table: Blender, Maya, Unity, Toolbag Y+; 3ds Max, Unreal, CryEngine, Source Y-), and [Texture Baking](http://wiki.polycount.com/wiki/Texture_Baking): split UVs on every hard edge, offset overlaps exactly 1 UV unit, triangu - Network accessline 40
[Texture Baking](http://wiki.polycount.com/wiki/Texture_Baking): split UVs on every hard edge, - Network accessline 40
[Texture Baking](http://wiki.polycount.com/wiki/Texture_Baking): split UVs on every hard edge,
skills/dcc/blender/scenario-blender-uv-baking/scripts/bx_uvbake.py
skills/dcc/maya/scenario-maya-animation/SKILL.md
- Network accessline 13
fit, overlap lags), then looks at a playblast or a headless sheet before calling anything done. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (http - Network accessline 13
fit, overlap lags), then looks at a playblast or a headless sheet before calling anything done. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (http - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/dcc/maya/scenario-maya-animation/references/sources.md
- Network accessline 10
| Expert, credential | Title (year, length) | URL - Network accessline 10
| Expert, credential | Title (year, length) | URL - Network accessline 11
| ------------------------------------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------- | ------------------ - Network accessline 11
| ------------------------------------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------- | ------------------ - Network accessline 12
| Sir Wade Neistadt, former DreamWorks Animation production trainer (Trolls, The Boss Baby) | The 7 Workflows of Professional Animators (2021, 34:42) | https://www.youtub - Network accessline 12
| Sir Wade Neistadt, former DreamWorks Animation production trainer (Trolls, The Boss Baby) | The 7 Workflows of Professional Animators (2021, 34:42) | https://www.youtub - Network accessline 13
| Sir Wade Neistadt | The Secret Workflow for Animating Dialogue (2021, 47:49) | https://www.youtub - Network accessline 13
| Sir Wade Neistadt | The Secret Workflow for Animating Dialogue (2021, 47:49) | https://www.youtub - Network accessline 14
| Sir Wade Neistadt | Why Graph Editor is an Animator's HOLY GRAIL (2022, 17:55, Maya 2020.4) | https://www.youtub - Network accessline 14
| Sir Wade Neistadt | Why Graph Editor is an Animator's HOLY GRAIL (2022, 17:55, Maya 2020.4) | https://www.youtub - Network accessline 15
| Sir Wade Neistadt | Animating HEAVY Weight (Objects, Punches, Throwing) (2024, 10:16; captions machine-translated) | https://www.youtub - Network accessline 15
| Sir Wade Neistadt | Animating HEAVY Weight (Objects, Punches, Throwing) (2024, 10:16; captions machine-translated) | https://www.youtub - Network accessline 16
| Sir Wade Neistadt | How to Use AnimBot (2020, 41:43) | https://www.youtub - Network accessline 16
| Sir Wade Neistadt | How to Use AnimBot (2020, 41:43) | https://www.youtub - Network accessline 17
| Ere Santos, animation supervisor Walt Disney Animation Studios (Moana 2); ex-Pixar, Sony Imageworks, MPC, DNEG | Mastering Lip Sync (Animation Mentor workshop, 2024, 1:01:13) | https://www.youtub - Network accessline 17
| Ere Santos, animation supervisor Walt Disney Animation Studios (Moana 2); ex-Pixar, Sony Imageworks, MPC, DNEG | Mastering Lip Sync (Animation Mentor workshop, 2024, 1:01:13) | https://www.youtub - Network accessline 18
| Arslan Elver, senior animation supervisor Framestore London (Rocky in Project Hail Mary; animation director on IF) | Polishing Passes (Animation Mentor workshop, 2026, 1:33:37; craft ends about 1:04:50) | https://www.youtub - Network accessline 18
| Arslan Elver, senior animation supervisor Framestore London (Rocky in Project Hail Mary; animation director on IF) | Polishing Passes (Animation Mentor workshop, 2026, 1:33:37; craft ends about 1:04:50) | https://www.youtub - Network accessline 19
| Jeremy Lazare, animator Pixar (Inside Out 2, Lightyear); ex-Blue Sky, Framestore, MPC | 11 Second Club feedback (Animation Mentor, 2024, 47:31) | https://www.youtub - Network accessline 19
| Jeremy Lazare, animator Pixar (Inside Out 2, Lightyear); ex-Blue Sky, Framestore, MPC | 11 Second Club feedback (Animation Mentor, 2024, 47:31) | https://www.youtub - Network accessline 20
| Harvey Newman, AAA animation and game director (Dune Awakening, GoldenEye, Dead Space, Crysis, Battlefront, Battlefield) | What Animation Directors Really Look For in Dailies (2026, 14:03) | https://www.youtub - Network accessline 20
| Harvey Newman, AAA animation and game director (Dune Awakening, GoldenEye, Dead Space, Crysis, Battlefront, Battlefield) | What Animation Directors Really Look For in Dailies (2026, 14:03) | https://www.youtub - Network accessline 21
| Harvey Newman | Animation Power Tips S01E07: From Idea to Blocking (2020, 18:02) | https://www.youtub - Network accessline 21
| Harvey Newman | Animation Power Tips S01E07: From Idea to Blocking (2020, 18:02) | https://www.youtub - Network accessline 22
| Harvey Newman | S01E05: Animation Layers (2020, 12:28) | https://www.youtub - Network accessline 22
| Harvey Newman | S01E05: Animation Layers (2020, 12:28) | https://www.youtub - Network accessline 23
| Harvey Newman | S01E06: Tips for Gameplay Animation (2020, 12:41) | https://www.youtub - Network accessline 23
| Harvey Newman | S01E06: Tips for Gameplay Animation (2020, 12:41) | https://www.youtub - Network accessline 24
| Harvey Newman | S01E08: Motion Capture vs Hand-key (2020, 16:23) | https://www.youtub - Network accessline 24
| Harvey Newman | S01E08: Motion Capture vs Hand-key (2020, 16:23) | https://www.youtub - Network accessline 25
| Harvey Newman | S02E01: How to Re-edit Motion Capture (2021, 14:26) | https://www.youtub - Network accessline 25
| Harvey Newman | S02E01: How to Re-edit Motion Capture (2021, 14:26) | https://www.youtub - Network accessline 26
| Harvey Newman | S02E04: When to Go from Blocking to Spline (2021, 20:23) | https://www.youtub - Network accessline 26
| Harvey Newman | S02E04: When to Go from Blocking to Spline (2021, 20:23) | https://www.youtub - Network accessline 27
| Harvey Newman | S02E05: Ghosting Editor (2021, 17:07, Maya 2022) | https://www.youtub - Network accessline 27
| Harvey Newman | S02E05: Ghosting Editor (2021, 17:07, Maya 2022) | https://www.youtub - Network accessline 28
| Harvey Newman | S02E10: Using Motion Trails (2021, 11:36, Maya 2022) | https://www.youtub - Network accessline 28
| Harvey Newman | S02E10: Using Motion Trails (2021, 11:36, Maya 2022) | https://www.youtub - Network accessline 29
| Harvey Newman | S02E02: My Plugins and Scripts (2021, 18:10) | https://www.youtub - Network accessline 29
| Harvey Newman | S02E02: My Plugins and Scripts (2021, 18:10) | https://www.youtub - Network accessline 30
| Harvey Newman | The NEW Maya 2027 Animation Sequencer (2026, 22:12, Maya 2027) | https://www.youtub - Network accessline 30
| Harvey Newman | The NEW Maya 2027 Animation Sequencer (2026, 22:12, Maya 2027) | https://www.youtub - Network accessline 31
| Harvey Newman | Game Animation Essentials: Metrics and Motion (2024, 19:09, manual captions) | https://www.youtub - Network accessline 31
| Harvey Newman | Game Animation Essentials: Metrics and Motion (2024, 19:09, manual captions) | https://www.youtub - Network accessline 32
| Alessandro Camporota, Lead Animator Riot Games; ex-Sony Imageworks, Ubisoft, Method | how to animate a walk cycle (100% polish) (2019, 32:39, Maya 2019; frames) | https://www.youtub - Network accessline 32
| Alessandro Camporota, Lead Animator Riot Games; ex-Sony Imageworks, Ubisoft, Method | how to animate a walk cycle (100% polish) (2019, 32:39, Maya 2019; frames) | https://www.youtub - Network accessline 33
| Alessandro Camporota | How To Animate a Jump: Part 1 (2019, 18:54; frames) | https://www.youtub - Network accessline 33
| Alessandro Camporota | How To Animate a Jump: Part 1 (2019, 18:54; frames) | https://www.youtub - Network accessline 37
| Source | URL | Best for - Network accessline 37
| Source | URL | Best for - Network accessline 38
| -------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ | -------------------------------------- - Network accessline 38
| -------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ | -------------------------------------- - Network accessline 39
| Maya 2027 Help: Graph Editor tangents, Curves menu, rotation interpolation | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-43A4FE2C-4863-4EA6-B6AE-6D2B6757F6C7.htm | tangent semantics (Plateau, Clamped, S - Network accessline 39
| Maya 2027 Help: Graph Editor tangents, Curves menu, rotation interpolation | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-43A4FE2C-4863-4EA6-B6AE-6D2B6757F6C7.htm | tangent semantics (Plateau, Clamped, S - Network accessline 40
| Maya 2027 Help: Animation Layers | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-5C202CB8-EB3C-4ADE-B203-5F93A9FD9104.htm | Additive, Override, Passthrough; mocap - Network accessline 40
| Maya 2027 Help: Animation Layers | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-5C202CB8-EB3C-4ADE-B203-5F93A9FD9104.htm | Additive, Override, Passthrough; mocap - Network accessline 41
| Maya 2027 Help: Cached Playback and optimization | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-C5EEF1E7-C24F-4BBC-8BB1-5036CA7D7D02.htm | when viewport playback can be trusted; - Network accessline 41
| Maya 2027 Help: Cached Playback and optimization | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-C5EEF1E7-C24F-4BBC-8BB1-5036CA7D7D02.htm | when viewport playback can be trusted; - Network accessline 42
| Maya 2027 Help: Ghosting Editor and Motion Trails | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-2656574F-FBC6-457B-B0C1-5C1249DA89EF.htm | 2027 menus and limits of ghosts and tr - Network accessline 42
| Maya 2027 Help: Ghosting Editor and Motion Trails | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-2656574F-FBC6-457B-B0C1-5C1249DA89EF.htm | 2027 menus and limits of ghosts and tr - Network accessline 43
| Maya 2027 Help: HumanIK retargeting and baking | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-B2E9F8B9-F188-4E27-8820-BB0C8541701F.htm | definitions, custom rig mapping, Retar - Network accessline 43
| Maya 2027 Help: HumanIK retargeting and baking | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-B2E9F8B9-F188-4E27-8820-BB0C8541701F.htm | definitions, custom rig mapping, Retar - Network accessline 44
| Maya 2027 Help: Time Editor | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-E4B5DB7D-7351-4561-BD8B-60AC9D48DDF6.htm | clips, transitions, relocators, clip l - Network accessline 44
| Maya 2027 Help: Time Editor | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-E4B5DB7D-7351-4561-BD8B-60AC9D48DDF6.htm | clips, transitions, relocators, clip l - Network accessline 45
| Maya 2027 Help: Sequencer, Playblast, MotionMaker horses | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-FDCA1426-D7FE-41A5-9563-5628C736BCCC.htm | playblast defaults and flags, 2027 Seq - Network accessline 45
| Maya 2027 Help: Sequencer, Playblast, MotionMaker horses | https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Animation/files/GUID-FDCA1426-D7FE-41A5-9563-5628C736BCCC.htm | playblast defaults and flags, 2027 Seq - Network accessline 46
| Epic Games, Root Motion in Unreal Engine (UE 5.8) | https://dev.epicgames.com/documentation/en-us/unreal-engine/root-motion-in-unreal-engine | in place vs root motion, Z ignored whi - Network accessline 46
| Epic Games, Root Motion in Unreal Engine (UE 5.8) | https://dev.epicgames.com/documentation/en-us/unreal-engine/root-motion-in-unreal-engine | in place vs root motion, Z ignored whi
skills/dcc/maya/scenario-maya-animation/scripts/mx_anim.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 1274
feet = plan.get("feet") or {} crouch_ws = _windows(plan.get("crouch")) nc = len(crouch_ws) - Network accessline 1274
feet = plan.get("feet") or {} crouch_ws = _windows(plan.get("crouch")) nc = len(crouch_ws) - Network accessline 1275
crouch_ws = _windows(plan.get("crouch")) nc = len(crouch_ws) for k, (c0, c1) in enumerate(crouch_ws): - Network accessline 1275
crouch_ws = _windows(plan.get("crouch")) nc = len(crouch_ws) for k, (c0, c1) in enumerate(crouch_ws): - Network accessline 1276
nc = len(crouch_ws) - Network accessline 1276
nc = len(crouch_ws)
skills/dcc/maya/scenario-maya-deformation/SKILL.md
- Network accessline 12
shape, correct what weights cannot, and keep everything regenerable as data. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scen - Network accessline 12
shape, correct what weights cannot, and keep everything regenerable as data. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scen - Network accessline 13
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 14
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/dcc/maya/scenario-maya-deformation/references/sources.md
- Network accessline 10
| Source | Expert and credential - Network accessline 10
| Source | Expert and credential - Network accessline 11
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------- - Network accessline 11
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------- - Network accessline 12
| [ngSkinTools2: skinning a character body](https://www.youtube.com/watch?v=xAi6cSyAV9M) (ngSkinTools channel, 2022, 26 min) | Viktoras Makauskas, author of ngSkinTools (acqu - Network accessline 12
| [ngSkinTools2: skinning a character body](https://www.youtube.com/watch?v=xAi6cSyAV9M) (ngSkinTools channel, 2022, 26 min) | Viktoras Makauskas, author of ngSkinTools (acqu - Network accessline 13
| [Skinning region layers and proxy mesh transfer](https://www.youtube.com/watch?v=XOmRKZnyIqQ) (2026, 41 min) | Mitchell Jao, character animator (Blue Sky, Bli - Network accessline 13
| [Skinning region layers and proxy mesh transfer](https://www.youtube.com/watch?v=XOmRKZnyIqQ) (2026, 41 min) | Mitchell Jao, character animator (Blue Sky, Bli - Network accessline 14
| [Skin Tools quick start, Maya 2027](https://www.youtube.com/watch?v=gJSkEyXkyHE) (Maya Learning Channel, 2026, 4 min) | Autodesk (presenter not named) - Network accessline 14
| [Skin Tools quick start, Maya 2027](https://www.youtube.com/watch?v=gJSkEyXkyHE) (Maya Learning Channel, 2026, 4 min) | Autodesk (presenter not named) - Network accessline 15
| [Facial rigging with multiple skinClusters and UV Pin](https://www.youtube.com/watch?v=yR81lKEbmDg) (Maya Learning Channel, 2023, 10 min) | Matt Chan, Autodesk - Network accessline 15
| [Facial rigging with multiple skinClusters and UV Pin](https://www.youtube.com/watch?v=yR81lKEbmDg) (Maya Learning Channel, 2023, 10 min) | Matt Chan, Autodesk - Network accessline 16
| [Face rig with blend shapes and a lip generator](https://www.youtube.com/watch?v=RbQM82Ta6zE) (antCGi, 2020, 75 min) | Antony Ward, games veteran (Atari, EA), author - Network accessline 16
| [Face rig with blend shapes and a lip generator](https://www.youtube.com/watch?v=RbQM82Ta6zE) (antCGi, 2020, 75 min) | Antony Ward, games veteran (Atari, EA), author - Network accessline 17
| [Base mesh deformation testing](https://www.youtube.com/watch?v=x07USYlvu2o) (antCGi, 2022, 24 min) | Antony Ward - Network accessline 17
| [Base mesh deformation testing](https://www.youtube.com/watch?v=x07USYlvu2o) (antCGi, 2022, 24 min) | Antony Ward - Network accessline 18
| [Facial rigging techniques](https://www.youtube.com/watch?v=o_-rxt584GE) (Faceware webinar, 2012, 80 min) | Josh Burton, facial rigger at Midway (Mortal Ko - Network accessline 18
| [Facial rigging techniques](https://www.youtube.com/watch?v=o_-rxt584GE) (Faceware webinar, 2012, 80 min) | Josh Burton, facial rigger at Midway (Mortal Ko - Network accessline 19
| [Speed up animation workflows with the ML Deformer](https://www.youtube.com/watch?v=1_PoTPm2L1c) (Autodesk M&E, 2024, 45 min) | Todd Widup, film rigging supervisor (LOTR, Star - Network accessline 19
| [Speed up animation workflows with the ML Deformer](https://www.youtube.com/watch?v=1_PoTPm2L1c) (Autodesk M&E, 2024, 45 min) | Todd Widup, film rigging supervisor (LOTR, Star - Network accessline 20
| [Character deformation and rigging using Bifrost for EA SPORTS](https://www.youtube.com/watch?v=eFH53W7kPZs) (Autodesk GDC webinar, 2026, 54 min) | Darren Rudy, principal technical artist, EA (FC - Network accessline 20
| [Character deformation and rigging using Bifrost for EA SPORTS](https://www.youtube.com/watch?v=eFH53W7kPZs) (Autodesk GDC webinar, 2026, 54 min) | Darren Rudy, principal technical artist, EA (FC - Network accessline 21
| [Maya joints explained, IK and skinning](https://www.youtube.com/watch?v=rfLEBgOEW1A) (Cult of Rig, 2018) | Raffaele Fragapane, performance technology supe - Network accessline 21
| [Maya joints explained, IK and skinning](https://www.youtube.com/watch?v=rfLEBgOEW1A) (Cult of Rig, 2018) | Raffaele Fragapane, performance technology supe - Network accessline 22
| [Skeleton building against the Unreal mannequin](https://www.youtube.com/watch?v=fGacyVzJGIU), [Model evaluation before rigging](https://www.youtube.com/watch?v=e74KphYwMww) (antCGi, 2021) | Antony Ward - Network accessline 22
| [Skeleton building against the Unreal mannequin](https://www.youtube.com/watch?v=fGacyVzJGIU), [Model evaluation before rigging](https://www.youtube.com/watch?v=e74KphYwMww) (antCGi, 2021) | Antony Ward - Network accessline 26
| Source - Network accessline 26
| Source - Network accessline 27
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 27
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 28
| Maya 2027 Help, skinning and Skin Tools, 22 pages saved in `sources/docs/deformation__skinning-skin-tools-2027.md` (entry: [Skin Tools overview](https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-15263643-6A32 - Network accessline 28
| Maya 2027 Help, skinning and Skin Tools, 22 pages saved in `sources/docs/deformation__skinning-skin-tools-2027.md` (entry: [Skin Tools overview](https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-15263643-6A32 - Network accessline 29
| Maya 2027 Help, blend shapes, correctives, PSD, deformers, ML Deformer, 21 pages saved in `sources/docs/deformation__blendshapes-psd-deformers.md` (entry: [Shape Editor](https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation - Network accessline 29
| Maya 2027 Help, blend shapes, correctives, PSD, deformers, ML Deformer, 21 pages saved in `sources/docs/deformation__blendshapes-psd-deformers.md` (entry: [Shape Editor](https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation - Network accessline 30
| Maya 2027 Developer Help, [Skin Tools Python API](https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya-Python-API/Maya_DEVHELP_Maya_Python_API_ngSkinTools2_html.html) and its four pages (Target Info, Layers, Import Export - Network accessline 30
| Maya 2027 Developer Help, [Skin Tools Python API](https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya-Python-API/Maya_DEVHELP_Maya_Python_API_ngSkinTools2_html.html) and its four pages (Target Info, Layers, Import Export - Network accessline 31
| [ngSkinTools2 API docs](https://www.ngskintools.com/documentation/v2/api/) (layers, set_weights, transfer, target_info), fetched 2026-09-24 - Network accessline 31
| [ngSkinTools2 API docs](https://www.ngskintools.com/documentation/v2/api/) (layers, set_weights, transfer, target_info), fetched 2026-09-24
skills/dcc/maya/scenario-maya-deformation/scripts/mx_skin.py
skills/dcc/maya/scenario-maya-expert/SKILL.md
- Network accessline 12
Silicon, driven through Python. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, procee - Network accessline 12
Silicon, driven through Python. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, procee - Network accessline 13
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 124
dict), `child_environment()`, `run(job, args)` (inside mayapy). - `mx_bridge.py` / `mx_bridge_server.py`: `Bridge(port=7001).ping() / run(code) / call(module, fn, *a, reload=True) / fetch(id)`, - Network accessline 124
dict), `child_environment()`, `run(job, args)` (inside mayapy). - `mx_bridge.py` / `mx_bridge_server.py`: `Bridge(port=7001).ping() / run(code) / call(module, fn, *a, reload=True) / fetch(id)`, - Network accessline 125
- `mx_bridge.py` / `mx_bridge_server.py`: `Bridge(port=7001).ping() / run(code) / call(module, fn, *a, reload=True) / fetch(id)`, `format_record(rec)`; server `start() / stop() / handle(id)`. - Network accessline 125
- `mx_bridge.py` / `mx_bridge_server.py`: `Bridge(port=7001).ping() / run(code) / call(module, fn, *a, reload=True) / fetch(id)`, `format_record(rec)`; server `start() / stop() / handle(id)`. - Network accessline 126
`Bridge(port=7001).ping() / run(code) / call(module, fn, *a, reload=True) / fetch(id)`, - Network accessline 126
`Bridge(port=7001).ping() / run(code) / call(module, fn, *a, reload=True) / fetch(id)`,
skills/dcc/maya/scenario-maya-expert/references/sources.md
- Network accessline 10
| Source | Who | Best for - Network accessline 10
| Source | Who | Best for - Network accessline 11
| ----------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- | -------------------------- - Network accessline 11
| ----------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- | -------------------------- - Network accessline 12
| Cult of Rig, "Intro to OpenMaya2, designing a callback", https://www.youtube.com/watch?v=Dt5ODNLUuSM (2017) | Raffaele Fragapane, former supervisor at Animal Logic (animation pipeline, LEGO Movie rigging tech) | cmds vs OM2 judgment, the - Network accessline 12
| Cult of Rig, "Intro to OpenMaya2, designing a callback", https://www.youtube.com/watch?v=Dt5ODNLUuSM (2017) | Raffaele Fragapane, former supervisor at Animal Logic (animation pipeline, LEGO Movie rigging tech) | cmds vs OM2 judgment, the - Network accessline 13
| FlippedNormals, "Ultimate Guide to Clean Scenes", https://www.youtube.com/watch?v=ToWRH4IXF7A (2018) | Henning Sanden and Morten Jaeger, former senior film character artists (London VFX) | the modeling handoff check - Network accessline 13
| FlippedNormals, "Ultimate Guide to Clean Scenes", https://www.youtube.com/watch?v=ToWRH4IXF7A (2018) | Henning Sanden and Morten Jaeger, former senior film character artists (London VFX) | the modeling handoff check - Network accessline 14
| RISE VFX USD pipeline, https://www.youtube.com/watch?v=8UIW-g1_heg (FMX 2023) | Oliver Markowski (Head of 3D), Kolja Hübschmann (pipeline) | layer ownership, value cli - Network accessline 14
| RISE VFX USD pipeline, https://www.youtube.com/watch?v=8UIW-g1_heg (FMX 2023) | Oliver Markowski (Head of 3D), Kolja Hübschmann (pipeline) | layer ownership, value cli - Network accessline 15
| New Tales from the Borderlands, https://www.youtube.com/watch?v=lfWkJrkhd2U (GDC 2023) | Marion Guignolle, Senior Technical Animator, Gearbox Québec | generated names and paths, - Network accessline 15
| New Tales from the Borderlands, https://www.youtube.com/watch?v=lfWkJrkhd2U (GDC 2023) | Marion Guignolle, Senior Technical Animator, Gearbox Québec | generated names and paths, - Network accessline 16
| Maya Performance Webinar Part 2, https://www.youtube.com/watch?v=rhtERzmAoUM (2019) | Steven Roselle, Autodesk Maya product manager | profile before optimizing; - Network accessline 16
| Maya Performance Webinar Part 2, https://www.youtube.com/watch?v=rhtERzmAoUM (2019) | Steven Roselle, Autodesk Maya product manager | profile before optimizing; - Network accessline 20
- "Introduction to Python Scripting in Maya" parts 1, 3, 5: https://www.youtube.com/watch?v=eXFGeZZbMzQ, https://www.youtube.com/watch?v=ijMyo-6T8Ow, - Network accessline 20
- "Introduction to Python Scripting in Maya" parts 1, 3, 5: https://www.youtube.com/watch?v=eXFGeZZbMzQ, https://www.youtube.com/watch?v=ijMyo-6T8Ow, - Network accessline 21
https://www.youtube.com/watch?v=eXFGeZZbMzQ, https://www.youtube.com/watch?v=ijMyo-6T8Ow, - Network accessline 21
https://www.youtube.com/watch?v=eXFGeZZbMzQ, https://www.youtube.com/watch?v=ijMyo-6T8Ow, - Network accessline 22
https://www.youtube.com/watch?v=ZmCYXzsCMO0 (2013). Return shapes, `#` names, re-runnable scripts, - Network accessline 22
https://www.youtube.com/watch?v=ZmCYXzsCMO0 (2013). Return shapes, `#` names, re-runnable scripts, - Network accessline 23
linear tangents for loops, `objExists` before `addAttr`. Python 2 on screen: translate. - "Introduction to Maya Python Plug-ins" 1 to 3: https://www.youtube.com/watch?v=Wf03mSCdh-Q, https://www.youtube.com/watch?v=BZyXe3MhEyI, https://www - Network accessline 23
linear tangents for loops, `objExists` before `addAttr`. Python 2 on screen: translate. - "Introduction to Maya Python Plug-ins" 1 to 3: https://www.youtube.com/watch?v=Wf03mSCdh-Q, https://www.youtube.com/watch?v=BZyXe3MhEyI, https://www - Network accessline 24
- "Introduction to Maya Python Plug-ins" 1 to 3: https://www.youtube.com/watch?v=Wf03mSCdh-Q, - Network accessline 24
- "Introduction to Maya Python Plug-ins" 1 to 3: https://www.youtube.com/watch?v=Wf03mSCdh-Q, - Network accessline 25
https://www.youtube.com/watch?v=BZyXe3MhEyI, https://www.youtube.com/watch?v=v1d8fCtIROI (2012 to - Network accessline 25
https://www.youtube.com/watch?v=BZyXe3MhEyI, https://www.youtube.com/watch?v=v1d8fCtIROI (2012 to - Network accessline 32
- Python in Maya (mayapy, maya.standalone, pip, threading, scriptJob, MEL vs Python), commandPort, undoInfo, evalDeferred, command-line start and rendering: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Scripting/files/GUID-C0F27A50 - Network accessline 32
- Python in Maya (mayapy, maya.standalone, pip, threading, scriptJob, MEL vs Python), commandPort, undoInfo, evalDeferred, command-line start and rendering: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Scripting/files/GUID-C0F27A50 - Network accessline 33
undoInfo, evalDeferred, command-line start and rendering: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Scripting/files/GUID-C0F27A50-3DD6-454C-A4D1-9E3C44B3C990.htm. Ground truth for the execution channels and the capability matrix - Network accessline 33
undoInfo, evalDeferred, command-line start and rendering: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Scripting/files/GUID-C0F27A50-3DD6-454C-A4D1-9E3C44B3C990.htm. Ground truth for the execution channels and the capability matrix - Network accessline 34
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Scripting/files/GUID-C0F27A50-3DD6-454C-A4D1-9E3C44B3C990.htm. - Network accessline 34
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Scripting/files/GUID-C0F27A50-3DD6-454C-A4D1-9E3C44B3C990.htm. - Network accessline 35
Ground truth for the execution channels and the capability matrix. - Maya Python API 2.0 (MObject and function sets, MDGModifier, plug-ins, undo, threading): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_May - Network accessline 35
Ground truth for the execution channels and the capability matrix. - Maya Python API 2.0 (MObject and function sets, MDGModifier, plug-ins, undo, threading): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_May - Network accessline 36
- Maya Python API 2.0 (MObject and function sets, MDGModifier, plug-ins, undo, threading): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya_Python_API_html.html - Devkit What's New 2022 to 2027 (removed fl - Network accessline 36
- Maya Python API 2.0 (MObject and function sets, MDGModifier, plug-ins, undo, threading): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya_Python_API_html.html - Devkit What's New 2022 to 2027 (removed fl - Network accessline 37
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya_Python_API_html.html - Network accessline 37
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya_Python_API_html.html - Network accessline 38
- Devkit What's New 2022 to 2027 (removed flags, renamed nodes, API behavior changes): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2027-Whats-New-in-API.html - Qt6 / PySide6 migration, workspace - Network accessline 38
- Devkit What's New 2022 to 2027 (removed flags, renamed nodes, API behavior changes): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2027-Whats-New-in-API.html - Qt6 / PySide6 migration, workspace - Network accessline 39
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2027-Whats-New-in-API.html - Network accessline 39
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2027-Whats-New-in-API.html - Network accessline 40
- Qt6 / PySide6 migration, workspace controls, modules: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2025-Whats-New-in-API/Qt6Migration.html - Managing scenes: projects, referencing, Alembic, GPU - Network accessline 40
- Qt6 / PySide6 migration, workspace controls, modules: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2025-Whats-New-in-API/Qt6Migration.html - Managing scenes: projects, referencing, Alembic, GPU - Network accessline 41
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2025-Whats-New-in-API/Qt6Migration.html - Network accessline 41
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2025-Whats-New-in-API/Qt6Migration.html - Network accessline 42
- Managing scenes: projects, referencing, Alembic, GPU cache, FBX MEL commands, scale: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4.htm - Fundamentals (DAG vs DG, history - Network accessline 42
- Managing scenes: projects, referencing, Alembic, GPU cache, FBX MEL commands, scale: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4.htm - Fundamentals (DAG vs DG, history - Network accessline 43
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4.htm - Network accessline 43
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4.htm - Network accessline 44
- Fundamentals (DAG vs DG, history, freeze, Optimize Scene Size): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95DDBE58.htm - UV Toolkit, Unfold3D, texel density, UDIM tiles (optimized ga - Network accessline 44
- Fundamentals (DAG vs DG, history, freeze, Optimize Scene Size): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95DDBE58.htm - UV Toolkit, Unfold3D, texel density, UDIM tiles (optimized ga - Network accessline 45
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95DDBE58.htm - Network accessline 45
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95DDBE58.htm - Network accessline 55
- USD for Maya 2027 and the maya-usd command readme (dev branch): `sources/docs/scripting-pipeline__usd-for-maya-2027.md`, https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - Network accessline 55
- USD for Maya 2027 and the maya-usd command readme (dev branch): `sources/docs/scripting-pipeline__usd-for-maya-2027.md`, https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - Network accessline 56
`sources/docs/scripting-pipeline__usd-for-maya-2027.md`, https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - Using Parallel Maya 2026 and 2027 (evaluation modes, expressions and dependencies, GPU Overr - Network accessline 56
`sources/docs/scripting-pipeline__usd-for-maya-2027.md`, https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - Using Parallel Maya 2026 and 2027 (evaluation modes, expressions and dependencies, GPU Overr - Network accessline 57
https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - Network accessline 57
https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - Network accessline 68
`sources/docs/modeling__polycount-wiki-topology-polycount-normals-uvs.md`. - Epic Games, FBX Static Mesh Pipeline (pivot at origin, FBX 2020.2, collision naming): https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh - Network accessline 68
`sources/docs/modeling__polycount-wiki-topology-polycount-normals-uvs.md`. - Epic Games, FBX Static Mesh Pipeline (pivot at origin, FBX 2020.2, collision naming): https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh - Network accessline 70
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine - Network accessline 70
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine - Network accessline 74
- GG_MayaMCP (Gimbal Goats, unverified credential): https://github.com/GimbalGoats/GG_MayaMCP. Typed - Network accessline 74
- GG_MayaMCP (Gimbal Goats, unverified credential): https://github.com/GimbalGoats/GG_MayaMCP. Typed
skills/dcc/maya/scenario-maya-expert/scripts/mx_audit.py
skills/dcc/maya/scenario-maya-expert/scripts/mx_bridge.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 117
[Credential-related source omitted] - Access to secretsline 117
[Credential-related source omitted] - Access to secretsline 120
[Credential-related source omitted] - Access to secretsline 120
[Credential-related source omitted] - Access to secretsline 121
[Credential-related source omitted] - Access to secretsline 121
[Credential-related source omitted] - Network accessline 146
def _connect(self): if self.unix_socket: s = socket.socket(socket.AF_UNIX, socket.SOCK_STREAM) - Network accessline 146
def _connect(self): if self.unix_socket: s = socket.socket(socket.AF_UNIX, socket.SOCK_STREAM) - Network accessline 147
if self.unix_socket: s = socket.socket(socket.AF_UNIX, socket.SOCK_STREAM) s.settimeout(self.connect_timeout) - Network accessline 147
if self.unix_socket: s = socket.socket(socket.AF_UNIX, socket.SOCK_STREAM) s.settimeout(self.connect_timeout) - Network accessline 148
s = socket.socket(socket.AF_UNIX, socket.SOCK_STREAM) - Network accessline 148
s = socket.socket(socket.AF_UNIX, socket.SOCK_STREAM) - Network accessline 150
s.connect(self.unix_socket) return s return socket.create_connection((self.host, self.port), timeout=self.connect_timeout) - Network accessline 150
s.connect(self.unix_socket) return s return socket.create_connection((self.host, self.port), timeout=self.connect_timeout) - Network accessline 152
return socket.create_connection((self.host, self.port), timeout=self.connect_timeout) - Network accessline 152
return socket.create_connection((self.host, self.port), timeout=self.connect_timeout) - Network accessline 215
def fetch(self, job_id): - Network accessline 215
def fetch(self, job_id): - Network accessline 232
delay = 0.02 while True: rec = self.fetch(job_id) - Network accessline 232
delay = 0.02 while True: rec = self.fetch(job_id) - Network accessline 233
while True: rec = self.fetch(job_id) if rec is not None: - Network accessline 233
while True: rec = self.fetch(job_id) if rec is not None: - Network accessline 234
rec = self.fetch(job_id) - Network accessline 234
rec = self.fetch(job_id) - Network accessline 246
return complete({"id": job_id, "ok": False, "reply": reply, "running": True, "error": "timeout after %.0fs; the job may still be running on Maya's " "main thread; fe - Network accessline 246
return complete({"id": job_id, "ok": False, "reply": reply, "running": True, "error": "timeout after %.0fs; the job may still be running on Maya's " "main thread; fe - Network accessline 247
"error": "timeout after %.0fs; the job may still be running on Maya's " "main thread; fetch(%r) later" % (timeout, job_id)}, partial_text=self.partial_output(job_id)) - Network accessline 247
"error": "timeout after %.0fs; the job may still be running on Maya's " "main thread; fetch(%r) later" % (timeout, job_id)}, partial_text=self.partial_output(job_id)) - Network accessline 248
"main thread; fetch(%r) later" % (timeout, job_id)}, - Network accessline 248
"main thread; fetch(%r) later" % (timeout, job_id)},
skills/dcc/maya/scenario-maya-expert/scripts/mx_bridge_server.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 79
[Credential-related source omitted] - Access to secretsline 79
[Credential-related source omitted] - Access to secretsline 82
[Credential-related source omitted] - Access to secretsline 82
[Credential-related source omitted] - Access to secretsline 83
[Credential-related source omitted] - Access to secretsline 83
[Credential-related source omitted] - Dangerous shell operationline 265
exec(compile(code, filename, "exec"), ns) - Dangerous shell operationline 265
exec(compile(code, filename, "exec"), ns)
skills/dcc/maya/scenario-maya-expert/scripts/mx_review.py
skills/dcc/maya/scenario-maya-expert/scripts/mx_run.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 105
[Credential-related source omitted] - Access to secretsline 105
[Credential-related source omitted] - Access to secretsline 109
[Credential-related source omitted] - Access to secretsline 109
[Credential-related source omitted] - Access to secretsline 136
[Credential-related source omitted] - Access to secretsline 136
[Credential-related source omitted] - Access to secretsline 137
[Credential-related source omitted] - Access to secretsline 137
[Credential-related source omitted] - Access to secretsline 138
[Credential-related source omitted] - Access to secretsline 138
[Credential-related source omitted] - Access to secretsline 296
[Credential-related source omitted] - Access to secretsline 296
[Credential-related source omitted] - Access to secretsline 310
[Credential-related source omitted] - Access to secretsline 310
[Credential-related source omitted] - Access to secretsline 502
[Credential-related source omitted] - Access to secretsline 502
[Credential-related source omitted]
skills/dcc/maya/scenario-maya-expert/scripts/mx_validate.py
skills/dcc/maya/scenario-maya-fx/SKILL.md
- Network accessline 11
pops, convergence) and in renders from the shot camera. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#inst - Network accessline 11
pops, convergence) and in renders from the shot camera. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#inst - Network accessline 12
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 12
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 13
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/maya/scenario-maya-fx/references/procedures.md
- Network accessline 239
print(mx_fx.ncache_check(rig["cloth"], rig["start"], 120, fmt="mcx")["problems"]) # size estimate, moving transform nc = mx_fx.ncache_create([rig["cloth"]], rig["start"], 120, "/abs/cache/ncache", name="cape_v003", fmt="mcx") - Network accessline 239
print(mx_fx.ncache_check(rig["cloth"], rig["start"], 120, fmt="mcx")["problems"]) # size estimate, moving transform nc = mx_fx.ncache_create([rig["cloth"]], rig["start"], 120, "/abs/cache/ncache", name="cape_v003", fmt="mcx") - Network accessline 240
nc = mx_fx.ncache_create([rig["cloth"]], rig["start"], 120, "/abs/cache/ncache", name="cape_v003", fmt="mcx") - Network accessline 240
nc = mx_fx.ncache_create([rig["cloth"]], rig["start"], 120, "/abs/cache/ncache", name="cape_v003", fmt="mcx")
skills/dcc/maya/scenario-maya-fx/references/sources.md
- Network accessline 10
| Source | Expert, credential | Best for - Network accessline 10
| Source | Expert, credential | Best for - Network accessline 11
| -------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------- | ------------------------------ - Network accessline 11
| -------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------- | ------------------------------ - Network accessline 12
| nCloth for Character Animation, SARKAMARI, 2020, 42 min. https://www.youtube.com/watch?v=RhAxSgPpZww | Reza Sarkamari, VFX trainer at ILM, previously Sony Pictures Imageworks | the production recipe for garm - Network accessline 12
| nCloth for Character Animation, SARKAMARI, 2020, 42 min. https://www.youtube.com/watch?v=RhAxSgPpZww | Reza Sarkamari, VFX trainer at ILM, previously Sony Pictures Imageworks | the production recipe for garm - Network accessline 13
| Bifrost Master Class: Aero Solver Part 1, Maya Learning Channel, 2019, 41 min. https://www.youtube.com/watch?v=U_CqI5R3Ibw | Konstantinos Stamatelos, Bifrost designer of the simulation graphs and workflows | what each Aero knob means phys - Network accessline 13
| Bifrost Master Class: Aero Solver Part 1, Maya Learning Channel, 2019, 41 min. https://www.youtube.com/watch?v=U_CqI5R3Ibw | Konstantinos Stamatelos, Bifrost designer of the simulation graphs and workflows | what each Aero knob means phys - Network accessline 14
| Bifrost Master Class: MPM Solver, Maya Learning Channel, 2020, 70 min. https://www.youtube.com/watch?v=GGnyd4zD5pY | Theodore (Ted) Gast, Jixie Effects, developer of the Bifrost MPM solver | snow, sand, dirt and clay: fir - Network accessline 14
| Bifrost Master Class: MPM Solver, Maya Learning Channel, 2020, 70 min. https://www.youtube.com/watch?v=GGnyd4zD5pY | Theodore (Ted) Gast, Jixie Effects, developer of the Bifrost MPM solver | snow, sand, dirt and clay: fir - Network accessline 15
| Marvelous Designer / Maya Workflow, 2020, 13 min. https://www.youtube.com/watch?v=5LH76F48Jpk | Thorn Julan (credentials unverified) | the MD round trip: real size, - Network accessline 15
| Marvelous Designer / Maya Workflow, 2020, 13 min. https://www.youtube.com/watch?v=5LH76F48Jpk | Thorn Julan (credentials unverified) | the MD round trip: real size, - Network accessline 16
| Bifrost Bootcamp 1.2 Basics, 2023, 15 min. https://www.youtube.com/watch?v=nFBkBQnHdjQ | Jason Brown, Autodesk Bifrost compound developer (per manifest) | the data model: typed arrays, - Network accessline 16
| Bifrost Bootcamp 1.2 Basics, 2023, 15 min. https://www.youtube.com/watch?v=nFBkBQnHdjQ | Jason Brown, Autodesk Bifrost compound developer (per manifest) | the data model: typed arrays, - Network accessline 17
| Bifrost Bootcamp 1.5 Creating Compounds, 2023, 24 min. https://www.youtube.com/watch?v=ao3uLbqzRCI | Jason Brown | packaging a graph as a tool - Network accessline 17
| Bifrost Bootcamp 1.5 Creating Compounds, 2023, 24 min. https://www.youtube.com/watch?v=ao3uLbqzRCI | Jason Brown | packaging a graph as a tool - Network accessline 18
| Bifrost Bootcamp 2.1 Intro to Scattering, 2023, 45 min. https://www.youtube.com/watch?v=ifSJalXbGfI | Jason Brown | scatter and instance: modes, d - Network accessline 18
| Bifrost Bootcamp 2.1 Intro to Scattering, 2023, 45 min. https://www.youtube.com/watch?v=ifSJalXbGfI | Jason Brown | scatter and instance: modes, d - Network accessline 19
| Bifrost Bootcamp 5.1 Introduction to Simulations, 2023, 49 min. https://www.youtube.com/watch?v=E3aOt5wuvoo | Jason Brown | feedback ports and the failure - Network accessline 19
| Bifrost Bootcamp 5.1 Introduction to Simulations, 2023, 49 min. https://www.youtube.com/watch?v=E3aOt5wuvoo | Jason Brown | feedback ports and the failure - Network accessline 20
| Bifrost Bootcamp 5.3 Aero Smoke and Mist, 2023, 33 min. https://www.youtube.com/watch?v=cd3HgvM8sXg | Jason Brown | a full smoke setup, tuning dis - Network accessline 20
| Bifrost Bootcamp 5.3 Aero Smoke and Mist, 2023, 33 min. https://www.youtube.com/watch?v=cd3HgvM8sXg | Jason Brown | a full smoke setup, tuning dis - Network accessline 21
| Bifrost Bootcamp 6.3 Explosion Sprites for Games, 2023, 20 min. https://www.youtube.com/watch?v=bp9ydYUCmx8 | Jason Brown | flipbook passes, SDF normals, - Network accessline 21
| Bifrost Bootcamp 6.3 Explosion Sprites for Games, 2023, 20 min. https://www.youtube.com/watch?v=bp9ydYUCmx8 | Jason Brown | flipbook passes, SDF normals, - Network accessline 22
| Bifrost Bootcamp 7.4 MPM Cloth and Tearing, 2023, 34 min. https://www.youtube.com/watch?v=hmuWr2nWSms | Jason Brown | MPM cloth parameters, rest sha - Network accessline 22
| Bifrost Bootcamp 7.4 MPM Cloth and Tearing, 2023, 34 min. https://www.youtube.com/watch?v=hmuWr2nWSms | Jason Brown | MPM cloth parameters, rest sha - Network accessline 23
| Bifrost Bootcamp 7.5 MPM Cloth to Unreal via USD, 2023, 11 min. https://www.youtube.com/watch?v=yo6y7cANfX0 | Jason Brown | a game flag, the constraint sh - Network accessline 23
| Bifrost Bootcamp 7.5 MPM Cloth to Unreal via USD, 2023, 11 min. https://www.youtube.com/watch?v=yo6y7cANfX0 | Jason Brown | a game flag, the constraint sh - Network accessline 24
| Bifrost Bootcamp 9.3 USD Tips and Traps, 2023, 33 min. https://www.youtube.com/watch?v=QMx97b19oHk | Jason Brown | what Unreal needs from USD - Network accessline 24
| Bifrost Bootcamp 9.3 USD Tips and Traps, 2023, 33 min. https://www.youtube.com/watch?v=QMx97b19oHk | Jason Brown | what Unreal needs from USD - Network accessline 25
| Bifrost Visual Programming Masterclass Part 1, 2020, 58 min. https://www.youtube.com/watch?v=rUY9pO7UCjs | Marcus Nordenstam, Bifrost Product Manager, Autodesk | meshes as arrays, silent trunc - Network accessline 25
| Bifrost Visual Programming Masterclass Part 1, 2020, 58 min. https://www.youtube.com/watch?v=rUY9pO7UCjs | Marcus Nordenstam, Bifrost Product Manager, Autodesk | meshes as arrays, silent trunc - Network accessline 26
| MASH Mesh Scattering, 2016, 19 min. https://www.youtube.com/watch?v=5UDr_nK9PSs | Ian Waters, creator of MASH | even versus stable scatter on - Network accessline 26
| MASH Mesh Scattering, 2016, 19 min. https://www.youtube.com/watch?v=5UDr_nK9PSs | Ian Waters, creator of MASH | even versus stable scatter on - Network accessline 27
| MASH Falloff Node, 2016, 9 min. https://www.youtube.com/watch?v=_amRXvLVJmg | Ian Waters | falloffs, Add mode as simulati - Network accessline 27
| MASH Falloff Node, 2016, 9 min. https://www.youtube.com/watch?v=_amRXvLVJmg | Ian Waters | falloffs, Add mode as simulati - Network accessline 28
| MASH Time Node, 2016, 7 min. https://www.youtube.com/watch?v=xeSxL472d8Q | Ian Waters | offsetting animation, the Time - Network accessline 28
| MASH Time Node, 2016, 7 min. https://www.youtube.com/watch?v=xeSxL472d8Q | Ian Waters | offsetting animation, the Time - Network accessline 29
| MASH Repro Node, 2016, 14 min. https://www.youtube.com/watch?v=GzXUcjz-M4E | Ian Waters | Repro versus Instancer, proxie - Network accessline 29
| MASH Repro Node, 2016, 14 min. https://www.youtube.com/watch?v=GzXUcjz-M4E | Ian Waters | Repro versus Instancer, proxie - Network accessline 30
| MASH Python Node, 2016, 16 min. https://www.youtube.com/watch?v=ij5ke9ftyH8 | Ian Waters | the per-point scripting model - Network accessline 30
| MASH Python Node, 2016, 16 min. https://www.youtube.com/watch?v=ij5ke9ftyH8 | Ian Waters | the per-point scripting model - Network accessline 31
| MASH Placer Node, 2017, 12 min. https://www.youtube.com/watch?v=Qb2ZGa0JBns | Ian Waters | painting conventions, strict c - Network accessline 31
| MASH Placer Node, 2017, 12 min. https://www.youtube.com/watch?v=Qb2ZGa0JBns | Ian Waters | painting conventions, strict c - Network accessline 32
| MASH World Node: Terrestrial Ecosystems, 2017, 27 min. https://www.youtube.com/watch?v=wloCNbLRetQ | Ian Waters | ecosystem simulation, model si - Network accessline 32
| MASH World Node: Terrestrial Ecosystems, 2017, 27 min. https://www.youtube.com/watch?v=wloCNbLRetQ | Ian Waters | ecosystem simulation, model si - Network accessline 33
| MASH Dynamics 8: Caching Dynamics, 2017, 7 min. https://www.youtube.com/watch?v=Jv_rgrcd3C0 | Ian Waters | caching by geometry type, netw - Network accessline 33
| MASH Dynamics 8: Caching Dynamics, 2017, 7 min. https://www.youtube.com/watch?v=Jv_rgrcd3C0 | Ian Waters | caching by geometry type, netw - Network accessline 37
| Doc | Best for - Network accessline 37
| Doc | Best for - Network accessline 38
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------ - Network accessline 38
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------ - Network accessline 39
| nCloth, Nucleus, nParticles, nCache, dynamic curves (`fx-groom__ncloth-nucleus-reference.md`), e.g. https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharEffEnvBuild/files/GUID-6FB65F16-528E-40F5-89D6-508CF654C547.htm | attribute semantic - Network accessline 39
| nCloth, Nucleus, nParticles, nCache, dynamic curves (`fx-groom__ncloth-nucleus-reference.md`), e.g. https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharEffEnvBuild/files/GUID-6FB65F16-528E-40F5-89D6-508CF654C547.htm | attribute semantic - Network accessline 40
| Bifrost graph fundamentals (`fx-groom__bifrost-graph-fundamentals.md`), https://help.autodesk.com/cloudhelp/ENU/Bifrost-Common/files/build-a-graph/Bifrost_Common_build_a_graph_anatomy_graph_html.html | data flow, pull ev - Network accessline 40
| Bifrost graph fundamentals (`fx-groom__bifrost-graph-fundamentals.md`), https://help.autodesk.com/cloudhelp/ENU/Bifrost-Common/files/build-a-graph/Bifrost_Common_build_a_graph_anatomy_graph_html.html | data flow, pull ev - Network accessline 41
| Bifrost simulation guide (`fx-groom__bifrost-simulation-guide.md`), https://help.autodesk.com/cloudhelp/ENU/Bifrost-Common/files/Bifrost_Common_simulate_dynamic_effects_html.html | 2027 node names fo - Network accessline 41
| Bifrost simulation guide (`fx-groom__bifrost-simulation-guide.md`), https://help.autodesk.com/cloudhelp/ENU/Bifrost-Common/files/Bifrost_Common_simulate_dynamic_effects_html.html | 2027 node names fo - Network accessline 42
| MASH workflows, nodes and caching (`fx-groom__mash-nodes-reference.md`), e.g. https://help.autodesk.com/cloudhelp/2027/ENU/Maya-MotionGraphics/files/GUID-5F45C398-D87D-424E-9F00-51D9FAB5A40B.htm | node reference, Re - Network accessline 42
| MASH workflows, nodes and caching (`fx-groom__mash-nodes-reference.md`), e.g. https://help.autodesk.com/cloudhelp/2027/ENU/Maya-MotionGraphics/files/GUID-5F45C398-D87D-424E-9F00-51D9FAB5A40B.htm | node reference, Re - Network accessline 43
| Pipeline caches (`scripting-pipeline__pipeline-refs-caches-fbx-game-export.md`), https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-738736C6-F8D9-4E7F-BB3E-12DE06CD3303.htm | `AbcExport -j` syn - Network accessline 43
| Pipeline caches (`scripting-pipeline__pipeline-refs-caches-fbx-game-export.md`), https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-738736C6-F8D9-4E7F-BB3E-12DE06CD3303.htm | `AbcExport -j` syn
skills/dcc/maya/scenario-maya-fx/scripts/mx_fx.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Dangerous shell operationline 576
rm = str(resolution_mode or "").strip().lower() - Dangerous shell operationline 576
rm = str(resolution_mode or "").strip().lower() - Dangerous shell operationline 577
if rm == "absolute" and extent is not None and detail_size: - Dangerous shell operationline 577
if rm == "absolute" and extent is not None and detail_size:
skills/dcc/maya/scenario-maya-groom/SKILL.md
- Network accessline 14
[`scripts/mx_groom.py`](scripts/mx_groom.py) (`import mx_groom as G`). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-l - Network accessline 14
[`scripts/mx_groom.py`](scripts/mx_groom.py) (`import mx_groom as G`). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-l - Network accessline 15
is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 16
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/dcc/maya/scenario-maya-groom/references/expert-notes.md
- Network accessline 267
Flatness, Offset, Curl, Orient with ramps; Secondary: Copy, Copy Variance, Cut (0.1 = 10 %), Noise, Noise Frequency (cycles per clump), Noise Correlation (%), Noise Scale. - Curls: CV Count 24 to 36, Curl above 1, Curl Scale, Offset, `xgm - Network accessline 267
Flatness, Offset, Curl, Orient with ramps; Secondary: Copy, Copy Variance, Cut (0.1 = 10 %), Noise, Noise Frequency (cycles per clump), Noise Correlation (%), Noise Scale. - Curls: CV Count 24 to 36, Curl above 1, Curl Scale, Offset, `xgm - Network accessline 268
Noise, Noise Frequency (cycles per clump), Noise Correlation (%), Noise Scale. - Curls: CV Count 24 to 36, Curl above 1, Curl Scale, Offset, `xgmSeExpr` `rand(1,-1)` on Curl. Density Multiplier 0.5 halves the creation density; density is - Network accessline 268
Noise, Noise Frequency (cycles per clump), Noise Correlation (%), Noise Scale. - Curls: CV Count 24 to 36, Curl above 1, Curl Scale, Offset, `xgmSeExpr` `rand(1,-1)` on Curl. Density Multiplier 0.5 halves the creation density; density is - Network accessline 269
- Curls: CV Count 24 to 36, Curl above 1, Curl Scale, Offset, `xgmSeExpr` `rand(1,-1)` on Curl. - Network accessline 269
- Curls: CV Count 24 to 36, Curl above 1, Curl Scale, Offset, `xgmSeExpr` `rand(1,-1)` on Curl.
skills/dcc/maya/scenario-maya-groom/references/procedures.md
- Access to secretsline 15
[Credential-related source omitted] - Access to secretsline 15
[Credential-related source omitted] - Access to secretsline 21
[Credential-related source omitted] - Access to secretsline 21
[Credential-related source omitted] - Network accessline 341
Third clump level only for long hair or manes: `levels=3` (Fernandez 03 [00:06:50]). Curls: CV count 24 to 36, Curl above 1, Offset for room, `connect_expression(clump, "curl", "rand(1,-1)")` (2027 - Network accessline 341
Third clump level only for long hair or manes: `levels=3` (Fernandez 03 [00:06:50]). Curls: CV count 24 to 36, Curl above 1, Offset for room, `connect_expression(clump, "curl", "rand(1,-1)")` (2027 - Network accessline 342
24 to 36, Curl above 1, Offset for room, `connect_expression(clump, "curl", "rand(1,-1)")` (2027 - Network accessline 342
24 to 36, Curl above 1, Offset for room, `connect_expression(clump, "curl", "rand(1,-1)")` (2027
skills/dcc/maya/scenario-maya-groom/references/sources.md
- Network accessline 10
| Source | Who | Best for - Network accessline 10
| Source | Who | Best for - Network accessline 11
| ---------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------ | ------------------------------ - Network accessline 11
| ---------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------ | ------------------------------ - Network accessline 12
| Groom Fundamentals 01 Flow, https://www.youtube.com/watch?v=CEk0IQ6dk3A (2021) | Jesus Fernandez, Senior Groom TD at ILM, former Lead Groom TD at MPC | flow as pressure, flow first o - Network accessline 12
| Groom Fundamentals 01 Flow, https://www.youtube.com/watch?v=CEk0IQ6dk3A (2021) | Jesus Fernandez, Senior Groom TD at ILM, former Lead Groom TD at MPC | flow as pressure, flow first o - Network accessline 13
| Groom Fundamentals 02 Clump Profile, https://www.youtube.com/watch?v=_ukhuMbKIQ4 (2021) | same | profile, variety, roots loose, - Network accessline 13
| Groom Fundamentals 02 Clump Profile, https://www.youtube.com/watch?v=_ukhuMbKIQ4 (2021) | same | profile, variety, roots loose, - Network accessline 14
| Groom Fundamentals 03 Clump Systems, https://www.youtube.com/watch?v=8kJj1W9gGrA (2021) | same | hierarchy, 3 to 5 small per bi - Network accessline 14
| Groom Fundamentals 03 Clump Systems, https://www.youtube.com/watch?v=8kJj1W9gGrA (2021) | same | hierarchy, 3 to 5 small per bi - Network accessline 15
| Groom Fundamentals 05 Clump Modifiers, https://www.youtube.com/watch?v=u-e5k4edXLI (2021) | same | mask vs noise, triangle vs squ - Network accessline 15
| Groom Fundamentals 05 Clump Modifiers, https://www.youtube.com/watch?v=u-e5k4edXLI (2021) | same | mask vs noise, triangle vs squ - Network accessline 16
| Groom Fundamentals 06 Clump Mask vs Tightness, https://www.youtube.com/watch?v=LbqWjd0p-qw (2021) | same | the most confusable pair of cl - Network accessline 16
| Groom Fundamentals 06 Clump Mask vs Tightness, https://www.youtube.com/watch?v=LbqWjd0p-qw (2021) | same | the most confusable pair of cl - Network accessline 17
| Groom Fundamentals 07 Breaking Clumps with Noise, https://www.youtube.com/watch?v=QQm4nLGFxFM (2021) | same | which level to noise, tip mask - Network accessline 17
| Groom Fundamentals 07 Breaking Clumps with Noise, https://www.youtube.com/watch?v=QQm4nLGFxFM (2021) | same | which level to noise, tip mask - Network accessline 18
| Groom Fundamentals 08 Clump Breakup by Length, https://www.youtube.com/watch?v=lRm2sBSOo00 (2021) | same | scale, extend, cut; balanced r - Network accessline 18
| Groom Fundamentals 08 Clump Breakup by Length, https://www.youtube.com/watch?v=lRm2sBSOo00 (2021) | same | scale, extend, cut; balanced r - Network accessline 19
| Introduction to XGen Quick Start, https://www.youtube.com/watch?v=rfxt0ubgLXc (2020) | Henning, FlippedNormals co-founder (studio credits unverified) | legacy primer: guides then mod - Network accessline 19
| Introduction to XGen Quick Start, https://www.youtube.com/watch?v=rfxt0ubgLXc (2020) | Henning, FlippedNormals co-founder (studio credits unverified) | legacy primer: guides then mod - Network accessline 20
| Creating Realistic Hair with Maya XGen, https://www.youtube.com/watch?v=RkpJ4LGJrf8 (2021) | Hadi Karimi, digital likeness artist | realistic likeness recipe: sha - Network accessline 20
| Creating Realistic Hair with Maya XGen, https://www.youtube.com/watch?v=RkpJ4LGJrf8 (2021) | Hadi Karimi, digital likeness artist | realistic likeness recipe: sha - Network accessline 21
| MtoA 507, XGen Fur with aiStandardHair, https://www.youtube.com/watch?v=EXF_7Zgg65M (2017) | Arvid Schneider, VFX lighting supervisor (Image Engine, 30+ feature credits per manifest) | fur look-dev and lighting: gui - Network accessline 21
| MtoA 507, XGen Fur with aiStandardHair, https://www.youtube.com/watch?v=EXF_7Zgg65M (2017) | Arvid Schneider, VFX lighting supervisor (Image Engine, 30+ feature credits per manifest) | fur look-dev and lighting: gui - Network accessline 22
| Xgen to UE5 Hair Setup Guide, https://www.youtube.com/watch?v=fw7ZSW4naR0 (2024) | Andrew Giovannini, real-time hair specialist (Cyberpunk 2077 at CD Projekt Red, Star Citizen, Gearbox) | layered descriptions, fill lay - Network accessline 22
| Xgen to UE5 Hair Setup Guide, https://www.youtube.com/watch?v=fw7ZSW4naR0 (2024) | Andrew Giovannini, real-time hair specialist (Cyberpunk 2077 at CD Projekt Red, Star Citizen, Gearbox) | layered descriptions, fill lay - Network accessline 23
| Animating Hair with Maya XGen, https://www.youtube.com/watch?v=7IS_tnkO_oU (2023) | Derek Flood, 3D artist and instructor (studio credits unverified) | three-file motion handoff: wir - Network accessline 23
| Animating Hair with Maya XGen, https://www.youtube.com/watch?v=7IS_tnkO_oU (2023) | Derek Flood, 3D artist and instructor (studio credits unverified) | three-file motion handoff: wir - Network accessline 27
| Page - Network accessline 27
| Page - Network accessline 28
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 28
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 29
| Maya 2027 help, XGen Interactive Grooming (17 pages): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharEffEnvBuild/files/GUID-496603B0-F929-45CD-B607-1CFCD3283DBE.htm, local `sources/docs/fx-groom__xgen-interactive-groom.md` - Network accessline 29
| Maya 2027 help, XGen Interactive Grooming (17 pages): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharEffEnvBuild/files/GUID-496603B0-F929-45CD-B607-1CFCD3283DBE.htm, local `sources/docs/fx-groom__xgen-interactive-groom.md` - Network accessline 30
| Arnold Standard Hair, MtoA XGen, Hair Rendering: https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shading/ac-surface-shaders/arnold_core_ac_standard_hair_html.html, local `sources/docs/fx-groom__arnold-hair-xgen-rendering.md` - Network accessline 30
| Arnold Standard Hair, MtoA XGen, Hair Rendering: https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shading/ac-surface-shaders/arnold_core_ac_standard_hair_html.html, local `sources/docs/fx-groom__arnold-hair-xgen-rendering.md` - Network accessline 31
| Epic, XGen Guidelines for Hair Creation, and Using Alembic for Grooms (UE 5.8 doc set): https://dev.epicgames.com/documentation/en-us/unreal-engine/xgen-guidelines-for-hair-creation-in-unreal-engine, https://dev.epicgames.com/documentatio - Network accessline 31
| Epic, XGen Guidelines for Hair Creation, and Using Alembic for Grooms (UE 5.8 doc set): https://dev.epicgames.com/documentation/en-us/unreal-engine/xgen-guidelines-for-hair-creation-in-unreal-engine, https://dev.epicgames.com/documentatio
skills/dcc/maya/scenario-maya-groom/scripts/mx_groom.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 1313
elif cv is not None and has_noise and cv < CV_FOR_NOISE: out.append("warn: %sCV count %s < 20 with noise on; noise needs resolution (FlippedNormals [00:28:52]; Hadi [00:07:18])" % (tag, cv)) curl = max([(c.get("attrs") o - Network accessline 1313
elif cv is not None and has_noise and cv < CV_FOR_NOISE: out.append("warn: %sCV count %s < 20 with noise on; noise needs resolution (FlippedNormals [00:28:52]; Hadi [00:07:18])" % (tag, cv)) curl = max([(c.get("attrs") o - Network accessline 1314
out.append("warn: %sCV count %s < 20 with noise on; noise needs resolution (FlippedNormals [00:28:52]; Hadi [00:07:18])" % (tag, cv)) curl = max([(c.get("attrs") or {}).get("curl") or 0 for c in clumps] or [0]) if cv is not - Network accessline 1314
out.append("warn: %sCV count %s < 20 with noise on; noise needs resolution (FlippedNormals [00:28:52]; Hadi [00:07:18])" % (tag, cv)) curl = max([(c.get("attrs") or {}).get("curl") or 0 for c in clumps] or [0]) if cv is not - Network accessline 1315
curl = max([(c.get("attrs") or {}).get("curl") or 0 for c in clumps] or [0]) - Network accessline 1315
curl = max([(c.get("attrs") or {}).get("curl") or 0 for c in clumps] or [0]) - Network accessline 1316
if cv is not None and curl > 1 and cv < CV_FOR_CURL[0]: - Network accessline 1316
if cv is not None and curl > 1 and cv < CV_FOR_CURL[0]: - Access to secretsline 1478
[Credential-related source omitted] - Access to secretsline 1478
[Credential-related source omitted] - Dangerous shell operationline 2981
exec(pmc, {"cmds": cmds, "mel": mel}) - Dangerous shell operationline 2981
exec(pmc, {"cmds": cmds, "mel": mel})
skills/dcc/maya/scenario-maya-lighting-rendering/SKILL.md
- Network accessline 12
sampler, deliver scene-linear EXRs whose passes rebuild the beauty, judge through a tone-mapping view. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install i - Network accessline 12
sampler, deliver scene-linear EXRs whose passes rebuild the beauty, judge through a tone-mapping view. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install i - Network accessline 13
view. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and fl - Network accessline 13
view. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and fl - Network accessline 14
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 14
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/dcc/maya/scenario-maya-lighting-rendering/references/sources.md
- Network accessline 9
| Key | Source - Network accessline 9
| Key | Source - Network accessline 10
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 10
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 11
| TZ-C | Lighting Critique, Academy of Animated Art, 2024, 20 min, https://www.youtube.com/watch?v=5X4-uavfVgA - Network accessline 11
| TZ-C | Lighting Critique, Academy of Animated Art, 2024, 20 min, https://www.youtube.com/watch?v=5X4-uavfVgA - Network accessline 12
| KT | Secrets From A Lighting Artist, SIGGRAPH 2020, 63 min, https://www.youtube.com/watch?v=iYTjebUHX9o - Network accessline 12
| KT | Secrets From A Lighting Artist, SIGGRAPH 2020, 63 min, https://www.youtube.com/watch?v=iYTjebUHX9o - Network accessline 13
| BR | Master and Shot Lighting (Night Bar), GuerillaRender livestream, 2020, 81 min, https://www.youtube.com/watch?v=PHskvc6WYWI - Network accessline 13
| BR | Master and Shot Lighting (Night Bar), GuerillaRender livestream, 2020, 81 min, https://www.youtube.com/watch?v=PHskvc6WYWI - Network accessline 14
| BR-B | CG Cinematography, chapters 6 (Lighting Principles), 8 (Shot Lighting), 8.5 (Character Lighting), updated December 2025, https://chrisbrejon.com/cg-cinematography/chapter-6-lighting-principles/ (and chapter-8-shot-lighting, chapt - Network accessline 14
| BR-B | CG Cinematography, chapters 6 (Lighting Principles), 8 (Shot Lighting), 8.5 (Character Lighting), updated December 2025, https://chrisbrejon.com/cg-cinematography/chapter-6-lighting-principles/ (and chapter-8-shot-lighting, chapt - Network accessline 15
| BRJ-CM | CG Cinematography, chapters 1 (Color Management), 1.5 (ACES), 9 (Compositing), https://chrisbrejon.com/cg-cinematography/chapter-1-color-management/ (chapters 1.5 and 9 on the same site) - Network accessline 15
| BRJ-CM | CG Cinematography, chapters 1 (Color Management), 1.5 (ACES), 9 (Compositing), https://chrisbrejon.com/cg-cinematography/chapter-1-color-management/ (chapters 1.5 and 9 on the same site) - Network accessline 16
| ARV-L | Cinematic Lighting Techniques Using Arnold / Maya, 2020, 22 min, https://www.youtube.com/watch?v=2SDDFiQQH5g - Network accessline 16
| ARV-L | Cinematic Lighting Techniques Using Arnold / Maya, 2020, 22 min, https://www.youtube.com/watch?v=2SDDFiQQH5g - Network accessline 17
| ARV-T | 12 Tips for Making Your Renders Faster and Beautiful, 2020, 28 min, https://www.youtube.com/watch?v=XZfsqJ0_9go - Network accessline 17
| ARV-T | 12 Tips for Making Your Renders Faster and Beautiful, 2020, 28 min, https://www.youtube.com/watch?v=XZfsqJ0_9go - Network accessline 18
| ARV-C | How to Create Realistic Car Render in Maya using Arnold, 2021, 57 min, https://www.youtube.com/watch?v=cpMBRIWwghg - Network accessline 18
| ARV-C | How to Create Realistic Car Render in Maya using Arnold, 2021, 57 min, https://www.youtube.com/watch?v=cpMBRIWwghg - Network accessline 19
| JHILL | Hyper Realistic Character Rendering, 2022, 56 min, https://www.youtube.com/watch?v=mpk6IurOWbs - Network accessline 19
| JHILL | Hyper Realistic Character Rendering, 2022, 56 min, https://www.youtube.com/watch?v=mpk6IurOWbs - Network accessline 20
| SARK | How To: Create Light AOVs (LPEs) using Maya and Nuke, 2022, 16 min, https://www.youtube.com/watch?v=_jGC7_fRlfw - Network accessline 20
| SARK | How To: Create Light AOVs (LPEs) using Maya and Nuke, 2022, 16 min, https://www.youtube.com/watch?v=_jGC7_fRlfw - Network accessline 21
| MLC | Color Management in Maya: ACES default, Maya Learning Channel (official), 2022, 5 min, https://www.youtube.com/watch?v=FODVxXOIrvM - Network accessline 21
| MLC | Color Management in Maya: ACES default, Maya Learning Channel (official), 2022, 5 min, https://www.youtube.com/watch?v=FODVxXOIrvM - Network accessline 22
| SMP | Arnold sampling, ray depth, light sampling and the Removing Noise tutorials (Arnold User Guide and Arnold for Maya), saved as `sources/docs/lookdev-lighting__arnold-sampling-and-noise.md`, https://help.autodesk.com/cloudhelp/ENU/ - Network accessline 22
| SMP | Arnold sampling, ray depth, light sampling and the Removing Noise tutorials (Arnold User Guide and Arnold for Maya), saved as `sources/docs/lookdev-lighting__arnold-sampling-and-noise.md`, https://help.autodesk.com/cloudhelp/ENU/ - Network accessline 23
| AOV | Arnold AOVs, light groups, LPEs, EXR driver and denoisers, `sources/docs/lookdev-lighting__arnold-aovs-light-groups-denoising.md`, https://help.autodesk.com/cloudhelp/ENU/AR-Maya/files/am-Arnold_for_Maya_User_Guide/render-setting - Network accessline 23
| AOV | Arnold AOVs, light groups, LPEs, EXR driver and denoisers, `sources/docs/lookdev-lighting__arnold-aovs-light-groups-denoising.md`, https://help.autodesk.com/cloudhelp/ENU/AR-Maya/files/am-Arnold_for_Maya_User_Guide/render-setting - Network accessline 24
| LGT | Arnold lights, light filters, light linking, cameras, GPU, batch and kick, MtoA 5.6.0 what's new, `sources/docs/lookdev-lighting__arnold-lights-cameras-gpu-batch.md`, https://help.autodesk.com/cloudhelp/ENU/AR-Maya/files/am-Arnol - Network accessline 24
| LGT | Arnold lights, light filters, light linking, cameras, GPU, batch and kick, MtoA 5.6.0 what's new, `sources/docs/lookdev-lighting__arnold-lights-cameras-gpu-batch.md`, https://help.autodesk.com/cloudhelp/ENU/AR-Maya/files/am-Arnol - Network accessline 25
| CM | Maya 2027 color management (OCIO v2, ACES) and Render Setup, `sources/docs/lookdev-lighting__maya-2027-color-management-render-setup.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Rendering/files/GUID-B260195C-A0FE-4F51-9 - Network accessline 25
| CM | Maya 2027 color management (OCIO v2, ACES) and Render Setup, `sources/docs/lookdev-lighting__maya-2027-color-management-render-setup.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Rendering/files/GUID-B260195C-A0FE-4F51-9
skills/dcc/maya/scenario-maya-lighting-rendering/scripts/mx_light.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 70
[Credential-related source omitted] - Access to secretsline 70
[Credential-related source omitted] - Possible obfuscationline 769
EXR_MAGIC = b"\x76\x2f\x31\x01" - Possible obfuscationline 769
EXR_MAGIC = b"\x76\x2f\x31\x01" - Dangerous shell operationline 1555
lm, rm = float(left.mean()), float(right.mean()) - Dangerous shell operationline 1555
lm, rm = float(left.mean()), float(right.mean()) - Access to secretsline 2330
[Credential-related source omitted] - Access to secretsline 2330
[Credential-related source omitted] - Access to secretsline 2361
[Credential-related source omitted] - Access to secretsline 2361
[Credential-related source omitted] - Access to secretsline 2366
[Credential-related source omitted] - Access to secretsline 2366
[Credential-related source omitted] - Access to secretsline 2382
[Credential-related source omitted] - Access to secretsline 2382
[Credential-related source omitted] - Access to secretsline 2383
[Credential-related source omitted] - Access to secretsline 2383
[Credential-related source omitted] - Access to secretsline 3555
[Credential-related source omitted] - Access to secretsline 3555
[Credential-related source omitted] - Access to secretsline 3556
[Credential-related source omitted] - Access to secretsline 3556
[Credential-related source omitted]
skills/dcc/maya/scenario-maya-lookdev/SKILL.md
- Network accessline 13
done before a render has been looked at. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattende - Network accessline 13
done before a render has been looked at. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattende - Network accessline 14
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/maya/scenario-maya-lookdev/references/sources.md
- Network accessline 8
| Source | Expert and credential - Network accessline 8
| Source | Expert and credential - Network accessline 9
| ------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------- - Network accessline 9
| ------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------- - Network accessline 10
| [JHILL] mpk6IurOWbs, "Hyper Realistic Character Rendering", 2022-02-14, 56 min, https://www.youtube.com/watch?v=mpk6IurOWbs | J Hill, Lead Character Artist at Turtle Rock Studios (Apex Legends, Titanfall 2 - Network accessline 10
| [JHILL] mpk6IurOWbs, "Hyper Realistic Character Rendering", 2022-02-14, 56 min, https://www.youtube.com/watch?v=mpk6IurOWbs | J Hill, Lead Character Artist at Turtle Rock Studios (Apex Legends, Titanfall 2 - Network accessline 11
| [ARVID] cpMBRIWwghg, "How to Create Realistic Car Render in Maya using Arnold", 2021-02-19, 57 min, https://www.youtube.com/watch?v=cpMBRIWwghg | Arvid Schneider, Arnold and Maya lighting and look-dev instructor, VFX lighting - Network accessline 11
| [ARVID] cpMBRIWwghg, "How to Create Realistic Car Render in Maya using Arnold", 2021-02-19, 57 min, https://www.youtube.com/watch?v=cpMBRIWwghg | Arvid Schneider, Arnold and Maya lighting and look-dev instructor, VFX lighting - Network accessline 12
| [SARK] ZtEiVa3MPLg, "Adobe Substance 3D Painter to Autodesk Maya Workflow using Arnold", 2022-03-25, 28 min, https://www.youtube.com/watch?v=ZtEiVa3MPLg | Reza Sarkamari, VFX artist and educator, Nuke Certified Trainer, Autodesk Maya - Network accessline 12
| [SARK] ZtEiVa3MPLg, "Adobe Substance 3D Painter to Autodesk Maya Workflow using Arnold", 2022-03-25, 28 min, https://www.youtube.com/watch?v=ZtEiVa3MPLg | Reza Sarkamari, VFX artist and educator, Nuke Certified Trainer, Autodesk Maya - Network accessline 13
| [RAYC] vPHhVrxxThU, "Look Development Setup for VFX", 2020-11-04, 40 min, https://www.youtube.com/watch?v=vPHhVrxxThU | Raycast, self-described VFX generalist (identity and credits unverified) - Network accessline 13
| [RAYC] vPHhVrxxThU, "Look Development Setup for VFX", 2020-11-04, 40 min, https://www.youtube.com/watch?v=vPHhVrxxThU | Raycast, self-described VFX generalist (identity and credits unverified) - Network accessline 14
| [OPBRV] tEUiIBApw-U, "An Introduction to OpenPBR Surface in Arnold", 2025-10-10, 15 min, https://www.youtube.com/watch?v=tEUiIBApw-U | Arnold renderer (official Autodesk channel) - Network accessline 14
| [OPBRV] tEUiIBApw-U, "An Introduction to OpenPBR Surface in Arnold", 2025-10-10, 15 min, https://www.youtube.com/watch?v=tEUiIBApw-U | Arnold renderer (official Autodesk channel) - Network accessline 15
| EXF_7Zgg65M, "MtoA 507, XGen Fur with aiStandardHair", 2017-07-21, 44 min, https://www.youtube.com/watch?v=EXF_7Zgg65M (notes in `notes/groom/`) | Arvid Schneider (as above) - Network accessline 15
| EXF_7Zgg65M, "MtoA 507, XGen Fur with aiStandardHair", 2017-07-21, 44 min, https://www.youtube.com/watch?v=EXF_7Zgg65M (notes in `notes/groom/`) | Arvid Schneider (as above) - Network accessline 16
| FODVxXOIrvM, "Color Management in Maya: ACES default", 2022-01-11, 5 min, https://www.youtube.com/watch?v=FODVxXOIrvM (notes in `notes/lighting-rendering/`) | Autodesk Maya Learning Channel (official, manual captions) - Network accessline 16
| FODVxXOIrvM, "Color Management in Maya: ACES default", 2022-01-11, 5 min, https://www.youtube.com/watch?v=FODVxXOIrvM (notes in `notes/lighting-rendering/`) | Autodesk Maya Learning Channel (official, manual captions) - Network accessline 20
| Source - Network accessline 20
| Source - Network accessline 21
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 21
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 22
| [OPBR] Arnold User Guide, OpenPBR Surface, all parameter pages, https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shading/ac-surface-shaders/arnold_user_guide_ac_surface_shaders_ac_open_pbr_html.html (`lookdev-lighting__arnold-open - Network accessline 22
| [OPBR] Arnold User Guide, OpenPBR Surface, all parameter pages, https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shading/ac-surface-shaders/arnold_user_guide_ac_surface_shaders_ac_open_pbr_html.html (`lookdev-lighting__arnold-open - Network accessline 23
| [SS] Arnold User Guide, Standard Surface, Standard Hair, MtoA Displacement and Subdivision, https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shading/ac-surface-shaders/arnold_user_guide_ac_surface_shaders_ac_standard_surface_html. - Network accessline 23
| [SS] Arnold User Guide, Standard Surface, Standard Hair, MtoA Displacement and Subdivision, https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shading/ac-surface-shaders/arnold_user_guide_ac_surface_shaders_ac_standard_surface_html. - Network accessline 24
| [HAIR] Arnold Standard Hair and XGen rendering, https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shading/ac-surface-shaders/arnold_core_ac_standard_hair_html.html (`fx-groom__arnold-hair-xgen-rendering.md`) - Network accessline 24
| [HAIR] Arnold Standard Hair and XGen rendering, https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shading/ac-surface-shaders/arnold_core_ac_standard_hair_html.html (`fx-groom__arnold-hair-xgen-rendering.md`) - Network accessline 25
| [CM] Maya 2027 Help, Color Management and Render Setup, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Rendering/files/GUID-B260195C-A0FE-4F51-9EA2-099B61B7725A.htm (`lookdev-lighting__maya-2027-color-management-render-setup.md`) - Network accessline 25
| [CM] Maya 2027 Help, Color Management and Render Setup, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Rendering/files/GUID-B260195C-A0FE-4F51-9EA2-099B61B7725A.htm (`lookdev-lighting__maya-2027-color-management-render-setup.md`) - Network accessline 26
| Brejon, CG Cinematography, Chapter 1 and 1.5, https://chrisbrejon.com/cg-cinematography/chapter-1-color-management/ (`lookdev-lighting__brejon-color-management-aces-compositing.md`) - Network accessline 26
| Brejon, CG Cinematography, Chapter 1 and 1.5, https://chrisbrejon.com/cg-cinematography/chapter-1-color-management/ (`lookdev-lighting__brejon-color-management-aces-compositing.md`) - Network accessline 27
| [WN25] [WN26] [WN27] What's New in Maya 2025, 2026, 2027 (`scripting-pipeline__whats-new-maya-202*.md`), e.g. https://help.autodesk.com/cloudhelp/2027/ENU/Maya-WhatsNew/files/GUID-49B18BA5-F029-4395-83B5-8B216DBE5914.htm - Network accessline 27
| [WN25] [WN26] [WN27] What's New in Maya 2025, 2026, 2027 (`scripting-pipeline__whats-new-maya-202*.md`), e.g. https://help.autodesk.com/cloudhelp/2027/ENU/Maya-WhatsNew/files/GUID-49B18BA5-F029-4395-83B5-8B216DBE5914.htm
skills/dcc/maya/scenario-maya-lookdev/scripts/mx_shade.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Possible obfuscationline 590
elif head[:4] == b"\x76\x2f\x31\x01": - Possible obfuscationline 590
elif head[:4] == b"\x76\x2f\x31\x01": - Access to secretsline 1013
[Credential-related source omitted] - Access to secretsline 1013
[Credential-related source omitted]
skills/dcc/maya/scenario-maya-modeling/SKILL.md
- Network accessline 12
render before believing a surface. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, pro - Network accessline 12
render before believing a surface. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, pro - Network accessline 13
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/maya/scenario-maya-modeling/references/sources.md
- Network accessline 12
| Source | Who - Network accessline 12
| Source | Who - Network accessline 13
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- - Network accessline 13
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- - Network accessline 14
| "Clean Hard Surface Topology (Why we struggle with topology & Where to start?)", Mario Elementza, 2024, 1:44:12, https://www.youtube.com/watch?v=_bpsEd_5IW4 | hard-surface and industrial-design modeling educator (Elementza - Network accessline 14
| "Clean Hard Surface Topology (Why we struggle with topology & Where to start?)", Mario Elementza, 2024, 1:44:12, https://www.youtube.com/watch?v=_bpsEd_5IW4 | hard-surface and industrial-design modeling educator (Elementza - Network accessline 15
| "How to create exact and technical topology workflow for the Blizzard animators", Jessica Dru Johnson, CG Futures 2018, 1:34:29, https://www.youtube.com/watch?v=ZiYEO49B768 | Senior Cinematic Artist, Blizzard in-game cinematics (verified: - Network accessline 15
| "How to create exact and technical topology workflow for the Blizzard animators", Jessica Dru Johnson, CG Futures 2018, 1:34:29, https://www.youtube.com/watch?v=ZiYEO49B768 | Senior Cinematic Artist, Blizzard in-game cinematics (verified: - Network accessline 16
| #ModelingInMaya Base Mesh: Torso & Limb Blocking, antCGi, 2021, https://www.youtube.com/watch?v=-mWWeFv07SI | Antony Ward, game-industry veteran, author of _Game Character D - Network accessline 16
| #ModelingInMaya Base Mesh: Torso & Limb Blocking, antCGi, 2021, https://www.youtube.com/watch?v=-mWWeFv07SI | Antony Ward, game-industry veteran, author of _Game Character D - Network accessline 17
| #ModelingInMaya Base Mesh: Hand, Foot & Head Blocking, antCGi, 2021, https://www.youtube.com/watch?v=QW8w15J00Ok | same - Network accessline 17
| #ModelingInMaya Base Mesh: Hand, Foot & Head Blocking, antCGi, 2021, https://www.youtube.com/watch?v=QW8w15J00Ok | same - Network accessline 18
| #ModelingInMaya Base Mesh: Head & Face Detail First Pass, antCGi, 2022, https://www.youtube.com/watch?v=RlNnp4qQIrU | same - Network accessline 18
| #ModelingInMaya Base Mesh: Head & Face Detail First Pass, antCGi, 2022, https://www.youtube.com/watch?v=RlNnp4qQIrU | same - Network accessline 19
| #ModelingInMaya Base Mesh: Deformation Testing, antCGi, 2022, https://www.youtube.com/watch?v=x07USYlvu2o | same - Network accessline 19
| #ModelingInMaya Base Mesh: Deformation Testing, antCGi, 2022, https://www.youtube.com/watch?v=x07USYlvu2o | same - Network accessline 20
| #RiggingInMaya Model Evaluation, antCGi, 2021, https://www.youtube.com/watch?v=e74KphYwMww (rigging batch) | same - Network accessline 20
| #RiggingInMaya Model Evaluation, antCGi, 2021, https://www.youtube.com/watch?v=e74KphYwMww (rigging batch) | same - Network accessline 21
| Ultimate Guide to Clean Scenes in Maya, FlippedNormals, 2018, https://www.youtube.com/watch?v=ToWRH4IXF7A | Henning Sanden and Morten Jaeger, former senior film character - Network accessline 21
| Ultimate Guide to Clean Scenes in Maya, FlippedNormals, 2018, https://www.youtube.com/watch?v=ToWRH4IXF7A | Henning Sanden and Morten Jaeger, former senior film character - Network accessline 22
| How to Use The Modeling Tools in Maya, FlippedNormals, 2021, https://www.youtube.com/watch?v=zSr8i6yT5Ek | Henning Sanden - Network accessline 22
| How to Use The Modeling Tools in Maya, FlippedNormals, 2021, https://www.youtube.com/watch?v=zSr8i6yT5Ek | Henning Sanden - Network accessline 23
| Maya Modeling Secrets, FlippedNormals, 2018, https://www.youtube.com/watch?v=BAxUMjHdS84 | Henning Sanden, Morten Jaeger - Network accessline 23
| Maya Modeling Secrets, FlippedNormals, 2018, https://www.youtube.com/watch?v=BAxUMjHdS84 | Henning Sanden, Morten Jaeger - Network accessline 24
| High to Low Poly Workflow in 3D Modeling, On Mars 3D, 2021, https://www.youtube.com/watch?v=YDu9pYMkkSM | Aunmar Mohammed, 15+ years CG, VFX and games; Epic credit self- - Network accessline 24
| High to Low Poly Workflow in 3D Modeling, On Mars 3D, 2021, https://www.youtube.com/watch?v=YDu9pYMkkSM | Aunmar Mohammed, 15+ years CG, VFX and games; Epic credit self- - Network accessline 29
and 2027.2 changes, creases and the Crease Set Editor, Smooth Mesh Preview, Edit Edge Flow, extrude, bridge, booleans, topological symmetry): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-4A9B7918-06B9-4BDD-80DE- - Network accessline 29
and 2027.2 changes, creases and the Crease Set Editor, Smooth Mesh Preview, Edit Edge Flow, extrude, bridge, booleans, topological symmetry): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-4A9B7918-06B9-4BDD-80DE- - Network accessline 30
extrude, bridge, booleans, topological symmetry): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-4A9B7918-06B9-4BDD-80DE-DD6D756B09B3.htm (Smart Bevel Options: GUID-8088912A-A766-4BCD-8E9A-F45FDB9FA09F). Saved: - Network accessline 30
extrude, bridge, booleans, topological symmetry): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-4A9B7918-06B9-4BDD-80DE-DD6D756B09B3.htm (Smart Bevel Options: GUID-8088912A-A766-4BCD-8E9A-F45FDB9FA09F). Saved: - Network accessline 31
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-4A9B7918-06B9-4BDD-80DE-DD6D756B09B3.htm - Network accessline 31
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-4A9B7918-06B9-4BDD-80DE-DD6D756B09B3.htm - Network accessline 34
- Maya 2027 Help, fundamentals (DAG and DG, construction history, freeze and reset, pivots, marking menus, hotkeys, Optimize Scene Size): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95 - Network accessline 34
- Maya 2027 Help, fundamentals (DAG and DG, construction history, freeze and reset, pivots, marking menus, hotkeys, Optimize Scene Size): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95 - Network accessline 35
menus, hotkeys, Optimize Scene Size): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95DDBE58.htm. Saved: `sources/docs/modeling__maya2027-help-fundamentals-dag-dg-history.md`. - Network accessline 35
menus, hotkeys, Optimize Scene Size): https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95DDBE58.htm. Saved: `sources/docs/modeling__maya2027-help-fundamentals-dag-dg-history.md`. - Network accessline 36
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95DDBE58.htm. - Network accessline 36
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-9C82DAE2-8F19-4F63-BA1A-C28E95DDBE58.htm. - Network accessline 38
- Arnold user guide, polygon subdivision settings (Arnold renders the Smooth Mesh Preview state on top of its iterations; iterations quadruple polygons): https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shapes/ac-polygons/arnold - Network accessline 38
- Arnold user guide, polygon subdivision settings (Arnold renders the Smooth Mesh Preview state on top of its iterations; iterations quadruple polygons): https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shapes/ac-polygons/arnold - Network accessline 39
top of its iterations; iterations quadruple polygons): https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shapes/ac-polygons/arnold_user_guide_ac_polygons_ac_subdivision_settings_html.html. Saved in `sources/docs/lookdev-lighting_ - Network accessline 39
top of its iterations; iterations quadruple polygons): https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shapes/ac-polygons/arnold_user_guide_ac_polygons_ac_subdivision_settings_html.html. Saved in `sources/docs/lookdev-lighting_ - Network accessline 40
https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shapes/ac-polygons/arnold_user_guide_ac_polygons_ac_subdivision_settings_html.html. - Network accessline 40
https://help.autodesk.com/cloudhelp/ENU/AR-Core/files/ac-shapes/ac-polygons/arnold_user_guide_ac_polygons_ac_subdivision_settings_html.html. - Network accessline 41
Saved in `sources/docs/lookdev-lighting__arnold-standard-surface-hair-displacement.md`. - Pixar OpenSubdiv, modeling tips and schemes: https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/documentation/mod_notes.rst. - Network accessline 41
Saved in `sources/docs/lookdev-lighting__arnold-standard-surface-hair-displacement.md`. - Pixar OpenSubdiv, modeling tips and schemes: https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/documentation/mod_notes.rst. - Network accessline 42
- Pixar OpenSubdiv, modeling tips and schemes: https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/documentation/mod_notes.rst. Saved: `sources/docs/modeling__pixar-opensubdiv-modeling-tips.md`. - Network accessline 42
- Pixar OpenSubdiv, modeling tips and schemes: https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/documentation/mod_notes.rst. Saved: `sources/docs/modeling__pixar-opensubdiv-modeling-tips.md`. - Network accessline 43
https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/documentation/mod_notes.rst. - Network accessline 43
https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/documentation/mod_notes.rst. - Network accessline 44
Saved: `sources/docs/modeling__pixar-opensubdiv-modeling-tips.md`. - Polycount wiki, Topology, Polygon Count, Normal Map Modeling, Texture Coordinates (CC BY-SA; sections by working game artists): http://wiki.polycount.com/wiki/Topology. - Network accessline 44
Saved: `sources/docs/modeling__pixar-opensubdiv-modeling-tips.md`. - Polycount wiki, Topology, Polygon Count, Normal Map Modeling, Texture Coordinates (CC BY-SA; sections by working game artists): http://wiki.polycount.com/wiki/Topology. - Network accessline 45
- Polycount wiki, Topology, Polygon Count, Normal Map Modeling, Texture Coordinates (CC BY-SA; sections by working game artists): http://wiki.polycount.com/wiki/Topology. Saved: `sources/docs/modeling__polycount-wiki-topology-polycount- - Network accessline 45
- Polycount wiki, Topology, Polygon Count, Normal Map Modeling, Texture Coordinates (CC BY-SA; sections by working game artists): http://wiki.polycount.com/wiki/Topology. Saved: `sources/docs/modeling__polycount-wiki-topology-polycount- - Network accessline 46
sections by working game artists): http://wiki.polycount.com/wiki/Topology. Saved: - Network accessline 46
sections by working game artists): http://wiki.polycount.com/wiki/Topology. Saved: - Network accessline 51
- Epic Games, FBX Static Mesh Pipeline (pivot at origin, triangulate in the DCC, UCX collision, FBX 2020.2): https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine. - Network accessline 51
- Epic Games, FBX Static Mesh Pipeline (pivot at origin, triangulate in the DCC, UCX collision, FBX 2020.2): https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine. - Network accessline 52
2020.2): https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine. Saved: `sources/docs/modeling__game-asset-fbx-export-unreal-maya.md`. - Network accessline 52
2020.2): https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine. Saved: `sources/docs/modeling__game-asset-fbx-export-unreal-maya.md`. - Network accessline 53
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine. - Network accessline 53
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine.
skills/dcc/maya/scenario-maya-modeling/scripts/mx_modeling.py
skills/dcc/maya/scenario-maya-pipeline-scripting/SKILL.md
- Network accessline 12
verifies by reading the output back. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, p - Network accessline 12
verifies by reading the output back. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, p - Network accessline 13
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/maya/scenario-maya-pipeline-scripting/references/sources.md
- Network accessline 12
| Source - Network accessline 12
| Source - Network accessline 13
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 13
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 14
| New Tales from the Borderlands: Maximizing Time with an Automated Cinematic Pipeline, GDC 2023, https://www.youtube.com/watch?v=lfWkJrkhd2U - Network accessline 14
| New Tales from the Borderlands: Maximizing Time with an Automated Cinematic Pipeline, GDC 2023, https://www.youtube.com/watch?v=lfWkJrkhd2U - Network accessline 15
| How RISE VFX Reached New Creative Heights with USD in Maya, FMX 2023, https://www.youtube.com/watch?v=8UIW-g1_heg - Network accessline 15
| How RISE VFX Reached New Creative Heights with USD in Maya, FMX 2023, https://www.youtube.com/watch?v=8UIW-g1_heg - Network accessline 16
| Maya Performance Webinar Part 2: Animation and Playback (2019), https://www.youtube.com/watch?v=rhtERzmAoUM - Network accessline 16
| Maya Performance Webinar Part 2: Animation and Playback (2019), https://www.youtube.com/watch?v=rhtERzmAoUM - Network accessline 17
| Accelerating Creative Workflows with Epic Games, GDC 2022, https://www.youtube.com/watch?v=Kw3PzotnLrE - Network accessline 17
| Accelerating Creative Workflows with Epic Games, GDC 2022, https://www.youtube.com/watch?v=Kw3PzotnLrE - Network accessline 18
| Intro to USD Workflow Ep.1 to Ep.5 (2024 to 2025): https://www.youtube.com/watch?v=PzfgbzrX8bs, https://www.youtube.com/watch?v=kq8O68q10nM, https://www.youtube.com/watch?v=OWLlAdQ3Uyc, https://www.youtube.com/watch?v=myl54b4HaNs, https:/ - Network accessline 18
| Intro to USD Workflow Ep.1 to Ep.5 (2024 to 2025): https://www.youtube.com/watch?v=PzfgbzrX8bs, https://www.youtube.com/watch?v=kq8O68q10nM, https://www.youtube.com/watch?v=OWLlAdQ3Uyc, https://www.youtube.com/watch?v=myl54b4HaNs, https:/ - Network accessline 19
| Cult of Rig, Intro to OpenMaya2, designing a callback (2017), https://www.youtube.com/watch?v=Dt5ODNLUuSM - Network accessline 19
| Cult of Rig, Intro to OpenMaya2, designing a callback (2017), https://www.youtube.com/watch?v=Dt5ODNLUuSM - Network accessline 20
| Cult of Rig, Maya Parallel Evaluation (2018), https://www.youtube.com/watch?v=_0mb4wIZi80 (rigging batch) - Network accessline 20
| Cult of Rig, Maya Parallel Evaluation (2018), https://www.youtube.com/watch?v=_0mb4wIZi80 (rigging batch) - Network accessline 21
| Data Centric Rigging 025, Notes on Parallel Evaluation (2018), https://www.youtube.com/watch?v=NfYAaK3wtQs (rigging batch) - Network accessline 21
| Data Centric Rigging 025, Notes on Parallel Evaluation (2018), https://www.youtube.com/watch?v=NfYAaK3wtQs (rigging batch) - Network accessline 22
| Tools-Based Rigging in Bungie's Destiny, GDC 2015, https://www.youtube.com/watch?v=U_4u0kbf-JE (rigging batch) - Network accessline 22
| Tools-Based Rigging in Bungie's Destiny, GDC 2015, https://www.youtube.com/watch?v=U_4u0kbf-JE (rigging batch) - Network accessline 23
| Ultimate Guide to Clean Scenes (2018), https://www.youtube.com/watch?v=ToWRH4IXF7A (modeling batch) - Network accessline 23
| Ultimate Guide to Clean Scenes (2018), https://www.youtube.com/watch?v=ToWRH4IXF7A (modeling batch) - Network accessline 24
| Introduction to Maya Python Plug-ins 1 to 3 (2012 to 2013): https://www.youtube.com/watch?v=Wf03mSCdh-Q, https://www.youtube.com/watch?v=BZyXe3MhEyI, https://www.youtube.com/watch?v=v1d8fCtIROI - Network accessline 24
| Introduction to Maya Python Plug-ins 1 to 3 (2012 to 2013): https://www.youtube.com/watch?v=Wf03mSCdh-Q, https://www.youtube.com/watch?v=BZyXe3MhEyI, https://www.youtube.com/watch?v=v1d8fCtIROI - Network accessline 25
| Introduction to Python Scripting in Maya parts 1, 3, 5 (2013): https://www.youtube.com/watch?v=eXFGeZZbMzQ, https://www.youtube.com/watch?v=ijMyo-6T8Ow, https://www.youtube.com/watch?v=ZmCYXzsCMO0 - Network accessline 25
| Introduction to Python Scripting in Maya parts 1, 3, 5 (2013): https://www.youtube.com/watch?v=eXFGeZZbMzQ, https://www.youtube.com/watch?v=ijMyo-6T8Ow, https://www.youtube.com/watch?v=ZmCYXzsCMO0 - Network accessline 31
commands, FBX Limitations and Troubleshooting, Send to Unity and Unreal, working in different scales: `sources/docs/scripting-pipeline__pipeline-refs-caches-fbx-game-export.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Managing - Network accessline 31
commands, FBX Limitations and Troubleshooting, Send to Unity and Unreal, working in different scales: `sources/docs/scripting-pipeline__pipeline-refs-caches-fbx-game-export.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Managing - Network accessline 32
scales: `sources/docs/scripting-pipeline__pipeline-refs-caches-fbx-game-export.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4.htm. The authority for every FBX comman - Network accessline 32
scales: `sources/docs/scripting-pipeline__pipeline-refs-caches-fbx-game-export.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4.htm. The authority for every FBX comman - Network accessline 33
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4.htm. - Network accessline 33
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4.htm. - Network accessline 35
- Epic Games, FBX Static Mesh Pipeline, plus Maya 2027 Game Exporter and FBX Export options: `sources/docs/modeling__game-asset-fbx-export-unreal-maya.md`, https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipe - Network accessline 35
- Epic Games, FBX Static Mesh Pipeline, plus Maya 2027 Game Exporter and FBX Export options: `sources/docs/modeling__game-asset-fbx-export-unreal-maya.md`, https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipe - Network accessline 36
`sources/docs/modeling__game-asset-fbx-export-unreal-maya.md`, https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine - Epic FBX Skeletal Mesh and Animation Pipelines, Unity 6.6 manual (Creat - Network accessline 36
`sources/docs/modeling__game-asset-fbx-export-unreal-maya.md`, https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine - Epic FBX Skeletal Mesh and Animation Pipelines, Unity 6.6 manual (Creat - Network accessline 37
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine - Network accessline 37
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-static-mesh-pipeline-in-unreal-engine - Network accessline 41
- maya-usd command readme (GitHub dev branch; flags may be newer than the 0.35 to 0.37 build): `sources/docs/scripting-pipeline__maya-usd-commands.md`, https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme. - Network accessline 41
- maya-usd command readme (GitHub dev branch; flags may be newer than the 0.35 to 0.37 build): `sources/docs/scripting-pipeline__maya-usd-commands.md`, https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme. - Network accessline 42
`sources/docs/scripting-pipeline__maya-usd-commands.md`, https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - USD for Maya 2027 (0.37): stages, Edit as Maya Data and Merge, saving, relative paths, edit - Network accessline 42
`sources/docs/scripting-pipeline__maya-usd-commands.md`, https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - USD for Maya 2027 (0.37): stages, Edit as Maya Data and Merge, saving, relative paths, edit - Network accessline 43
https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - Network accessline 43
https://raw.githubusercontent.com/Autodesk/maya-usd/dev/lib/mayaUsd/commands/Readme.md - Network accessline 45
routing, materials, Component Creator, Asset Resolver: `sources/docs/scripting-pipeline__usd-for-maya-2027.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-USD/files/USD-for-Maya/GUID-36CFE2C3-766F-4B00-8464-E94F95E7AF4B.html - Network accessline 45
routing, materials, Component Creator, Asset Resolver: `sources/docs/scripting-pipeline__usd-for-maya-2027.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-USD/files/USD-for-Maya/GUID-36CFE2C3-766F-4B00-8464-E94F95E7AF4B.html - Network accessline 46
`sources/docs/scripting-pipeline__usd-for-maya-2027.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-USD/files/USD-for-Maya/GUID-36CFE2C3-766F-4B00-8464-E94F95E7AF4B.html - Using Parallel Maya 2027 (Autodesk white paper): - Network accessline 46
`sources/docs/scripting-pipeline__usd-for-maya-2027.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-USD/files/USD-for-Maya/GUID-36CFE2C3-766F-4B00-8464-E94F95E7AF4B.html - Using Parallel Maya 2027 (Autodesk white paper): - Network accessline 47
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-USD/files/USD-for-Maya/GUID-36CFE2C3-766F-4B00-8464-E94F95E7AF4B.html - Network accessline 47
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-USD/files/USD-for-Maya/GUID-36CFE2C3-766F-4B00-8464-E94F95E7AF4B.html - Network accessline 51
- Maya 2027 Developer Help: Qt6/PySide6 migration, Working with PySide, workspace controls, loadUI, modules: `sources/docs/scripting-pipeline__pyside6-workspace-controls-modules.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEV - Network accessline 51
- Maya 2027 Developer Help: Qt6/PySide6 migration, Working with PySide, workspace controls, loadUI, modules: `sources/docs/scripting-pipeline__pyside6-workspace-controls-modules.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEV - Network accessline 52
modules: `sources/docs/scripting-pipeline__pyside6-workspace-controls-modules.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2025-Whats-New-in-API/Qt6Migration.html - Maya Python API 2.0 (MPxN - Network accessline 52
modules: `sources/docs/scripting-pipeline__pyside6-workspace-controls-modules.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2025-Whats-New-in-API/Qt6Migration.html - Maya Python API 2.0 (MPxN - Network accessline 53
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2025-Whats-New-in-API/Qt6Migration.html - Network accessline 53
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Whats-New-Whats-Changed/2025-Whats-New-in-API/Qt6Migration.html - Network accessline 54
- Maya Python API 2.0 (MPxNode, MFnNumericAttribute, MTypeId ranges, MDGModifier, threading): `sources/docs/scripting-pipeline__openmaya-python-api-2.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya - Network accessline 54
- Maya Python API 2.0 (MPxNode, MFnNumericAttribute, MTypeId ranges, MDGModifier, threading): `sources/docs/scripting-pipeline__openmaya-python-api-2.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya - Network accessline 55
`sources/docs/scripting-pipeline__openmaya-python-api-2.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya_Python_API_html.html - Python in Maya 2027 (mayapy, pip, threading, scriptJob, commandPort, com - Network accessline 55
`sources/docs/scripting-pipeline__openmaya-python-api-2.md`, https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya_Python_API_html.html - Python in Maya 2027 (mayapy, pip, threading, scriptJob, commandPort, com - Network accessline 56
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya_Python_API_html.html - Network accessline 56
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-DEVHELP/files/Maya_DEVHELP_Maya_Python_API_html.html - Network accessline 68
`sources/docs/modeling__polycount-wiki-topology-polycount-normals-uvs.md` - MCP bridge designs: GG_MayaMCP (Gimbal Goats, unverified credential) https://github.com/GimbalGoats/GG_MayaMCP; chadrik/maya-mcp-server (Chad Dombrova, Scanline V - Network accessline 68
`sources/docs/modeling__polycount-wiki-topology-polycount-normals-uvs.md` - MCP bridge designs: GG_MayaMCP (Gimbal Goats, unverified credential) https://github.com/GimbalGoats/GG_MayaMCP; chadrik/maya-mcp-server (Chad Dombrova, Scanline V - Network accessline 69
- MCP bridge designs: GG_MayaMCP (Gimbal Goats, unverified credential) https://github.com/GimbalGoats/GG_MayaMCP; chadrik/maya-mcp-server (Chad Dombrova, Scanline VFX, PyMEL maintainer); PatrickPalmer/MayaMCP (unverified); dcc-mcp-maya; - Network accessline 69
- MCP bridge designs: GG_MayaMCP (Gimbal Goats, unverified credential) https://github.com/GimbalGoats/GG_MayaMCP; chadrik/maya-mcp-server (Chad Dombrova, Scanline VFX, PyMEL maintainer); PatrickPalmer/MayaMCP (unverified); dcc-mcp-maya; - Network accessline 70
https://github.com/GimbalGoats/GG_MayaMCP; chadrik/maya-mcp-server (Chad Dombrova, Scanline VFX, - Network accessline 70
https://github.com/GimbalGoats/GG_MayaMCP; chadrik/maya-mcp-server (Chad Dombrova, Scanline VFX,
skills/dcc/maya/scenario-maya-pipeline-scripting/scripts/mx_pipeline.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 237
[Credential-related source omitted] - Access to secretsline 237
[Credential-related source omitted] - Access to secretsline 429
[Credential-related source omitted] - Access to secretsline 429
[Credential-related source omitted] - Access to secretsline 838
[Credential-related source omitted] - Access to secretsline 838
[Credential-related source omitted] - Access to secretsline 839
[Credential-related source omitted] - Access to secretsline 839
[Credential-related source omitted] - Access to secretsline 840
[Credential-related source omitted] - Access to secretsline 840
[Credential-related source omitted] - Access to secretsline 1233
[Credential-related source omitted] - Access to secretsline 1233
[Credential-related source omitted] - Access to secretsline 1234
[Credential-related source omitted] - Access to secretsline 1234
[Credential-related source omitted] - Access to secretsline 1235
[Credential-related source omitted] - Access to secretsline 1235
[Credential-related source omitted] - Access to secretsline 1598
[Credential-related source omitted] - Access to secretsline 1598
[Credential-related source omitted] - Access to secretsline 2031
[Credential-related source omitted] - Access to secretsline 2031
[Credential-related source omitted] - Access to secretsline 2127
[Credential-related source omitted] - Access to secretsline 2127
[Credential-related source omitted] - Access to secretsline 2128
[Credential-related source omitted] - Access to secretsline 2128
[Credential-related source omitted] - Access to secretsline 2132
[Credential-related source omitted] - Access to secretsline 2132
[Credential-related source omitted]
skills/dcc/maya/scenario-maya-retopology-uv/SKILL.md
- Network accessline 13
builds from data, and measures then renders every stage. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#ins - Network accessline 13
builds from data, and measures then renders every stage. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#ins - Network accessline 14
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/maya/scenario-maya-retopology-uv/references/sources.md
- Network accessline 9
| Source - Network accessline 9
| Source - Network accessline 10
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 10
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 11
| FlippedNormals, "How to Retopologize a Head in Maya", https://www.youtube.com/watch?v=9N4rG5qHWgk (2018-02-05, 29:04, Maya 2018) - Network accessline 11
| FlippedNormals, "How to Retopologize a Head in Maya", https://www.youtube.com/watch?v=9N4rG5qHWgk (2018-02-05, 29:04, Maya 2018) - Network accessline 12
| Paul H. Paulino, "How To Find The Right Texel Density For Your Asset", https://www.youtube.com/watch?v=iL2iXizf9xM (2020-10-27, 7:51) - Network accessline 12
| Paul H. Paulino, "How To Find The Right Texel Density For Your Asset", https://www.youtube.com/watch?v=iL2iXizf9xM (2020-10-27, 7:51) - Network accessline 13
| Maya Learning Channel, "UV Mapping Game Assets: Character", https://www.youtube.com/watch?v=s_KLbTUdKms (2017-02-27, 12:55) - Network accessline 13
| Maya Learning Channel, "UV Mapping Game Assets: Character", https://www.youtube.com/watch?v=s_KLbTUdKms (2017-02-27, 12:55) - Network accessline 14
| Maya 2027 Help: Retopology (Quad Draw, Retopologize, Make Live), https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-74867E07-5CCD-4D55-B60B-C90C3AD65DF4.htm; saved as `sources/docs/modeling__maya2027-help-retopology-qua - Network accessline 14
| Maya 2027 Help: Retopology (Quad Draw, Retopologize, Make Live), https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-74867E07-5CCD-4D55-B60B-C90C3AD65DF4.htm; saved as `sources/docs/modeling__maya2027-help-retopology-qua - Network accessline 15
| Maya 2027 Help: UVs (UV mapping tips, UV Toolkit, Unfold3D, Layout, Texel Density), https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-1CEF8A5B-1051-40F1-ACFE-F29AD066F56F.htm; saved as `sources/docs/modeling__maya2027- - Network accessline 15
| Maya 2027 Help: UVs (UV mapping tips, UV Toolkit, Unfold3D, Layout, Texel Density), https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Modeling/files/GUID-1CEF8A5B-1051-40F1-ACFE-F29AD066F56F.htm; saved as `sources/docs/modeling__maya2027- - Network accessline 19
| Source - Network accessline 19
| Source - Network accessline 20
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 20
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 21
| Jessica Dru Johnson, "How to create exact and technical topology workflow for the Blizzard animators" (CG Futures), https://www.youtube.com/watch?v=ZiYEO49B768 (2018-11-30, 1:34:29) - Network accessline 21
| Jessica Dru Johnson, "How to create exact and technical topology workflow for the Blizzard animators" (CG Futures), https://www.youtube.com/watch?v=ZiYEO49B768 (2018-11-30, 1:34:29) - Network accessline 22
| antCGi #ModelingInMaya base mesh lessons: https://www.youtube.com/watch?v=-mWWeFv07SI (2021-10-24), https://www.youtube.com/watch?v=QW8w15J00Ok (2021-11-12), https://www.youtube.com/watch?v=RlNnp4qQIrU (2022-07-14), https://www.youtube.co - Network accessline 22
| antCGi #ModelingInMaya base mesh lessons: https://www.youtube.com/watch?v=-mWWeFv07SI (2021-10-24), https://www.youtube.com/watch?v=QW8w15J00Ok (2021-11-12), https://www.youtube.com/watch?v=RlNnp4qQIrU (2022-07-14), https://www.youtube.co - Network accessline 23
| antCGi #ModelingInMaya, "Base Mesh Deformation Testing", https://www.youtube.com/watch?v=x07USYlvu2o (2022-09-15, 23:34) - Network accessline 23
| antCGi #ModelingInMaya, "Base Mesh Deformation Testing", https://www.youtube.com/watch?v=x07USYlvu2o (2022-09-15, 23:34) - Network accessline 24
| antCGi #RiggingInMaya Part 01, Model Evaluation, https://www.youtube.com/watch?v=e74KphYwMww (2021-11-24, 27:46) - Network accessline 24
| antCGi #RiggingInMaya Part 01, Model Evaluation, https://www.youtube.com/watch?v=e74KphYwMww (2021-11-24, 27:46) - Network accessline 25
| On Mars 3D, "High to Low Poly Workflow in 3D Modeling", https://www.youtube.com/watch?v=YDu9pYMkkSM (2021-06-06, 32:01, Maya 2020) - Network accessline 25
| On Mars 3D, "High to Low Poly Workflow in 3D Modeling", https://www.youtube.com/watch?v=YDu9pYMkkSM (2021-06-06, 32:01, Maya 2020) - Network accessline 26
| Polycount wiki: Topology, Polygon Count, Normal Map Modeling, Texture Coordinates, http://wiki.polycount.com/wiki/Topology; saved as `sources/docs/modeling__polycount-wiki-topology-polycount-normals-uvs.md` - Network accessline 26
| Polycount wiki: Topology, Polygon Count, Normal Map Modeling, Texture Coordinates, http://wiki.polycount.com/wiki/Topology; saved as `sources/docs/modeling__polycount-wiki-topology-polycount-normals-uvs.md` - Network accessline 27
| Mario Elementza, "Clean Hard Surface Topology", https://www.youtube.com/watch?v=_bpsEd_5IW4 (2024-06-19, 1:44:12) - Network accessline 27
| Mario Elementza, "Clean Hard Surface Topology", https://www.youtube.com/watch?v=_bpsEd_5IW4 (2024-06-19, 1:44:12) - Network accessline 28
| Pixar OpenSubdiv, Modeling Tips, https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/documentation/mod_notes.rst - Network accessline 28
| Pixar OpenSubdiv, Modeling Tips, https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/documentation/mod_notes.rst
skills/dcc/maya/scenario-maya-retopology-uv/scripts/mx_retopology_uv.py
skills/dcc/maya/scenario-maya-rigging/SKILL.md
- Network accessline 12
shot and an animator keying everything. The rig is the output of a build script and data. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://gi - Network accessline 12
shot and an animator keying everything. The rig is the output of a build script and data. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://gi - Network accessline 13
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 14
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 92
orientation for eyes and face; rotate orders on controls (`R.rotate_order(twist, main)`; Fragapane); `R.set_preferred_angles(root)`. GATE: `R.rig_check(joints=bind)` clean; mirror within 1e-3 cm; all digits curl on one axis and sign, - Network accessline 92
orientation for eyes and face; rotate orders on controls (`R.rotate_order(twist, main)`; Fragapane); `R.set_preferred_angles(root)`. GATE: `R.rig_check(joints=bind)` clean; mirror within 1e-3 cm; all digits curl on one axis and sign, - Network accessline 93
Fragapane); `R.set_preferred_angles(root)`. GATE: `R.rig_check(joints=bind)` clean; mirror within 1e-3 cm; all digits curl on one axis and sign, thumb fixed, so one attribute makes a fist (antCGi). - Network accessline 93
Fragapane); `R.set_preferred_angles(root)`. GATE: `R.rig_check(joints=bind)` clean; mirror within 1e-3 cm; all digits curl on one axis and sign, thumb fixed, so one attribute makes a fist (antCGi). - Network accessline 94
1e-3 cm; all digits curl on one axis and sign, thumb fixed, so one attribute makes a fist - Network accessline 94
1e-3 cm; all digits curl on one axis and sign, thumb fixed, so one attribute makes a fist
skills/dcc/maya/scenario-maya-rigging/references/critique.md
- Network accessline 46
Visual: local rotation axes displayed on a sheet or in the GUI (Display > Transform Display > Local Rotation Axes): no mixed axes at wrist or foot; all digits curl on the same axis (antCGi - Network accessline 46
Visual: local rotation axes displayed on a sheet or in the GUI (Display > Transform Display > Local Rotation Axes): no mixed axes at wrist or foot; all digits curl on the same axis (antCGi - Network accessline 47
Rotation Axes): no mixed axes at wrist or foot; all digits curl on the same axis (antCGi - Network accessline 47
Rotation Axes): no mixed axes at wrist or foot; all digits curl on the same axis (antCGi
skills/dcc/maya/scenario-maya-rigging/references/expert-notes.md
- Network accessline 115
- No rotation values before skinning and export [00:07:16] [00:10:14]; end joints reset to their parent [00:07:16]. - All digits curl on the same axis so one attribute makes a fist; fix the thumb's LRA, then - Network accessline 115
- No rotation values before skinning and export [00:07:16] [00:10:14]; end joints reset to their parent [00:07:16]. - All digits curl on the same axis so one attribute makes a fist; fix the thumb's LRA, then - Network accessline 116
parent [00:07:16]. - All digits curl on the same axis so one attribute makes a fist; fix the thumb's LRA, then `joint -e -zso` [00:08:10] to [00:10:14]. - Network accessline 116
parent [00:07:16]. - All digits curl on the same axis so one attribute makes a fist; fix the thumb's LRA, then `joint -e -zso` [00:08:10] to [00:10:14]. - Network accessline 117
- All digits curl on the same axis so one attribute makes a fist; fix the thumb's LRA, then - Network accessline 117
- All digits curl on the same axis so one attribute makes a fist; fix the thumb's LRA, then
skills/dcc/maya/scenario-maya-rigging/references/sources.md
- Network accessline 12
| Source | Who - Network accessline 12
| Source | Who - Network accessline 13
| ---------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- - Network accessline 13
| ---------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- - Network accessline 14
| Cult of Rig, "Maya Joints Explained; Rants, IK and Skinning", https://www.youtube.com/watch?v=rfLEBgOEW1A (2018, 1:57) | Raffaele Fragapane, Performance Technology Supervisor at Animal Logic when Cult of Rig ran (verifie - Network accessline 14
| Cult of Rig, "Maya Joints Explained; Rants, IK and Skinning", https://www.youtube.com/watch?v=rfLEBgOEW1A (2018, 1:57) | Raffaele Fragapane, Performance Technology Supervisor at Animal Logic when Cult of Rig ran (verifie - Network accessline 15
| Cult of Rig, "Maya Parallel Evaluation", https://www.youtube.com/watch?v=_0mb4wIZi80 (2018, 1:24) | Raffaele Fragapane (as above) - Network accessline 15
| Cult of Rig, "Maya Parallel Evaluation", https://www.youtube.com/watch?v=_0mb4wIZi80 (2018, 1:24) | Raffaele Fragapane (as above) - Network accessline 16
| antCGi #RiggingInMaya Part 01, Model Evaluation, https://www.youtube.com/watch?v=e74KphYwMww (2021, 28 min) | Antony Ward, games veteran (Infogrames/Atari, EA; lead artist, animator, TA), author of Game Charac - Network accessline 16
| antCGi #RiggingInMaya Part 01, Model Evaluation, https://www.youtube.com/watch?v=e74KphYwMww (2021, 28 min) | Antony Ward, games veteran (Infogrames/Atari, EA; lead artist, animator, TA), author of Game Charac - Network accessline 17
| Part 03, Skeleton Building, https://www.youtube.com/watch?v=fGacyVzJGIU (2021, 28 min) | Antony Ward - Network accessline 17
| Part 03, Skeleton Building, https://www.youtube.com/watch?v=fGacyVzJGIU (2021, 28 min) | Antony Ward - Network accessline 18
| Part 04, Rotational Axes, https://www.youtube.com/watch?v=FN05iGspldI (2021, 27 min) | Antony Ward - Network accessline 18
| Part 04, Rotational Axes, https://www.youtube.com/watch?v=FN05iGspldI (2021, 27 min) | Antony Ward - Network accessline 19
| Part 13, IK Limbs, https://www.youtube.com/watch?v=yls25bV-IZU (2021, 30 min) | Antony Ward - Network accessline 19
| Part 13, IK Limbs, https://www.youtube.com/watch?v=yls25bV-IZU (2021, 30 min) | Antony Ward - Network accessline 20
| Part 14, Space Swapping, https://www.youtube.com/watch?v=BFCggv0SV0s (2021, 24 min) | Antony Ward - Network accessline 20
| Part 14, Space Swapping, https://www.youtube.com/watch?v=BFCggv0SV0s (2021, 24 min) | Antony Ward - Network accessline 21
| Part 16, Reverse Foot, https://www.youtube.com/watch?v=jXmK0Vl5iYA (2021, 35 min) | Antony Ward - Network accessline 21
| Part 16, Reverse Foot, https://www.youtube.com/watch?v=jXmK0Vl5iYA (2021, 35 min) | Antony Ward - Network accessline 22
| Part 19, Final Adjustments, https://www.youtube.com/watch?v=DO6RztqbwzA (2021, 28 min) | Antony Ward - Network accessline 22
| Part 19, Final Adjustments, https://www.youtube.com/watch?v=DO6RztqbwzA (2021, 28 min) | Antony Ward - Network accessline 23
| Part 28, Spline IK Spine, https://www.youtube.com/watch?v=KiqpzKUJKt0 (2021, 26 min) | Antony Ward - Network accessline 23
| Part 28, Spline IK Spine, https://www.youtube.com/watch?v=KiqpzKUJKt0 (2021, 26 min) | Antony Ward - Network accessline 24
| Part 12, Face Rig Joints, https://www.youtube.com/watch?v=UpHKfUPyyBI (2019, 37 min) | Antony Ward - Network accessline 24
| Part 12, Face Rig Joints, https://www.youtube.com/watch?v=UpHKfUPyyBI (2019, 37 min) | Antony Ward - Network accessline 25
| #CGTip IK/FK matching, https://www.youtube.com/watch?v=7R_0omGY-Ms (2020, 12 min) | Antony Ward - Network accessline 25
| #CGTip IK/FK matching, https://www.youtube.com/watch?v=7R_0omGY-Ms (2020, 12 min) | Antony Ward - Network accessline 26
| Maya Learning Channel, "Empowering rigs using Offset Parent Matrix", https://www.youtube.com/watch?v=JOYMV-bQdlM (2019, 14 min) | Autodesk official; presenter "Matt", surname unverified - Network accessline 26
| Maya Learning Channel, "Empowering rigs using Offset Parent Matrix", https://www.youtube.com/watch?v=JOYMV-bQdlM (2019, 14 min) | Autodesk official; presenter "Matt", surname unverified - Network accessline 27
| Maya Learning Channel, "Quick Rigging and Skinning a character for beginners", https://www.youtube.com/watch?v=c538zkwxgTQ (2016, 9 min) | Autodesk official - Network accessline 27
| Maya Learning Channel, "Quick Rigging and Skinning a character for beginners", https://www.youtube.com/watch?v=c538zkwxgTQ (2016, 9 min) | Autodesk official - Network accessline 28
| AdvancedSkeleton, "General overview", https://www.youtube.com/watch?v=mTB9Yh_sWKc (2018, 44 min) | official channel; tool by Oyvind Nostdahl (creator verified), narrator unverified - Network accessline 28
| AdvancedSkeleton, "General overview", https://www.youtube.com/watch?v=mTB9Yh_sWKc (2018, 44 min) | official channel; tool by Oyvind Nostdahl (creator verified), narrator unverified - Network accessline 29
| mGear, "Rigging Making Of: ONI Thunder God's Tale", https://www.youtube.com/watch?v=rDHTdhzKpvI (2023, 78 min) | Miquel Campos, mGear lead developer, rigging supervisor on ONI (Tonko House) and Altered Carbon: Re - Network accessline 29
| mGear, "Rigging Making Of: ONI Thunder God's Tale", https://www.youtube.com/watch?v=rDHTdhzKpvI (2023, 78 min) | Miquel Campos, mGear lead developer, rigging supervisor on ONI (Tonko House) and Altered Carbon: Re - Network accessline 30
| mGear, "Data Centric Rigging 025: Notes on Parallel Evaluation", https://www.youtube.com/watch?v=NfYAaK3wtQs (2018, 21 min) | Miquel Campos - Network accessline 30
| mGear, "Data Centric Rigging 025: Notes on Parallel Evaluation", https://www.youtube.com/watch?v=NfYAaK3wtQs (2018, 21 min) | Miquel Campos - Network accessline 31
| GDC 2015, "Tools-Based Rigging in Bungie's Destiny", https://www.youtube.com/watch?v=U_4u0kbf-JE (59 min) | David Hunt and Forrest Soderlind, Bungie (verified) - Network accessline 31
| GDC 2015, "Tools-Based Rigging in Bungie's Destiny", https://www.youtube.com/watch?v=U_4u0kbf-JE (59 min) | David Hunt and Forrest Soderlind, Bungie (verified) - Network accessline 35
- Maya 2027 Help, skeletons, joint orientation, mirroring, IK solvers, IK/FK blending, joint node, `cmds.joint`, `cmds.ikHandle`: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-5A8BB621-96E0-4CE8-9792-08 - Network accessline 35
- Maya 2027 Help, skeletons, joint orientation, mirroring, IK solvers, IK/FK blending, joint node, `cmds.joint`, `cmds.ikHandle`: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-5A8BB621-96E0-4CE8-9792-08 - Network accessline 36
`cmds.joint`, `cmds.ikHandle`: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-5A8BB621-96E0-4CE8-9792-085EC8F07164.htm (local `sources/docs/rigging__skeletons-joint-orient-ik.md`). Ground truth for the j - Network accessline 36
`cmds.joint`, `cmds.ikHandle`: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-5A8BB621-96E0-4CE8-9792-085EC8F07164.htm (local `sources/docs/rigging__skeletons-joint-orient-ik.md`). Ground truth for the j - Network accessline 37
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-5A8BB621-96E0-4CE8-9792-085EC8F07164.htm - Network accessline 37
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-5A8BB621-96E0-4CE8-9792-085EC8F07164.htm - Network accessline 40
- Maya 2027 Help, constraints, Offset Parent Matrix, matrix utility nodes, UV Pin, Proximity Pin, Control menu: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-8AE22982-B840-4E7B-A098-B4D15D01CCE4.htm - Network accessline 40
- Maya 2027 Help, constraints, Offset Parent Matrix, matrix utility nodes, UV Pin, Proximity Pin, Control menu: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-8AE22982-B840-4E7B-A098-B4D15D01CCE4.htm - Network accessline 41
Control menu: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-8AE22982-B840-4E7B-A098-B4D15D01CCE4.htm and https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Tech-Docs/Nodes/blendMatrix.html (local - Network accessline 41
Control menu: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-8AE22982-B840-4E7B-A098-B4D15D01CCE4.htm and https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Tech-Docs/Nodes/blendMatrix.html (local - Network accessline 42
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-8AE22982-B840-4E7B-A098-B4D15D01CCE4.htm - Network accessline 42
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Basics/files/GUID-8AE22982-B840-4E7B-A098-B4D15D01CCE4.htm - Network accessline 43
and https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Tech-Docs/Nodes/blendMatrix.html (local - Network accessline 43
and https://help.autodesk.com/cloudhelp/2027/ENU/Maya-Tech-Docs/Nodes/blendMatrix.html (local - Network accessline 45
parentMatrix, controller tags. - Maya 2027 Help, Quick Rig and HumanIK: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-DC29C982-D04F-4C20-9DBA-4BBB33E027EF.htm; - Network accessline 45
parentMatrix, controller tags. - Maya 2027 Help, Quick Rig and HumanIK: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-DC29C982-D04F-4C20-9DBA-4BBB33E027EF.htm; - Network accessline 46
- Maya 2027 Help, Quick Rig and HumanIK: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-DC29C982-D04F-4C20-9DBA-4BBB33E027EF.htm; mGear 4 workflow: https://mgear4.readthedocs.io/en/latest/official-unoffi - Network accessline 46
- Maya 2027 Help, Quick Rig and HumanIK: https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-DC29C982-D04F-4C20-9DBA-4BBB33E027EF.htm; mGear 4 workflow: https://mgear4.readthedocs.io/en/latest/official-unoffi - Network accessline 47
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-DC29C982-D04F-4C20-9DBA-4BBB33E027EF.htm; - Network accessline 47
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-CharacterAnimation/files/GUID-DC29C982-D04F-4C20-9DBA-4BBB33E027EF.htm; - Network accessline 48
mGear 4 workflow: https://mgear4.readthedocs.io/en/latest/official-unofficial-workflow.html and - Network accessline 48
mGear 4 workflow: https://mgear4.readthedocs.io/en/latest/official-unofficial-workflow.html and - Network accessline 49
https://mgear4.readthedocs.io/en/latest/shifterUserDocumentation.html (local - Network accessline 49
https://mgear4.readthedocs.io/en/latest/shifterUserDocumentation.html (local - Network accessline 50
`rigging__autorig-quickrig-humanik-mgear.md`). - Engines: Unreal FBX Skeletal Mesh and Animation pipelines, https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine - Network accessline 50
`rigging__autorig-quickrig-humanik-mgear.md`). - Engines: Unreal FBX Skeletal Mesh and Animation pipelines, https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine - Network accessline 51
- Engines: Unreal FBX Skeletal Mesh and Animation pipelines, https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine and - Network accessline 51
- Engines: Unreal FBX Skeletal Mesh and Animation pipelines, https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine and - Network accessline 52
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine - Network accessline 52
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine - Network accessline 53
and https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-animation-pipeline-in-unreal-engine; Unity, https://docs.unity3d.com/Manual/UsingHumanoidChars.html and - Network accessline 53
and https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-animation-pipeline-in-unreal-engine; Unity, https://docs.unity3d.com/Manual/UsingHumanoidChars.html and - Network accessline 54
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-animation-pipeline-in-unreal-engine; - Network accessline 54
https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-animation-pipeline-in-unreal-engine; - Network accessline 55
Unity, https://docs.unity3d.com/Manual/UsingHumanoidChars.html and - Network accessline 55
Unity, https://docs.unity3d.com/Manual/UsingHumanoidChars.html and - Network accessline 56
https://docs.unity3d.com/Manual/FBXImporter-Rig.html; Maya Game Exporter, - Network accessline 56
https://docs.unity3d.com/Manual/FBXImporter-Rig.html; Maya Game Exporter, - Network accessline 57
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-31148EE5-CAA8-48F2-9E51-3C9712EE8A14.htm - Network accessline 57
https://help.autodesk.com/cloudhelp/2027/ENU/Maya-ManagingScenes/files/GUID-31148EE5-CAA8-48F2-9E51-3C9712EE8A14.htm - Network accessline 58
(local `rigging__game-engine-export.md`). - Autodesk, "Using Parallel Maya", 2027 edition: https://damassets.autodesk.net/content/dam/autodesk/www/html/using-parallel-maya/2027/UsingParallelMaya.html - Network accessline 58
(local `rigging__game-engine-export.md`). - Autodesk, "Using Parallel Maya", 2027 edition: https://damassets.autodesk.net/content/dam/autodesk/www/html/using-parallel-maya/2027/UsingParallelMaya.html - Network accessline 59
- Autodesk, "Using Parallel Maya", 2027 edition: https://damassets.autodesk.net/content/dam/autodesk/www/html/using-parallel-maya/2027/UsingParallelMaya.html (local `rigging__using-parallel-maya-2027.md`). Ground truth for evaluation mo - Network accessline 59
- Autodesk, "Using Parallel Maya", 2027 edition: https://damassets.autodesk.net/content/dam/autodesk/www/html/using-parallel-maya/2027/UsingParallelMaya.html (local `rigging__using-parallel-maya-2027.md`). Ground truth for evaluation mo - Network accessline 60
https://damassets.autodesk.net/content/dam/autodesk/www/html/using-parallel-maya/2027/UsingParallelMaya.html - Network accessline 60
https://damassets.autodesk.net/content/dam/autodesk/www/html/using-parallel-maya/2027/UsingParallelMaya.html - Network accessline 82
curves and graph prepopulation to parallelize, per-character IK solvers, the OPM composition rule, blendMatrix as an ordered stack against the parentMatrix node, GPU Override eligibility, plus twist placement, the digit curl axis, world - Network accessline 82
curves and graph prepopulation to parallelize, per-character IK solvers, the OPM composition rule, blendMatrix as an ordered stack against the parentMatrix node, GPU Override eligibility, plus twist placement, the digit curl axis, world - Network accessline 83
blendMatrix as an ordered stack against the parentMatrix node, GPU Override eligibility, plus twist placement, the digit curl axis, world-oriented head and feet, antCGi's matching helpers and the bind pose as data. Fixed: "IK bends side - Network accessline 83
blendMatrix as an ordered stack against the parentMatrix node, GPU Override eligibility, plus twist placement, the digit curl axis, world-oriented head and feet, antCGi's matching helpers and the bind pose as data. Fixed: "IK bends side - Network accessline 84
twist placement, the digit curl axis, world-oriented head and feet, antCGi's matching helpers and - Network accessline 84
twist placement, the digit curl axis, world-oriented head and feet, antCGi's matching helpers and
skills/dcc/maya/scenario-maya-rigging/scripts/mx_rig.py
skills/dcc/zbrush/scenario-zbrush-automation/SKILL.md
- Network accessline 12
cannot answer, so the safety lives on the agent side: the runner, the checkpoints, the report. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https - Network accessline 12
cannot answer, so the safety lives on the agent side: the runner, the checkpoints, the report. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https - Network accessline 13
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 14
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/dcc/zbrush/scenario-zbrush-automation/references/sources.md
- Network accessline 46
- ZBrush Python SDK 2026.1 manuals (Maxon SDK team): quickstart, environment, libraries, https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/index.html; local - Network accessline 46
- ZBrush Python SDK 2026.1 manuals (Maxon SDK team): quickstart, environment, libraries, https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/index.html; local - Network accessline 47
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/index.html; local - Network accessline 47
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/index.html; local - Network accessline 49
startup plugins, macro recording, shared interpreter. - SDK API references (GUI, modeling, system) and the stub `api/zbrush/commands.py` (dated 2025-10-28): https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html, - Network accessline 49
startup plugins, macro recording, shared interpreter. - SDK API references (GUI, modeling, system) and the stub `api/zbrush/commands.py` (dated 2025-10-28): https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html, - Network accessline 50
- SDK API references (GUI, modeling, system) and the stub `api/zbrush/commands.py` (dated 2025-10-28): https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html, .../zbr_cmds_modeling.html, .../zbr_cmds_system.html. Bes - Network accessline 50
- SDK API references (GUI, modeling, system) and the stub `api/zbrush/commands.py` (dated 2025-10-28): https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html, .../zbr_cmds_modeling.html, .../zbr_cmds_system.html. Bes - Network accessline 51
2025-10-28): https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html, - Network accessline 51
2025-10-28): https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html, - Network accessline 56
`examples/modeling/ex_mod_subtool_export.py` (command-line batch export), `ex_sys_timeline_camera.py`, `ZData/Python/init.py`, https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html. Best for: the `-script` - Network accessline 56
`examples/modeling/ex_mod_subtool_export.py` (command-line batch export), `ex_sys_timeline_camera.py`, `ZData/Python/init.py`, https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html. Best for: the `-script` - Network accessline 57
`ex_sys_timeline_camera.py`, `ZData/Python/init.py`, https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html. Best for: the `-script` job template. - Network accessline 57
`ex_sys_timeline_camera.py`, `ZData/Python/init.py`, https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html. Best for: the `-script` job template. - Network accessline 58
https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html. Best for: the `-script` - Network accessline 58
https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html. Best for: the `-script` - Network accessline 59
job template. - Migrating ZScript and `ZData/Python/zscript_command_mapping.json`, https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html. Best for: - Network accessline 59
job template. - Migrating ZScript and `ZData/Python/zscript_command_mapping.json`, https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html. Best for: - Network accessline 60
- Migrating ZScript and `ZData/Python/zscript_command_mapping.json`, https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html. Best for: reading any macro as Python. - Network accessline 60
- Migrating ZScript and `ZData/Python/zscript_command_mapping.json`, https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html. Best for: reading any macro as Python. - Network accessline 61
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html. Best for: - Network accessline 61
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html. Best for: - Network accessline 62
reading any macro as Python. - Maxon developer forum, ZBrush SDK category (ferdinand, m_adam, i_mazlov, davide; users pablo31, pocacola, wtz2025), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: FBX - Network accessline 62
reading any macro as Python. - Maxon developer forum, ZBrush SDK category (ferdinand, m_adam, i_mazlov, davide; users pablo31, pocacola, wtz2025), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: FBX - Network accessline 63
- Maxon developer forum, ZBrush SDK category (ferdinand, m_adam, i_mazlov, davide; users pablo31, pocacola, wtz2025), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: FBX dialog (2025-03-11), background export (2025- - Network accessline 63
- Maxon developer forum, ZBrush SDK category (ferdinand, m_adam, i_mazlov, davide; users pablo31, pocacola, wtz2025), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: FBX dialog (2025-03-11), background export (2025- - Network accessline 64
pocacola, wtz2025), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: FBX - Network accessline 64
pocacola, wtz2025), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: FBX - Network accessline 66
(2026-04-21), startup `init.py` in the Asset Directory (2026-04-15), no rename API (2026-09-10). - ZScript command reference, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command - Network accessline 66
(2026-04-21), startup `init.py` in the Asset Directory (2026-04-15), no rename API (2026-09-10). - ZScript command reference, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command - Network accessline 67
- ZScript command reference, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. Best for: FileNameSetNext, IKeyPress, SubTool status bits, Mesh3DGet. - Network accessline 67
- ZScript command reference, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. Best for: FileNameSetNext, IKeyPress, SubTool status bits, Mesh3DGet. - Network accessline 68
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. - Network accessline 68
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. - Network accessline 69
Best for: FileNameSetNext, IKeyPress, SubTool status bits, Mesh3DGet. - ZScript interfaces, plugins, macros, user content, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface - Network accessline 69
Best for: FileNameSetNext, IKeyPress, SubTool status bits, Mesh3DGet. - ZScript interfaces, plugins, macros, user content, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface - Network accessline 70
- ZScript interfaces, plugins, macros, user content, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface/zplugin-interface.html. Best for: one active ZScript, macro folder - Network accessline 70
- ZScript interfaces, plugins, macros, user content, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface/zplugin-interface.html. Best for: one active ZScript, macro folder - Network accessline 71
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface/zplugin-interface.html. - Network accessline 71
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface/zplugin-interface.html. - Network accessline 72
Best for: one active ZScript, macro folder and 8-character rule, read-only install since 2026.1. - ZScripting manual, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. - Network accessline 72
Best for: one active ZScript, macro folder and 8-character rule, read-only install since 2026.1. - ZScripting manual, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. - Network accessline 73
- ZScripting manual, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. Best for: learning paths from recordings, Ctrl+hover, memory blocks. - Network accessline 73
- ZScripting manual, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. Best for: learning paths from recordings, Ctrl+hover, memory blocks. - Network accessline 74
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. - Network accessline 74
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. - Network accessline 77
for: `[IKeyPress,'2',...]` answers, `PopUp:` items, save and restore of user state. - GoZ documentation, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html; GoZ - Network accessline 77
for: `[IKeyPress,'2',...]` answers, `PopUp:` items, save and restore of user state. - GoZ documentation, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html; GoZ - Network accessline 78
- GoZ documentation, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html; GoZ SDK PDF, https://developers.maxon.net/docs/zbrush/goz_sdk.pdf. Best for: lowest level, unique - Network accessline 78
- GoZ documentation, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html; GoZ SDK PDF, https://developers.maxon.net/docs/zbrush/goz_sdk.pdf. Best for: lowest level, unique - Network accessline 79
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html; GoZ - Network accessline 79
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html; GoZ - Network accessline 80
SDK PDF, https://developers.maxon.net/docs/zbrush/goz_sdk.pdf. Best for: lowest level, unique - Network accessline 80
SDK PDF, https://developers.maxon.net/docs/zbrush/goz_sdk.pdf. Best for: lowest level, unique - Network accessline 93
- marcus_civis (ZBrushCentral, long-time ZScript and plugin author, credential unverified), threads 2009 to 2019, https://www.zbrushcentral.com/c/zscripting-help/14. Best for: one active script, - Network accessline 93
- marcus_civis (ZBrushCentral, long-time ZScript and plugin author, credential unverified), threads 2009 to 2019, https://www.zbrushcentral.com/c/zscripting-help/14. Best for: one active script, - Network accessline 94
2009 to 2019, https://www.zbrushcentral.com/c/zscripting-help/14. Best for: one active script, - Network accessline 94
2009 to 2019, https://www.zbrushcentral.com/c/zscripting-help/14. Best for: one active script, - Network accessline 98
success signal (BigRoyNL 2024-03-07). - cgside (3D environment artist), "ZSCRIPT in Zbrush | Automate tasks" (2022), https://www.youtube.com/watch?v=MyhwQvkcnwI. Best for: a production remesh-and-project batch, save - Network accessline 98
success signal (BigRoyNL 2024-03-07). - cgside (3D environment artist), "ZSCRIPT in Zbrush | Automate tasks" (2022), https://www.youtube.com/watch?v=MyhwQvkcnwI. Best for: a production remesh-and-project batch, save - Network accessline 99
- cgside (3D environment artist), "ZSCRIPT in Zbrush | Automate tasks" (2022), https://www.youtube.com/watch?v=MyhwQvkcnwI. Best for: a production remesh-and-project batch, save before ProjectAll [00:02:19], the Decimation Master limit - Network accessline 99
- cgside (3D environment artist), "ZSCRIPT in Zbrush | Automate tasks" (2022), https://www.youtube.com/watch?v=MyhwQvkcnwI. Best for: a production remesh-and-project batch, save before ProjectAll [00:02:19], the Decimation Master limit - Network accessline 100
https://www.youtube.com/watch?v=MyhwQvkcnwI. Best for: a production remesh-and-project batch, save - Network accessline 100
https://www.youtube.com/watch?v=MyhwQvkcnwI. Best for: a production remesh-and-project batch, save - Network accessline 101
before ProjectAll [00:02:19], the Decimation Master limit [00:06:56], target math [00:08:04]. - Michael Pavlovich (Director of Character, Weapon and Vehicle Art at Certain Affinity; Maxon ZBrushLIVE host), Workshop 45 (2018), https://www. - Network accessline 101
before ProjectAll [00:02:19], the Decimation Master limit [00:06:56], target math [00:08:04]. - Michael Pavlovich (Director of Character, Weapon and Vehicle Art at Certain Affinity; Maxon ZBrushLIVE host), Workshop 45 (2018), https://www. - Network accessline 102
- Michael Pavlovich (Director of Character, Weapon and Vehicle Art at Certain Affinity; Maxon ZBrushLIVE host), Workshop 45 (2018), https://www.youtube.com/watch?v=9Acq70iPaVI. Best for: ZRepeat It [00:37:30], DynaMesh 64 demo [00:42:53 - Network accessline 102
- Michael Pavlovich (Director of Character, Weapon and Vehicle Art at Certain Affinity; Maxon ZBrushLIVE host), Workshop 45 (2018), https://www.youtube.com/watch?v=9Acq70iPaVI. Best for: ZRepeat It [00:37:30], DynaMesh 64 demo [00:42:53 - Network accessline 103
ZBrushLIVE host), Workshop 45 (2018), https://www.youtube.com/watch?v=9Acq70iPaVI. Best for: - Network accessline 103
ZBrushLIVE host), Workshop 45 (2018), https://www.youtube.com/watch?v=9Acq70iPaVI. Best for: - Network accessline 105
hotkeys [01:04:24]. - MadPonyInteractive (ZBrush plugin author, credential unverified), ZScript Fundamentals (2019): What is ZScript https://www.youtube.com/watch?v=DnLlDJxfxHs [00:00:35], [00:02:16]; IGet/ISet - Network accessline 105
hotkeys [01:04:24]. - MadPonyInteractive (ZBrush plugin author, credential unverified), ZScript Fundamentals (2019): What is ZScript https://www.youtube.com/watch?v=DnLlDJxfxHs [00:00:35], [00:02:16]; IGet/ISet - Network accessline 106
- MadPonyInteractive (ZBrush plugin author, credential unverified), ZScript Fundamentals (2019): What is ZScript https://www.youtube.com/watch?v=DnLlDJxfxHs [00:00:35], [00:02:16]; IGet/ISet https://www.youtube.com/watch?v=vnaNrBzT1UQ; - Network accessline 106
- MadPonyInteractive (ZBrush plugin author, credential unverified), ZScript Fundamentals (2019): What is ZScript https://www.youtube.com/watch?v=DnLlDJxfxHs [00:00:35], [00:02:16]; IGet/ISet https://www.youtube.com/watch?v=vnaNrBzT1UQ; - Network accessline 107
What is ZScript https://www.youtube.com/watch?v=DnLlDJxfxHs [00:00:35], [00:02:16]; IGet/ISet - Network accessline 107
What is ZScript https://www.youtube.com/watch?v=DnLlDJxfxHs [00:00:35], [00:02:16]; IGet/ISet - Network accessline 108
https://www.youtube.com/watch?v=vnaNrBzT1UQ; Memory Variables - Network accessline 108
https://www.youtube.com/watch?v=vnaNrBzT1UQ; Memory Variables - Network accessline 109
https://www.youtube.com/watch?v=_YuSnHxJtsI; VarSave https://www.youtube.com/watch?v=_I5i60PNvj4; - Network accessline 109
https://www.youtube.com/watch?v=_YuSnHxJtsI; VarSave https://www.youtube.com/watch?v=_I5i60PNvj4; - Network accessline 110
NoteBar https://www.youtube.com/watch?v=1L77Sssism0; Note Interface - Network accessline 110
NoteBar https://www.youtube.com/watch?v=1L77Sssism0; Note Interface - Network accessline 111
https://www.youtube.com/watch?v=EEEyBHE5UrE; Selecting SubTools - Network accessline 111
https://www.youtube.com/watch?v=EEEyBHE5UrE; Selecting SubTools - Network accessline 112
https://www.youtube.com/watch?v=DNCJ_2vH9iU [00:01:35]; Moving SubTools - Network accessline 112
https://www.youtube.com/watch?v=DNCJ_2vH9iU [00:01:35]; Moving SubTools - Network accessline 113
https://www.youtube.com/watch?v=9-5AkwkZqAo; Renaming SubTools - Network accessline 113
https://www.youtube.com/watch?v=9-5AkwkZqAo; Renaming SubTools - Network accessline 114
https://www.youtube.com/watch?v=w7RxSx1G1hQ [00:00:34]; Tools and Folders - Network accessline 114
https://www.youtube.com/watch?v=w7RxSx1G1hQ [00:00:34]; Tools and Folders - Network accessline 115
https://www.youtube.com/watch?v=Fns6YoDE1j4 [00:02:51]; Loop - Network accessline 115
https://www.youtube.com/watch?v=Fns6YoDE1j4 [00:02:51]; Loop - Network accessline 116
https://www.youtube.com/watch?v=Iwg5i4pWAdE; Routines https://www.youtube.com/watch?v=bBNrtIsHfiE; - Network accessline 116
https://www.youtube.com/watch?v=Iwg5i4pWAdE; Routines https://www.youtube.com/watch?v=bBNrtIsHfiE; - Network accessline 117
IButton https://www.youtube.com/watch?v=cfWdG_UPx90; Macros and Plugins - Network accessline 117
IButton https://www.youtube.com/watch?v=cfWdG_UPx90; Macros and Plugins - Network accessline 118
https://www.youtube.com/watch?v=_1wAuQ3IUf4; Nudge Axis - Network accessline 118
https://www.youtube.com/watch?v=_1wAuQ3IUf4; Nudge Axis - Network accessline 119
https://www.youtube.com/watch?v=a9YEqjF0bkU and https://www.youtube.com/watch?v=xv-DDf4EckE - Network accessline 119
https://www.youtube.com/watch?v=a9YEqjF0bkU and https://www.youtube.com/watch?v=xv-DDf4EckE - Network accessline 120
[00:03:27]. Best for: ZScript semantics, names and IDs, dialog-free saves. - Paul Gaboury (Pixologic and Maxon ZBrush staff), #AskZBrush export all SubTools (2022), https://www.youtube.com/watch?v=echGh0tZEts [00:00:34], [00:01:06]. Best - Network accessline 120
[00:03:27]. Best for: ZScript semantics, names and IDs, dialog-free saves. - Paul Gaboury (Pixologic and Maxon ZBrush staff), #AskZBrush export all SubTools (2022), https://www.youtube.com/watch?v=echGh0tZEts [00:00:34], [00:01:06]. Best - Network accessline 121
- Paul Gaboury (Pixologic and Maxon ZBrush staff), #AskZBrush export all SubTools (2022), https://www.youtube.com/watch?v=echGh0tZEts [00:00:34], [00:01:06]. Best for: why FBX needs a dialog and OBJ loses names. - Network accessline 121
- Paul Gaboury (Pixologic and Maxon ZBrush staff), #AskZBrush export all SubTools (2022), https://www.youtube.com/watch?v=echGh0tZEts [00:00:34], [00:01:06]. Best for: why FBX needs a dialog and OBJ loses names. - Network accessline 122
https://www.youtube.com/watch?v=echGh0tZEts [00:00:34], [00:01:06]. Best for: why FBX needs a - Network accessline 122
https://www.youtube.com/watch?v=echGh0tZEts [00:00:34], [00:01:06]. Best for: why FBX needs a - Network accessline 123
dialog and OBJ loses names. - Joseph Drust (Pixologic), #AskZBrush: decimation keeping polygroups https://www.youtube.com/watch?v=mRfA_WDvvrg [00:02:35]-[00:05:04]; normal maps - Network accessline 123
dialog and OBJ loses names. - Joseph Drust (Pixologic), #AskZBrush: decimation keeping polygroups https://www.youtube.com/watch?v=mRfA_WDvvrg [00:02:35]-[00:05:04]; normal maps - Network accessline 124
- Joseph Drust (Pixologic), #AskZBrush: decimation keeping polygroups https://www.youtube.com/watch?v=mRfA_WDvvrg [00:02:35]-[00:05:04]; normal maps https://www.youtube.com/watch?v=n0qqpwvn-jA [00:01:14]; small-detail bakes - Network accessline 124
- Joseph Drust (Pixologic), #AskZBrush: decimation keeping polygroups https://www.youtube.com/watch?v=mRfA_WDvvrg [00:02:35]-[00:05:04]; normal maps https://www.youtube.com/watch?v=n0qqpwvn-jA [00:01:14]; small-detail bakes - Network accessline 125
https://www.youtube.com/watch?v=mRfA_WDvvrg [00:02:35]-[00:05:04]; normal maps - Network accessline 125
https://www.youtube.com/watch?v=mRfA_WDvvrg [00:02:35]-[00:05:04]; normal maps - Network accessline 126
https://www.youtube.com/watch?v=n0qqpwvn-jA [00:01:14]; small-detail bakes - Network accessline 126
https://www.youtube.com/watch?v=n0qqpwvn-jA [00:01:14]; small-detail bakes - Network accessline 127
https://www.youtube.com/watch?v=2zDAtaQqwh8 [00:02:53]. Best for: plugin recipes and map level - Network accessline 127
https://www.youtube.com/watch?v=2zDAtaQqwh8 [00:02:53]. Best for: plugin recipes and map level - Network accessline 128
rules. - Ian Robinson (senior ZBrush instructor, Maxon): #AskZBrush Keep Polypaint https://www.youtube.com/watch?v=bVX9utHc_ZI [00:01:17]; Asset Directory - Network accessline 128
rules. - Ian Robinson (senior ZBrush instructor, Maxon): #AskZBrush Keep Polypaint https://www.youtube.com/watch?v=bVX9utHc_ZI [00:01:17]; Asset Directory - Network accessline 129
- Ian Robinson (senior ZBrush instructor, Maxon): #AskZBrush Keep Polypaint https://www.youtube.com/watch?v=bVX9utHc_ZI [00:01:17]; Asset Directory https://www.youtube.com/watch?v=w7lI2RCK2aI [00:02:12]; What's New 2026.1 with Rodolfo S - Network accessline 129
- Ian Robinson (senior ZBrush instructor, Maxon): #AskZBrush Keep Polypaint https://www.youtube.com/watch?v=bVX9utHc_ZI [00:01:17]; Asset Directory https://www.youtube.com/watch?v=w7lI2RCK2aI [00:02:12]; What's New 2026.1 with Rodolfo S - Network accessline 130
https://www.youtube.com/watch?v=bVX9utHc_ZI [00:01:17]; Asset Directory - Network accessline 130
https://www.youtube.com/watch?v=bVX9utHc_ZI [00:01:17]; Asset Directory - Network accessline 131
https://www.youtube.com/watch?v=w7lI2RCK2aI [00:02:12]; What's New 2026.1 with Rodolfo Silva - Network accessline 131
https://www.youtube.com/watch?v=w7lI2RCK2aI [00:02:12]; What's New 2026.1 with Rodolfo Silva - Network accessline 132
https://www.youtube.com/watch?v=rbikNPggIeo [00:12:41]. Best for: 2026 folders and plugin load - Network accessline 132
https://www.youtube.com/watch?v=rbikNPggIeo [00:12:41]. Best for: 2026 folders and plugin load - Network accessline 133
order. - Maxon, Fall Release 2025 (2026.0), https://www.youtube.com/watch?v=DdKubRp7C4A [00:01:08]. Best for: dating Python support. - Network accessline 133
order. - Maxon, Fall Release 2025 (2026.0), https://www.youtube.com/watch?v=DdKubRp7C4A [00:01:08]. Best for: dating Python support. - Network accessline 134
- Maxon, Fall Release 2025 (2026.0), https://www.youtube.com/watch?v=DdKubRp7C4A [00:01:08]. Best - Network accessline 134
- Maxon, Fall Release 2025 (2026.0), https://www.youtube.com/watch?v=DdKubRp7C4A [00:01:08]. Best - Network accessline 135
for: dating Python support. - FlippedNormals (Morten Jaeger, Henning Sanden, character artists and educators), ZBrush to Blender with GoB (2020), https://www.youtube.com/watch?v=2-pFspCbykk [00:04:02], [00:06:01], [00:08:15], - Network accessline 135
for: dating Python support. - FlippedNormals (Morten Jaeger, Henning Sanden, character artists and educators), ZBrush to Blender with GoB (2020), https://www.youtube.com/watch?v=2-pFspCbykk [00:04:02], [00:06:01], [00:08:15], - Network accessline 136
- FlippedNormals (Morten Jaeger, Henning Sanden, character artists and educators), ZBrush to Blender with GoB (2020), https://www.youtube.com/watch?v=2-pFspCbykk [00:04:02], [00:06:01], [00:08:15], [00:11:21]. Best for: GoB round trips, - Network accessline 136
- FlippedNormals (Morten Jaeger, Henning Sanden, character artists and educators), ZBrush to Blender with GoB (2020), https://www.youtube.com/watch?v=2-pFspCbykk [00:04:02], [00:06:01], [00:08:15], [00:11:21]. Best for: GoB round trips, - Network accessline 137
with GoB (2020), https://www.youtube.com/watch?v=2-pFspCbykk [00:04:02], [00:06:01], [00:08:15], - Network accessline 137
with GoB (2020), https://www.youtube.com/watch?v=2-pFspCbykk [00:04:02], [00:06:01], [00:08:15], - Network accessline 138
[00:11:21]. Best for: GoB round trips, lowest level, FBX scale 1000. - Laura Gallagher (Outgang; former Lead Character Artist, Eidos Montreal and Guerrilla Games), units and scale (2021), https://www.youtube.com/watch?v=EXjfH_X2hkM [00:24 - Network accessline 138
[00:11:21]. Best for: GoB round trips, lowest level, FBX scale 1000. - Laura Gallagher (Outgang; former Lead Character Artist, Eidos Montreal and Guerrilla Games), units and scale (2021), https://www.youtube.com/watch?v=EXjfH_X2hkM [00:24 - Network accessline 139
- Laura Gallagher (Outgang; former Lead Character Artist, Eidos Montreal and Guerrilla Games), units and scale (2021), https://www.youtube.com/watch?v=EXjfH_X2hkM [00:24:03], [00:27:16], [00:28:23], [00:33:40]. Best for: Export Scale an - Network accessline 139
- Laura Gallagher (Outgang; former Lead Character Artist, Eidos Montreal and Guerrilla Games), units and scale (2021), https://www.youtube.com/watch?v=EXjfH_X2hkM [00:24:03], [00:27:16], [00:28:23], [00:33:40]. Best for: Export Scale an - Network accessline 140
and scale (2021), https://www.youtube.com/watch?v=EXjfH_X2hkM [00:24:03], [00:27:16], [00:28:23], - Network accessline 140
and scale (2021), https://www.youtube.com/watch?v=EXjfH_X2hkM [00:24:03], [00:27:16], [00:28:23], - Network accessline 142
- Community bridges on GitHub: baborub/usd-portal (tested on 2026.2), JoseConseco/GoB, LumaPictures/gozbruh, nlapinski/ZBrush-Command-Port, newsbubbles/zbrush-mcp (unverified), https://github.com/baborub/usd-portal and others (note - Network accessline 142
- Community bridges on GitHub: baborub/usd-portal (tested on 2026.2), JoseConseco/GoB, LumaPictures/gozbruh, nlapinski/ZBrush-Command-Port, newsbubbles/zbrush-mcp (unverified), https://github.com/baborub/usd-portal and others (note - Network accessline 143
LumaPictures/gozbruh, nlapinski/ZBrush-Command-Port, newsbubbles/zbrush-mcp (unverified), https://github.com/baborub/usd-portal and others (note `automation__community-bridges-remote-control`). Best for: file-drop control, `.GoZ` by pat - Network accessline 143
LumaPictures/gozbruh, nlapinski/ZBrush-Command-Port, newsbubbles/zbrush-mcp (unverified), https://github.com/baborub/usd-portal and others (note `automation__community-bridges-remote-control`). Best for: file-drop control, `.GoZ` by pat - Network accessline 144
https://github.com/baborub/usd-portal and others (note - Network accessline 144
https://github.com/baborub/usd-portal and others (note
skills/dcc/zbrush/scenario-zbrush-automation/scripts/zb_batch.py
skills/dcc/zbrush/scenario-zbrush-automation/scripts/zb_batch_job.py
skills/dcc/zbrush/scenario-zbrush-automation/scripts/zb_goz.py
skills/dcc/zbrush/scenario-zbrush-automation/scripts/zb_plugin_ops.py
skills/dcc/zbrush/scenario-zbrush-character-creature/SKILL.md
- Network accessline 12
lowest level that holds it, and keep detail on layers or behind a stored morph target. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://githu - Network accessline 12
lowest level that holds it, and keep detail on layers or behind a stored morph target. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://githu - Network accessline 13
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 14
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
skills/dcc/zbrush/scenario-zbrush-character-creature/references/sources.md
- Network accessline 57
- **Ryan Kingslien**, first ZBrush product manager at Pixologic (2004 to 2008), founder of ZBrushWorkshops and Vertex School. "Common Mistakes When Sculpting The Face" (live talk, 2021-07-28, ZBrush 2021.6.2), https://www.youtube.com/wa - Network accessline 57
- **Ryan Kingslien**, first ZBrush product manager at Pixologic (2004 to 2008), founder of ZBrushWorkshops and Vertex School. "Common Mistakes When Sculpting The Face" (live talk, 2021-07-28, ZBrush 2021.6.2), https://www.youtube.com/wa - Network accessline 58
ZBrushWorkshops and Vertex School. "Common Mistakes When Sculpting The Face" (live talk, 2021-07-28, ZBrush 2021.6.2), https://www.youtube.com/watch?v=6wiDxO-ZADg. Best for: the face order of operations and the critique checklist. Times - Network accessline 58
ZBrushWorkshops and Vertex School. "Common Mistakes When Sculpting The Face" (live talk, 2021-07-28, ZBrush 2021.6.2), https://www.youtube.com/watch?v=6wiDxO-ZADg. Best for: the face order of operations and the critique checklist. Times - Network accessline 59
2021-07-28, ZBrush 2021.6.2), https://www.youtube.com/watch?v=6wiDxO-ZADg. Best for: the face - Network accessline 59
2021-07-28, ZBrush 2021.6.2), https://www.youtube.com/watch?v=6wiDxO-ZADg. Best for: the face - Network accessline 75
- **Kris Costa** ("Antropus"), 14 years at ILM, creature modeling lead (Warcraft, Star Wars TFA, Kong), portrait instructor. - "Realistic Portraiture" (ZBrush Summit 2018), https://www.youtube.com/watch?v=Lfen-BSwWcE. Best - Network accessline 75
- **Kris Costa** ("Antropus"), 14 years at ILM, creature modeling lead (Warcraft, Star Wars TFA, Kong), portrait instructor. - "Realistic Portraiture" (ZBrush Summit 2018), https://www.youtube.com/watch?v=Lfen-BSwWcE. Best - Network accessline 76
Kong), portrait instructor. - "Realistic Portraiture" (ZBrush Summit 2018), https://www.youtube.com/watch?v=Lfen-BSwWcE. Best for: the HD stack, Multi Map Exporter values, Switch MT, pore and wrinkle method. Timestamps: - Network accessline 76
Kong), portrait instructor. - "Realistic Portraiture" (ZBrush Summit 2018), https://www.youtube.com/watch?v=Lfen-BSwWcE. Best for: the HD stack, Multi Map Exporter values, Switch MT, pore and wrinkle method. Timestamps: - Network accessline 77
- "Realistic Portraiture" (ZBrush Summit 2018), https://www.youtube.com/watch?v=Lfen-BSwWcE. Best - Network accessline 77
- "Realistic Portraiture" (ZBrush Summit 2018), https://www.youtube.com/watch?v=Lfen-BSwWcE. Best - Network accessline 81
micro-displacement map 01:10:58. - "Realism Idealized: Learning How to Observe" (Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: the evaluation checklist, subtle - Network accessline 81
micro-displacement map 01:10:58. - "Realism Idealized: Learning How to Observe" (Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: the evaluation checklist, subtle - Network accessline 82
- "Realism Idealized: Learning How to Observe" (Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: the evaluation checklist, subtle ClayBuildup, age and ripple, eyes and measurements, skin by region, Elastic pass. - Network accessline 82
- "Realism Idealized: Learning How to Observe" (Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: the evaluation checklist, subtle ClayBuildup, age and ripple, eyes and measurements, skin by region, Elastic pass. - Network accessline 83
https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: the evaluation checklist, subtle - Network accessline 83
https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: the evaluation checklist, subtle - Network accessline 87
- **Anatomy For Sculptors** (Uldis Zarins and team, authors of the Anatomy for Sculptors books), free blog articles on the head, skull, forehead, pelvis, shoulder, arm and hand, https://anatomy4sculptors.com/blog/ (local copy - Network accessline 87
- **Anatomy For Sculptors** (Uldis Zarins and team, authors of the Anatomy for Sculptors books), free blog articles on the head, skull, forehead, pelvis, shoulder, arm and hand, https://anatomy4sculptors.com/blog/ (local copy - Network accessline 88
free blog articles on the head, skull, forehead, pelvis, shoulder, arm and hand, https://anatomy4sculptors.com/blog/ (local copy `sources/docs/character-creature__anatomy-for-sculptors-articles.md`). Best for: numeric canon - Network accessline 88
free blog articles on the head, skull, forehead, pelvis, shoulder, arm and hand, https://anatomy4sculptors.com/blog/ (local copy `sources/docs/character-creature__anatomy-for-sculptors-articles.md`). Best for: numeric canon - Network accessline 89
https://anatomy4sculptors.com/blog/ (local copy - Network accessline 89
https://anatomy4sculptors.com/blog/ (local copy - Network accessline 95
- **J Hill** (Jason Hill), lead character artist at Turtle Rock Studios, Bloodhound (Apex Legends) at Respawn, former student of Costa. "Sculpting SKIN DETAILS with ZBrush" (2021-10-17), https://www.youtube.com/watch?v=HlHoIGE2Ocs. Best - Network accessline 95
- **J Hill** (Jason Hill), lead character artist at Turtle Rock Studios, Bloodhound (Apex Legends) at Respawn, former student of Costa. "Sculpting SKIN DETAILS with ZBrush" (2021-10-17), https://www.youtube.com/watch?v=HlHoIGE2Ocs. Best - Network accessline 96
at Respawn, former student of Costa. "Sculpting SKIN DETAILS with ZBrush" (2021-10-17), https://www.youtube.com/watch?v=HlHoIGE2Ocs. Best for: regular plus HD split, the Surface Noise pore bed, heavy then dial back, region rules, lips, - Network accessline 96
at Respawn, former student of Costa. "Sculpting SKIN DETAILS with ZBrush" (2021-10-17), https://www.youtube.com/watch?v=HlHoIGE2Ocs. Best for: regular plus HD split, the Surface Noise pore bed, heavy then dial back, region rules, lips, - Network accessline 97
https://www.youtube.com/watch?v=HlHoIGE2Ocs. Best for: regular plus HD split, the Surface Noise - Network accessline 97
https://www.youtube.com/watch?v=HlHoIGE2Ocs. Best for: regular plus HD split, the Surface Noise - Network accessline 114
- **Scott Eaton**, classically trained sculptor, character supervisor and lead modeler on features, anatomy instructor to ILM, Framestore, Valve, Sony, Ubisoft, DICE. "Dynamic Figure Sculpture" (ZBrush Summit 2015), https://www.youtube. - Network accessline 114
- **Scott Eaton**, classically trained sculptor, character supervisor and lead modeler on features, anatomy instructor to ILM, Framestore, Valve, Sony, Ubisoft, DICE. "Dynamic Figure Sculpture" (ZBrush Summit 2015), https://www.youtube. - Network accessline 115
anatomy instructor to ILM, Framestore, Valve, Sony, Ubisoft, DICE. "Dynamic Figure Sculpture" (ZBrush Summit 2015), https://www.youtube.com/watch?v=Ale6SXXbJMM. Best for: force chain, landmarks, scapula rotation, subdivision with Smt of - Network accessline 115
anatomy instructor to ILM, Framestore, Valve, Sony, Ubisoft, DICE. "Dynamic Figure Sculpture" (ZBrush Summit 2015), https://www.youtube.com/watch?v=Ale6SXXbJMM. Best for: force chain, landmarks, scapula rotation, subdivision with Smt of - Network accessline 116
(ZBrush Summit 2015), https://www.youtube.com/watch?v=Ale6SXXbJMM. Best for: force chain, - Network accessline 116
(ZBrush Summit 2015), https://www.youtube.com/watch?v=Ale6SXXbJMM. Best for: force chain, - Network accessline 123
- **Zachary Berger**, lead creature designer on Avatar: The Way of Water (Lightstorm), 2023 Concept Art Award. "The Creature Design Philosophy of Avatar: The Way of Water" (ZBrush Summit 2023), https://www.youtube.com/watch?v=PcuC8K-bz4 - Network accessline 123
- **Zachary Berger**, lead creature designer on Avatar: The Way of Water (Lightstorm), 2023 Concept Art Award. "The Creature Design Philosophy of Avatar: The Way of Water" (ZBrush Summit 2023), https://www.youtube.com/watch?v=PcuC8K-bz4 - Network accessline 124
Art Award. "The Creature Design Philosophy of Avatar: The Way of Water" (ZBrush Summit 2023), https://www.youtube.com/watch?v=PcuC8K-bz44. Best for: the design pyramid, reference blending, layers for variants and articulation, grayscale - Network accessline 124
Art Award. "The Creature Design Philosophy of Avatar: The Way of Water" (ZBrush Summit 2023), https://www.youtube.com/watch?v=PcuC8K-bz44. Best for: the design pyramid, reference blending, layers for variants and articulation, grayscale - Network accessline 125
https://www.youtube.com/watch?v=PcuC8K-bz44. Best for: the design pyramid, reference blending, - Network accessline 125
https://www.youtube.com/watch?v=PcuC8K-bz44. Best for: the design pyramid, reference blending, - Network accessline 129
- **Henning Sanden**, FlippedNormals co-founder, former creature modeler at Framestore, MPC and DNEG. "Create Killer Alphas From Scratch" (2025-06-02), https://www.youtube.com/watch?v=TuRIf92oMCY. Best for: the alpha factory, mid value - Network accessline 129
- **Henning Sanden**, FlippedNormals co-founder, former creature modeler at Framestore, MPC and DNEG. "Create Killer Alphas From Scratch" (2025-06-02), https://www.youtube.com/watch?v=TuRIf92oMCY. Best for: the alpha factory, mid value - Network accessline 130
DNEG. "Create Killer Alphas From Scratch" (2025-06-02), https://www.youtube.com/watch?v=TuRIf92oMCY. Best for: the alpha factory, mid value 50 calibration, flow along anatomy, unify pass. Timestamps: flow 00:00:34; plane setup 00:02:11; - Network accessline 130
DNEG. "Create Killer Alphas From Scratch" (2025-06-02), https://www.youtube.com/watch?v=TuRIf92oMCY. Best for: the alpha factory, mid value 50 calibration, flow along anatomy, unify pass. Timestamps: flow 00:00:34; plane setup 00:02:11; - Network accessline 131
https://www.youtube.com/watch?v=TuRIf92oMCY. Best for: the alpha factory, mid value 50 - Network accessline 131
https://www.youtube.com/watch?v=TuRIf92oMCY. Best for: the alpha factory, mid value 50 - Network accessline 136
ex-Rockstar; ex-MPC senior creature artist). Maxon interview "Sculpting Creatures for God of War: Ragnarok and More" (2023-11-09), https://www.maxon.net/en/article/sculpting-creatures-for-god-of-war-ragnarok-and-more (local copy - Network accessline 136
ex-Rockstar; ex-MPC senior creature artist). Maxon interview "Sculpting Creatures for God of War: Ragnarok and More" (2023-11-09), https://www.maxon.net/en/article/sculpting-creatures-for-god-of-war-ragnarok-and-more (local copy - Network accessline 137
Ragnarok and More" (2023-11-09), https://www.maxon.net/en/article/sculpting-creatures-for-god-of-war-ragnarok-and-more (local copy `sources/docs/character-creature__maxon-starkie-creature-interview.md`). Best for: hand scales on - Network accessline 137
Ragnarok and More" (2023-11-09), https://www.maxon.net/en/article/sculpting-creatures-for-god-of-war-ragnarok-and-more (local copy `sources/docs/character-creature__maxon-starkie-creature-interview.md`). Best for: hand scales on - Network accessline 138
https://www.maxon.net/en/article/sculpting-creatures-for-god-of-war-ragnarok-and-more (local copy - Network accessline 138
https://www.maxon.net/en/article/sculpting-creatures-for-god-of-war-ragnarok-and-more (local copy - Network accessline 141
low ClayBuildup intensity in numbers (Z 2 to 3) is Costa's. - **Marko Lazov**, creature artist at Mundfish. ZBrush Summit 2025 creature concept speed sculpt, https://www.youtube.com/watch?v=AQsmWcXLxk8. Best for: skull first, Mask by Cavi - Network accessline 141
low ClayBuildup intensity in numbers (Z 2 to 3) is Costa's. - **Marko Lazov**, creature artist at Mundfish. ZBrush Summit 2025 creature concept speed sculpt, https://www.youtube.com/watch?v=AQsmWcXLxk8. Best for: skull first, Mask by Cavi - Network accessline 142
- **Marko Lazov**, creature artist at Mundfish. ZBrush Summit 2025 creature concept speed sculpt, https://www.youtube.com/watch?v=AQsmWcXLxk8. Best for: skull first, Mask by Cavity plus Inflate, detail zoning, asymmetry by Morph Target. - Network accessline 142
- **Marko Lazov**, creature artist at Mundfish. ZBrush Summit 2025 creature concept speed sculpt, https://www.youtube.com/watch?v=AQsmWcXLxk8. Best for: skull first, Mask by Cavity plus Inflate, detail zoning, asymmetry by Morph Target. - Network accessline 143
https://www.youtube.com/watch?v=AQsmWcXLxk8. Best for: skull first, Mask by Cavity plus Inflate, - Network accessline 143
https://www.youtube.com/watch?v=AQsmWcXLxk8. Best for: skull first, Mask by Cavity plus Inflate, - Network accessline 145
00:22:02-00:25:56; silhouette 00:28:36; zones 00:31:12; growths 00:41:03; asymmetry 00:56:58. - **Pablo Munoz Gomez**, ZBrushGuides and Pablander Academy, ZBrushLIVE host. "4 Ways to Create Horns in ZBrush" (2022-11-14), https://www.youtu - Network accessline 145
00:22:02-00:25:56; silhouette 00:28:36; zones 00:31:12; growths 00:41:03; asymmetry 00:56:58. - **Pablo Munoz Gomez**, ZBrushGuides and Pablander Academy, ZBrushLIVE host. "4 Ways to Create Horns in ZBrush" (2022-11-14), https://www.youtu - Network accessline 146
- **Pablo Munoz Gomez**, ZBrushGuides and Pablander Academy, ZBrushLIVE host. "4 Ways to Create Horns in ZBrush" (2022-11-14), https://www.youtube.com/watch?v=TN9ARiC_82w. Best for: horn workflows with numbers (Array Mesh, curve IMM, Gi - Network accessline 146
- **Pablo Munoz Gomez**, ZBrushGuides and Pablander Academy, ZBrushLIVE host. "4 Ways to Create Horns in ZBrush" (2022-11-14), https://www.youtube.com/watch?v=TN9ARiC_82w. Best for: horn workflows with numbers (Array Mesh, curve IMM, Gi - Network accessline 147
Horns in ZBrush" (2022-11-14), https://www.youtube.com/watch?v=TN9ARiC_82w. Best for: horn - Network accessline 147
Horns in ZBrush" (2022-11-14), https://www.youtube.com/watch?v=TN9ARiC_82w. Best for: horn - Network accessline 153
- **Rafael Grassetti**, art director on God of War (Santa Monica Studio). "How to sculpt cloth in 3D?" (2020-11-23), https://www.youtube.com/watch?v=gNx4v0WVVHo. Best for: fold grammar (tension, - Network accessline 153
- **Rafael Grassetti**, art director on God of War (Santa Monica Studio). "How to sculpt cloth in 3D?" (2020-11-23), https://www.youtube.com/watch?v=gNx4v0WVVHo. Best for: fold grammar (tension, - Network accessline 154
3D?" (2020-11-23), https://www.youtube.com/watch?v=gNx4v0WVVHo. Best for: fold grammar (tension, - Network accessline 154
3D?" (2020-11-23), https://www.youtube.com/watch?v=gNx4v0WVVHo. Best for: fold grammar (tension, - Network accessline 158
- **Michael Pavlovich**, Director of Character, Weapon and Vehicle Art at Certain Affinity, ZBrushLIVE host. ZBrush 2021 lessons, each best for the part named: - 001 Dynamic Cloth Overview, https://www.youtube.com/watch?v=m5O_sBag_iA: t - Network accessline 158
- **Michael Pavlovich**, Director of Character, Weapon and Vehicle Art at Certain Affinity, ZBrushLIVE host. ZBrush 2021 lessons, each best for the part named: - 001 Dynamic Cloth Overview, https://www.youtube.com/watch?v=m5O_sBag_iA: t - Network accessline 159
ZBrushLIVE host. ZBrush 2021 lessons, each best for the part named: - 001 Dynamic Cloth Overview, https://www.youtube.com/watch?v=m5O_sBag_iA: the solver model, iterations versus speed, Firmness. - Network accessline 159
ZBrushLIVE host. ZBrush 2021 lessons, each best for the part named: - 001 Dynamic Cloth Overview, https://www.youtube.com/watch?v=m5O_sBag_iA: the solver model, iterations versus speed, Firmness. - Network accessline 160
- 001 Dynamic Cloth Overview, https://www.youtube.com/watch?v=m5O_sBag_iA: the solver model, - Network accessline 160
- 001 Dynamic Cloth Overview, https://www.youtube.com/watch?v=m5O_sBag_iA: the solver model, - Network accessline 161
iterations versus speed, Firmness. - 005 Gravity Strength and Simulation Iterations, https://www.youtube.com/watch?v=F7bcjQAK0Wc. - 016 Inflate, Deflate, Expand, Contract, https://www.youtube.com/watch?v=s2qVeTnx89M: masked - Network accessline 161
iterations versus speed, Firmness. - 005 Gravity Strength and Simulation Iterations, https://www.youtube.com/watch?v=F7bcjQAK0Wc. - 016 Inflate, Deflate, Expand, Contract, https://www.youtube.com/watch?v=s2qVeTnx89M: masked - Network accessline 162
- 005 Gravity Strength and Simulation Iterations, https://www.youtube.com/watch?v=F7bcjQAK0Wc. - Network accessline 162
- 005 Gravity Strength and Simulation Iterations, https://www.youtube.com/watch?v=F7bcjQAK0Wc. - Network accessline 163
- 016 Inflate, Deflate, Expand, Contract, https://www.youtube.com/watch?v=s2qVeTnx89M: masked - Network accessline 163
- 016 Inflate, Deflate, Expand, Contract, https://www.youtube.com/watch?v=s2qVeTnx89M: masked - Network accessline 164
Expand for hems. - 018 Cloth Brushes, https://www.youtube.com/watch?v=gyaMwGSsrb8: Trails, dimples. - 021 Collision Volumes, https://www.youtube.com/watch?v=nqoCyOME8Jo: cached colliders, - Network accessline 164
Expand for hems. - 018 Cloth Brushes, https://www.youtube.com/watch?v=gyaMwGSsrb8: Trails, dimples. - 021 Collision Volumes, https://www.youtube.com/watch?v=nqoCyOME8Jo: cached colliders, - Network accessline 165
- 018 Cloth Brushes, https://www.youtube.com/watch?v=gyaMwGSsrb8: Trails, dimples. - Network accessline 165
- 018 Cloth Brushes, https://www.youtube.com/watch?v=gyaMwGSsrb8: Trails, dimples. - Network accessline 166
- 021 Collision Volumes, https://www.youtube.com/watch?v=nqoCyOME8Jo: cached colliders, - Network accessline 166
- 021 Collision Volumes, https://www.youtube.com/watch?v=nqoCyOME8Jo: cached colliders, - Network accessline 167
resolution, gap. - 025 Hair FiberMesh Dynamic Simulation, https://www.youtube.com/watch?v=QCcDTuDT2HM: roots, collision, cards, strands. - Network accessline 167
resolution, gap. - 025 Hair FiberMesh Dynamic Simulation, https://www.youtube.com/watch?v=QCcDTuDT2HM: roots, collision, cards, strands. - Network accessline 168
- 025 Hair FiberMesh Dynamic Simulation, https://www.youtube.com/watch?v=QCcDTuDT2HM: roots, - Network accessline 168
- 025 Hair FiberMesh Dynamic Simulation, https://www.youtube.com/watch?v=QCcDTuDT2HM: roots, - Network accessline 170
- 082 Curve Flat Brushes, https://www.youtube.com/watch?v=goZavCi515k: hair cards. - Network accessline 170
- 082 Curve Flat Brushes, https://www.youtube.com/watch?v=goZavCi515k: hair cards. - Network accessline 174
- **Pablo Munoz Gomez**, "Working with FiberMesh for Hair and Fur: ZBrush Top Tips" (Maxon, 2020-11-14), https://www.youtube.com/watch?v=lgTA_ebLGDw. Best for: groom versus settings, - Network accessline 174
- **Pablo Munoz Gomez**, "Working with FiberMesh for Hair and Fur: ZBrush Top Tips" (Maxon, 2020-11-14), https://www.youtube.com/watch?v=lgTA_ebLGDw. Best for: groom versus settings, - Network accessline 175
2020-11-14), https://www.youtube.com/watch?v=lgTA_ebLGDw. Best for: groom versus settings, - Network accessline 175
2020-11-14), https://www.youtube.com/watch?v=lgTA_ebLGDw. Best for: groom versus settings, - Network accessline 181
- **3D Layers and Morph Targets**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/3d-layers/3d-layers.html - Network accessline 181
- **3D Layers and Morph Targets**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/3d-layers/3d-layers.html - Network accessline 182
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/3d-layers/3d-layers.html - Network accessline 182
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/3d-layers/3d-layers.html - Network accessline 184
baking, erasing. - **Surface Noise, NoiseMaker, Brush Noise, Alphas, Spotlight**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/surface-noise/surface-noise.html - Network accessline 184
baking, erasing. - **Surface Noise, NoiseMaker, Brush Noise, Alphas, Spotlight**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/surface-noise/surface-noise.html - Network accessline 185
- **Surface Noise, NoiseMaker, Brush Noise, Alphas, Spotlight**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/surface-noise/surface-noise.html (`character-creature__surface-noise-alphas-spotlight.md`). - Network accessline 185
- **Surface Noise, NoiseMaker, Brush Noise, Alphas, Spotlight**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/surface-noise/surface-noise.html (`character-creature__surface-noise-alphas-spotlight.md`). - Network accessline 186
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/surface-noise/surface-noise.html - Network accessline 186
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/surface-noise/surface-noise.html - Network accessline 188
mixing, 16-bit alpha rules, Tool > Surface buttons. - **HD Geometry, XTractor, Displacement Map**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/subdivision-levels/hd-geometry/hd-geometry.html - Network accessline 188
mixing, 16-bit alpha rules, Tool > Surface buttons. - **HD Geometry, XTractor, Displacement Map**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/subdivision-levels/hd-geometry/hd-geometry.html - Network accessline 189
- **HD Geometry, XTractor, Displacement Map**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/subdivision-levels/hd-geometry/hd-geometry.html (`character-creature__hd-geometry-xtractor-displacement. - Network accessline 189
- **HD Geometry, XTractor, Displacement Map**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/subdivision-levels/hd-geometry/hd-geometry.html (`character-creature__hd-geometry-xtractor-displacement. - Network accessline 190
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/subdivision-levels/hd-geometry/hd-geometry.html - Network accessline 190
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/subdivision-levels/hd-geometry/hd-geometry.html - Network accessline 192
XTractor, displacement settings. - **Cloth Simulation (Dynamics), cloth brushes, Mesh Extract**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/cloth-simulation/cloth-simulation.html - Network accessline 192
XTractor, displacement settings. - **Cloth Simulation (Dynamics), cloth brushes, Mesh Extract**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/cloth-simulation/cloth-simulation.html - Network accessline 193
- **Cloth Simulation (Dynamics), cloth brushes, Mesh Extract**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/cloth-simulation/cloth-simulation.html (`paint-pose-render-print__dynamics-cloth.md`, `character-creatu - Network accessline 193
- **Cloth Simulation (Dynamics), cloth brushes, Mesh Extract**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/cloth-simulation/cloth-simulation.html (`paint-pose-render-print__dynamics-cloth.md`, `character-creatu - Network accessline 194
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/cloth-simulation/cloth-simulation.html - Network accessline 194
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/cloth-simulation/cloth-simulation.html - Network accessline 196
Best for: every Dynamics control, stop and resume, Max Simulation Points, Extract Thick. - **FiberMesh**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/fibermesh/fibermesh.html - Network accessline 196
Best for: every Dynamics control, stop and resume, Max Simulation Points, Extract Thick. - **FiberMesh**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/fibermesh/fibermesh.html - Network accessline 197
- **FiberMesh**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/fibermesh/fibermesh.html (`paint-pose-render-print__fibermesh.md`). Best for: Preview and Accept rules, conversion - Network accessline 197
- **FiberMesh**, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/fibermesh/fibermesh.html (`paint-pose-render-print__fibermesh.md`). Best for: Preview and Accept rules, conversion - Network accessline 198
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/fibermesh/fibermesh.html - Network accessline 198
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/fibermesh/fibermesh.html - Network accessline 213
film character artists): - "Reprojecting Details in ZBrush: Top Production Tip" (2018-09-10), https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: Store MT plus a top-level layer before - Network accessline 213
film character artists): - "Reprojecting Details in ZBrush: Top Production Tip" (2018-09-10), https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: Store MT plus a top-level layer before - Network accessline 214
- "Reprojecting Details in ZBrush: Top Production Tip" (2018-09-10), https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: Store MT plus a top-level layer before Project All, danger zones, the eye-interior mask, the level walk, Mor - Network accessline 214
- "Reprojecting Details in ZBrush: Top Production Tip" (2018-09-10), https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: Store MT plus a top-level layer before Project All, danger zones, the eye-interior mask, the level walk, Mor - Network accessline 215
https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: Store MT plus a top-level layer before - Network accessline 215
https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: Store MT plus a top-level layer before - Network accessline 218
the levels 00:03:49; eye mask 00:05:31; no smoothing 00:06:36; danger zones 00:07:10; hard lines in displacement 00:07:43; local reprojection 00:09:27. - "Top Tips for Sculpting in ZBrush" (2020-02-27), https://www.youtube.com/watch?v - Network accessline 218
the levels 00:03:49; eye mask 00:05:31; no smoothing 00:06:36; danger zones 00:07:10; hard lines in displacement 00:07:43; local reprojection 00:09:27. - "Top Tips for Sculpting in ZBrush" (2020-02-27), https://www.youtube.com/watch?v - Network accessline 219
in displacement 00:07:43; local reprojection 00:09:27. - "Top Tips for Sculpting in ZBrush" (2020-02-27), https://www.youtube.com/watch?v=G2o6fdoACIQ. Best for: frequency stages, symmetry broken at mid-frequency 00:06:19, silhouette s - Network accessline 219
in displacement 00:07:43; local reprojection 00:09:27. - "Top Tips for Sculpting in ZBrush" (2020-02-27), https://www.youtube.com/watch?v=G2o6fdoACIQ. Best for: frequency stages, symmetry broken at mid-frequency 00:06:19, silhouette s - Network accessline 220
- "Top Tips for Sculpting in ZBrush" (2020-02-27), https://www.youtube.com/watch?v=G2o6fdoACIQ. - Network accessline 220
- "Top Tips for Sculpting in ZBrush" (2020-02-27), https://www.youtube.com/watch?v=G2o6fdoACIQ. - Network accessline 222
00:17:27. - "Learn to Sculpt Like a Pro in ZBrush" (2018-06-11), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best for: carve deeper than feels right because SSS - Network accessline 222
00:17:27. - "Learn to Sculpt Like a Pro in ZBrush" (2018-06-11), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best for: carve deeper than feels right because SSS - Network accessline 223
- "Learn to Sculpt Like a Pro in ZBrush" (2018-06-11), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best for: carve deeper than feels right because SSS eats sharpness 00:19:49-00:20:22. - Network accessline 223
- "Learn to Sculpt Like a Pro in ZBrush" (2018-06-11), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best for: carve deeper than feels right because SSS eats sharpness 00:19:49-00:20:22. - Network accessline 224
https://www.youtube.com/watch?v=0PaYUUvgwYM. Best for: carve deeper than feels right because SSS - Network accessline 224
https://www.youtube.com/watch?v=0PaYUUvgwYM. Best for: carve deeper than feels right because SSS - Network accessline 225
eats sharpness 00:19:49-00:20:22. - "The Only 6 Brushes You Ever Need in ZBrush" (Henning alone, 2020-12-17), https://www.youtube.com/watch?v=TpS0QdlfHWU. Best for: ClayBuildup erases what is under it, - Network accessline 225
eats sharpness 00:19:49-00:20:22. - "The Only 6 Brushes You Ever Need in ZBrush" (Henning alone, 2020-12-17), https://www.youtube.com/watch?v=TpS0QdlfHWU. Best for: ClayBuildup erases what is under it, - Network accessline 226
- "The Only 6 Brushes You Ever Need in ZBrush" (Henning alone, 2020-12-17), https://www.youtube.com/watch?v=TpS0QdlfHWU. Best for: ClayBuildup erases what is under it, Standard enhances 00:03:55, 00:07:44. - Network accessline 226
- "The Only 6 Brushes You Ever Need in ZBrush" (Henning alone, 2020-12-17), https://www.youtube.com/watch?v=TpS0QdlfHWU. Best for: ClayBuildup erases what is under it, Standard enhances 00:03:55, 00:07:44. - Network accessline 227
https://www.youtube.com/watch?v=TpS0QdlfHWU. Best for: ClayBuildup erases what is under it, - Network accessline 227
https://www.youtube.com/watch?v=TpS0QdlfHWU. Best for: ClayBuildup erases what is under it, - Network accessline 228
Standard enhances 00:03:55, 00:07:44. - "ZBrush to Arnold for Maya: 32-bit displacement UDIM" (2018-04-02), https://www.youtube.com/watch?v=-ThBTEc8L_M (owned by scenario-zbrush-retopology-export). Best - Network accessline 228
Standard enhances 00:03:55, 00:07:44. - "ZBrush to Arnold for Maya: 32-bit displacement UDIM" (2018-04-02), https://www.youtube.com/watch?v=-ThBTEc8L_M (owned by scenario-zbrush-retopology-export). Best - Network accessline 229
- "ZBrush to Arnold for Maya: 32-bit displacement UDIM" (2018-04-02), https://www.youtube.com/watch?v=-ThBTEc8L_M (owned by scenario-zbrush-retopology-export). Best for: Merge Maps off with EXR 00:04:43, UDIM names with a dot 00:06: - Network accessline 229
- "ZBrush to Arnold for Maya: 32-bit displacement UDIM" (2018-04-02), https://www.youtube.com/watch?v=-ThBTEc8L_M (owned by scenario-zbrush-retopology-export). Best for: Merge Maps off with EXR 00:04:43, UDIM names with a dot 00:06: - Network accessline 230
https://www.youtube.com/watch?v=-ThBTEc8L_M (owned by scenario-zbrush-retopology-export). Best - Network accessline 230
https://www.youtube.com/watch?v=-ThBTEc8L_M (owned by scenario-zbrush-retopology-export). Best - Network accessline 232
00:07:09, Adaptive off 00:08:12, OBJ Grp off 00:15:08, Maya UDIM (Mari) tiling 00:17:29. - **Joseph Drust** (Pixologic/Maxon), #AskZBrush "Is there a way to bake out the small details when creating a Normal/Displacement Map?" (2020-01-11) - Network accessline 232
00:07:09, Adaptive off 00:08:12, OBJ Grp off 00:15:08, Maya UDIM (Mari) tiling 00:17:29. - **Joseph Drust** (Pixologic/Maxon), #AskZBrush "Is there a way to bake out the small details when creating a Normal/Displacement Map?" (2020-01-11) - Network accessline 233
- **Joseph Drust** (Pixologic/Maxon), #AskZBrush "Is there a way to bake out the small details when creating a Normal/Displacement Map?" (2020-01-11), https://www.youtube.com/watch?v=2zDAtaQqwh8. Best for: maps compare the chosen level - Network accessline 233
- **Joseph Drust** (Pixologic/Maxon), #AskZBrush "Is there a way to bake out the small details when creating a Normal/Displacement Map?" (2020-01-11), https://www.youtube.com/watch?v=2zDAtaQqwh8. Best for: maps compare the chosen level - Network accessline 234
creating a Normal/Displacement Map?" (2020-01-11), https://www.youtube.com/watch?v=2zDAtaQqwh8. - Network accessline 234
creating a Normal/Displacement Map?" (2020-01-11), https://www.youtube.com/watch?v=2zDAtaQqwh8. - Network accessline 243
- **Rakan Khamash**, senior character artist on Overwatch 2 at Blizzard (hero Illari), now at Epic Games. "Overwatch Character Creation Pipeline" (ZBrush Summit 2023), https://www.youtube.com/watch?v=FRZtVXpAokc. Best for: readability r - Network accessline 243
- **Rakan Khamash**, senior character artist on Overwatch 2 at Blizzard (hero Illari), now at Epic Games. "Overwatch Character Creation Pipeline" (ZBrush Summit 2023), https://www.youtube.com/watch?v=FRZtVXpAokc. Best for: readability r - Network accessline 244
Games. "Overwatch Character Creation Pipeline" (ZBrush Summit 2023), https://www.youtube.com/watch?v=FRZtVXpAokc. Best for: readability rules, 70/30, rest areas, rig-first topology, floaters, fold intent, wear physics, 16k budget. Times - Network accessline 244
Games. "Overwatch Character Creation Pipeline" (ZBrush Summit 2023), https://www.youtube.com/watch?v=FRZtVXpAokc. Best for: readability rules, 70/30, rest areas, rig-first topology, floaters, fold intent, wear physics, 16k budget. Times - Network accessline 245
https://www.youtube.com/watch?v=FRZtVXpAokc. Best for: readability rules, 70/30, rest areas, - Network accessline 245
https://www.youtube.com/watch?v=FRZtVXpAokc. Best for: readability rules, 70/30, rest areas,
skills/dcc/zbrush/scenario-zbrush-character-creature/scripts/zb_character.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 127
out = [] nr = int(reach / row) + 2 nc = int(reach / spacing) + 2 - Network accessline 127
out = [] nr = int(reach / row) + 2 nc = int(reach / spacing) + 2 - Network accessline 128
nr = int(reach / row) + 2 nc = int(reach / spacing) + 2 for r in range(-nr, nr + 1): - Network accessline 128
nr = int(reach / row) + 2 nc = int(reach / spacing) + 2 for r in range(-nr, nr + 1): - Network accessline 129
nc = int(reach / spacing) + 2 - Network accessline 129
nc = int(reach / spacing) + 2 - Network accessline 130
for r in range(-nr, nr + 1): off = spacing / 2.0 if (stagger and r % 2) else 0.0 for c in range(-nc, nc + 1): - Network accessline 130
for r in range(-nr, nr + 1): off = spacing / 2.0 if (stagger and r % 2) else 0.0 for c in range(-nc, nc + 1): - Network accessline 131
off = spacing / 2.0 if (stagger and r % 2) else 0.0 for c in range(-nc, nc + 1): u, v = c * spacing + off, r * row - Network accessline 131
off = spacing / 2.0 if (stagger and r % 2) else 0.0 for c in range(-nc, nc + 1): u, v = c * spacing + off, r * row - Network accessline 132
for c in range(-nc, nc + 1): - Network accessline 132
for c in range(-nc, nc + 1): - Access to secretsline 2111
[Credential-related source omitted] - Access to secretsline 2111
[Credential-related source omitted]
skills/dcc/zbrush/scenario-zbrush-expert/SKILL.md
- Network accessline 13
bridge. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and - Network accessline 13
bridge. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and - Network accessline 14
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/zbrush/scenario-zbrush-expert/references/sources.md
- Network accessline 45
- ZBrush Python SDK 2026.1 manuals: quickstart, environment, libraries (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/index.html, local copy - Network accessline 45
- ZBrush Python SDK 2026.1 manuals: quickstart, environment, libraries (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/index.html, local copy - Network accessline 46
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/index.html, local copy - Network accessline 46
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/index.html, local copy - Network accessline 48
startup plugins), interpreter limits. - API overview, item paths, modifiers, camera transform (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/api_overview.html. Best for: path - Network accessline 48
startup plugins), interpreter limits. - API overview, item paths, modifiers, camera transform (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/api_overview.html. Best for: path - Network accessline 49
- API overview, item paths, modifiers, camera transform (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/api_overview.html. Best for: path rules (case and spaces ignored, picker items by name), what the API - Network accessline 49
- API overview, item paths, modifiers, camera transform (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/api_overview.html. Best for: path rules (case and spaces ignored, picker items by name), what the API - Network accessline 50
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/api_overview.html. Best for: path - Network accessline 50
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/api_overview.html. Best for: path - Network accessline 51
rules (case and spaces ignored, picker items by name), what the API cannot see. - GUI API reference (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html. Best for: - Network accessline 51
rules (case and spaces ignored, picker items by name), what the API cannot see. - GUI API reference (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html. Best for: - Network accessline 52
- GUI API reference (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html. Best for: `set`/`press`/`get`, blocking calls, `canvas_click`, `update`, `freeze`. - Network accessline 52
- GUI API reference (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html. Best for: `set`/`press`/`get`, blocking calls, `canvas_click`, `update`, `freeze`. - Network accessline 53
https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html. Best for: - Network accessline 53
https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_gui.html. Best for: - Network accessline 54
`set`/`press`/`get`, blocking calls, `canvas_click`, `update`, `freeze`. - Modeling API reference (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_modeling.html. Best for: - Network accessline 54
`set`/`press`/`get`, blocking calls, `canvas_click`, `update`, `freeze`. - Modeling API reference (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_modeling.html. Best for: - Network accessline 55
- Modeling API reference (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_modeling.html. Best for: `query_mesh3d`, strokes, `get_transform`, `pixol_pick`, SubTool status bits, ZSpheres, curves, - Network accessline 55
- Modeling API reference (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_modeling.html. Best for: `query_mesh3d`, strokes, `get_transform`, `pixol_pick`, SubTool status bits, ZSpheres, curves, - Network accessline 56
https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_modeling.html. Best for: - Network accessline 56
https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_modeling.html. Best for: - Network accessline 58
maps. - System API reference plus the stub (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_system.html and - Network accessline 58
maps. - System API reference plus the stub (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_system.html and - Network accessline 59
- System API reference plus the stub (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_system.html and `Documentation/python-api/api/zbrush/commands.py` (145 functions, dated 2025-10-28). Best for: - Network accessline 59
- System API reference plus the stub (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_system.html and `Documentation/python-api/api/zbrush/commands.py` (145 functions, dated 2025-10-28). Best for: - Network accessline 60
https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_system.html and - Network accessline 60
https://developers.maxon.net/docs/zbrush/py/2026_1_0/api/zbr_cmds_system.html and - Network accessline 62
`set_next_filename`, `zbrush_info`, the not-implemented `merge_undo` and broken `press_key`. - Official examples (Ferdinand Hoppe, Javier Edo, Jan Wesbuer), https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html and - Network accessline 62
`set_next_filename`, `zbrush_info`, the not-implemented `merge_undo` and broken `press_key`. - Official examples (Ferdinand Hoppe, Javier Edo, Jan Wesbuer), https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html and - Network accessline 63
- Official examples (Ferdinand Hoppe, Javier Edo, Jan Wesbuer), https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html and `examples/fragments/*.py`. Best for: hello world, SubTool array, batch export, turntable framin - Network accessline 63
- Official examples (Ferdinand Hoppe, Javier Edo, Jan Wesbuer), https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html and `examples/fragments/*.py`. Best for: hello world, SubTool array, batch export, turntable framin - Network accessline 64
https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html and - Network accessline 64
https://developers.maxon.net/docs/zbrush/py/2026_1_0/examples/index.html and - Network accessline 66
rule, the V03 stroke string, `pixol_pick` background 0x303030. - Migrating ZScript and the command map (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html and - Network accessline 66
rule, the V03 stroke string, `pixol_pick` background 0x303030. - Migrating ZScript and the command map (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html and - Network accessline 67
- Migrating ZScript and the command map (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html and `ZData/Python/zscript_command_mapping.json`. Best for: reading any ZScript macro as Python - Network accessline 67
- Migrating ZScript and the command map (Maxon SDK team), https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html and `ZData/Python/zscript_command_mapping.json`. Best for: reading any ZScript macro as Python - Network accessline 68
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html and - Network accessline 68
https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/migrating_zscript.html and - Network accessline 69
`ZData/Python/zscript_command_mapping.json`. Best for: reading any ZScript macro as Python. - Maxon developer forum, ZBrush SDK category (ferdinand, m_adam, i_mazlov, davide of the Maxon SDK team, and users), https://developers.maxon.net/ - Network accessline 69
`ZData/Python/zscript_command_mapping.json`. Best for: reading any ZScript macro as Python. - Maxon developer forum, ZBrush SDK category (ferdinand, m_adam, i_mazlov, davide of the Maxon SDK team, and users), https://developers.maxon.net/ - Network accessline 70
- Maxon developer forum, ZBrush SDK category (ferdinand, m_adam, i_mazlov, davide of the Maxon SDK team, and users), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: current gaps (no SubTool rename, no mask data, FBX - Network accessline 70
- Maxon developer forum, ZBrush SDK category (ferdinand, m_adam, i_mazlov, davide of the Maxon SDK team, and users), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: current gaps (no SubTool rename, no mask data, FBX - Network accessline 71
team, and users), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: current - Network accessline 71
team, and users), https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: current - Network accessline 73
`init.py`). - ZScript command reference (Maxon help, originally Pixologic), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. - Network accessline 73
`init.py`). - ZScript command reference (Maxon help, originally Pixologic), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. - Network accessline 74
- ZScript command reference (Maxon help, originally Pixologic), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. Best for: argument orders, status bits, `Fi - Network accessline 74
- ZScript command reference (Maxon help, originally Pixologic), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. Best for: argument orders, status bits, `Fi - Network accessline 75
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. - Network accessline 75
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. - Network accessline 76
Best for: argument orders, status bits, `FileNameSetNext`. - ZScript interfaces, plugins, ZFileUtils, macros, user content (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zpl - Network accessline 76
Best for: argument orders, status bits, `FileNameSetNext`. - ZScript interfaces, plugins, ZFileUtils, macros, user content (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zpl - Network accessline 77
- ZScript interfaces, plugins, ZFileUtils, macros, user content (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface/zplugin-interface.html. Best for: one acti - Network accessline 77
- ZScript interfaces, plugins, ZFileUtils, macros, user content (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface/zplugin-interface.html. Best for: one acti - Network accessline 78
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface/zplugin-interface.html. - Network accessline 78
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/interfaces/zplugin-interface/zplugin-interface.html. - Network accessline 79
Best for: one active ZScript at a time, macro folder rules, 2026.1 read-only install. - ZScripting manual (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. - Network accessline 79
Best for: one active ZScript at a time, macro folder rules, 2026.1 read-only install. - ZScripting manual (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. - Network accessline 80
- ZScripting manual (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. Best for: learning paths from recordings, Ctrl+hover path display. - Network accessline 80
- ZScripting manual (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. Best for: learning paths from recordings, Ctrl+hover path display. - Network accessline 81
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. - Network accessline 81
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/technical/technical.html. - Network accessline 85
V02 stroke string. - GoZ documentation (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html, and - Network accessline 85
V02 stroke string. - GoZ documentation (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html, and - Network accessline 86
- GoZ documentation (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html, and GoZ SDK PDF, https://developers.maxon.net/docs/zbrush/goz_sdk.pdf. Best for: round-trip rules - Network accessline 86
- GoZ documentation (Maxon help), https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html, and GoZ SDK PDF, https://developers.maxon.net/docs/zbrush/goz_sdk.pdf. Best for: round-trip rules - Network accessline 87
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html, and - Network accessline 87
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-other-programs/goz/goz.html, and - Network accessline 88
GoZ SDK PDF, https://developers.maxon.net/docs/zbrush/goz_sdk.pdf. Best for: round-trip rules - Network accessline 88
GoZ SDK PDF, https://developers.maxon.net/docs/zbrush/goz_sdk.pdf. Best for: round-trip rules - Network accessline 97
- Pablo Munoz Gomez, 3D concept artist and educator, ZBrushGuides founder, Maxon ZBrushLIVE host, "Understanding ZBrush's Logic" Parts 1 to 8 (2025-11 to 2025-12): https://www.youtube.com/watch?v=NckHjyO6GNk (Part 1, canvas and Edit mod - Network accessline 97
- Pablo Munoz Gomez, 3D concept artist and educator, ZBrushGuides founder, Maxon ZBrushLIVE host, "Understanding ZBrush's Logic" Parts 1 to 8 (2025-11 to 2025-12): https://www.youtube.com/watch?v=NckHjyO6GNk (Part 1, canvas and Edit mod - Network accessline 98
"Understanding ZBrush's Logic" Parts 1 to 8 (2025-11 to 2025-12): https://www.youtube.com/watch?v=NckHjyO6GNk (Part 1, canvas and Edit mode [00:12:20]), https://www.youtube.com/watch?v=RABWfzWNw0c (Part 2), https://www.youtube.com/watch - Network accessline 98
"Understanding ZBrush's Logic" Parts 1 to 8 (2025-11 to 2025-12): https://www.youtube.com/watch?v=NckHjyO6GNk (Part 1, canvas and Edit mode [00:12:20]), https://www.youtube.com/watch?v=RABWfzWNw0c (Part 2), https://www.youtube.com/watch - Network accessline 99
https://www.youtube.com/watch?v=NckHjyO6GNk (Part 1, canvas and Edit mode [00:12:20]), - Network accessline 99
https://www.youtube.com/watch?v=NckHjyO6GNk (Part 1, canvas and Edit mode [00:12:20]), - Network accessline 100
https://www.youtube.com/watch?v=RABWfzWNw0c (Part 2), https://www.youtube.com/watch?v=gitoJ7B8FmY - Network accessline 100
https://www.youtube.com/watch?v=RABWfzWNw0c (Part 2), https://www.youtube.com/watch?v=gitoJ7B8FmY - Network accessline 101
(Part 3, parts and Booleans), https://www.youtube.com/watch?v=mVp_jNfEI3I (Part 4), - Network accessline 101
(Part 3, parts and Booleans), https://www.youtube.com/watch?v=mVp_jNfEI3I (Part 4), - Network accessline 102
https://www.youtube.com/watch?v=FrqUnna1jns (Part 5, DynaMesh resolution relative to size - Network accessline 102
https://www.youtube.com/watch?v=FrqUnna1jns (Part 5, DynaMesh resolution relative to size - Network accessline 103
[00:13:40]), https://www.youtube.com/watch?v=9a9S1OcYHx4 (Part 6, brushes), - Network accessline 103
[00:13:40]), https://www.youtube.com/watch?v=9a9S1OcYHx4 (Part 6, brushes), - Network accessline 104
https://www.youtube.com/watch?v=rArw79xEpvE (Part 7, never Divide a DynaMesh [00:09:44], ZRemesher - Network accessline 104
https://www.youtube.com/watch?v=rArw79xEpvE (Part 7, never Divide a DynaMesh [00:09:44], ZRemesher - Network accessline 105
5 gave 4,963 [00:03:16]), https://www.youtube.com/watch?v=VRisbJQAaZw (Part 8, reprojection - Network accessline 105
5 gave 4,963 [00:03:16]), https://www.youtube.com/watch?v=VRisbJQAaZw (Part 8, reprojection - Network accessline 106
density [00:17:24]). Best for: the production order and the fundamentals of the expert loop. - Michael Pavlovich, Director of Character, Weapon and Vehicle Art at Certain Affinity, Maxon ZBrushLIVE host: Intro 005 ZTool, ZProject, QuickSa - Network accessline 106
density [00:17:24]). Best for: the production order and the fundamentals of the expert loop. - Michael Pavlovich, Director of Character, Weapon and Vehicle Art at Certain Affinity, Maxon ZBrushLIVE host: Intro 005 ZTool, ZProject, QuickSa - Network accessline 107
- Michael Pavlovich, Director of Character, Weapon and Vehicle Art at Certain Affinity, Maxon ZBrushLIVE host: Intro 005 ZTool, ZProject, QuickSave https://www.youtube.com/watch?v=rEIoFEEgS80 (opening a ZPR deletes tools [00:09:55]); 02 - Network accessline 107
- Michael Pavlovich, Director of Character, Weapon and Vehicle Art at Certain Affinity, Maxon ZBrushLIVE host: Intro 005 ZTool, ZProject, QuickSave https://www.youtube.com/watch?v=rEIoFEEgS80 (opening a ZPR deletes tools [00:09:55]); 02 - Network accessline 108
ZBrushLIVE host: Intro 005 ZTool, ZProject, QuickSave https://www.youtube.com/watch?v=rEIoFEEgS80 - Network accessline 108
ZBrushLIVE host: Intro 005 ZTool, ZProject, QuickSave https://www.youtube.com/watch?v=rEIoFEEgS80 - Network accessline 109
(opening a ZPR deletes tools [00:09:55]); 026 Splitting https://www.youtube.com/watch?v=TjGlVX4w1nM; 030 SubTool options and folders https://www.youtube.com/watch?v=bBHqeaKNOzg (top SubTool takes the file name [00:00:30]); Workshop - Network accessline 109
(opening a ZPR deletes tools [00:09:55]); 026 Splitting https://www.youtube.com/watch?v=TjGlVX4w1nM; 030 SubTool options and folders https://www.youtube.com/watch?v=bBHqeaKNOzg (top SubTool takes the file name [00:00:30]); Workshop - Network accessline 110
https://www.youtube.com/watch?v=TjGlVX4w1nM; 030 SubTool options and folders - Network accessline 110
https://www.youtube.com/watch?v=TjGlVX4w1nM; 030 SubTool options and folders - Network accessline 111
https://www.youtube.com/watch?v=bBHqeaKNOzg (top SubTool takes the file name [00:00:30]); Workshop - Network accessline 111
https://www.youtube.com/watch?v=bBHqeaKNOzg (top SubTool takes the file name [00:00:30]); Workshop - Network accessline 112
45 macros and ZRepeat It https://www.youtube.com/watch?v=9Acq70iPaVI (record once, apply to every - Network accessline 112
45 macros and ZRepeat It https://www.youtube.com/watch?v=9Acq70iPaVI (record once, apply to every - Network accessline 113
SubTool [00:37:30]). Best for: file safety and per-SubTool automation habits. - Joseph Drust, Pixologic, #AskZBrush Morph Target https://www.youtube.com/watch?v=B_wKwXwjcZs. Best for: morph targets as checkpoints. - Network accessline 113
SubTool [00:37:30]). Best for: file safety and per-SubTool automation habits. - Joseph Drust, Pixologic, #AskZBrush Morph Target https://www.youtube.com/watch?v=B_wKwXwjcZs. Best for: morph targets as checkpoints. - Network accessline 114
- Joseph Drust, Pixologic, #AskZBrush Morph Target https://www.youtube.com/watch?v=B_wKwXwjcZs. Best - Network accessline 114
- Joseph Drust, Pixologic, #AskZBrush Morph Target https://www.youtube.com/watch?v=B_wKwXwjcZs. Best - Network accessline 115
for: morph targets as checkpoints. - Paul Gaboury, Maxon ZBrush staff, #AskZBrush export all SubTools as FBX https://www.youtube.com/watch?v=echGh0tZEts. Best for: why FBX needs a dialog and OBJ loses names. - Network accessline 115
for: morph targets as checkpoints. - Paul Gaboury, Maxon ZBrush staff, #AskZBrush export all SubTools as FBX https://www.youtube.com/watch?v=echGh0tZEts. Best for: why FBX needs a dialog and OBJ loses names. - Network accessline 116
- Paul Gaboury, Maxon ZBrush staff, #AskZBrush export all SubTools as FBX https://www.youtube.com/watch?v=echGh0tZEts. Best for: why FBX needs a dialog and OBJ loses names. - MadPonyInteractive, ZBrush plugin author, ZScript Fundamentals - Network accessline 116
- Paul Gaboury, Maxon ZBrush staff, #AskZBrush export all SubTools as FBX https://www.youtube.com/watch?v=echGh0tZEts. Best for: why FBX needs a dialog and OBJ loses names. - MadPonyInteractive, ZBrush plugin author, ZScript Fundamentals - Network accessline 117
https://www.youtube.com/watch?v=echGh0tZEts. Best for: why FBX needs a dialog and OBJ loses names. - Network accessline 117
https://www.youtube.com/watch?v=echGh0tZEts. Best for: why FBX needs a dialog and OBJ loses names. - Network accessline 118
- MadPonyInteractive, ZBrush plugin author, ZScript Fundamentals (2019): What is ZScript https://www.youtube.com/watch?v=DnLlDJxfxHs, IButton https://www.youtube.com/watch?v=cfWdG_UPx90, IGet/ISet https://www.youtube.com/watch?v=vnaNrBz - Network accessline 118
- MadPonyInteractive, ZBrush plugin author, ZScript Fundamentals (2019): What is ZScript https://www.youtube.com/watch?v=DnLlDJxfxHs, IButton https://www.youtube.com/watch?v=cfWdG_UPx90, IGet/ISet https://www.youtube.com/watch?v=vnaNrBz - Network accessline 119
https://www.youtube.com/watch?v=DnLlDJxfxHs, IButton https://www.youtube.com/watch?v=cfWdG_UPx90, - Network accessline 119
https://www.youtube.com/watch?v=DnLlDJxfxHs, IButton https://www.youtube.com/watch?v=cfWdG_UPx90, - Network accessline 120
IGet/ISet https://www.youtube.com/watch?v=vnaNrBzT1UQ, Loop - Network accessline 120
IGet/ISet https://www.youtube.com/watch?v=vnaNrBzT1UQ, Loop - Network accessline 121
https://www.youtube.com/watch?v=Iwg5i4pWAdE, Memory Variables - Network accessline 121
https://www.youtube.com/watch?v=Iwg5i4pWAdE, Memory Variables - Network accessline 122
https://www.youtube.com/watch?v=_YuSnHxJtsI, Routines https://www.youtube.com/watch?v=bBNrtIsHfiE, - Network accessline 122
https://www.youtube.com/watch?v=_YuSnHxJtsI, Routines https://www.youtube.com/watch?v=bBNrtIsHfiE, - Network accessline 123
VarSave https://www.youtube.com/watch?v=_I5i60PNvj4, NoteBar - Network accessline 123
VarSave https://www.youtube.com/watch?v=_I5i60PNvj4, NoteBar - Network accessline 124
https://www.youtube.com/watch?v=1L77Sssism0, Note Interface - Network accessline 124
https://www.youtube.com/watch?v=1L77Sssism0, Note Interface - Network accessline 125
https://www.youtube.com/watch?v=EEEyBHE5UrE, Selecting SubTools - Network accessline 125
https://www.youtube.com/watch?v=EEEyBHE5UrE, Selecting SubTools - Network accessline 126
https://www.youtube.com/watch?v=DNCJ_2vH9iU, Moving SubTools - Network accessline 126
https://www.youtube.com/watch?v=DNCJ_2vH9iU, Moving SubTools - Network accessline 127
https://www.youtube.com/watch?v=9-5AkwkZqAo, Renaming SubTools - Network accessline 127
https://www.youtube.com/watch?v=9-5AkwkZqAo, Renaming SubTools - Network accessline 128
https://www.youtube.com/watch?v=w7RxSx1G1hQ, Tools and Folders - Network accessline 128
https://www.youtube.com/watch?v=w7RxSx1G1hQ, Tools and Folders - Network accessline 129
https://www.youtube.com/watch?v=Fns6YoDE1j4, Macros and Plugins - Network accessline 129
https://www.youtube.com/watch?v=Fns6YoDE1j4, Macros and Plugins - Network accessline 130
https://www.youtube.com/watch?v=_1wAuQ3IUf4, Nudge Axis plugin - Network accessline 130
https://www.youtube.com/watch?v=_1wAuQ3IUf4, Nudge Axis plugin - Network accessline 131
https://www.youtube.com/watch?v=a9YEqjF0bkU and https://www.youtube.com/watch?v=xv-DDf4EckE (Euler - Network accessline 131
https://www.youtube.com/watch?v=a9YEqjF0bkU and https://www.youtube.com/watch?v=xv-DDf4EckE (Euler - Network accessline 133
behavior. - cgside, 3D environment artist, ZScript batch automation https://www.youtube.com/watch?v=MyhwQvkcnwI (2022). Best for: the remesh-and-project batch recipe - Network accessline 133
behavior. - cgside, 3D environment artist, ZScript batch automation https://www.youtube.com/watch?v=MyhwQvkcnwI (2022). Best for: the remesh-and-project batch recipe - Network accessline 134
- cgside, 3D environment artist, ZScript batch automation https://www.youtube.com/watch?v=MyhwQvkcnwI (2022). Best for: the remesh-and-project batch recipe and the Decimation Master hand-off limit. - Network accessline 134
- cgside, 3D environment artist, ZScript batch automation https://www.youtube.com/watch?v=MyhwQvkcnwI (2022). Best for: the remesh-and-project batch recipe and the Decimation Master hand-off limit. - Network accessline 135
https://www.youtube.com/watch?v=MyhwQvkcnwI (2022). Best for: the remesh-and-project batch recipe - Network accessline 135
https://www.youtube.com/watch?v=MyhwQvkcnwI (2022). Best for: the remesh-and-project batch recipe - Network accessline 136
and the Decimation Master hand-off limit. - FlippedNormals (Morten Jaeger, Henning Sanden), ZBrush to Blender with GoB https://www.youtube.com/watch?v=2-pFspCbykk (2020). Best for: GoZ lowest-level rule, FBX scale - Network accessline 136
and the Decimation Master hand-off limit. - FlippedNormals (Morten Jaeger, Henning Sanden), ZBrush to Blender with GoB https://www.youtube.com/watch?v=2-pFspCbykk (2020). Best for: GoZ lowest-level rule, FBX scale - Network accessline 137
- FlippedNormals (Morten Jaeger, Henning Sanden), ZBrush to Blender with GoB https://www.youtube.com/watch?v=2-pFspCbykk (2020). Best for: GoZ lowest-level rule, FBX scale 1000 into Blender. - Network accessline 137
- FlippedNormals (Morten Jaeger, Henning Sanden), ZBrush to Blender with GoB https://www.youtube.com/watch?v=2-pFspCbykk (2020). Best for: GoZ lowest-level rule, FBX scale 1000 into Blender. - Network accessline 138
https://www.youtube.com/watch?v=2-pFspCbykk (2020). Best for: GoZ lowest-level rule, FBX scale - Network accessline 138
https://www.youtube.com/watch?v=2-pFspCbykk (2020). Best for: GoZ lowest-level rule, FBX scale - Network accessline 139
1000 into Blender. - ZBrushCentral scripting threads (marcus_civis and others, 2007 to 2026), https://www.zbrushcentral.com/c/zscripting-help/14. Best for: command-line ZScript, - Network accessline 139
1000 into Blender. - ZBrushCentral scripting threads (marcus_civis and others, 2007 to 2026), https://www.zbrushcentral.com/c/zscripting-help/14. Best for: command-line ZScript, - Network accessline 140
- ZBrushCentral scripting threads (marcus_civis and others, 2007 to 2026), https://www.zbrushcentral.com/c/zscripting-help/14. Best for: command-line ZScript, one-active-script rule, popups as the automation killer. - Network accessline 140
- ZBrushCentral scripting threads (marcus_civis and others, 2007 to 2026), https://www.zbrushcentral.com/c/zscripting-help/14. Best for: command-line ZScript, one-active-script rule, popups as the automation killer. - Network accessline 141
https://www.zbrushcentral.com/c/zscripting-help/14. Best for: command-line ZScript, - Network accessline 141
https://www.zbrushcentral.com/c/zscripting-help/14. Best for: command-line ZScript,
skills/dcc/zbrush/scenario-zbrush-expert/scripts/zb_audit.py
skills/dcc/zbrush/scenario-zbrush-expert/scripts/zb_bridge.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 15
def send(code, mode="thread", port=7788, timeout=600): with socket.create_connection(("127.0.0.1", port), timeout=timeout + 5) as s: - Network accessline 15
def send(code, mode="thread", port=7788, timeout=600): with socket.create_connection(("127.0.0.1", port), timeout=timeout + 5) as s: - Network accessline 16
with socket.create_connection(("127.0.0.1", port), timeout=timeout + 5) as s: - Network accessline 16
with socket.create_connection(("127.0.0.1", port), timeout=timeout + 5) as s:
skills/dcc/zbrush/scenario-zbrush-expert/scripts/zb_launch.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 129
def port_open(port=DEFAULT_PORT, timeout=0.5): try: with socket.create_connection(("127.0.0.1", port), timeout=timeout): - Network accessline 129
def port_open(port=DEFAULT_PORT, timeout=0.5): try: with socket.create_connection(("127.0.0.1", port), timeout=timeout): - Network accessline 130
try: with socket.create_connection(("127.0.0.1", port), timeout=timeout): return True - Network accessline 130
try: with socket.create_connection(("127.0.0.1", port), timeout=timeout): return True - Network accessline 131
with socket.create_connection(("127.0.0.1", port), timeout=timeout): - Network accessline 131
with socket.create_connection(("127.0.0.1", port), timeout=timeout): - Access to secretsline 353
[Credential-related source omitted] - Access to secretsline 353
[Credential-related source omitted]
skills/dcc/zbrush/scenario-zbrush-expert/scripts/zb_ops.py
skills/dcc/zbrush/scenario-zbrush-expert/scripts/zb_plugins/zb_bridge_server.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 21
[Credential-related source omitted] - Access to secretsline 21
[Credential-related source omitted] - Dangerous shell operationline 40
exec(compile(code, "<agent>", "exec"), ns) - Dangerous shell operationline 40
exec(compile(code, "<agent>", "exec"), ns) - Network accessline 78
def server(): s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 78
def server(): s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 79
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 79
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Access to secretsline 116
[Credential-related source omitted] - Access to secretsline 116
[Credential-related source omitted]
skills/dcc/zbrush/scenario-zbrush-expert/scripts/zb_review.py
skills/dcc/zbrush/scenario-zbrush-expert/scripts/zb_stroke.py
skills/dcc/zbrush/scenario-zbrush-hard-surface/SKILL.md
- Network accessline 13
ArrayMesh, Panel Loops) and uses clicks and strokes only where nothing else exists. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.c - Network accessline 13
ArrayMesh, Panel Loops) and uses clicks and strokes only where nothing else exists. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.c - Network accessline 14
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 15
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
skills/dcc/zbrush/scenario-zbrush-hard-surface/references/sources.md
- Network accessline 71
- Live Boolean, Boolean remesh, Remesh SubTools (14 pages; models by Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/live-boolean/live-boolean.html. - Network accessline 71
- Live Boolean, Boolean remesh, Remesh SubTools (14 pages; models by Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/live-boolean/live-boolean.html. - Network accessline 72
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/live-boolean/live-boolean.html. - Network accessline 72
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/live-boolean/live-boolean.html. - Network accessline 74
Coplanar and Show Issues. - Dynamic Subdivision (9 pages), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-subdivision.html. - Network accessline 74
Coplanar and Show Issues. - Dynamic Subdivision (9 pages), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-subdivision.html. - Network accessline 75
- Dynamic Subdivision (9 pages), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-subdivision.html. **Best for:** the order QGrid, Flat, Smooth; x4 per step; Apply levels; - Network accessline 75
- Dynamic Subdivision (9 pages), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-subdivision.html. **Best for:** the order QGrid, Flat, Smooth; x4 per step; Apply levels; - Network accessline 76
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-subdivision.html. - Network accessline 76
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-subdivision.html. - Network accessline 78
MicroPoly. - Hard Surface tools (19 pages; Christopher Brändström, Daniel Bystedt, Paul Gaboury, Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/hard-surface/hard-surface.html. - Network accessline 78
MicroPoly. - Hard Surface tools (19 pages; Christopher Brändström, Daniel Bystedt, Paul Gaboury, Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/hard-surface/hard-surface.html. - Network accessline 79
- Hard Surface tools (19 pages; Christopher Brändström, Daniel Bystedt, Paul Gaboury, Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/hard-surface/hard-surface.html. **Best for:** Clip, Trim, Slice, K - Network accessline 79
- Hard Surface tools (19 pages; Christopher Brändström, Daniel Bystedt, Paul Gaboury, Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/hard-surface/hard-surface.html. **Best for:** Clip, Trim, Slice, K - Network accessline 80
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/hard-surface/hard-surface.html. - Network accessline 80
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/hard-surface/hard-surface.html. - Network accessline 82
Features; ZRemesher on hard surfaces. - ZModeler (20 pages; Joseph Drust, Daisuke Narukawa), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/zmodeler.html. - Network accessline 82
Features; ZRemesher on hard surfaces. - ZModeler (20 pages; Joseph Drust, Daisuke Narukawa), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/zmodeler.html. - Network accessline 83
- ZModeler (20 pages; Joseph Drust, Daisuke Narukawa), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/zmodeler.html. **Best for:** action, target and modifier names; restric - Network accessline 83
- ZModeler (20 pages; Joseph Drust, Daisuke Narukawa), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/zmodeler.html. **Best for:** action, target and modifier names; restric - Network accessline 84
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/zmodeler.html. - Network accessline 84
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/zmodeler.html. - Network accessline 85
**Best for:** action, target and modifier names; restrictions; 2025.2 to 2026 additions. - Gizmo 3D deformers and operators (7 pages), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/gizmo-3d/deformers - Network accessline 85
**Best for:** action, target and modifier names; restrictions; 2025.2 to 2026 additions. - Gizmo 3D deformers and operators (7 pages), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/gizmo-3d/deformers - Network accessline 86
- Gizmo 3D deformers and operators (7 pages), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/gizmo-3d/deformers/list-of-deformers/list-of-deformers.html. **Best for:** which deformers act without le - Network accessline 86
- Gizmo 3D deformers and operators (7 pages), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/gizmo-3d/deformers/list-of-deformers/list-of-deformers.html. **Best for:** which deformers act without le - Network accessline 87
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/gizmo-3d/deformers/list-of-deformers/list-of-deformers.html. - Network accessline 87
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/gizmo-3d/deformers/list-of-deformers/list-of-deformers.html. - Network accessline 88
**Best for:** which deformers act without levels; Slice Topology; Remesh by Union. - Tool palette reference: Geometry, Deformation, SubTool, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.htm - Network accessline 88
**Best for:** which deformers act without levels; Slice Topology; Remesh by Union. - Tool palette reference: Geometry, Deformation, SubTool, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.htm - Network accessline 89
- Tool palette reference: Geometry, Deformation, SubTool, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html. **Best for:** button-level names and options. - Network accessline 89
- Tool palette reference: Geometry, Deformation, SubTool, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html. **Best for:** button-level names and options. - Network accessline 90
https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html. - Network accessline 90
https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html. - Network accessline 92
- Insert Mesh, IMM creation, Curve brushes, Curve Bridge, Mesh Fusion, ArrayMesh, NanoMesh (20 pages; Ken Toney, Geert Melis, Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushe - Network accessline 92
- Insert Mesh, IMM creation, Curve brushes, Curve Bridge, Mesh Fusion, ArrayMesh, NanoMesh (20 pages; Ken Toney, Geert Melis, Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushe - Network accessline 93
pages; Ken Toney, Geert Melis, Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/insert-mesh.html. **Best for:** capture rules, TriParts, Curve Step, ArrayMesh st - Network accessline 93
pages; Ken Toney, Geert Melis, Joseph Drust), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/insert-mesh.html. **Best for:** capture rules, TriParts, Curve Step, ArrayMesh st - Network accessline 94
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/insert-mesh.html. - Network accessline 94
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/insert-mesh.html. - Network accessline 96
and Edit Mesh. - Maxon ZBrush channel, "ZBrush 2026: ZModeler Updates" (2025-12-03), https://www.youtube.com/watch?v=6KZiNEO65YY. **Best for:** creasing at creation on Insert EdgeLoop - Network accessline 96
and Edit Mesh. - Maxon ZBrush channel, "ZBrush 2026: ZModeler Updates" (2025-12-03), https://www.youtube.com/watch?v=6KZiNEO65YY. **Best for:** creasing at creation on Insert EdgeLoop - Network accessline 97
- Maxon ZBrush channel, "ZBrush 2026: ZModeler Updates" (2025-12-03), https://www.youtube.com/watch?v=6KZiNEO65YY. **Best for:** creasing at creation on Insert EdgeLoop and Inset [00:01:06]-[00:02:44]; Insert snap with Ctrl taps [00:02: - Network accessline 97
- Maxon ZBrush channel, "ZBrush 2026: ZModeler Updates" (2025-12-03), https://www.youtube.com/watch?v=6KZiNEO65YY. **Best for:** creasing at creation on Insert EdgeLoop and Inset [00:01:06]-[00:02:44]; Insert snap with Ctrl taps [00:02: - Network accessline 98
https://www.youtube.com/watch?v=6KZiNEO65YY. **Best for:** creasing at creation on Insert EdgeLoop - Network accessline 98
https://www.youtube.com/watch?v=6KZiNEO65YY. **Best for:** creasing at creation on Insert EdgeLoop - Network accessline 103
- **Marco Plouffe,** co-founder of Keos Masons, concept and 3D artist (Sideshow Sentinel). ZBrush Masters: Hard Surface Modeling, Pixologic, hosted by Paul Gaboury, 2020-05-26, https://www.youtube.com/watch?v=u75skb32GTo. **Best for:** - Network accessline 103
- **Marco Plouffe,** co-founder of Keos Masons, concept and 3D artist (Sideshow Sentinel). ZBrush Masters: Hard Surface Modeling, Pixologic, hosted by Paul Gaboury, 2020-05-26, https://www.youtube.com/watch?v=u75skb32GTo. **Best for:** - Network accessline 104
Masters: Hard Surface Modeling, Pixologic, hosted by Paul Gaboury, 2020-05-26, https://www.youtube.com/watch?v=u75skb32GTo. **Best for:** the visual language and the quick and clean methods. - Network accessline 104
Masters: Hard Surface Modeling, Pixologic, hosted by Paul Gaboury, 2020-05-26, https://www.youtube.com/watch?v=u75skb32GTo. **Best for:** the visual language and the quick and clean methods. - Network accessline 105
https://www.youtube.com/watch?v=u75skb32GTo. **Best for:** the visual language and the quick and - Network accessline 105
https://www.youtube.com/watch?v=u75skb32GTo. **Best for:** the visual language and the quick and - Network accessline 113
CGMA instructor. - "Intro to ZBrush" (2021): Dynamic Subdivisions and Creasing https://www.youtube.com/watch?v=qeFclVta4No (crease first [00:08:18], CreaseLvl rule - Network accessline 113
CGMA instructor. - "Intro to ZBrush" (2021): Dynamic Subdivisions and Creasing https://www.youtube.com/watch?v=qeFclVta4No (crease first [00:08:18], CreaseLvl rule - Network accessline 114
- "Intro to ZBrush" (2021): Dynamic Subdivisions and Creasing https://www.youtube.com/watch?v=qeFclVta4No (crease first [00:08:18], CreaseLvl rule [00:14:11]-[00:16:29], QGrid on arcs [00:22:59], bake split [00:25:50]). - Network accessline 114
- "Intro to ZBrush" (2021): Dynamic Subdivisions and Creasing https://www.youtube.com/watch?v=qeFclVta4No (crease first [00:08:18], CreaseLvl rule [00:14:11]-[00:16:29], QGrid on arcs [00:22:59], bake split [00:25:50]). - Network accessline 115
https://www.youtube.com/watch?v=qeFclVta4No (crease first [00:08:18], CreaseLvl rule - Network accessline 115
https://www.youtube.com/watch?v=qeFclVta4No (crease first [00:08:18], CreaseLvl rule - Network accessline 116
[00:14:11]-[00:16:29], QGrid on arcs [00:22:59], bake split [00:25:50]). - Live Boolean https://www.youtube.com/watch?v=HXnKnrhlFpA (DSDiv [00:02:31], ZRemesher on the UMesh [00:03:31], Start groups [00:07:01]). - Network accessline 116
[00:14:11]-[00:16:29], QGrid on arcs [00:22:59], bake split [00:25:50]). - Live Boolean https://www.youtube.com/watch?v=HXnKnrhlFpA (DSDiv [00:02:31], ZRemesher on the UMesh [00:03:31], Start groups [00:07:01]). - Network accessline 117
- Live Boolean https://www.youtube.com/watch?v=HXnKnrhlFpA (DSDiv [00:02:31], ZRemesher on the - Network accessline 117
- Live Boolean https://www.youtube.com/watch?v=HXnKnrhlFpA (DSDiv [00:02:31], ZRemesher on the - Network accessline 118
UMesh [00:03:31], Start groups [00:07:01]). - Sharp clip results https://www.youtube.com/watch?v=03BMMabyK8U. Clip, Trim, Slice https://www.youtube.com/watch?v=FOdVdgiAHWo (never past the widest part [00:03:56], symmetry per - Network accessline 118
UMesh [00:03:31], Start groups [00:07:01]). - Sharp clip results https://www.youtube.com/watch?v=03BMMabyK8U. Clip, Trim, Slice https://www.youtube.com/watch?v=FOdVdgiAHWo (never past the widest part [00:03:56], symmetry per - Network accessline 119
- Sharp clip results https://www.youtube.com/watch?v=03BMMabyK8U. Clip, Trim, Slice - Network accessline 119
- Sharp clip results https://www.youtube.com/watch?v=03BMMabyK8U. Clip, Trim, Slice - Network accessline 120
https://www.youtube.com/watch?v=FOdVdgiAHWo (never past the widest part [00:03:56], symmetry per - Network accessline 120
https://www.youtube.com/watch?v=FOdVdgiAHWo (never past the widest part [00:03:56], symmetry per - Network accessline 121
modifier [00:06:20]). - ZModeler Polygon Actions https://www.youtube.com/watch?v=XcR5TzvIaoc. ZModeler Edge Actions https://www.youtube.com/watch?v=qob31SzC754. - Network accessline 121
modifier [00:06:20]). - ZModeler Polygon Actions https://www.youtube.com/watch?v=XcR5TzvIaoc. ZModeler Edge Actions https://www.youtube.com/watch?v=qob31SzC754. - Network accessline 122
- ZModeler Polygon Actions https://www.youtube.com/watch?v=XcR5TzvIaoc. ZModeler Edge Actions - Network accessline 122
- ZModeler Polygon Actions https://www.youtube.com/watch?v=XcR5TzvIaoc. ZModeler Edge Actions - Network accessline 123
https://www.youtube.com/watch?v=qob31SzC754. - Network accessline 123
https://www.youtube.com/watch?v=qob31SzC754. - Network accessline 124
- ZRemesher https://www.youtube.com/watch?v=6PtmKtr1kx0 (smooth group borders [00:07:56]). Gizmo - Network accessline 124
- ZRemesher https://www.youtube.com/watch?v=6PtmKtr1kx0 (smooth group borders [00:07:56]). Gizmo - Network accessline 125
Deformers https://www.youtube.com/watch?v=FCAb-CSVCBg. - Network accessline 125
Deformers https://www.youtube.com/watch?v=FCAb-CSVCBg. - Network accessline 126
- IMM kitbash https://www.youtube.com/watch?v=U5u3RpI9In4 (capture [00:15:04]). MicroMesh and - Network accessline 126
- IMM kitbash https://www.youtube.com/watch?v=U5u3RpI9In4 (capture [00:15:04]). MicroMesh and - Network accessline 127
NanoMesh https://www.youtube.com/watch?v=QGNn1-ey6ME (Edit Mesh swap [00:12:26], placeholder - Network accessline 127
NanoMesh https://www.youtube.com/watch?v=QGNn1-ey6ME (Edit Mesh swap [00:12:26], placeholder - Network accessline 128
SubTool [00:14:07]). - 2024 updates: Knife Split To Parts https://www.youtube.com/watch?v=8LNjAkqr_lI (base prep [00:04:04], debris [00:10:46]); IMM Strokes https://www.youtube.com/watch?v=wnONEaRVhYU - Network accessline 128
SubTool [00:14:07]). - 2024 updates: Knife Split To Parts https://www.youtube.com/watch?v=8LNjAkqr_lI (base prep [00:04:04], debris [00:10:46]); IMM Strokes https://www.youtube.com/watch?v=wnONEaRVhYU - Network accessline 129
- 2024 updates: Knife Split To Parts https://www.youtube.com/watch?v=8LNjAkqr_lI (base prep - Network accessline 129
- 2024 updates: Knife Split To Parts https://www.youtube.com/watch?v=8LNjAkqr_lI (base prep - Network accessline 130
[00:04:04], debris [00:10:46]); IMM Strokes https://www.youtube.com/watch?v=wnONEaRVhYU - Network accessline 130
[00:04:04], debris [00:10:46]); IMM Strokes https://www.youtube.com/watch?v=wnONEaRVhYU - Network accessline 131
(LazyStep [00:03:43]). - **Michael Pavlovich, Mechanical Skull (2020):** - 030 https://www.youtube.com/watch?v=1iJ_sO1U0V4; 031 - Network accessline 131
(LazyStep [00:03:43]). - **Michael Pavlovich, Mechanical Skull (2020):** - 030 https://www.youtube.com/watch?v=1iJ_sO1U0V4; 031 - Network accessline 132
- **Michael Pavlovich, Mechanical Skull (2020):** - 030 https://www.youtube.com/watch?v=1iJ_sO1U0V4; 031 https://www.youtube.com/watch?v=qBi-JF23r4Y; 032 https://www.youtube.com/watch?v=max2JumNDp4; - Network accessline 132
- **Michael Pavlovich, Mechanical Skull (2020):** - 030 https://www.youtube.com/watch?v=1iJ_sO1U0V4; 031 https://www.youtube.com/watch?v=qBi-JF23r4Y; 032 https://www.youtube.com/watch?v=max2JumNDp4; - Network accessline 133
- 030 https://www.youtube.com/watch?v=1iJ_sO1U0V4; 031 - Network accessline 133
- 030 https://www.youtube.com/watch?v=1iJ_sO1U0V4; 031 - Network accessline 134
https://www.youtube.com/watch?v=qBi-JF23r4Y; 032 https://www.youtube.com/watch?v=max2JumNDp4; - Network accessline 134
https://www.youtube.com/watch?v=qBi-JF23r4Y; 032 https://www.youtube.com/watch?v=max2JumNDp4; - Network accessline 135
033 https://www.youtube.com/watch?v=Yprguxci8NY; - Network accessline 135
033 https://www.youtube.com/watch?v=Yprguxci8NY; - Network accessline 136
- 034 https://www.youtube.com/watch?v=MteQbBFxgqk; 036 - Network accessline 136
- 034 https://www.youtube.com/watch?v=MteQbBFxgqk; 036 - Network accessline 137
https://www.youtube.com/watch?v=ejuEogNKNoo; 037 https://www.youtube.com/watch?v=16AAIFE9CRc; - Network accessline 137
https://www.youtube.com/watch?v=ejuEogNKNoo; 037 https://www.youtube.com/watch?v=16AAIFE9CRc; - Network accessline 138
038 https://www.youtube.com/watch?v=FAFtW_8zB5Q; - Network accessline 138
038 https://www.youtube.com/watch?v=FAFtW_8zB5Q; - Network accessline 139
- 039 https://www.youtube.com/watch?v=H_ETE4qJduU; 042 - Network accessline 139
- 039 https://www.youtube.com/watch?v=H_ETE4qJduU; 042 - Network accessline 140
https://www.youtube.com/watch?v=FM3uQJy1GUY; 044 https://www.youtube.com/watch?v=cw449pmS64g. - Network accessline 140
https://www.youtube.com/watch?v=FM3uQJy1GUY; 044 https://www.youtube.com/watch?v=cw449pmS64g. - Network accessline 142
seams, screw ports. - **Michael Pavlovich, Sci Fi Pistol (2017, ZBrush 4R8):** - 007 https://www.youtube.com/watch?v=TANNfCLxFx4; 010 - Network accessline 142
seams, screw ports. - **Michael Pavlovich, Sci Fi Pistol (2017, ZBrush 4R8):** - 007 https://www.youtube.com/watch?v=TANNfCLxFx4; 010 - Network accessline 143
- **Michael Pavlovich, Sci Fi Pistol (2017, ZBrush 4R8):** - 007 https://www.youtube.com/watch?v=TANNfCLxFx4; 010 https://www.youtube.com/watch?v=GrIf_eeq6K0; 012 https://www.youtube.com/watch?v=KOmR4vepB04; - Network accessline 143
- **Michael Pavlovich, Sci Fi Pistol (2017, ZBrush 4R8):** - 007 https://www.youtube.com/watch?v=TANNfCLxFx4; 010 https://www.youtube.com/watch?v=GrIf_eeq6K0; 012 https://www.youtube.com/watch?v=KOmR4vepB04; - Network accessline 144
- 007 https://www.youtube.com/watch?v=TANNfCLxFx4; 010 - Network accessline 144
- 007 https://www.youtube.com/watch?v=TANNfCLxFx4; 010 - Network accessline 145
https://www.youtube.com/watch?v=GrIf_eeq6K0; 012 https://www.youtube.com/watch?v=KOmR4vepB04; - Network accessline 145
https://www.youtube.com/watch?v=GrIf_eeq6K0; 012 https://www.youtube.com/watch?v=KOmR4vepB04; - Network accessline 146
013 https://www.youtube.com/watch?v=x1gN9-SocYY; - Network accessline 146
013 https://www.youtube.com/watch?v=x1gN9-SocYY; - Network accessline 147
- 015 https://www.youtube.com/watch?v=Ab0ixptmNeA; 019 - Network accessline 147
- 015 https://www.youtube.com/watch?v=Ab0ixptmNeA; 019 - Network accessline 148
https://www.youtube.com/watch?v=KroRw6dFs10; 022 https://www.youtube.com/watch?v=QbEHsPGNnlY; - Network accessline 148
https://www.youtube.com/watch?v=KroRw6dFs10; 022 https://www.youtube.com/watch?v=QbEHsPGNnlY; - Network accessline 149
032 https://www.youtube.com/watch?v=VfUqkvHymeQ; - Network accessline 149
032 https://www.youtube.com/watch?v=VfUqkvHymeQ; - Network accessline 150
- 033 https://www.youtube.com/watch?v=h5gsm_-6df4; 034 - Network accessline 150
- 033 https://www.youtube.com/watch?v=h5gsm_-6df4; 034 - Network accessline 151
https://www.youtube.com/watch?v=iWq7dFxf55I; 035 https://www.youtube.com/watch?v=te7lV_EpGQ0. - Network accessline 151
https://www.youtube.com/watch?v=iWq7dFxf55I; 035 https://www.youtube.com/watch?v=te7lV_EpGQ0. - Network accessline 153
the quick game low poly, DCC and bake hand-off. - **Mike Klimer,** senior hard-surface artist at Bungie (Destiny 2), previously The Division. Weapons of Destiny 2, ZBrush Summit 2017, https://www.youtube.com/watch?v=08crkU999Fs. **Best - Network accessline 153
the quick game low poly, DCC and bake hand-off. - **Mike Klimer,** senior hard-surface artist at Bungie (Destiny 2), previously The Division. Weapons of Destiny 2, ZBrush Summit 2017, https://www.youtube.com/watch?v=08crkU999Fs. **Best - Network accessline 154
- **Mike Klimer,** senior hard-surface artist at Bungie (Destiny 2), previously The Division. Weapons of Destiny 2, ZBrush Summit 2017, https://www.youtube.com/watch?v=08crkU999Fs. **Best for:** function and manufacturing [00:22:18], fi - Network accessline 154
- **Mike Klimer,** senior hard-surface artist at Bungie (Destiny 2), previously The Division. Weapons of Destiny 2, ZBrush Summit 2017, https://www.youtube.com/watch?v=08crkU999Fs. **Best for:** function and manufacturing [00:22:18], fi - Network accessline 155
Weapons of Destiny 2, ZBrush Summit 2017, https://www.youtube.com/watch?v=08crkU999Fs. **Best - Network accessline 155
Weapons of Destiny 2, ZBrush Summit 2017, https://www.youtube.com/watch?v=08crkU999Fs. **Best - Network accessline 158
[00:29:36]. - **Henry Chervenka,** CEO of 3D Dynamic Studios, hard-surface instructor. Pushing the Boundaries of ZBrush, ZBrush Summit 2023, https://www.youtube.com/watch?v=PGX39tnEf3Y. **Best for:** project - Network accessline 158
[00:29:36]. - **Henry Chervenka,** CEO of 3D Dynamic Studios, hard-surface instructor. Pushing the Boundaries of ZBrush, ZBrush Summit 2023, https://www.youtube.com/watch?v=PGX39tnEf3Y. **Best for:** project - Network accessline 159
- **Henry Chervenka,** CEO of 3D Dynamic Studios, hard-surface instructor. Pushing the Boundaries of ZBrush, ZBrush Summit 2023, https://www.youtube.com/watch?v=PGX39tnEf3Y. **Best for:** project setup [00:08:24]-[00:10:33], NanoMesh ve - Network accessline 159
- **Henry Chervenka,** CEO of 3D Dynamic Studios, hard-surface instructor. Pushing the Boundaries of ZBrush, ZBrush Summit 2023, https://www.youtube.com/watch?v=PGX39tnEf3Y. **Best for:** project setup [00:08:24]-[00:10:33], NanoMesh ve - Network accessline 160
ZBrush, ZBrush Summit 2023, https://www.youtube.com/watch?v=PGX39tnEf3Y. **Best for:** project - Network accessline 160
ZBrush, ZBrush Summit 2023, https://www.youtube.com/watch?v=PGX39tnEf3Y. **Best for:** project - Network accessline 163
- **Polycount Technical Talk,** "3ds Max ProBoolean plus DynaMesh hard-surface workflow" (2016; author "Amsterdam Hilton Hotel", identity unverified), https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurfac - Network accessline 163
- **Polycount Technical Talk,** "3ds Max ProBoolean plus DynaMesh hard-surface workflow" (2016; author "Amsterdam Hilton Hotel", identity unverified), https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurfac - Network accessline 164
author "Amsterdam Hilton Hotel", identity unverified), https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial. **Best for:** the DCC-booleans school, cylinder segment counts, Polish as t - Network accessline 164
author "Amsterdam Hilton Hotel", identity unverified), https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial. **Best for:** the DCC-booleans school, cylinder segment counts, Polish as t - Network accessline 165
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial. - Network accessline 165
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial.
skills/dcc/zbrush/scenario-zbrush-hard-surface/scripts/zb_hardsurface.py
skills/dcc/zbrush/scenario-zbrush-paint-render/SKILL.md
- Network accessline 13
measured and looked at. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 13
measured and looked at. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 14
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/dcc/zbrush/scenario-zbrush-paint-render/references/sources.md
- Network accessline 38
- **FlippedNormals: Henning Sanden and Morten Jaeger**, former senior film character artists (MPC, Cinesite). "Polypaint a Head in ZBrush: Color Theory" (2018-04-12, 33:00), https://www.youtube.com/watch?v=8iAbH3zSQak. Best for: color z - Network accessline 38
- **FlippedNormals: Henning Sanden and Morten Jaeger**, former senior film character artists (MPC, Cinesite). "Polypaint a Head in ZBrush: Color Theory" (2018-04-12, 33:00), https://www.youtube.com/watch?v=8iAbH3zSQak. Best for: color z - Network accessline 39
Cinesite). "Polypaint a Head in ZBrush: Color Theory" (2018-04-12, 33:00), https://www.youtube.com/watch?v=8iAbH3zSQak. Best for: color zones in thirds, depth decides hue, neutral material, per-vertex resolution, value and eye contrast, - Network accessline 39
Cinesite). "Polypaint a Head in ZBrush: Color Theory" (2018-04-12, 33:00), https://www.youtube.com/watch?v=8iAbH3zSQak. Best for: color zones in thirds, depth decides hue, neutral material, per-vertex resolution, value and eye contrast, - Network accessline 40
https://www.youtube.com/watch?v=8iAbH3zSQak. Best for: color zones in thirds, depth decides hue, - Network accessline 40
https://www.youtube.com/watch?v=8iAbH3zSQak. Best for: color zones in thirds, depth decides hue, - Network accessline 46
- **Pablo Munoz Gomez**, concept and character artist, Maxon ZBrushLIVE presenter, Pablander Academy founder. "Let's Make It Happen" livestream, polypainting skin with masks and Adjust Colors (2025-10-01, 1:55:17), https://www.youtube.c - Network accessline 46
- **Pablo Munoz Gomez**, concept and character artist, Maxon ZBrushLIVE presenter, Pablander Academy founder. "Let's Make It Happen" livestream, polypainting skin with masks and Adjust Colors (2025-10-01, 1:55:17), https://www.youtube.c - Network accessline 47
founder. "Let's Make It Happen" livestream, polypainting skin with masks and Adjust Colors (2025-10-01, 1:55:17), https://www.youtube.com/watch?v=d03QU-eUaPo. Best for: zone-first skin with anatomical reasons, cover at low opacity, mask - Network accessline 47
founder. "Let's Make It Happen" livestream, polypainting skin with masks and Adjust Colors (2025-10-01, 1:55:17), https://www.youtube.com/watch?v=d03QU-eUaPo. Best for: zone-first skin with anatomical reasons, cover at low opacity, mask - Network accessline 48
(2025-10-01, 1:55:17), https://www.youtube.com/watch?v=d03QU-eUaPo. Best for: zone-first skin with - Network accessline 48
(2025-10-01, 1:55:17), https://www.youtube.com/watch?v=d03QU-eUaPo. Best for: zone-first skin with - Network accessline 54
- **Michael Pavlovich**, Director of Character, Weapon and Vehicle Art at Certain Affinity, Maxon ZBrushLIVE streamer. Four ZBrush 2025 videos: - "Redshift In-Depth Guide" (2025-01-13, 1:06:31), https://www.youtube.com/watch?v=040hAJ3-c - Network accessline 54
- **Michael Pavlovich**, Director of Character, Weapon and Vehicle Art at Certain Affinity, Maxon ZBrushLIVE streamer. Four ZBrush 2025 videos: - "Redshift In-Depth Guide" (2025-01-13, 1:06:31), https://www.youtube.com/watch?v=040hAJ3-c - Network accessline 55
ZBrushLIVE streamer. Four ZBrush 2025 videos: - "Redshift In-Depth Guide" (2025-01-13, 1:06:31), https://www.youtube.com/watch?v=040hAJ3-cTw. Best for: every Redshift control, Smooth Surface bruises, creases, lights, HDRI, shadow catc - Network accessline 55
ZBrushLIVE streamer. Four ZBrush 2025 videos: - "Redshift In-Depth Guide" (2025-01-13, 1:06:31), https://www.youtube.com/watch?v=040hAJ3-cTw. Best for: every Redshift control, Smooth Surface bruises, creases, lights, HDRI, shadow catc - Network accessline 56
- "Redshift In-Depth Guide" (2025-01-13, 1:06:31), https://www.youtube.com/watch?v=040hAJ3-cTw. - Network accessline 56
- "Redshift In-Depth Guide" (2025-01-13, 1:06:31), https://www.youtube.com/watch?v=040hAJ3-cTw. - Network accessline 60
00:47:55, 00:52:05, 01:02:00. - "Redshift Quickstart: Lights, Materials, Settings and Turntables" (2025-01-13, 22:00), https://www.youtube.com/watch?v=FvpG2tCP8Lw. Best for: SubTool Master Fill, Use Material Color, - Network accessline 60
00:47:55, 00:52:05, 01:02:00. - "Redshift Quickstart: Lights, Materials, Settings and Turntables" (2025-01-13, 22:00), https://www.youtube.com/watch?v=FvpG2tCP8Lw. Best for: SubTool Master Fill, Use Material Color, - Network accessline 61
- "Redshift Quickstart: Lights, Materials, Settings and Turntables" (2025-01-13, 22:00), https://www.youtube.com/watch?v=FvpG2tCP8Lw. Best for: SubTool Master Fill, Use Material Color, turntable settings and traps. Timestamps 00:04: - Network accessline 61
- "Redshift Quickstart: Lights, Materials, Settings and Turntables" (2025-01-13, 22:00), https://www.youtube.com/watch?v=FvpG2tCP8Lw. Best for: SubTool Master Fill, Use Material Color, turntable settings and traps. Timestamps 00:04: - Network accessline 62
https://www.youtube.com/watch?v=FvpG2tCP8Lw. Best for: SubTool Master Fill, Use Material Color, - Network accessline 62
https://www.youtube.com/watch?v=FvpG2tCP8Lw. Best for: SubTool Master Fill, Use Material Color, - Network accessline 64
00:21:10. - "Redshift and BPR Passes: AOV Rendering and Photoshop Compositing" (2025-01-13, 28:37), https://www.youtube.com/watch?v=lEP73nEu3Tc. Best for: which passes, blend modes, cheap BPR rim, - Network accessline 64
00:21:10. - "Redshift and BPR Passes: AOV Rendering and Photoshop Compositing" (2025-01-13, 28:37), https://www.youtube.com/watch?v=lEP73nEu3Tc. Best for: which passes, blend modes, cheap BPR rim, - Network accessline 65
- "Redshift and BPR Passes: AOV Rendering and Photoshop Compositing" (2025-01-13, 28:37), https://www.youtube.com/watch?v=lEP73nEu3Tc. Best for: which passes, blend modes, cheap BPR rim, fill, reflection and clown passes, print size - Network accessline 65
- "Redshift and BPR Passes: AOV Rendering and Photoshop Compositing" (2025-01-13, 28:37), https://www.youtube.com/watch?v=lEP73nEu3Tc. Best for: which passes, blend modes, cheap BPR rim, fill, reflection and clown passes, print size - Network accessline 66
https://www.youtube.com/watch?v=lEP73nEu3Tc. Best for: which passes, blend modes, cheap BPR rim, - Network accessline 66
https://www.youtube.com/watch?v=lEP73nEu3Tc. Best for: which passes, blend modes, cheap BPR rim, - Network accessline 67
fill, reflection and clown passes, print size. Timestamps 00:01:13, 00:02:18, 00:04:50, 00:05:46, 00:08:29, 00:12:21, 00:14:55 to 00:16:50, 00:18:16, 00:23:20. - "Redshift Baker 360" (2025-01-15, 8:59), https://www.youtube.com/watch?v - Network accessline 67
fill, reflection and clown passes, print size. Timestamps 00:01:13, 00:02:18, 00:04:50, 00:05:46, 00:08:29, 00:12:21, 00:14:55 to 00:16:50, 00:18:16, 00:23:20. - "Redshift Baker 360" (2025-01-15, 8:59), https://www.youtube.com/watch?v - Network accessline 68
00:05:46, 00:08:29, 00:12:21, 00:14:55 to 00:16:50, 00:18:16, 00:23:20. - "Redshift Baker 360" (2025-01-15, 8:59), https://www.youtube.com/watch?v=mW4P0T6tR7k. Best for: baking a lit look into polypaint, AO plugin plus Fill Object thr - Network accessline 68
00:05:46, 00:08:29, 00:12:21, 00:14:55 to 00:16:50, 00:18:16, 00:23:20. - "Redshift Baker 360" (2025-01-15, 8:59), https://www.youtube.com/watch?v=mW4P0T6tR7k. Best for: baking a lit look into polypaint, AO plugin plus Fill Object thr - Network accessline 69
- "Redshift Baker 360" (2025-01-15, 8:59), https://www.youtube.com/watch?v=mW4P0T6tR7k. Best for: - Network accessline 69
- "Redshift Baker 360" (2025-01-15, 8:59), https://www.youtube.com/watch?v=mW4P0T6tR7k. Best for: - Network accessline 72
00:08:36. - Also "ZBrush Topology: Face, Body, Whatever!" (2023-11-05), https://www.youtube.com/watch?v=n5_cZK-9peg, for FillObject on an isolated polygroup [01:00:48 - Network accessline 72
00:08:36. - Also "ZBrush Topology: Face, Body, Whatever!" (2023-11-05), https://www.youtube.com/watch?v=n5_cZK-9peg, for FillObject on an isolated polygroup [01:00:48 - Network accessline 73
- Also "ZBrush Topology: Face, Body, Whatever!" (2023-11-05), https://www.youtube.com/watch?v=n5_cZK-9peg, for FillObject on an isolated polygroup [01:00:48 to 01:02:38] (note in `notes/retopology-uv/`). - Network accessline 73
- Also "ZBrush Topology: Face, Body, Whatever!" (2023-11-05), https://www.youtube.com/watch?v=n5_cZK-9peg, for FillObject on an isolated polygroup [01:00:48 to 01:02:38] (note in `notes/retopology-uv/`). - Network accessline 74
https://www.youtube.com/watch?v=n5_cZK-9peg, for FillObject on an isolated polygroup [01:00:48 - Network accessline 74
https://www.youtube.com/watch?v=n5_cZK-9peg, for FillObject on an isolated polygroup [01:00:48 - Network accessline 75
to 01:02:38] (note in `notes/retopology-uv/`). - **Joseph Drust**, Pixologic, #AskZBrush "How can I decimate a model into quads so it's easier to rig and animate?" (2016-10-28), https://www.youtube.com/watch?v=_ips3GhWI0s. Best for: Proje - Network accessline 75
to 01:02:38] (note in `notes/retopology-uv/`). - **Joseph Drust**, Pixologic, #AskZBrush "How can I decimate a model into quads so it's easier to rig and animate?" (2016-10-28), https://www.youtube.com/watch?v=_ips3GhWI0s. Best for: Proje - Network accessline 76
- **Joseph Drust**, Pixologic, #AskZBrush "How can I decimate a model into quads so it's easier to rig and animate?" (2016-10-28), https://www.youtube.com/watch?v=_ips3GhWI0s. Best for: Project All transfers polypaint only with the targ - Network accessline 76
- **Joseph Drust**, Pixologic, #AskZBrush "How can I decimate a model into quads so it's easier to rig and animate?" (2016-10-28), https://www.youtube.com/watch?v=_ips3GhWI0s. Best for: Project All transfers polypaint only with the targ - Network accessline 77
rig and animate?" (2016-10-28), https://www.youtube.com/watch?v=_ips3GhWI0s. Best for: Project All - Network accessline 77
rig and animate?" (2016-10-28), https://www.youtube.com/watch?v=_ips3GhWI0s. Best for: Project All - Network accessline 90
- ZBrush 2026 help, polypaint, color, masking, Spotlight and texture maps (12 pages): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/painting-your-model/polypaint/polypaint.html - Network accessline 90
- ZBrush 2026 help, polypaint, color, masking, Spotlight and texture maps (12 pages): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/painting-your-model/polypaint/polypaint.html - Network accessline 91
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/painting-your-model/polypaint/polypaint.html - Network accessline 91
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/painting-your-model/polypaint/polypaint.html - Network accessline 95
creation), Painting a Head values. - ZBrush 2026 help, rendering (15 pages): https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/rendering.html - Network accessline 95
creation), Painting a Head values. - ZBrush 2026 help, rendering (15 pages): https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/rendering.html - Network accessline 96
- ZBrush 2026 help, rendering (15 pages): https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/rendering.html and - Network accessline 96
- ZBrush 2026 help, rendering (15 pages): https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/rendering.html and - Network accessline 97
https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/rendering.html - Network accessline 97
https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/rendering.html - Network accessline 98
and https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/redshift/redshift.html; local copy `sources/docs/paint-pose-render-print__rendering-redshift-bpr-keyshot.md`. Best for: - Network accessline 98
and https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/redshift/redshift.html; local copy `sources/docs/paint-pose-render-print__rendering-redshift-bpr-keyshot.md`. Best for: - Network accessline 99
https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/redshift/redshift.html; - Network accessline 99
https://help.maxon.net/zbr/en-us/Content/html/user-guide/materials-lights-rendering/rendering/redshift/redshift.html;
skills/dcc/zbrush/scenario-zbrush-paint-render/scripts/zb_paint.py
skills/dcc/zbrush/scenario-zbrush-pose-print/SKILL.md
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order, joint angles, walls, gaps), keep the pose reversible, use strokes only for cleanup. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://g - Network accessline 12
order, joint angles, walls, gaps), keep the pose reversible, use strokes only for cleanup. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://g - Network accessline 13
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 14
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/dcc/zbrush/scenario-zbrush-pose-print/references/sources.md
- Network accessline 70
- **Paul Gaboury**, Pixologic Lead Product Development Manager (now Maxon), freelance toy artist for Hasbro, Disney Consumer Products and Topps; "Using ZBrush for 3D Printing: The Creative Process", Gnomon live event hosted by Josh Herm - Network accessline 70
- **Paul Gaboury**, Pixologic Lead Product Development Manager (now Maxon), freelance toy artist for Hasbro, Disney Consumer Products and Topps; "Using ZBrush for 3D Printing: The Creative Process", Gnomon live event hosted by Josh Herm - Network accessline 71
Hasbro, Disney Consumer Products and Topps; "Using ZBrush for 3D Printing: The Creative Process", Gnomon live event hosted by Josh Herman, 2020-05-05, https://www.youtube.com/watch?v=W9P5YmLGBj0. Best for: scale first, Scale Master, hol - Network accessline 71
Hasbro, Disney Consumer Products and Topps; "Using ZBrush for 3D Printing: The Creative Process", Gnomon live event hosted by Josh Herman, 2020-05-05, https://www.youtube.com/watch?v=W9P5YmLGBj0. Best for: scale first, Scale Master, hol - Network accessline 72
Gnomon live event hosted by Josh Herman, 2020-05-05, https://www.youtube.com/watch?v=W9P5YmLGBj0. - Network accessline 72
Gnomon live event hosted by Josh Herman, 2020-05-05, https://www.youtube.com/watch?v=W9P5YmLGBj0. - Network accessline 79
- **Paul Bennett**, digital product designer, Hasbro sculpture department (Star Wars Black Series); "Hasbro Toys: Star Wars Rey Skywalker Toy and More with ZBrush", ZBrush Summit 2019, https://www.youtube.com/watch?v=P08kuTIRziE. Best f - Network accessline 79
- **Paul Bennett**, digital product designer, Hasbro sculpture department (Star Wars Black Series); "Hasbro Toys: Star Wars Rey Skywalker Toy and More with ZBrush", ZBrush Summit 2019, https://www.youtube.com/watch?v=P08kuTIRziE. Best f - Network accessline 80
"Hasbro Toys: Star Wars Rey Skywalker Toy and More with ZBrush", ZBrush Summit 2019, https://www.youtube.com/watch?v=P08kuTIRziE. Best for: production constraints, minimum walls, the 0.12 mm offset and its calibration, scale with shrink - Network accessline 80
"Hasbro Toys: Star Wars Rey Skywalker Toy and More with ZBrush", ZBrush Summit 2019, https://www.youtube.com/watch?v=P08kuTIRziE. Best for: production constraints, minimum walls, the 0.12 mm offset and its calibration, scale with shrink - Network accessline 81
https://www.youtube.com/watch?v=P08kuTIRziE. Best for: production constraints, minimum walls, the - Network accessline 81
https://www.youtube.com/watch?v=P08kuTIRziE. Best for: production constraints, minimum walls, the - Network accessline 86
- **Alex Carratala**, sculptor of about 90 mm collectibles (Kimera Models; credentials beyond the article unverified); "The Rules and Intricacies of Sculpting Miniatures in ZBrush", 80.lv, 2023-08-21, https://80.lv/articles/the-rules-in - Network accessline 86
- **Alex Carratala**, sculptor of about 90 mm collectibles (Kimera Models; credentials beyond the article unverified); "The Rules and Intricacies of Sculpting Miniatures in ZBrush", 80.lv, 2023-08-21, https://80.lv/articles/the-rules-in - Network accessline 87
article unverified); "The Rules and Intricacies of Sculpting Miniatures in ZBrush", 80.lv, 2023-08-21, https://80.lv/articles/the-rules-intricacies-of-sculpting-miniatures-in-zbrush. Best for: the miniature order of operations (pose fir - Network accessline 87
article unverified); "The Rules and Intricacies of Sculpting Miniatures in ZBrush", 80.lv, 2023-08-21, https://80.lv/articles/the-rules-intricacies-of-sculpting-miniatures-in-zbrush. Best for: the miniature order of operations (pose fir - Network accessline 88
2023-08-21, https://80.lv/articles/the-rules-intricacies-of-sculpting-miniatures-in-zbrush. Best - Network accessline 88
2023-08-21, https://80.lv/articles/the-rules-intricacies-of-sculpting-miniatures-in-zbrush. Best - Network accessline 91
- **Pablo Munoz Gomez**, 3D concept and character artist, founder of Pablander Academy, ZBrushLIVE streamer; "A very cool trick to pose characters in and outside ZBrush", 2021-05-24, https://www.youtube.com/watch?v=oxyKKr4aHPY. Best for - Network accessline 91
- **Pablo Munoz Gomez**, 3D concept and character artist, founder of Pablander Academy, ZBrushLIVE streamer; "A very cool trick to pose characters in and outside ZBrush", 2021-05-24, https://www.youtube.com/watch?v=oxyKKr4aHPY. Best for - Network accessline 92
streamer; "A very cool trick to pose characters in and outside ZBrush", 2021-05-24, https://www.youtube.com/watch?v=oxyKKr4aHPY. Best for: lowest-level posing, Transpose Master with Auto Groups, the external rig round trip onto a layer. - Network accessline 92
streamer; "A very cool trick to pose characters in and outside ZBrush", 2021-05-24, https://www.youtube.com/watch?v=oxyKKr4aHPY. Best for: lowest-level posing, Transpose Master with Auto Groups, the external rig round trip onto a layer. - Network accessline 93
https://www.youtube.com/watch?v=oxyKKr4aHPY. Best for: lowest-level posing, Transpose Master with - Network accessline 93
https://www.youtube.com/watch?v=oxyKKr4aHPY. Best for: lowest-level posing, Transpose Master with - Network accessline 98
- **Michael Pavlovich**, Director of Character, Weapon and Vehicle Art at Certain Affinity (Halo, Call of Duty, DOOM), ZBrushLIVE streamer; "Proxy Pose ZBrush 2023.1 with ZSphere Rigging", 2023-04-02, https://www.youtube.com/watch?v=irn - Network accessline 98
- **Michael Pavlovich**, Director of Character, Weapon and Vehicle Art at Certain Affinity (Halo, Call of Duty, DOOM), ZBrushLIVE streamer; "Proxy Pose ZBrush 2023.1 with ZSphere Rigging", 2023-04-02, https://www.youtube.com/watch?v=irn - Network accessline 99
Call of Duty, DOOM), ZBrushLIVE streamer; "Proxy Pose ZBrush 2023.1 with ZSphere Rigging", 2023-04-02, https://www.youtube.com/watch?v=irnuxmVuF1Y. Best for: Proxy Pose plus ZSphere rig on a DynaMesh, rig placement rules, Adaptive Skin - Network accessline 99
Call of Duty, DOOM), ZBrushLIVE streamer; "Proxy Pose ZBrush 2023.1 with ZSphere Rigging", 2023-04-02, https://www.youtube.com/watch?v=irnuxmVuF1Y. Best for: Proxy Pose plus ZSphere rig on a DynaMesh, rig placement rules, Adaptive Skin - Network accessline 100
2023-04-02, https://www.youtube.com/watch?v=irnuxmVuF1Y. Best for: Proxy Pose plus ZSphere rig on - Network accessline 100
2023-04-02, https://www.youtube.com/watch?v=irnuxmVuF1Y. Best for: Proxy Pose plus ZSphere rig on - Network accessline 105
- **Marco Plouffe**, co-founder and art director of Keos Masons, sculptor for Sideshow Collectibles, Prime 1 Studio and XM Studios; "How a Master ZBrush Artist Sculpts and Poses a Character", Outgang excerpt, 2022-12-05, https://www.you - Network accessline 105
- **Marco Plouffe**, co-founder and art director of Keos Masons, sculptor for Sideshow Collectibles, Prime 1 Studio and XM Studios; "How a Master ZBrush Artist Sculpts and Poses a Character", Outgang excerpt, 2022-12-05, https://www.you - Network accessline 106
Prime 1 Studio and XM Studios; "How a Master ZBrush Artist Sculpts and Poses a Character", Outgang excerpt, 2022-12-05, https://www.youtube.com/watch?v=lakCNFUOQlI. Best for: collectible pose order and time budget, equal level-1 density - Network accessline 106
Prime 1 Studio and XM Studios; "How a Master ZBrush Artist Sculpts and Poses a Character", Outgang excerpt, 2022-12-05, https://www.youtube.com/watch?v=lakCNFUOQlI. Best for: collectible pose order and time budget, equal level-1 density - Network accessline 107
excerpt, 2022-12-05, https://www.youtube.com/watch?v=lakCNFUOQlI. Best for: collectible pose order - Network accessline 107
excerpt, 2022-12-05, https://www.youtube.com/watch?v=lakCNFUOQlI. Best for: collectible pose order - Network accessline 115
with multiple SubTools, Transpose, Transpose Master, Proxy Pose, rigging), saved as `sources/docs/paint-pose-render-print__posing-transpose-master-zsphere-rig.md`, e.g. https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plu - Network accessline 115
with multiple SubTools, Transpose, Transpose Master, Proxy Pose, rigging), saved as `sources/docs/paint-pose-render-print__posing-transpose-master-zsphere-rig.md`, e.g. https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plu - Network accessline 116
`sources/docs/paint-pose-render-print__posing-transpose-master-zsphere-rig.md`, e.g. https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/transpose-master/transpose-master.html and - Network accessline 116
`sources/docs/paint-pose-render-print__posing-transpose-master-zsphere-rig.md`, e.g. https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/transpose-master/transpose-master.html and - Network accessline 117
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/transpose-master/transpose-master.html - Network accessline 117
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/transpose-master/transpose-master.html - Network accessline 118
and https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/posing-your-model/proxy-pose/proxy-pose.html. Best for: button names and the two TPoseMesh warnings. - Network accessline 118
and https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/posing-your-model/proxy-pose/proxy-pose.html. Best for: button names and the two TPoseMesh warnings. - Network accessline 119
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/posing-your-model/proxy-pose/proxy-pose.html. - Network accessline 119
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/posing-your-model/proxy-pose/proxy-pose.html. - Network accessline 122
Thickness, Draw Draft Analysis, Mask by Draft), saved as `sources/docs/paint-pose-render-print__3d-print-hub-scale-decimation.md`, e.g. https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/ready-for-print/polypaint-from- - Network accessline 122
Thickness, Draw Draft Analysis, Mask by Draft), saved as `sources/docs/paint-pose-render-print__3d-print-hub-scale-decimation.md`, e.g. https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/ready-for-print/polypaint-from- - Network accessline 123
`sources/docs/paint-pose-render-print__3d-print-hub-scale-decimation.md`, e.g. https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/ready-for-print/polypaint-from-thickness/polypaint-from-thickness.html. Best for: units, - Network accessline 123
`sources/docs/paint-pose-render-print__3d-print-hub-scale-decimation.md`, e.g. https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/ready-for-print/polypaint-from-thickness/polypaint-from-thickness.html. Best for: units, - Network accessline 124
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/ready-for-print/polypaint-from-thickness/polypaint-from-thickness.html. - Network accessline 124
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/ready-for-print/polypaint-from-thickness/polypaint-from-thickness.html.
skills/dcc/zbrush/scenario-zbrush-pose-print/scripts/zb_pose.py
skills/dcc/zbrush/scenario-zbrush-pose-print/scripts/zb_print.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 1194
_CT = ('<?xml version="1.0" encoding="UTF-8"?>\n<Types xmlns="http://schemas.openxmlformats.org/' - Network accessline 1194
_CT = ('<?xml version="1.0" encoding="UTF-8"?>\n<Types xmlns="http://schemas.openxmlformats.org/' - Network accessline 1196
'vnd.openxmlformats-package.relationships+xml"/><Default Extension="model" ContentType=' '"application/vnd.ms-package.3dmanufacturing-3dmodel+xml"/></Types>') _RELS = ('<?xml version="1.0" encoding="UTF-8"?>\n<Relationships xmlns="ht - Network accessline 1196
'vnd.openxmlformats-package.relationships+xml"/><Default Extension="model" ContentType=' '"application/vnd.ms-package.3dmanufacturing-3dmodel+xml"/></Types>') _RELS = ('<?xml version="1.0" encoding="UTF-8"?>\n<Relationships xmlns="ht - Network accessline 1197
'"application/vnd.ms-package.3dmanufacturing-3dmodel+xml"/></Types>') _RELS = ('<?xml version="1.0" encoding="UTF-8"?>\n<Relationships xmlns="http://schemas.' 'openxmlformats.org/package/2006/relationships"><Relationship Target="/3 - Network accessline 1197
'"application/vnd.ms-package.3dmanufacturing-3dmodel+xml"/></Types>') _RELS = ('<?xml version="1.0" encoding="UTF-8"?>\n<Relationships xmlns="http://schemas.' 'openxmlformats.org/package/2006/relationships"><Relationship Target="/3 - Network accessline 1198
_RELS = ('<?xml version="1.0" encoding="UTF-8"?>\n<Relationships xmlns="http://schemas.' - Network accessline 1198
_RELS = ('<?xml version="1.0" encoding="UTF-8"?>\n<Relationships xmlns="http://schemas.' - Network accessline 1199
'openxmlformats.org/package/2006/relationships"><Relationship Target="/3D/3dmodel.model"' ' Id="rel0" Type="http://schemas.microsoft.com/3dmanufacturing/2013/01/3dmodel"/>' '</Relationships>') - Network accessline 1199
'openxmlformats.org/package/2006/relationships"><Relationship Target="/3D/3dmodel.model"' ' Id="rel0" Type="http://schemas.microsoft.com/3dmanufacturing/2013/01/3dmodel"/>' '</Relationships>') - Network accessline 1200
' Id="rel0" Type="http://schemas.microsoft.com/3dmanufacturing/2013/01/3dmodel"/>' - Network accessline 1200
' Id="rel0" Type="http://schemas.microsoft.com/3dmanufacturing/2013/01/3dmodel"/>' - Network accessline 1202
_NS3MF = "http://schemas.microsoft.com/3dmanufacturing/core/2015/02" - Network accessline 1202
_NS3MF = "http://schemas.microsoft.com/3dmanufacturing/core/2015/02"
skills/dcc/zbrush/scenario-zbrush-retopology-export/SKILL.md
- Network accessline 12
clicks and a few dialogs stay with a human or computer-use agent. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/s - Network accessline 12
clicks and a few dialogs stay with a human or computer-use agent. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/s - Network accessline 13
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 14
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/dcc/zbrush/scenario-zbrush-retopology-export/references/sources.md
- Network accessline 61
Symmetry, Hard Surfaces, High Polycounts, Spirals, Transferring Detail, Tips and Tricks, reference), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/zremesher/zremesher.html - Network accessline 61
Symmetry, Hard Surfaces, High Polycounts, Spirals, Transferring Detail, Tips and Tricks, reference), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/zremesher/zremesher.html - Network accessline 62
reference), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/zremesher/zremesher.html (4.0: .../zremesher-4-0/zremesher-4-0.html; Transferring Detail: - Network accessline 62
reference), https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/zremesher/zremesher.html (4.0: .../zremesher-4-0/zremesher-4-0.html; Transferring Detail: - Network accessline 63
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/zremesher/zremesher.html - Network accessline 63
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/zremesher/zremesher.html - Network accessline 66
rules, the 8M-vertex limit, both detail-transfer recipes, the Legacy contradiction. - Retopo brush pages 01 to 07, Topology, Topology Brush, ZSphere Topology, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/R - Network accessline 66
rules, the 8M-vertex limit, both detail-transfer recipes, the Legacy contradiction. - Retopo brush pages 01 to 07, Topology, Topology Brush, ZSphere Topology, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/R - Network accessline 67
- Retopo brush pages 01 to 07, Topology, Topology Brush, ZSphere Topology, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/Retopo/01-retopo.html. Best for: when manual beats ZRemesher, the 10k to 20k animat - Network accessline 67
- Retopo brush pages 01 to 07, Topology, Topology Brush, ZSphere Topology, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/Retopo/01-retopo.html. Best for: when manual beats ZRemesher, the 10k to 20k animat - Network accessline 68
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/Retopo/01-retopo.html. - Network accessline 68
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/Retopo/01-retopo.html. - Network accessline 70
legacy tools. - Subdivision Levels, Project UndoHistory, Tool > SubTool and Tool > Geometry reference, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/subtool/subtool.html - Network accessline 70
legacy tools. - Subdivision Levels, Project UndoHistory, Tool > SubTool and Tool > Geometry reference, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/subtool/subtool.html - Network accessline 71
- Subdivision Levels, Project UndoHistory, Tool > SubTool and Tool > Geometry reference, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/subtool/subtool.html and .../geometry/geometry.html. Best for: Project - Network accessline 71
- Subdivision Levels, Project UndoHistory, Tool > SubTool and Tool > Geometry reference, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/subtool/subtool.html and .../geometry/geometry.html. Best for: Project - Network accessline 72
https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/subtool/subtool.html - Network accessline 72
https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/subtool/subtool.html - Network accessline 74
Freeze, Reconstruct Subdiv, Unweld Group Border. - UV Master, UV Master Unwrap Tutorials, UV Mapping, UV Map Unwrap, Tool > UV Map, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/uv-master/uv-master.html - Network accessline 74
Freeze, Reconstruct Subdiv, Unweld Group Border. - UV Master, UV Master Unwrap Tutorials, UV Mapping, UV Map Unwrap, Tool > UV Map, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/uv-master/uv-master.html - Network accessline 75
- UV Master, UV Master Unwrap Tutorials, UV Mapping, UV Map Unwrap, Tool > UV Map, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/uv-master/uv-master.html and .../uv-mapping/uv-map-unwrap/uv-map-unwrap.html. Bes - Network accessline 75
- UV Master, UV Master Unwrap Tutorials, UV Mapping, UV Map Unwrap, Tool > UV Map, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/uv-master/uv-master.html and .../uv-mapping/uv-map-unwrap/uv-map-unwrap.html. Bes - Network accessline 76
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/uv-master/uv-master.html - Network accessline 76
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/uv-master/uv-master.html - Network accessline 79
- Multi Map Exporter, Exporting Your Model, Displacement, Normal, Vector Displacement and Texture maps, Tool > Displacement Map and Normal Map references, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/multi-map - Network accessline 79
- Multi Map Exporter, Exporting Your Model, Displacement, Normal, Vector Displacement and Texture maps, Tool > Displacement Map and Normal Map references, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/multi-map - Network accessline 80
maps, Tool > Displacement Map and Normal Map references, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/multi-map-exporter/multi-map-exporter.html. Best for: Mid and Scale per bit depth, UDIM naming, Get Scale, - Network accessline 80
maps, Tool > Displacement Map and Normal Map references, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/multi-map-exporter/multi-map-exporter.html. Best for: Mid and Scale per bit depth, UDIM naming, Get Scale, - Network accessline 81
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/multi-map-exporter/multi-map-exporter.html. - Network accessline 81
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/multi-map-exporter/multi-map-exporter.html. - Network accessline 83
diagnostics, the ESC warning. - Decimation Master, its preferences, 3D Print Hub, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/decimation-master/decimation-master.html. - Network accessline 83
diagnostics, the ESC warning. - Decimation Master, its preferences, 3D Print Hub, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/decimation-master/decimation-master.html. - Network accessline 84
- Decimation Master, its preferences, 3D Print Hub, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/decimation-master/decimation-master.html. Best for: the pre-process model, memory costs, masks and polygroups, c - Network accessline 84
- Decimation Master, its preferences, 3D Print Hub, https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/decimation-master/decimation-master.html. Best for: the pre-process model, memory costs, masks and polygroups, c - Network accessline 85
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/decimation-master/decimation-master.html. - Network accessline 85
https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/decimation-master/decimation-master.html. - Network accessline 87
- Tool > Export and Import, Preferences > Importexport, FBX ExportImport and settings, Texture > Substance Bridge, Scale Master, GoZ pages, SubTool Master, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/expo - Network accessline 87
- Tool > Export and Import, Preferences > Importexport, FBX ExportImport and settings, Texture > Substance Bridge, Scale Master, GoZ pages, SubTool Master, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/expo - Network accessline 88
Substance Bridge, Scale Master, GoZ pages, SubTool Master, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/export/export.html, .../zbrush-plugins/fbx-exportimport/fbx-settings/fbx-settings.html, - Network accessline 88
Substance Bridge, Scale Master, GoZ pages, SubTool Master, https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/export/export.html, .../zbrush-plugins/fbx-exportimport/fbx-settings/fbx-settings.html, - Network accessline 89
https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/export/export.html, - Network accessline 89
https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/export/export.html, - Network accessline 95
(per-SubTool export values). - Maxon developer forum, ZBrush SDK category, https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: the FBX Export Options window - Network accessline 95
(per-SubTool export values). - Maxon developer forum, ZBrush SDK category, https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: the FBX Export Options window - Network accessline 96
- Maxon developer forum, ZBrush SDK category, https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: the FBX Export Options window that script cannot escape; no SubTool rename API. - Network accessline 96
- Maxon developer forum, ZBrush SDK category, https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: the FBX Export Options window that script cannot escape; no SubTool rename API. - Network accessline 97
https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: the FBX Export Options window - Network accessline 97
https://developers.maxon.net/forum/category/55/zbrush-sdk. Best for: the FBX Export Options window - Network accessline 102
- Joseph Drust, Pixologic then Maxon support and #AskZBrush presenter. ZRemesher control: https://www.youtube.com/watch?v=0TlG4Ex9lQA (partial remesh, levels lost [00:02:26]), - Network accessline 102
- Joseph Drust, Pixologic then Maxon support and #AskZBrush presenter. ZRemesher control: https://www.youtube.com/watch?v=0TlG4Ex9lQA (partial remesh, levels lost [00:02:26]), - Network accessline 103
https://www.youtube.com/watch?v=0TlG4Ex9lQA (partial remesh, levels lost [00:02:26]), - Network accessline 103
https://www.youtube.com/watch?v=0TlG4Ex9lQA (partial remesh, levels lost [00:02:26]), - Network accessline 104
https://www.youtube.com/watch?v=8D-xqasgUws (Keep Groups, Smooth Groups [00:02:17], Frame Mesh - Network accessline 104
https://www.youtube.com/watch?v=8D-xqasgUws (Keep Groups, Smooth Groups [00:02:17], Frame Mesh - Network accessline 105
[00:03:41]), https://www.youtube.com/watch?v=IpTYcGxxsdM (curves at 100 [00:02:56], polygroups - Network accessline 105
[00:03:41]), https://www.youtube.com/watch?v=IpTYcGxxsdM (curves at 100 [00:02:56], polygroups - Network accessline 106
preferred [00:04:02], Edgeloop Masked Border [00:05:08]), https://www.youtube.com/watch?v=Kjce71jjWJU (symmetry mirror and weld [00:01:11]), https://www.youtube.com/watch?v=N1WABlp45ts (ZSphere edits of ZRemesher output). Reprojection: - Network accessline 106
preferred [00:04:02], Edgeloop Masked Border [00:05:08]), https://www.youtube.com/watch?v=Kjce71jjWJU (symmetry mirror and weld [00:01:11]), https://www.youtube.com/watch?v=N1WABlp45ts (ZSphere edits of ZRemesher output). Reprojection: - Network accessline 107
https://www.youtube.com/watch?v=Kjce71jjWJU (symmetry mirror and weld [00:01:11]), - Network accessline 107
https://www.youtube.com/watch?v=Kjce71jjWJU (symmetry mirror and weld [00:01:11]), - Network accessline 108
https://www.youtube.com/watch?v=N1WABlp45ts (ZSphere edits of ZRemesher output). Reprojection: - Network accessline 108
https://www.youtube.com/watch?v=N1WABlp45ts (ZSphere edits of ZRemesher output). Reprojection: - Network accessline 109
https://www.youtube.com/watch?v=R2MzFqWMaWY (duplicate, divide, project [00:02:16 to 00:03:52]), - Network accessline 109
https://www.youtube.com/watch?v=R2MzFqWMaWY (duplicate, divide, project [00:02:16 to 00:03:52]), - Network accessline 110
https://www.youtube.com/watch?v=_ips3GhWI0s (quads for rigging, polypaint last [00:05:25]), - Network accessline 110
https://www.youtube.com/watch?v=_ips3GhWI0s (quads for rigging, polypaint last [00:05:25]), - Network accessline 111
https://www.youtube.com/watch?v=nxMYYsyJt3o (Dist 0.1 [00:02:19], StoreMT, engulf [00:02:52 to - Network accessline 111
https://www.youtube.com/watch?v=nxMYYsyJt3o (Dist 0.1 [00:02:19], StoreMT, engulf [00:02:52 to - Network accessline 112
00:07:11]), https://www.youtube.com/watch?v=NrsuP4Vj4Lg (Freeze SubDivision Levels [00:01:17]). - Network accessline 112
00:07:11]), https://www.youtube.com/watch?v=NrsuP4Vj4Lg (Freeze SubDivision Levels [00:01:17]). - Network accessline 113
UVs: https://www.youtube.com/watch?v=tl_FOvZOqHU (relaxing a flattened clone [00:03:19]). Maps: - Network accessline 113
UVs: https://www.youtube.com/watch?v=tl_FOvZOqHU (relaxing a flattened clone [00:03:19]). Maps: - Network accessline 114
https://www.youtube.com/watch?v=n0qqpwvn-jA (same-SubTool rule [00:01:14]), - Network accessline 114
https://www.youtube.com/watch?v=n0qqpwvn-jA (same-SubTool rule [00:01:14]), - Network accessline 115
https://www.youtube.com/watch?v=2zDAtaQqwh8 (level filters frequency [00:02:53]), - Network accessline 115
https://www.youtube.com/watch?v=2zDAtaQqwh8 (level filters frequency [00:02:53]), - Network accessline 116
https://www.youtube.com/watch?v=RYGkbSUaHHg (Color ID, Unweld [00:03:24]), - Network accessline 116
https://www.youtube.com/watch?v=RYGkbSUaHHg (Color ID, Unweld [00:03:24]), - Network accessline 117
https://www.youtube.com/watch?v=ADIRhNlvXbI (HD Geometry export). Scale: - Network accessline 117
https://www.youtube.com/watch?v=ADIRhNlvXbI (HD Geometry export). Scale: - Network accessline 118
https://www.youtube.com/watch?v=n2xPrwI9o1U (Export Scale math [00:04:19]), - Network accessline 118
https://www.youtube.com/watch?v=n2xPrwI9o1U (Export Scale math [00:04:19]), - Network accessline 119
https://www.youtube.com/watch?v=fiIVK6t-2x0 (scan sizing, 63 mm pupils [00:03:27]), - Network accessline 119
https://www.youtube.com/watch?v=fiIVK6t-2x0 (scan sizing, 63 mm pupils [00:03:27]), - Network accessline 120
https://www.youtube.com/watch?v=YrD29hiokJo (STL at scale, no units [00:05:21]). Decimation: - Network accessline 120
https://www.youtube.com/watch?v=YrD29hiokJo (STL at scale, no units [00:05:21]). Decimation: - Network accessline 121
https://www.youtube.com/watch?v=mRfA_WDvvrg (keep polygroups [00:02:35]). Cleanup: - Network accessline 121
https://www.youtube.com/watch?v=mRfA_WDvvrg (keep polygroups [00:02:35]). Cleanup: - Network accessline 122
https://www.youtube.com/watch?v=PrFQXjs_6_w (single-sided scan to clean sculpt, the Z6 base - Network accessline 122
https://www.youtube.com/watch?v=PrFQXjs_6_w (single-sided scan to clean sculpt, the Z6 base - Network accessline 123
[00:00:42 to 00:20:58]), https://www.youtube.com/watch?v=udiPVJIODX0 (filling holes, deleting - Network accessline 123
[00:00:42 to 00:20:58]), https://www.youtube.com/watch?v=udiPVJIODX0 (filling holes, deleting - Network accessline 124
fills [00:04:30]). Best for: button-level behavior and the official numbers. - Paul Gaboury, Pixologic then Maxon ZBrush staff, #AskZBrush. https://www.youtube.com/watch?v=34D6VljTjBs (ZRemesher is not for detail [00:00:39], counts for an - Network accessline 124
fills [00:04:30]). Best for: button-level behavior and the official numbers. - Paul Gaboury, Pixologic then Maxon ZBrush staff, #AskZBrush. https://www.youtube.com/watch?v=34D6VljTjBs (ZRemesher is not for detail [00:00:39], counts for an - Network accessline 125
- Paul Gaboury, Pixologic then Maxon ZBrush staff, #AskZBrush. https://www.youtube.com/watch?v=34D6VljTjBs (ZRemesher is not for detail [00:00:39], counts for an arm [00:02:18], Project History [00:04:20]), https://www.youtube.com/watch - Network accessline 125
- Paul Gaboury, Pixologic then Maxon ZBrush staff, #AskZBrush. https://www.youtube.com/watch?v=34D6VljTjBs (ZRemesher is not for detail [00:00:39], counts for an arm [00:02:18], Project History [00:04:20]), https://www.youtube.com/watch - Network accessline 126
https://www.youtube.com/watch?v=34D6VljTjBs (ZRemesher is not for detail [00:00:39], counts for an - Network accessline 126
https://www.youtube.com/watch?v=34D6VljTjBs (ZRemesher is not for detail [00:00:39], counts for an - Network accessline 127
arm [00:02:18], Project History [00:04:20]), https://www.youtube.com/watch?v=pQbPtH0p5Bg - Network accessline 127
arm [00:02:18], Project History [00:04:20]), https://www.youtube.com/watch?v=pQbPtH0p5Bg - Network accessline 128
(ProjectionShell and Inner, Dist 1 [00:02:30 to 00:03:02]), https://www.youtube.com/watch?v=cemmalvugFk (UVs on a subdivided mesh, Work on Clone [00:04:00 to 00:07:28]). Best for: the alternatives to the duplicate route and UV Master on - Network accessline 128
(ProjectionShell and Inner, Dist 1 [00:02:30 to 00:03:02]), https://www.youtube.com/watch?v=cemmalvugFk (UVs on a subdivided mesh, Work on Clone [00:04:00 to 00:07:28]). Best for: the alternatives to the duplicate route and UV Master on - Network accessline 129
https://www.youtube.com/watch?v=cemmalvugFk (UVs on a subdivided mesh, Work on Clone [00:04:00 to - Network accessline 129
https://www.youtube.com/watch?v=cemmalvugFk (UVs on a subdivided mesh, Work on Clone [00:04:00 to - Network accessline 130
00:07:28]). Best for: the alternatives to the duplicate route and UV Master on stacks. - Ian Robinson, Maxon, #AskZBrush. https://www.youtube.com/watch?v=bVX9utHc_ZI (Keep Polypaint off by default [00:01:17]), https://www.youtube.com/watc - Network accessline 130
00:07:28]). Best for: the alternatives to the duplicate route and UV Master on stacks. - Ian Robinson, Maxon, #AskZBrush. https://www.youtube.com/watch?v=bVX9utHc_ZI (Keep Polypaint off by default [00:01:17]), https://www.youtube.com/watc - Network accessline 131
- Ian Robinson, Maxon, #AskZBrush. https://www.youtube.com/watch?v=bVX9utHc_ZI (Keep Polypaint off - Network accessline 131
- Ian Robinson, Maxon, #AskZBrush. https://www.youtube.com/watch?v=bVX9utHc_ZI (Keep Polypaint off - Network accessline 132
by default [00:01:17]), https://www.youtube.com/watch?v=bICt_XruvQM (Scale Master). Best for: - Network accessline 132
by default [00:01:17]), https://www.youtube.com/watch?v=bICt_XruvQM (Scale Master). Best for: - Network accessline 134
- Michael Pavlovich, games sculptor (Halo 4, Halo MCC, Call of Duty, Doom), Maxon ZBrushLIVE "Pavlovich Workshop" host, CGMA instructor. ZBrush Topology: Face, Body, Whatever! (2023-11-05) https://www.youtube.com/watch?v=n5_cZK-9peg (de - Network accessline 134
- Michael Pavlovich, games sculptor (Halo 4, Halo MCC, Call of Duty, Doom), Maxon ZBrushLIVE "Pavlovich Workshop" host, CGMA instructor. ZBrush Topology: Face, Body, Whatever! (2023-11-05) https://www.youtube.com/watch?v=n5_cZK-9peg (de - Network accessline 135
"Pavlovich Workshop" host, CGMA instructor. ZBrush Topology: Face, Body, Whatever! (2023-11-05) https://www.youtube.com/watch?v=n5_cZK-9peg (delete and rebuild [00:21:36], border smoothing [00:05:27, 00:15:18], Smooth Groups 0 [00:17:08 - Network accessline 135
"Pavlovich Workshop" host, CGMA instructor. ZBrush Topology: Face, Body, Whatever! (2023-11-05) https://www.youtube.com/watch?v=n5_cZK-9peg (delete and rebuild [00:21:36], border smoothing [00:05:27, 00:15:18], Smooth Groups 0 [00:17:08 - Network accessline 136
https://www.youtube.com/watch?v=n5_cZK-9peg (delete and rebuild [00:21:36], border smoothing - Network accessline 136
https://www.youtube.com/watch?v=n5_cZK-9peg (delete and rebuild [00:21:36], border smoothing - Network accessline 138
hands [00:44:36], density colors [01:01:32], eye icon and Solo [01:07:26], shrink-wrap values [00:54:08]); UV Map Unwrap and crease seams (2023-01-17) https://www.youtube.com/watch?v=cvqoVUX5aBw (Crease PG [00:03:49], Crease Shortest Pa - Network accessline 138
hands [00:44:36], density colors [01:01:32], eye icon and Solo [01:07:26], shrink-wrap values [00:54:08]); UV Map Unwrap and crease seams (2023-01-17) https://www.youtube.com/watch?v=cvqoVUX5aBw (Crease PG [00:03:49], Crease Shortest Pa - Network accessline 139
[00:54:08]); UV Map Unwrap and crease seams (2023-01-17) https://www.youtube.com/watch?v=cvqoVUX5aBw (Crease PG [00:03:49], Crease Shortest Path [00:05:26], seams out of sight [00:06:00]). Best for: production judgment on ZRemesher and - Network accessline 139
[00:54:08]); UV Map Unwrap and crease seams (2023-01-17) https://www.youtube.com/watch?v=cvqoVUX5aBw (Crease PG [00:03:49], Crease Shortest Path [00:05:26], seams out of sight [00:06:00]). Best for: production judgment on ZRemesher and - Network accessline 140
https://www.youtube.com/watch?v=cvqoVUX5aBw (Crease PG [00:03:49], Crease Shortest Path - Network accessline 140
https://www.youtube.com/watch?v=cvqoVUX5aBw (Crease PG [00:03:49], Crease Shortest Path - Network accessline 142
explicit seams. - Pablo Munoz Gomez, ZBrushGuides founder, Maxon ZBrushLIVE presenter, Retopo brush beta tester. The fastest way to retopo in ZBrush 2026 (2026-01-30) https://www.youtube.com/watch?v=I4nePXDTrhQ (Yes - Network accessline 142
explicit seams. - Pablo Munoz Gomez, ZBrushGuides founder, Maxon ZBrushLIVE presenter, Retopo brush beta tester. The fastest way to retopo in ZBrush 2026 (2026-01-30) https://www.youtube.com/watch?v=I4nePXDTrhQ (Yes - Network accessline 143
- Pablo Munoz Gomez, ZBrushGuides founder, Maxon ZBrushLIVE presenter, Retopo brush beta tester. The fastest way to retopo in ZBrush 2026 (2026-01-30) https://www.youtube.com/watch?v=I4nePXDTrhQ (Yes or No [00:05:59 to 00:07:09], visibl - Network accessline 143
- Pablo Munoz Gomez, ZBrushGuides founder, Maxon ZBrushLIVE presenter, Retopo brush beta tester. The fastest way to retopo in ZBrush 2026 (2026-01-30) https://www.youtube.com/watch?v=I4nePXDTrhQ (Yes or No [00:05:59 to 00:07:09], visibl - Network accessline 144
fastest way to retopo in ZBrush 2026 (2026-01-30) https://www.youtube.com/watch?v=I4nePXDTrhQ (Yes - Network accessline 144
fastest way to retopo in ZBrush 2026 (2026-01-30) https://www.youtube.com/watch?v=I4nePXDTrhQ (Yes - Network accessline 145
or No [00:05:59 to 00:07:09], visible SubTools [00:08:33], Space [00:12:46], loops first [00:16:26], patches [00:29:38], "whatever works" [00:32:18]); Understanding ZBrush's Logic Part 7 https://www.youtube.com/watch?v=rArw79xEpvE (5 ga - Network accessline 145
or No [00:05:59 to 00:07:09], visible SubTools [00:08:33], Space [00:12:46], loops first [00:16:26], patches [00:29:38], "whatever works" [00:32:18]); Understanding ZBrush's Logic Part 7 https://www.youtube.com/watch?v=rArw79xEpvE (5 ga - Network accessline 146
[00:16:26], patches [00:29:38], "whatever works" [00:32:18]); Understanding ZBrush's Logic Part 7 https://www.youtube.com/watch?v=rArw79xEpvE (5 gave 4,963 [00:03:16], never divide a DynaMesh [00:09:44]). Best for: the 2026 manual route - Network accessline 146
[00:16:26], patches [00:29:38], "whatever works" [00:32:18]); Understanding ZBrush's Logic Part 7 https://www.youtube.com/watch?v=rArw79xEpvE (5 gave 4,963 [00:03:16], never divide a DynaMesh [00:09:44]). Best for: the 2026 manual route - Network accessline 147
https://www.youtube.com/watch?v=rArw79xEpvE (5 gave 4,963 [00:03:16], never divide a DynaMesh - Network accessline 147
https://www.youtube.com/watch?v=rArw79xEpvE (5 gave 4,963 [00:03:16], never divide a DynaMesh - Network accessline 148
[00:09:44]). Best for: the 2026 manual route and the production order. - FlippedNormals (Henning Sanden and Morten Jaeger, ex-MPC and ex-Framestore film artists). ZBrush to Arnold 32-bit displacement UDIM (2018-04-02) https://www.youtube. - Network accessline 148
[00:09:44]). Best for: the 2026 manual route and the production order. - FlippedNormals (Henning Sanden and Morten Jaeger, ex-MPC and ex-Framestore film artists). ZBrush to Arnold 32-bit displacement UDIM (2018-04-02) https://www.youtube. - Network accessline 149
- FlippedNormals (Henning Sanden and Morten Jaeger, ex-MPC and ex-Framestore film artists). ZBrush to Arnold 32-bit displacement UDIM (2018-04-02) https://www.youtube.com/watch?v=-ThBTEc8L_M (MME switches with reasons [00:04:09 to 00:14 - Network accessline 149
- FlippedNormals (Henning Sanden and Morten Jaeger, ex-MPC and ex-Framestore film artists). ZBrush to Arnold 32-bit displacement UDIM (2018-04-02) https://www.youtube.com/watch?v=-ThBTEc8L_M (MME switches with reasons [00:04:09 to 00:14 - Network accessline 150
to Arnold 32-bit displacement UDIM (2018-04-02) https://www.youtube.com/watch?v=-ThBTEc8L_M (MME - Network accessline 150
to Arnold 32-bit displacement UDIM (2018-04-02) https://www.youtube.com/watch?v=-ThBTEc8L_M (MME - Network accessline 151
switches with reasons [00:04:09 to 00:14:22], Grp off [00:15:08], Arnold setup [00:17:29 to 00:20:35], bad geometry causes most issues [00:21:41]); Working with ZBrush and Substance Painter (2019-05-31) https://www.youtube.com/watch?v=p - Network accessline 151
switches with reasons [00:04:09 to 00:14:22], Grp off [00:15:08], Arnold setup [00:17:29 to 00:20:35], bad geometry causes most issues [00:21:41]); Working with ZBrush and Substance Painter (2019-05-31) https://www.youtube.com/watch?v=p - Network accessline 152
00:20:35], bad geometry causes most issues [00:21:41]); Working with ZBrush and Substance Painter (2019-05-31) https://www.youtube.com/watch?v=p56N-dN11zY (decimated high to Painter [00:00:42], polygroups as texture sets [00:03:46], smo - Network accessline 152
00:20:35], bad geometry causes most issues [00:21:41]); Working with ZBrush and Substance Painter (2019-05-31) https://www.youtube.com/watch?v=p56N-dN11zY (decimated high to Painter [00:00:42], polygroups as texture sets [00:03:46], smo - Network accessline 153
(2019-05-31) https://www.youtube.com/watch?v=p56N-dN11zY (decimated high to Painter [00:00:42], - Network accessline 153
(2019-05-31) https://www.youtube.com/watch?v=p56N-dN11zY (decimated high to Painter [00:00:42], - Network accessline 154
polygroups as texture sets [00:03:46], smooth normals [00:06:03], ID map [00:09:45]); ZBrush to Blender with GoB https://www.youtube.com/watch?v=2-pFspCbykk (via the lead's sources). Best for: film displacement and the Painter handoff. - Network accessline 154
polygroups as texture sets [00:03:46], smooth normals [00:06:03], ID map [00:09:45]); ZBrush to Blender with GoB https://www.youtube.com/watch?v=2-pFspCbykk (via the lead's sources). Best for: film displacement and the Painter handoff. - Network accessline 155
Blender with GoB https://www.youtube.com/watch?v=2-pFspCbykk (via the lead's sources). Best for: - Network accessline 155
Blender with GoB https://www.youtube.com/watch?v=2-pFspCbykk (via the lead's sources). Best for: - Network accessline 157
- Laura Gallagher, Outgang; former Lead Character Artist at Eidos Montreal (Deus Ex: Mankind Divided) and Guerrilla Games, CGMA instructor. How does ZBrush deal with units and scale? (2021-10-05) https://www.youtube.com/watch?v=EXjfH_X2 - Network accessline 157
- Laura Gallagher, Outgang; former Lead Character Artist at Eidos Montreal (Deus Ex: Mankind Divided) and Guerrilla Games, CGMA instructor. How does ZBrush deal with units and scale? (2021-10-05) https://www.youtube.com/watch?v=EXjfH_X2 - Network accessline 158
Divided) and Guerrilla Games, CGMA instructor. How does ZBrush deal with units and scale? (2021-10-05) https://www.youtube.com/watch?v=EXjfH_X2hkM (no units [00:04:27], DynaMesh and scale [00:11:41], Export Scale and the readout [00:19: - Network accessline 158
Divided) and Guerrilla Games, CGMA instructor. How does ZBrush deal with units and scale? (2021-10-05) https://www.youtube.com/watch?v=EXjfH_X2hkM (no units [00:04:27], DynaMesh and scale [00:11:41], Export Scale and the readout [00:19: - Network accessline 159
(2021-10-05) https://www.youtube.com/watch?v=EXjfH_X2hkM (no units [00:04:27], DynaMesh and scale - Network accessline 159
(2021-10-05) https://www.youtube.com/watch?v=EXjfH_X2hkM (no units [00:04:27], DynaMesh and scale - Network accessline 162
safe rescaling. - FlippedNormals, Reprojecting Details in ZBrush: Top Production Tip (2018-09-10) https://www.youtube.com/watch?v=Zp07GW3rND0 (note in `notes/sculpting/`): Store MT then New Layer - Network accessline 162
safe rescaling. - FlippedNormals, Reprojecting Details in ZBrush: Top Production Tip (2018-09-10) https://www.youtube.com/watch?v=Zp07GW3rND0 (note in `notes/sculpting/`): Store MT then New Layer - Network accessline 163
- FlippedNormals, Reprojecting Details in ZBrush: Top Production Tip (2018-09-10) https://www.youtube.com/watch?v=Zp07GW3rND0 (note in `notes/sculpting/`): Store MT then New Layer at the top level [00:02:13], staged projection from leve - Network accessline 163
- FlippedNormals, Reprojecting Details in ZBrush: Top Production Tip (2018-09-10) https://www.youtube.com/watch?v=Zp07GW3rND0 (note in `notes/sculpting/`): Store MT then New Layer at the top level [00:02:13], staged projection from leve - Network accessline 164
https://www.youtube.com/watch?v=Zp07GW3rND0 (note in `notes/sculpting/`): Store MT then New Layer - Network accessline 164
https://www.youtube.com/watch?v=Zp07GW3rND0 (note in `notes/sculpting/`): Store MT then New Layer - Network accessline 167
in displacement [00:07:10, 00:07:43], local reprojection [00:09:27]. Best for: projection safety and repair. - Michael Pavlovich, Masking Basics (2021-03-19) https://www.youtube.com/watch?v=8kWFv1cZlCE - Network accessline 167
in displacement [00:07:10, 00:07:43], local reprojection [00:09:27]. Best for: projection safety and repair. - Michael Pavlovich, Masking Basics (2021-03-19) https://www.youtube.com/watch?v=8kWFv1cZlCE - Network accessline 168
and repair. - Michael Pavlovich, Masking Basics (2021-03-19) https://www.youtube.com/watch?v=8kWFv1cZlCE (polypaint lost when DynaMesh ran with Colorize off [00:20:06]) and Materials, MatCaps and Lights - Network accessline 168
and repair. - Michael Pavlovich, Masking Basics (2021-03-19) https://www.youtube.com/watch?v=8kWFv1cZlCE (polypaint lost when DynaMesh ran with Colorize off [00:20:06]) and Materials, MatCaps and Lights - Network accessline 169
- Michael Pavlovich, Masking Basics (2021-03-19) https://www.youtube.com/watch?v=8kWFv1cZlCE - Network accessline 169
- Michael Pavlovich, Masking Basics (2021-03-19) https://www.youtube.com/watch?v=8kWFv1cZlCE - Network accessline 170
(polypaint lost when DynaMesh ran with Colorize off [00:20:06]) and Materials, MatCaps and Lights (2021-03-19) https://www.youtube.com/watch?v=aR02CwyPTUw (Red Wax [00:03:32], Standard material and a moving light for form reading [00:04 - Network accessline 170
(polypaint lost when DynaMesh ran with Colorize off [00:20:06]) and Materials, MatCaps and Lights (2021-03-19) https://www.youtube.com/watch?v=aR02CwyPTUw (Red Wax [00:03:32], Standard material and a moving light for form reading [00:04 - Network accessline 171
(2021-03-19) https://www.youtube.com/watch?v=aR02CwyPTUw (Red Wax [00:03:32], Standard material - Network accessline 171
(2021-03-19) https://www.youtube.com/watch?v=aR02CwyPTUw (Red Wax [00:03:32], Standard material - Network accessline 173
the DynaMesh color trap and cleanup review materials. - Pablo Munoz Gomez, Understanding ZBrush's Logic Part 3 (2025-12-07) https://www.youtube.com/watch?v=gitoJ7B8FmY (MergeVisible makes a new tool, MergeDown merges in - Network accessline 173
the DynaMesh color trap and cleanup review materials. - Pablo Munoz Gomez, Understanding ZBrush's Logic Part 3 (2025-12-07) https://www.youtube.com/watch?v=gitoJ7B8FmY (MergeVisible makes a new tool, MergeDown merges in - Network accessline 174
- Pablo Munoz Gomez, Understanding ZBrush's Logic Part 3 (2025-12-07) https://www.youtube.com/watch?v=gitoJ7B8FmY (MergeVisible makes a new tool, MergeDown merges in the tool [00:03:31, 00:04:11]; brush-free blockout with primitives [00 - Network accessline 174
- Pablo Munoz Gomez, Understanding ZBrush's Logic Part 3 (2025-12-07) https://www.youtube.com/watch?v=gitoJ7B8FmY (MergeVisible makes a new tool, MergeDown merges in the tool [00:03:31, 00:04:11]; brush-free blockout with primitives [00 - Network accessline 175
https://www.youtube.com/watch?v=gitoJ7B8FmY (MergeVisible makes a new tool, MergeDown merges in - Network accessline 175
https://www.youtube.com/watch?v=gitoJ7B8FmY (MergeVisible makes a new tool, MergeDown merges in - Network accessline 176
the tool [00:03:31, 00:04:11]; brush-free blockout with primitives [00:05:26]) and Part 8 (2025-12-31) https://www.youtube.com/watch?v=VRisbJQAaZw (Sculptris Pro for local resolution [00:10:41, 00:11:53], target points at least the sour - Network accessline 176
the tool [00:03:31, 00:04:11]; brush-free blockout with primitives [00:05:26]) and Part 8 (2025-12-31) https://www.youtube.com/watch?v=VRisbJQAaZw (Sculptris Pro for local resolution [00:10:41, 00:11:53], target points at least the sour - Network accessline 177
(2025-12-31) https://www.youtube.com/watch?v=VRisbJQAaZw (Sculptris Pro for local resolution - Network accessline 177
(2025-12-31) https://www.youtube.com/watch?v=VRisbJQAaZw (Sculptris Pro for local resolution - Network accessline 180
rebuilds, projection density, handover rules. - Maxon DynaMesh, Sculptris Pro and Subdivision documentation, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/dynamesh.html - Network accessline 180
rebuilds, projection density, handover rules. - Maxon DynaMesh, Sculptris Pro and Subdivision documentation, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/dynamesh.html - Network accessline 181
- Maxon DynaMesh, Sculptris Pro and Subdivision documentation, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/dynamesh.html (note `notes/sculpting/fundamentals-sculpting__dy - Network accessline 181
- Maxon DynaMesh, Sculptris Pro and Subdivision documentation, https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/dynamesh.html (note `notes/sculpting/fundamentals-sculpting__dy - Network accessline 182
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/dynamesh.html - Network accessline 182
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/dynamesh.html - Network accessline 185
textures to polypaint first). Best for: what survives a remesh. - Polycount wiki (game-art practitioners, pages credited to Eric Chadwick, Joe "EarthQuake" Wilson and others), http://wiki.polycount.com/wiki/Texture_Baking, - Network accessline 185
textures to polypaint first). Best for: what survives a remesh. - Polycount wiki (game-art practitioners, pages credited to Eric Chadwick, Joe "EarthQuake" Wilson and others), http://wiki.polycount.com/wiki/Texture_Baking, - Network accessline 186
- Polycount wiki (game-art practitioners, pages credited to Eric Chadwick, Joe "EarthQuake" Wilson and others), http://wiki.polycount.com/wiki/Texture_Baking, http://wiki.polycount.com/wiki/Normal_map, http://wiki.polycount.com/wiki/Dis - Network accessline 186
- Polycount wiki (game-art practitioners, pages credited to Eric Chadwick, Joe "EarthQuake" Wilson and others), http://wiki.polycount.com/wiki/Texture_Baking, http://wiki.polycount.com/wiki/Normal_map, http://wiki.polycount.com/wiki/Dis - Network accessline 187
and others), http://wiki.polycount.com/wiki/Texture_Baking, - Network accessline 187
and others), http://wiki.polycount.com/wiki/Texture_Baking, - Network accessline 188
http://wiki.polycount.com/wiki/Normal_map, http://wiki.polycount.com/wiki/Displacement_map, - Network accessline 188
http://wiki.polycount.com/wiki/Normal_map, http://wiki.polycount.com/wiki/Displacement_map, - Network accessline 189
http://wiki.polycount.com/wiki/ReTopologyModeling. Best for: external baking, triangulation, flat - Network accessline 189
http://wiki.polycount.com/wiki/ReTopologyModeling. Best for: external baking, triangulation, flat
skills/dcc/zbrush/scenario-zbrush-retopology-export/scripts/zb_retopology_export.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Possible obfuscationline 2142
if data[:4] != b"\x76\x2f\x31\x01": - Possible obfuscationline 2142
if data[:4] != b"\x76\x2f\x31\x01": - Access to secretsline 2178
[Credential-related source omitted] - Access to secretsline 2178
[Credential-related source omitted]
skills/dcc/zbrush/scenario-zbrush-sculpting/SKILL.md
- Network accessline 13
measured in volume and reviewed after every pass ([`scripts/zb_sculpt.py`](scripts/zb_sculpt.py)). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (h - Network accessline 13
measured in volume and reviewed after every pass ([`scripts/zb_sculpt.py`](scripts/zb_sculpt.py)). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (h - Network accessline 14
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 14
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 15
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 15
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/dcc/zbrush/scenario-zbrush-sculpting/references/expert-notes.md
- Network accessline 3
The depth behind SKILL.md, by expert, with source and timestamp. Video ids resolve to `https://www.youtube.com/watch?v=<id>`; the per-source notes are in `notes/sculpting/` and - Network accessline 3
The depth behind SKILL.md, by expert, with source and timestamp. Video ids resolve to `https://www.youtube.com/watch?v=<id>`; the per-source notes are in `notes/sculpting/` and - Network accessline 4
`https://www.youtube.com/watch?v=<id>`; the per-source notes are in `notes/sculpting/` and - Network accessline 4
`https://www.youtube.com/watch?v=<id>`; the per-source notes are in `notes/sculpting/` and
skills/dcc/zbrush/scenario-zbrush-sculpting/references/sources.md
- Network accessline 49
- Henning Sanden (ex-MPC modeling and texturing) and Morten Jaeger (ex-Framestore modeler), FlippedNormals founders: - Learn to Sculpt Like a Pro in ZBrush (2018), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best - Network accessline 49
- Henning Sanden (ex-MPC modeling and texturing) and Morten Jaeger (ex-Framestore modeler), FlippedNormals founders: - Learn to Sculpt Like a Pro in ZBrush (2018), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best - Network accessline 50
FlippedNormals founders: - Learn to Sculpt Like a Pro in ZBrush (2018), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best for: pressure at 30 % [00:04:58], across the form [00:02:13 to 00:03:19], refinement instead of - Network accessline 50
FlippedNormals founders: - Learn to Sculpt Like a Pro in ZBrush (2018), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best for: pressure at 30 % [00:04:58], across the form [00:02:13 to 00:03:19], refinement instead of - Network accessline 51
- Learn to Sculpt Like a Pro in ZBrush (2018), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best - Network accessline 51
- Learn to Sculpt Like a Pro in ZBrush (2018), https://www.youtube.com/watch?v=0PaYUUvgwYM. Best - Network accessline 55
[00:23:39], dominance [00:25:49], Standard for specificity [00:27:26], ClayBuildup no alpha finish [00:31:28]. - The Only 6 Brushes You Ever Need in ZBrush (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU. - Network accessline 55
[00:23:39], dominance [00:25:49], Standard for specificity [00:27:26], ClayBuildup no alpha finish [00:31:28]. - The Only 6 Brushes You Ever Need in ZBrush (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU. - Network accessline 56
finish [00:31:28]. - The Only 6 Brushes You Ever Need in ZBrush (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU. Best for: the six brushes with settings (frames 00:02:15 to 00:15:45), eyes with perspective on - Network accessline 56
finish [00:31:28]. - The Only 6 Brushes You Ever Need in ZBrush (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU. Best for: the six brushes with settings (frames 00:02:15 to 00:15:45), eyes with perspective on - Network accessline 57
- The Only 6 Brushes You Ever Need in ZBrush (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU. - Network accessline 57
- The Only 6 Brushes You Ever Need in ZBrush (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU. - Network accessline 61
brush [00:16:24], DynaMesh ladder 128/376/648 (frames 00:14:16, 00:18:45, 00:21:27), intensity descent 23, 13, 3, 1 [00:21:53 to 00:22:58]. - Top Tips for Sculpting in ZBrush (2020), https://www.youtube.com/watch?v=G2o6fdoACIQ. Best f - Network accessline 61
brush [00:16:24], DynaMesh ladder 128/376/648 (frames 00:14:16, 00:18:45, 00:21:27), intensity descent 23, 13, 3, 1 [00:21:53 to 00:22:58]. - Top Tips for Sculpting in ZBrush (2020), https://www.youtube.com/watch?v=G2o6fdoACIQ. Best f - Network accessline 62
descent 23, 13, 3, 1 [00:21:53 to 00:22:58]. - Top Tips for Sculpting in ZBrush (2020), https://www.youtube.com/watch?v=G2o6fdoACIQ. Best for: seven stages and never skipping a frequency [00:00:19], all elements early [00:02:50], mid - Network accessline 62
descent 23, 13, 3, 1 [00:21:53 to 00:22:58]. - Top Tips for Sculpting in ZBrush (2020), https://www.youtube.com/watch?v=G2o6fdoACIQ. Best for: seven stages and never skipping a frequency [00:00:19], all elements early [00:02:50], mid - Network accessline 63
- Top Tips for Sculpting in ZBrush (2020), https://www.youtube.com/watch?v=G2o6fdoACIQ. Best for: - Network accessline 63
- Top Tips for Sculpting in ZBrush (2020), https://www.youtube.com/watch?v=G2o6fdoACIQ. Best for: - Network accessline 65
frequency as the backbone [00:05:46], pores two levels early [00:08:17], across vs along [00:10:08], silhouette stability [00:14:09 to 00:17:27]. - Reprojecting Details in ZBrush (2018), https://www.youtube.com/watch?v=Zp07GW3rND0. Be - Network accessline 65
frequency as the backbone [00:05:46], pores two levels early [00:08:17], across vs along [00:10:08], silhouette stability [00:14:09 to 00:17:27]. - Reprojecting Details in ZBrush (2018), https://www.youtube.com/watch?v=Zp07GW3rND0. Be - Network accessline 66
[00:10:08], silhouette stability [00:14:09 to 00:17:27]. - Reprojecting Details in ZBrush (2018), https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: about 3M before Project All [00:01:02], Store MT and New Layer at the top level [ - Network accessline 66
[00:10:08], silhouette stability [00:14:09 to 00:17:27]. - Reprojecting Details in ZBrush (2018), https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: about 3M before Project All [00:01:02], Store MT and New Layer at the top level [ - Network accessline 67
- Reprojecting Details in ZBrush (2018), https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: - Network accessline 67
- Reprojecting Details in ZBrush (2018), https://www.youtube.com/watch?v=Zp07GW3rND0. Best for: - Network accessline 70
- Pablo Munoz Gomez, 3D concept artist and educator, ZBrushGuides founder, Maxon ZBrushLIVE host: - Understanding ZBrush's Logic, Parts 1 to 8 (2025): Part 1 canvas and Edit mode https://www.youtube.com/watch?v=NckHjyO6GNk [00:12:20]; - Network accessline 70
- Pablo Munoz Gomez, 3D concept artist and educator, ZBrushGuides founder, Maxon ZBrushLIVE host: - Understanding ZBrush's Logic, Parts 1 to 8 (2025): Part 1 canvas and Edit mode https://www.youtube.com/watch?v=NckHjyO6GNk [00:12:20]; - Network accessline 71
- Understanding ZBrush's Logic, Parts 1 to 8 (2025): Part 1 canvas and Edit mode https://www.youtube.com/watch?v=NckHjyO6GNk [00:12:20]; Part 2 primitives, Gizmo deformers, SubTools, symmetry per SubTool https://www.youtube.com/watc - Network accessline 71
- Understanding ZBrush's Logic, Parts 1 to 8 (2025): Part 1 canvas and Edit mode https://www.youtube.com/watch?v=NckHjyO6GNk [00:12:20]; Part 2 primitives, Gizmo deformers, SubTools, symmetry per SubTool https://www.youtube.com/watc - Network accessline 72
https://www.youtube.com/watch?v=NckHjyO6GNk [00:12:20]; Part 2 primitives, Gizmo deformers, - Network accessline 72
https://www.youtube.com/watch?v=NckHjyO6GNk [00:12:20]; Part 2 primitives, Gizmo deformers, - Network accessline 73
SubTools, symmetry per SubTool https://www.youtube.com/watch?v=RABWfzWNw0c [00:09:18, 00:21:39, - Network accessline 73
SubTools, symmetry per SubTool https://www.youtube.com/watch?v=RABWfzWNw0c [00:09:18, 00:21:39, - Network accessline 74
00:27:02]; Part 3 parts in their own tools, Local Symmetry trap, ZSpheres and Adaptive Skin at Resolution 0 https://www.youtube.com/watch?v=gitoJ7B8FmY [00:05:26, 00:10:22, 00:17:35]; Part 4 Move vs Move Topological https://www.yout - Network accessline 74
00:27:02]; Part 3 parts in their own tools, Local Symmetry trap, ZSpheres and Adaptive Skin at Resolution 0 https://www.youtube.com/watch?v=gitoJ7B8FmY [00:05:26, 00:10:22, 00:17:35]; Part 4 Move vs Move Topological https://www.yout - Network accessline 75
Resolution 0 https://www.youtube.com/watch?v=gitoJ7B8FmY [00:05:26, 00:10:22, 00:17:35]; Part 4 - Network accessline 75
Resolution 0 https://www.youtube.com/watch?v=gitoJ7B8FmY [00:05:26, 00:10:22, 00:17:35]; Part 4 - Network accessline 76
Move vs Move Topological https://www.youtube.com/watch?v=mVp_jNfEI3I [00:10:21]; Part 5 DynaMesh - Network accessline 76
Move vs Move Topological https://www.youtube.com/watch?v=mVp_jNfEI3I [00:10:21]; Part 5 DynaMesh - Network accessline 77
resolution relative to size, Groups, merge is not DynaMesh https://www.youtube.com/watch?v=FrqUnna1jns [00:13:40, 00:16:16, 00:23:25]; Part 6 six core brushes, lumpiness, Mirror then Mirror And Weld https://www.youtube.com/watch?v=9 - Network accessline 77
resolution relative to size, Groups, merge is not DynaMesh https://www.youtube.com/watch?v=FrqUnna1jns [00:13:40, 00:16:16, 00:23:25]; Part 6 six core brushes, lumpiness, Mirror then Mirror And Weld https://www.youtube.com/watch?v=9 - Network accessline 78
https://www.youtube.com/watch?v=FrqUnna1jns [00:13:40, 00:16:16, 00:23:25]; Part 6 six core - Network accessline 78
https://www.youtube.com/watch?v=FrqUnna1jns [00:13:40, 00:16:16, 00:23:25]; Part 6 six core - Network accessline 79
brushes, lumpiness, Mirror then Mirror And Weld https://www.youtube.com/watch?v=9a9S1OcYHx4 - Network accessline 79
brushes, lumpiness, Mirror then Mirror And Weld https://www.youtube.com/watch?v=9a9S1OcYHx4 - Network accessline 80
[00:02:34, 00:09:35, 00:10:11]; Part 7 ZRemesher targets, ZRemesher once the form is settled, never Divide a DynaMesh, level discipline https://www.youtube.com/watch?v=rArw79xEpvE [00:03:16, 00:05:50, 00:09:44, 00:12:28, 00:14:16]; - Network accessline 80
[00:02:34, 00:09:35, 00:10:11]; Part 7 ZRemesher targets, ZRemesher once the form is settled, never Divide a DynaMesh, level discipline https://www.youtube.com/watch?v=rArw79xEpvE [00:03:16, 00:05:50, 00:09:44, 00:12:28, 00:14:16]; - Network accessline 81
never Divide a DynaMesh, level discipline https://www.youtube.com/watch?v=rArw79xEpvE [00:03:16, - Network accessline 81
never Divide a DynaMesh, level discipline https://www.youtube.com/watch?v=rArw79xEpvE [00:03:16, - Network accessline 82
00:05:50, 00:09:44, 00:12:28, 00:14:16]; Part 8 Dynamic Subdiv, Sculptris Pro, projection density rule, polypaint on a flat material at the top level https://www.youtube.com/watch?v=VRisbJQAaZw [00:10:41, 00:13:49, 00:17:24, 00:23:4 - Network accessline 82
00:05:50, 00:09:44, 00:12:28, 00:14:16]; Part 8 Dynamic Subdiv, Sculptris Pro, projection density rule, polypaint on a flat material at the top level https://www.youtube.com/watch?v=VRisbJQAaZw [00:10:41, 00:13:49, 00:17:24, 00:23:4 - Network accessline 83
density rule, polypaint on a flat material at the top level https://www.youtube.com/watch?v=VRisbJQAaZw [00:10:41, 00:13:49, 00:17:24, 00:23:40, 00:24:54]. Part 2 also: MergeDown confirmation [00:24:54]. - Network accessline 83
density rule, polypaint on a flat material at the top level https://www.youtube.com/watch?v=VRisbJQAaZw [00:10:41, 00:13:49, 00:17:24, 00:23:40, 00:24:54]. Part 2 also: MergeDown confirmation [00:24:54]. - Network accessline 84
https://www.youtube.com/watch?v=VRisbJQAaZw [00:10:41, 00:13:49, 00:17:24, 00:23:40, 00:24:54]. - Network accessline 84
https://www.youtube.com/watch?v=VRisbJQAaZw [00:10:41, 00:13:49, 00:17:24, 00:23:40, 00:24:54]. - Network accessline 85
Part 2 also: MergeDown confirmation [00:24:54]. - Dos and Don'ts when Sculpting in ZBrush (2025, ZBrush 2025.3), https://www.youtube.com/watch?v=tbQqC6tyDBQ. Best for: ZSpheres for proportion only [00:01:13], - Network accessline 85
Part 2 also: MergeDown confirmation [00:24:54]. - Dos and Don'ts when Sculpting in ZBrush (2025, ZBrush 2025.3), https://www.youtube.com/watch?v=tbQqC6tyDBQ. Best for: ZSpheres for proportion only [00:01:13], - Network accessline 86
- Dos and Don'ts when Sculpting in ZBrush (2025, ZBrush 2025.3), https://www.youtube.com/watch?v=tbQqC6tyDBQ. Best for: ZSpheres for proportion only [00:01:13], light skin (frame 00:01:58), big Move plus Smooth [00:02:29], primitive - Network accessline 86
- Dos and Don'ts when Sculpting in ZBrush (2025, ZBrush 2025.3), https://www.youtube.com/watch?v=tbQqC6tyDBQ. Best for: ZSpheres for proportion only [00:01:13], light skin (frame 00:01:58), big Move plus Smooth [00:02:29], primitive - Network accessline 87
https://www.youtube.com/watch?v=tbQqC6tyDBQ. Best for: ZSpheres for proportion only [00:01:13], - Network accessline 87
https://www.youtube.com/watch?v=tbQqC6tyDBQ. Best for: ZSpheres for proportion only [00:01:13], - Network accessline 92
- Michael Pavlovich, Director of Character, Weapon and Vehicle Art at Certain Affinity, Maxon ZBrushLIVE host, Intro to ZBrush (2021): - 015 Brush Strokes and Lazy Mouse https://www.youtube.com/watch?v=AdkZe1yKFTU. Best for: - Network accessline 92
- Michael Pavlovich, Director of Character, Weapon and Vehicle Art at Certain Affinity, Maxon ZBrushLIVE host, Intro to ZBrush (2021): - 015 Brush Strokes and Lazy Mouse https://www.youtube.com/watch?v=AdkZe1yKFTU. Best for: - Network accessline 93
ZBrushLIVE host, Intro to ZBrush (2021): - 015 Brush Strokes and Lazy Mouse https://www.youtube.com/watch?v=AdkZe1yKFTU. Best for: LazyMouse radius 1 swallows taps [00:03:31], radius 27 for designed lines [00:05:05], global - Network accessline 93
ZBrushLIVE host, Intro to ZBrush (2021): - 015 Brush Strokes and Lazy Mouse https://www.youtube.com/watch?v=AdkZe1yKFTU. Best for: LazyMouse radius 1 swallows taps [00:03:31], radius 27 for designed lines [00:05:05], global - Network accessline 94
- 015 Brush Strokes and Lazy Mouse https://www.youtube.com/watch?v=AdkZe1yKFTU. Best for: - Network accessline 94
- 015 Brush Strokes and Lazy Mouse https://www.youtube.com/watch?v=AdkZe1yKFTU. Best for: - Network accessline 96
Jitter and Imperfection [00:09:52], ClayBuildup stepping fixes [00:10:33 to 00:11:06], Focal Shift -100 stamps [00:08:17]. - 017 Materials https://www.youtube.com/watch?v=aR02CwyPTUw. Best for: MatCap Gray, Red Wax, - Network accessline 96
Jitter and Imperfection [00:09:52], ClayBuildup stepping fixes [00:10:33 to 00:11:06], Focal Shift -100 stamps [00:08:17]. - 017 Materials https://www.youtube.com/watch?v=aR02CwyPTUw. Best for: MatCap Gray, Red Wax, - Network accessline 97
Shift -100 stamps [00:08:17]. - 017 Materials https://www.youtube.com/watch?v=aR02CwyPTUw. Best for: MatCap Gray, Red Wax, Chrome, moving light [00:01:26 to 00:04:39]. - Network accessline 97
Shift -100 stamps [00:08:17]. - 017 Materials https://www.youtube.com/watch?v=aR02CwyPTUw. Best for: MatCap Gray, Red Wax, Chrome, moving light [00:01:26 to 00:04:39]. - Network accessline 98
- 017 Materials https://www.youtube.com/watch?v=aR02CwyPTUw. Best for: MatCap Gray, Red Wax, - Network accessline 98
- 017 Materials https://www.youtube.com/watch?v=aR02CwyPTUw. Best for: MatCap Gray, Red Wax, - Network accessline 99
Chrome, moving light [00:01:26 to 00:04:39]. - 019 Masking https://www.youtube.com/watch?v=8kWFv1cZlCE. Best for: mask plus Deformation Inflate [00:17:10], blur for falloff [00:17:44], depth mask [00:14:48], mask instead of polypaint - Network accessline 99
Chrome, moving light [00:01:26 to 00:04:39]. - 019 Masking https://www.youtube.com/watch?v=8kWFv1cZlCE. Best for: mask plus Deformation Inflate [00:17:10], blur for falloff [00:17:44], depth mask [00:14:48], mask instead of polypaint - Network accessline 100
- 019 Masking https://www.youtube.com/watch?v=8kWFv1cZlCE. Best for: mask plus Deformation Inflate - Network accessline 100
- 019 Masking https://www.youtube.com/watch?v=8kWFv1cZlCE. Best for: mask plus Deformation Inflate - Network accessline 101
[00:17:10], blur for falloff [00:17:44], depth mask [00:14:48], mask instead of polypaint [00:20:38]. - 021 Polygroups https://www.youtube.com/watch?v=5JM1fb7wnTM [00:02:30]. 029 Transpose - Network accessline 101
[00:17:10], blur for falloff [00:17:44], depth mask [00:14:48], mask instead of polypaint [00:20:38]. - 021 Polygroups https://www.youtube.com/watch?v=5JM1fb7wnTM [00:02:30]. 029 Transpose - Network accessline 102
[00:20:38]. - 021 Polygroups https://www.youtube.com/watch?v=5JM1fb7wnTM [00:02:30]. 029 Transpose https://www.youtube.com/watch?v=9qLbeAapUH0 [00:14:08, 00:16:14]. 026 Splitting - Network accessline 102
[00:20:38]. - 021 Polygroups https://www.youtube.com/watch?v=5JM1fb7wnTM [00:02:30]. 029 Transpose https://www.youtube.com/watch?v=9qLbeAapUH0 [00:14:08, 00:16:14]. 026 Splitting - Network accessline 103
- 021 Polygroups https://www.youtube.com/watch?v=5JM1fb7wnTM [00:02:30]. 029 Transpose - Network accessline 103
- 021 Polygroups https://www.youtube.com/watch?v=5JM1fb7wnTM [00:02:30]. 029 Transpose - Network accessline 104
https://www.youtube.com/watch?v=9qLbeAapUH0 [00:14:08, 00:16:14]. 026 Splitting - Network accessline 104
https://www.youtube.com/watch?v=9qLbeAapUH0 [00:14:08, 00:16:14]. 026 Splitting - Network accessline 105
https://www.youtube.com/watch?v=TjGlVX4w1nM. 030 SubTool options - Network accessline 105
https://www.youtube.com/watch?v=TjGlVX4w1nM. 030 SubTool options - Network accessline 106
https://www.youtube.com/watch?v=bBHqeaKNOzg. 005 ZTool and QuickSave - Network accessline 106
https://www.youtube.com/watch?v=bBHqeaKNOzg. 005 ZTool and QuickSave - Network accessline 107
https://www.youtube.com/watch?v=rEIoFEEgS80. 010 Hotkeys - Network accessline 107
https://www.youtube.com/watch?v=rEIoFEEgS80. 010 Hotkeys - Network accessline 108
https://www.youtube.com/watch?v=1sYMoWz_Mk4 [00:02:50 block-in rhythm]. - Network accessline 108
https://www.youtube.com/watch?v=1sYMoWz_Mk4 [00:02:50 block-in rhythm]. - Network accessline 109
- Kris Costa, former lead creature modeler at ILM, portrait instructor, Realism Idealized (ZBrush Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: hierarchy by viewing distance [00:08:12], ClayBuildup respects form b - Network accessline 109
- Kris Costa, former lead creature modeler at ILM, portrait instructor, Realism Idealized (ZBrush Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: hierarchy by viewing distance [00:08:12], ClayBuildup respects form b - Network accessline 110
Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: hierarchy by viewing distance - Network accessline 110
Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8. Best for: hierarchy by viewing distance - Network accessline 113
for likeness [00:35:03]. - Joseph Drust, Pixologic, #AskZBrush Morph Target and Morph Brush (2015), https://www.youtube.com/watch?v=B_wKwXwjcZs. Best for: Morph slider softening and negative - Network accessline 113
for likeness [00:35:03]. - Joseph Drust, Pixologic, #AskZBrush Morph Target and Morph Brush (2015), https://www.youtube.com/watch?v=B_wKwXwjcZs. Best for: Morph slider softening and negative - Network accessline 114
- Joseph Drust, Pixologic, #AskZBrush Morph Target and Morph Brush (2015), https://www.youtube.com/watch?v=B_wKwXwjcZs. Best for: Morph slider softening and negative exaggeration [00:00:59, 00:05:20]. - Network accessline 114
- Joseph Drust, Pixologic, #AskZBrush Morph Target and Morph Brush (2015), https://www.youtube.com/watch?v=B_wKwXwjcZs. Best for: Morph slider softening and negative exaggeration [00:00:59, 00:05:20]. - Network accessline 115
https://www.youtube.com/watch?v=B_wKwXwjcZs. Best for: Morph slider softening and negative - Network accessline 115
https://www.youtube.com/watch?v=B_wKwXwjcZs. Best for: Morph slider softening and negative - Network accessline 116
exaggeration [00:00:59, 00:05:20]. - Outpost VFX 3D team, 17 Pro Tips and Tricks for ZBrush (2022), https://outpost-vfx.com/en/news/17-pro-tips-and-tricks-for-zbrush. Best for: layers for alpha - Network accessline 116
exaggeration [00:00:59, 00:05:20]. - Outpost VFX 3D team, 17 Pro Tips and Tricks for ZBrush (2022), https://outpost-vfx.com/en/news/17-pro-tips-and-tricks-for-zbrush. Best for: layers for alpha - Network accessline 117
- Outpost VFX 3D team, 17 Pro Tips and Tricks for ZBrush (2022), https://outpost-vfx.com/en/news/17-pro-tips-and-tricks-for-zbrush. Best for: layers for alpha tests (tip 5), Morph Target volume recovery (tip 7), subdivision levels to te - Network accessline 117
- Outpost VFX 3D team, 17 Pro Tips and Tricks for ZBrush (2022), https://outpost-vfx.com/en/news/17-pro-tips-and-tricks-for-zbrush. Best for: layers for alpha tests (tip 5), Morph Target volume recovery (tip 7), subdivision levels to te - Network accessline 118
https://outpost-vfx.com/en/news/17-pro-tips-and-tricks-for-zbrush. Best for: layers for alpha - Network accessline 118
https://outpost-vfx.com/en/news/17-pro-tips-and-tricks-for-zbrush. Best for: layers for alpha
skills/dcc/zbrush/scenario-zbrush-sculpting/scripts/zb_sculpt.py
skills/dcc/zbrush/scenario-zbrush-stylized/SKILL.md
- Network accessline 12
paths, so a "tweak" regenerates a path instead of sculpting it. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ski - Network accessline 12
paths, so a "tweak" regenerates a path instead of sculpting it. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ski - Network accessline 13
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 14
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/dcc/zbrush/scenario-zbrush-stylized/references/sources.md
- Network accessline 22
- **Shane Olson, Stylized Anatomy Episode 1** (ZBrushLIVE stream on the Maxon ZBrush channel, 2017, ZBrush 4R8). Stylized character sculptor and teacher (3D Character Workshop); says he worked at Disney Interactive on Disney Infinity, u - Network accessline 22
- **Shane Olson, Stylized Anatomy Episode 1** (ZBrushLIVE stream on the Maxon ZBrush channel, 2017, ZBrush 4R8). Stylized character sculptor and teacher (3D Character Workshop); says he worked at Disney Interactive on Disney Infinity, u - Network accessline 23
ZBrush 4R8). Stylized character sculptor and teacher (3D Character Workshop); says he worked at Disney Interactive on Disney Infinity, unverified. https://www.youtube.com/watch?v=t_gg7MIGSDM. Note: `notes/stylized/t_gg7MIGSDM - Shane Ol - Network accessline 23
ZBrush 4R8). Stylized character sculptor and teacher (3D Character Workshop); says he worked at Disney Interactive on Disney Infinity, unverified. https://www.youtube.com/watch?v=t_gg7MIGSDM. Note: `notes/stylized/t_gg7MIGSDM - Shane Ol - Network accessline 24
Disney Interactive on Disney Infinity, unverified. https://www.youtube.com/watch?v=t_gg7MIGSDM. - Network accessline 24
Disney Interactive on Disney Infinity, unverified. https://www.youtube.com/watch?v=t_gg7MIGSDM. - Network accessline 34
Seaut (concept, silhouettes, lineups), Guillaume Tiberghien (stylized production, Fortnite at Epic), Marco Plouffe (realistic and hard surface, Sideshow). https://www.youtube.com/watch?v=UthCuDB1IEQ. Note: - Network accessline 34
Seaut (concept, silhouettes, lineups), Guillaume Tiberghien (stylized production, Fortnite at Epic), Marco Plouffe (realistic and hard surface, Sideshow). https://www.youtube.com/watch?v=UthCuDB1IEQ. Note: - Network accessline 35
Epic), Marco Plouffe (realistic and hard surface, Sideshow). https://www.youtube.com/watch?v=UthCuDB1IEQ. Note: `notes/stylized/UthCuDB1IEQ - Keos Masons Character Design and Production.md`. Best for: lineups, - Network accessline 35
Epic), Marco Plouffe (realistic and hard surface, Sideshow). https://www.youtube.com/watch?v=UthCuDB1IEQ. Note: `notes/stylized/UthCuDB1IEQ - Keos Masons Character Design and Production.md`. Best for: lineups, - Network accessline 36
https://www.youtube.com/watch?v=UthCuDB1IEQ. Note: - Network accessline 36
https://www.youtube.com/watch?v=UthCuDB1IEQ. Note: - Network accessline 45
- **Rakan Khamash, Overwatch Character Creation Pipeline** (Blizzard, ZBrush Summit 2023). Senior character artist on Overwatch 2, owner of the hero Illari, now at Epic Games. https://www.youtube.com/watch?v=FRZtVXpAokc. Note: - Network accessline 45
- **Rakan Khamash, Overwatch Character Creation Pipeline** (Blizzard, ZBrush Summit 2023). Senior character artist on Overwatch 2, owner of the hero Illari, now at Epic Games. https://www.youtube.com/watch?v=FRZtVXpAokc. Note: - Network accessline 46
character artist on Overwatch 2, owner of the hero Illari, now at Epic Games. https://www.youtube.com/watch?v=FRZtVXpAokc. Note: `notes/character/FRZtVXpAokc - Overwatch Character Creation Pipeline.md`; also - Network accessline 46
character artist on Overwatch 2, owner of the hero Illari, now at Epic Games. https://www.youtube.com/watch?v=FRZtVXpAokc. Note: `notes/character/FRZtVXpAokc - Overwatch Character Creation Pipeline.md`; also - Network accessline 47
https://www.youtube.com/watch?v=FRZtVXpAokc. Note: - Network accessline 47
https://www.youtube.com/watch?v=FRZtVXpAokc. Note: - Network accessline 55
- **Pablo Munoz Gomez, Stylized Sculpted Hair** (2023). Concept and character artist, ZBrushLIVE presenter, founder of ZBrushGuides and the Pablander Academy. https://www.youtube.com/watch?v=WFqyj6lKgik. Note: - Network accessline 55
- **Pablo Munoz Gomez, Stylized Sculpted Hair** (2023). Concept and character artist, ZBrushLIVE presenter, founder of ZBrushGuides and the Pablander Academy. https://www.youtube.com/watch?v=WFqyj6lKgik. Note: - Network accessline 56
presenter, founder of ZBrushGuides and the Pablander Academy. https://www.youtube.com/watch?v=WFqyj6lKgik. Note: `notes/stylized/WFqyj6lKgik - Pablo Munoz Gomez Stylised Sculpted Hair.md`. Best for: the scalp - Network accessline 56
presenter, founder of ZBrushGuides and the Pablander Academy. https://www.youtube.com/watch?v=WFqyj6lKgik. Note: `notes/stylized/WFqyj6lKgik - Pablo Munoz Gomez Stylised Sculpted Hair.md`. Best for: the scalp - Network accessline 57
https://www.youtube.com/watch?v=WFqyj6lKgik. Note: - Network accessline 57
https://www.youtube.com/watch?v=WFqyj6lKgik. Note: - Network accessline 64
- **Dan Eder, The Ultimate Guide for Creating Stylized Hair in ZBrush** (Stylized Station, 2020). Senior 3D character artist for games; the ArtStation portfolio is confirmed, the current studio is not. https://www.youtube.com/watch?v=VJ - Network accessline 64
- **Dan Eder, The Ultimate Guide for Creating Stylized Hair in ZBrush** (Stylized Station, 2020). Senior 3D character artist for games; the ArtStation portfolio is confirmed, the current studio is not. https://www.youtube.com/watch?v=VJ - Network accessline 65
Senior 3D character artist for games; the ArtStation portfolio is confirmed, the current studio is not. https://www.youtube.com/watch?v=VJ2nMJRtIwQ. Note: `notes/hair-fibers/VJ2nMJRtIwQ - Dan Eder Stylized Hair With Curve Tube Strands.m - Network accessline 65
Senior 3D character artist for games; the ArtStation portfolio is confirmed, the current studio is not. https://www.youtube.com/watch?v=VJ2nMJRtIwQ. Note: `notes/hair-fibers/VJ2nMJRtIwQ - Dan Eder Stylized Hair With Curve Tube Strands.m - Network accessline 66
not. https://www.youtube.com/watch?v=VJ2nMJRtIwQ. Note: - Network accessline 66
not. https://www.youtube.com/watch?v=VJ2nMJRtIwQ. Note: - Network accessline 72
- [00:40:19]-[00:42:21] braids. - **Michael Pavlovich, 082 Curve Flat Brushes for Hair Cards** (2021). Director of Character, Weapon and Vehicle Art at Certain Affinity, ZBrushLIVE host. https://www.youtube.com/watch?v=goZavCi515k. - Network accessline 72
- [00:40:19]-[00:42:21] braids. - **Michael Pavlovich, 082 Curve Flat Brushes for Hair Cards** (2021). Director of Character, Weapon and Vehicle Art at Certain Affinity, ZBrushLIVE host. https://www.youtube.com/watch?v=goZavCi515k. - Network accessline 73
- **Michael Pavlovich, 082 Curve Flat Brushes for Hair Cards** (2021). Director of Character, Weapon and Vehicle Art at Certain Affinity, ZBrushLIVE host. https://www.youtube.com/watch?v=goZavCi515k. Note: `notes/hair-fibers/goZavCi515k - Network accessline 73
- **Michael Pavlovich, 082 Curve Flat Brushes for Hair Cards** (2021). Director of Character, Weapon and Vehicle Art at Certain Affinity, ZBrushLIVE host. https://www.youtube.com/watch?v=goZavCi515k. Note: `notes/hair-fibers/goZavCi515k - Network accessline 74
and Vehicle Art at Certain Affinity, ZBrushLIVE host. https://www.youtube.com/watch?v=goZavCi515k. - Network accessline 74
and Vehicle Art at Certain Affinity, ZBrushLIVE host. https://www.youtube.com/watch?v=goZavCi515k. - Network accessline 78
- **Paul Bennett, Hasbro Star Wars Rey Skywalker Toy and More** (ZBrush Summit 2019). Digital product designer in the Hasbro sculpture department, Star Wars Black Series. https://www.youtube.com/watch?v=P08kuTIRziE. Note: - Network accessline 78
- **Paul Bennett, Hasbro Star Wars Rey Skywalker Toy and More** (ZBrush Summit 2019). Digital product designer in the Hasbro sculpture department, Star Wars Black Series. https://www.youtube.com/watch?v=P08kuTIRziE. Note: - Network accessline 79
product designer in the Hasbro sculpture department, Star Wars Black Series. https://www.youtube.com/watch?v=P08kuTIRziE. Note: `notes/3d-print/P08kuTIRziE - Hasbro Star Wars Toy Articulation.md`. Best for: toy constraints - Network accessline 79
product designer in the Hasbro sculpture department, Star Wars Black Series. https://www.youtube.com/watch?v=P08kuTIRziE. Note: `notes/3d-print/P08kuTIRziE - Hasbro Star Wars Toy Articulation.md`. Best for: toy constraints - Network accessline 80
https://www.youtube.com/watch?v=P08kuTIRziE. Note: - Network accessline 80
https://www.youtube.com/watch?v=P08kuTIRziE. Note: - Network accessline 87
- **Alex Carratala, The Rules and Intricacies of Sculpting Miniatures in ZBrush** (80.lv interview by Arti Burton, 2023). Sculptor of about 90 mm collectibles (Kimera Models), unverified beyond the article. https://80.lv/articles/the-ru - Network accessline 87
- **Alex Carratala, The Rules and Intricacies of Sculpting Miniatures in ZBrush** (80.lv interview by Arti Burton, 2023). Sculptor of about 90 mm collectibles (Kimera Models), unverified beyond the article. https://80.lv/articles/the-ru - Network accessline 88
by Arti Burton, 2023). Sculptor of about 90 mm collectibles (Kimera Models), unverified beyond the article. https://80.lv/articles/the-rules-intricacies-of-sculpting-miniatures-in-zbrush. Note: `notes/3d-print/paint-pose-render-print__8 - Network accessline 88
by Arti Burton, 2023). Sculptor of about 90 mm collectibles (Kimera Models), unverified beyond the article. https://80.lv/articles/the-rules-intricacies-of-sculpting-miniatures-in-zbrush. Note: `notes/3d-print/paint-pose-render-print__8 - Network accessline 89
article. https://80.lv/articles/the-rules-intricacies-of-sculpting-miniatures-in-zbrush. Note: - Network accessline 89
article. https://80.lv/articles/the-rules-intricacies-of-sculpting-miniatures-in-zbrush. Note: - Network accessline 91
Best for: over-sculpting for the print size. - **Pablo Munoz Gomez, Understanding ZBrush's Logic Part 8** (2025), https://www.youtube.com/watch?v=VRisbJQAaZw. Note: - Network accessline 91
Best for: over-sculpting for the print size. - **Pablo Munoz Gomez, Understanding ZBrush's Logic Part 8** (2025), https://www.youtube.com/watch?v=VRisbJQAaZw. Note: - Network accessline 92
- **Pablo Munoz Gomez, Understanding ZBrush's Logic Part 8** (2025), https://www.youtube.com/watch?v=VRisbJQAaZw. Note: `notes/fundamentals/VRisbJQAaZw - Pablo Logic Part 8 Dynamic Subdiv Sculptris Pro Reprojection Polypaint.md`. - Network accessline 92
- **Pablo Munoz Gomez, Understanding ZBrush's Logic Part 8** (2025), https://www.youtube.com/watch?v=VRisbJQAaZw. Note: `notes/fundamentals/VRisbJQAaZw - Pablo Logic Part 8 Dynamic Subdiv Sculptris Pro Reprojection Polypaint.md`. - Network accessline 93
https://www.youtube.com/watch?v=VRisbJQAaZw. Note: - Network accessline 93
https://www.youtube.com/watch?v=VRisbJQAaZw. Note: - Network accessline 95
Best for: polypaint on a flat material (SkinShade4) at the highest level [00:23:40], [00:24:54]. - **Henning Sanden (FlippedNormals), The Only 6 Brushes You Ever Need** (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU, and **Kris Costa - Network accessline 95
Best for: polypaint on a flat material (SkinShade4) at the highest level [00:23:40], [00:24:54]. - **Henning Sanden (FlippedNormals), The Only 6 Brushes You Ever Need** (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU, and **Kris Costa - Network accessline 96
- **Henning Sanden (FlippedNormals), The Only 6 Brushes You Ever Need** (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU, and **Kris Costa, Realism Idealized** (ZBrush Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8: used t - Network accessline 96
- **Henning Sanden (FlippedNormals), The Only 6 Brushes You Ever Need** (2020), https://www.youtube.com/watch?v=TpS0QdlfHWU, and **Kris Costa, Realism Idealized** (ZBrush Summit 2021), https://www.youtube.com/watch?v=j5XLtLMN0P8: used t - Network accessline 97
https://www.youtube.com/watch?v=TpS0QdlfHWU, and **Kris Costa, Realism Idealized** (ZBrush Summit - Network accessline 97
https://www.youtube.com/watch?v=TpS0QdlfHWU, and **Kris Costa, Realism Idealized** (ZBrush Summit - Network accessline 98
2021), https://www.youtube.com/watch?v=j5XLtLMN0P8: used through scenario-zbrush-sculpting P17 for - Network accessline 98
2021), https://www.youtube.com/watch?v=j5XLtLMN0P8: used through scenario-zbrush-sculpting P17 for - Network accessline 100
outward [00:29:10]). - **Anatomy For Sculptors free articles** (Uldis Zarins and team, authors of the Anatomy for Sculptors books). https://anatomy4sculptors.com/blog/. Note: - Network accessline 100
outward [00:29:10]). - **Anatomy For Sculptors free articles** (Uldis Zarins and team, authors of the Anatomy for Sculptors books). https://anatomy4sculptors.com/blog/. Note: - Network accessline 101
- **Anatomy For Sculptors free articles** (Uldis Zarins and team, authors of the Anatomy for Sculptors books). https://anatomy4sculptors.com/blog/. Note: `notes/anatomy/character-creature__anatomy-for-sculptors-articles - Landmarks and - Network accessline 101
- **Anatomy For Sculptors free articles** (Uldis Zarins and team, authors of the Anatomy for Sculptors books). https://anatomy4sculptors.com/blog/. Note: `notes/anatomy/character-creature__anatomy-for-sculptors-articles - Landmarks and - Network accessline 102
Sculptors books). https://anatomy4sculptors.com/blog/. Note: - Network accessline 102
Sculptors books). https://anatomy4sculptors.com/blog/. Note: - Network accessline 125
- ZScript command reference, Curves (`CurvesCreateMesh`, `CurvesToUI`...): `sources/docs/automation__zscript-command-reference.md`, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference - Network accessline 125
- ZScript command reference, Curves (`CurvesCreateMesh`, `CurvesToUI`...): `sources/docs/automation__zscript-command-reference.md`, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference - Network accessline 126
`sources/docs/automation__zscript-command-reference.md`, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. Best for: the action codes of `create_mesh_from_cu - Network accessline 126
`sources/docs/automation__zscript-command-reference.md`, https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. Best for: the action codes of `create_mesh_from_cu - Network accessline 127
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. - Network accessline 127
https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/zscripting/command-reference/command-reference.html. - Network accessline 128
Best for: the action codes of `create_mesh_from_curves`. - Curve Strokes, Curve brushes and Curve Bridge pages (IMM docs): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/curve- - Network accessline 128
Best for: the action codes of `create_mesh_from_curves`. - Curve Strokes, Curve brushes and Curve Bridge pages (IMM docs): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/curve- - Network accessline 129
- Curve Strokes, Curve brushes and Curve Bridge pages (IMM docs): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/curve-strokes/curve-strokes.html and - Network accessline 129
- Curve Strokes, Curve brushes and Curve Bridge pages (IMM docs): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/curve-strokes/curve-strokes.html and - Network accessline 130
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/curve-strokes/curve-strokes.html - Network accessline 130
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/insert-mesh/curve-strokes/curve-strokes.html - Network accessline 131
and https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/curve-brushes/curve-brushes.html (local `sources/docs/hard-surface__zbrush-docs-imm-arraymesh-nanomesh-curves.md`). Best for: Curve - Network accessline 131
and https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/curve-brushes/curve-brushes.html (local `sources/docs/hard-surface__zbrush-docs-imm-arraymesh-nanomesh-curves.md`). Best for: Curve - Network accessline 132
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/curve-brushes/curve-brushes.html - Network accessline 132
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/sculpting/sculpting-brushes/curve-brushes/curve-brushes.html - Network accessline 135
the insert auto-mask on the support mesh. - Tool palette reference, Geometry > ClayPolish and DynaMesh (Polish mode): https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html - Network accessline 135
the insert auto-mask on the support mesh. - Tool palette reference, Geometry > ClayPolish and DynaMesh (Polish mode): https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html - Network accessline 136
- Tool palette reference, Geometry > ClayPolish and DynaMesh (Polish mode): https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html (local `sources/docs/hard-surface__zbrush-ref-tool-palette-ge - Network accessline 136
- Tool palette reference, Geometry > ClayPolish and DynaMesh (Polish mode): https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html (local `sources/docs/hard-surface__zbrush-ref-tool-palette-ge - Network accessline 137
https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html - Network accessline 137
https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/geometry/geometry.html - Network accessline 139
for: ClayPolish sliders (Max, Sharp, Soft, RSharp, RSoft, Edge, Surface). - Dynamic Thickness (Offset: negative values build inward): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision - Network accessline 139
for: ClayPolish sliders (Max, Sharp, Soft, RSharp, RSoft, Edge, Surface). - Dynamic Thickness (Offset: negative values build inward): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision - Network accessline 140
- Dynamic Thickness (Offset: negative values build inward): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-thickness/dynamic-thickness.html. Best for: Pablo's shell setti - Network accessline 140
- Dynamic Thickness (Offset: negative values build inward): https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-thickness/dynamic-thickness.html. Best for: Pablo's shell setti - Network accessline 141
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-thickness/dynamic-thickness.html. - Network accessline 141
https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/modeling-basics/dynamic-subdivision/dynamic-thickness/dynamic-thickness.html.
skills/dcc/zbrush/scenario-zbrush-stylized/scripts/zb_stylized.py
skills/game-engines/godot/scenario-godot-2d/SKILL.md
- Network accessline 15
deterministic physics runs and frame read-backs, and only then calls them done. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 15
deterministic physics runs and frame read-backs, and only then calls them done. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 16
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 17
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/game-engines/godot/scenario-godot-2d/references/sources.md
- Network accessline 10
| Source | Expert, credential | URL | Best for - Network accessline 10
| Source | Expert, credential | URL | Best for - Network accessline 11
| ----------------------------------------------- | ------------------------------------------------------------------------------------ | ------------------------------------------- | ------------------------------------------------------- - Network accessline 11
| ----------------------------------------------- | ------------------------------------------------------------------------------------ | ------------------------------------------- | ------------------------------------------------------- - Network accessline 12
| 5 tips for better platformer controls | The Shaggy Dev, Godot educator (unverified); 2022 | https://www.youtube.com/watch?v=Bsy8pknHc0M | buffer, coyote, ledge push, jump math - Network accessline 12
| 5 tips for better platformer controls | The Shaggy Dev, Godot educator (unverified); 2022 | https://www.youtube.com/watch?v=Bsy8pknHc0M | buffer, coyote, ledge push, jump math - Network accessline 13
| 2D Platformer Quick Start Guide | Chris' Tutorials, Godot educator (unverified); 4.0.1 | https://www.youtube.com/watch?v=43c-Sm5GMbc | scene setup order, camera Physics callback - Network accessline 13
| 2D Platformer Quick Start Guide | Chris' Tutorials, Godot educator (unverified); 4.0.1 | https://www.youtube.com/watch?v=43c-Sm5GMbc | scene setup order, camera Physics callback - Network accessline 14
| Top-Down Action Game Tutorial, Part 1 | Coding With Russ, Godot educator (unverified); 2025 | https://www.youtube.com/watch?v=NNnuXie3xVU | 8-direction body, `Input.get_vector`, 4-direction anima - Network accessline 14
| Top-Down Action Game Tutorial, Part 1 | Coding With Russ, Godot educator (unverified); 2025 | https://www.youtube.com/watch?v=NNnuXie3xVU | 8-direction body, `Input.get_vector`, 4-direction anima - Network accessline 15
| Designing Better 2D Top-Down Movement | BT Plays Games, indie dev (unverified); 4.3 | https://www.youtube.com/watch?v=m71-kZgYXlw | acceleration bugs, steering minimum step - Network accessline 15
| Designing Better 2D Top-Down Movement | BT Plays Games, indie dev (unverified); 4.3 | https://www.youtube.com/watch?v=m71-kZgYXlw | acceleration bugs, steering minimum step - Network accessline 16
| A Complete Guide to Y-SORTING in 4.3+ | DevWorm, Godot educator (unverified) | https://www.youtube.com/watch?v=lvuLjMAr_BE | container, feet origin, tile y_sort_origin, shadow spri - Network accessline 16
| A Complete Guide to Y-SORTING in 4.3+ | DevWorm, Godot educator (unverified) | https://www.youtube.com/watch?v=lvuLjMAr_BE | container, feet origin, tile y_sort_origin, shadow spri - Network accessline 17
| In Depth TILEMAP Tutorial for 4.3+ | DevWorm (captions garbled) | https://www.youtube.com/watch?v=ZutpG0_CYrQ | multi-cell tiles, tile animation, terrain painting - Network accessline 17
| In Depth TILEMAP Tutorial for 4.3+ | DevWorm (captions garbled) | https://www.youtube.com/watch?v=ZutpG0_CYrQ | multi-cell tiles, tile animation, terrain painting - Network accessline 18
| Draw fewer tiles with a Dual-Grid | jess::codes, indie dev (unverified); repo jess-hammer/dual-grid-tilemap-system-godot | https://www.youtube.com/watch?v=jEWFSv3ivTg | 16-tile dual grid and its offsets - Network accessline 18
| Draw fewer tiles with a Dual-Grid | jess::codes, indie dev (unverified); repo jess-hammer/dual-grid-tilemap-system-godot | https://www.youtube.com/watch?v=jEWFSv3ivTg | 16-tile dual grid and its offsets - Network accessline 19
| Godot 4.3 TileMapLayer Terrains | bluuDevGames, Spanish (captions translated) | https://www.youtube.com/watch?v=CLcFC6ku240 | terrain bit painting order, layered terrain families - Network accessline 19
| Godot 4.3 TileMapLayer Terrains | bluuDevGames, Spanish (captions translated) | https://www.youtube.com/watch?v=CLcFC6ku240 | terrain bit painting order, layered terrain families - Network accessline 20
| 2D TileMapLayer Navigation + Avoiding Obstacles | Coding Quests, Godot educator (unverified); 4.3 | https://www.youtube.com/watch?v=7ZAF_fn3VOc | cutting tile navigation under obstacles (not run here) - Network accessline 20
| 2D TileMapLayer Navigation + Avoiding Obstacles | Coding Quests, Godot educator (unverified); 4.3 | https://www.youtube.com/watch?v=7ZAF_fn3VOc | cutting tile navigation under obstacles (not run here) - Network accessline 21
| Everything to Know about the CAMERA2D | DevWorm; 4.2 era | https://www.youtube.com/watch?v=RlSpjIb7TLo | smoothing values, limits, drag - Network accessline 21
| Everything to Know about the CAMERA2D | DevWorm; 4.2 era | https://www.youtube.com/watch?v=RlSpjIb7TLo | smoothing values, limits, drag - Network accessline 22
| How to Make a Good 2D Camera | Mark Brown, Game Maker's Toolkit (verified channel) | https://www.youtube.com/watch?v=TdWFzpgnljs | camera behavior spec - Network accessline 22
| How to Make a Good 2D Camera | Mark Brown, Game Maker's Toolkit (verified channel) | https://www.youtube.com/watch?v=TdWFzpgnljs | camera behavior spec - Network accessline 23
| Making physics fun (GodotCon 2024) | Stephan Bogner, Super Pewter Games (Godot Engine channel) | https://www.youtube.com/watch?v=HFBNd4Z4vXM | RigidBody2D players, collision layer discipline - Network accessline 23
| Making physics fun (GodotCon 2024) | Stephan Bogner, Super Pewter Games (Godot Engine channel) | https://www.youtube.com/watch?v=HFBNd4Z4vXM | RigidBody2D players, collision layer discipline - Network accessline 24
| Smooth Pixel Art Camera (4.4) | Barry's Dev Hell, indie dev (unverified) | https://www.youtube.com/watch?v=DwVPFbDoyoc | sub-pixel camera over a low-res SubViewport - Network accessline 24
| Smooth Pixel Art Camera (4.4) | Barry's Dev Hell, indie dev (unverified) | https://www.youtube.com/watch?v=DwVPFbDoyoc | sub-pixel camera over a low-res SubViewport - Network accessline 25
| Pixel Art Settings in Godot 4 | Heartbeast (Benjamin Anderson), Godot educator (unverified); 4.4 | https://www.youtube.com/watch?v=15t2Y0kXd6E | the four pixel-art settings, canvas_items vs viewport - Network accessline 25
| Pixel Art Settings in Godot 4 | Heartbeast (Benjamin Anderson), Godot educator (unverified); 4.4 | https://www.youtube.com/watch?v=15t2Y0kXd6E | the four pixel-art settings, canvas_items vs viewport - Network accessline 26
| Master 2D Light Systems | Cashew OldDew, Godot educator (unverified); 4.3 and 4.4 | https://www.youtube.com/watch?v=suzF2Y166eA | CanvasModulate, occluders, cull modes, masks, normal ma - Network accessline 26
| Master 2D Light Systems | Cashew OldDew, Godot educator (unverified); 4.3 and 4.4 | https://www.youtube.com/watch?v=suzF2Y166eA | CanvasModulate, occluders, cull modes, masks, normal ma - Network accessline 27
| Godot 4.3 Parallax2D Node | Michael Games, Godot educator (unverified) | https://www.youtube.com/watch?v=ge1QiDmwS4k | scroll_scale layering, repeat and autoscroll - Network accessline 27
| Godot 4.3 Parallax2D Node | Michael Games, Godot educator (unverified) | https://www.youtube.com/watch?v=ge1QiDmwS4k | scroll_scale layering, repeat and autoscroll - Network accessline 28
| Automated Testing With GdUnit4 | Godotneers (notes in automation-pipeline-tests) | https://www.youtube.com/watch?v=CreugthdgJ0 | separate body from brain - Network accessline 28
| Automated Testing With GdUnit4 | Godotneers (notes in automation-pipeline-tests) | https://www.youtube.com/watch?v=CreugthdgJ0 | separate body from brain - Network accessline 32
| Page | URL | Best for | | ------------------------ - Network accessline 32
| Page | URL | Best for | | ------------------------ - Network accessline 33
| ----------------------------------- | -------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------- | | Using CharacterBody2D/3D - Network accessline 33
| ----------------------------------- | -------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------- | | Using CharacterBody2D/3D - Network accessline 34
| Using CharacterBody2D/3D | https://docs.godotengine.org/en/stable/tutorials/physics/using_character_body_2d.html | move_and_slide vs move_and_collide, motion modes, defaults | - Network accessline 34
| Using CharacterBody2D/3D | https://docs.godotengine.org/en/stable/tutorials/physics/using_character_body_2d.html | move_and_slide vs move_and_collide, motion modes, defaults | - Network accessline 35
| Physics interpolation, introduction | https://docs.godotengine.org/en/stable/tutorials/physics/interpolation/physics_interpolation_introduction.html | why jitter happens, when not to interpolate | - Network accessline 35
| Physics interpolation, introduction | https://docs.godotengine.org/en/stable/tutorials/physics/interpolation/physics_interpolation_introduction.html | why jitter happens, when not to interpolate | - Network accessline 36
| 2D lights and shadows | https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html | nodes, occluders, light resolution, snap shader | - Network accessline 36
| 2D lights and shadows | https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html | nodes, occluders, light resolution, snap shader | - Network accessline 37
| Multiple resolutions | https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html | stretch recipes, integer scaling, fullscreen | - Network accessline 37
| Multiple resolutions | https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html | stretch recipes, integer scaling, fullscreen | - Network accessline 38
| Using TileMaps | https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html | TileMapLayer, painting, terrains, navigation advice | - Network accessline 38
| Using TileMaps | https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html | TileMapLayer, painting, terrains, navigation advice | - Network accessline 39
| Using TileSets | https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html | atlas, layers, terrains, alternatives, scene tiles | - Network accessline 39
| Using TileSets | https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html | atlas, layers, terrains, alternatives, scene tiles |
skills/game-engines/godot/scenario-godot-2d/scripts/gd_2d.py
skills/game-engines/godot/scenario-godot-3d-world/SKILL.md
- Network accessline 11
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (htt - Network accessline 11
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (htt - Network accessline 12
a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the ga - Network accessline 12
a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the ga - Network accessline 13
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 13
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/game-engines/godot/scenario-godot-3d-world/references/sources.md
- Network accessline 29
URL form: `https://www.youtube.com/watch?v=<ID>`. - Network accessline 29
URL form: `https://www.youtube.com/watch?v=<ID>`. - Network accessline 44
- Terrain3D 1.0.2-stable, Tokisan Games, MIT: `https://github.com/TokisanGames/Terrain3D/releases` - Network accessline 44
- Terrain3D 1.0.2-stable, Tokisan Games, MIT: `https://github.com/TokisanGames/Terrain3D/releases`
skills/game-engines/godot/scenario-godot-3d-world/scripts/gd_world.py
skills/game-engines/godot/scenario-godot-animation/SKILL.md
- Network accessline 35
after every import and every tree change. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unat - Network accessline 35
after every import and every tree change. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unat - Network accessline 36
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 36
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 37
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 37
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-animation/references/sources.md
- Network accessline 9
| Expert | Credential | Source | Best for - Network accessline 9
| Expert | Credential | Source | Best for - Network accessline 10
| -------------------- | ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ | ---------------------- - Network accessline 10
| -------------------- | ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ | ---------------------- - Network accessline 11
| CoderNunk | Godot and Blender indie developer, educator (unverified) | How to Import Animations Into Godot Consistently, https://www.youtube.com/watch?v=0wMONEpEXpQ (4.4/4.5, 2025) | Blender to Godot pipel - Network accessline 11
| CoderNunk | Godot and Blender indie developer, educator (unverified) | How to Import Animations Into Godot Consistently, https://www.youtube.com/watch?v=0wMONEpEXpQ (4.4/4.5, 2025) | Blender to Godot pipel - Network accessline 12
| Quilled | Godot and Blender hobbyist (unverified) | Import Animations in Godot 4 with Animation Retargeting, https://www.youtube.com/watch?v=nb6uSeEZFCI (4.2/4.3, 2024) | BoneMap, shared librar - Network accessline 12
| Quilled | Godot and Blender hobbyist (unverified) | Import Animations in Godot 4 with Animation Retargeting, https://www.youtube.com/watch?v=nb6uSeEZFCI (4.2/4.3, 2024) | BoneMap, shared librar - Network accessline 13
| FinePointCGI (Mitch) | software developer, Godot tutor | Using Root Motion In Godot 4!, https://www.youtube.com/watch?v=fq0hR2tIsRk (4.0, 2023) | root bone, root motion - Network accessline 13
| FinePointCGI (Mitch) | software developer, Godot tutor | Using Root Motion In Godot 4!, https://www.youtube.com/watch?v=fq0hR2tIsRk (4.0, 2023) | root bone, root motion - Network accessline 14
| RiftOfNostaria | indie developer (unverified) | Ultimate Godot AnimationTree Tutorial, https://www.youtube.com/watch?v=E6ajmQhOeo4 (4.4/4.5, 2025) | BlendTree root, OneSho - Network accessline 14
| RiftOfNostaria | indie developer (unverified) | Ultimate Godot AnimationTree Tutorial, https://www.youtube.com/watch?v=E6ajmQhOeo4 (4.4/4.5, 2025) | BlendTree root, OneSho - Network accessline 15
| Bitlytic | indie Godot developer (unverified) | Why Animation Trees in Godot 4 are Unbelievably Useful, https://www.youtube.com/watch?v=iElHZhOxGYA (4.2/4.3, 2024) | advance expressions, T - Network accessline 15
| Bitlytic | indie Godot developer (unverified) | Why Animation Trees in Godot 4 are Unbelievably Useful, https://www.youtube.com/watch?v=iElHZhOxGYA (4.2/4.3, 2024) | advance expressions, T - Network accessline 16
| Chris' Tutorials | Godot educator (unverified) | Animation Tree State Machine Setup w/ Conditions and BlendSpace2D, https://www.youtube.com/watch?v=WrMORzl3g1U (4.0/4.1, 2023) | conditions, BlendSpace - Network accessline 16
| Chris' Tutorials | Godot educator (unverified) | Animation Tree State Machine Setup w/ Conditions and BlendSpace2D, https://www.youtube.com/watch?v=WrMORzl3g1U (4.0/4.1, 2023) | conditions, BlendSpace - Network accessline 17
| Fair Fight | Godot character-controller and netcode developer (unverified) | Watch this before using AnimationTree, https://www.youtube.com/watch?v=jzuvd0Lstuw (4.x, 2024) | simulate in code, pres - Network accessline 17
| Fair Fight | Godot character-controller and netcode developer (unverified) | Watch this before using AnimationTree, https://www.youtube.com/watch?v=jzuvd0Lstuw (4.x, 2024) | simulate in code, pres - Network accessline 18
| Fair Fight | same | One Node Revolutionizes AAA Skeletal Animation in Godot 4.3, https://www.youtube.com/watch?v=xpoPfUKI9tw (4.3, 2024) | SkeletonModifier3D lay - Network accessline 18
| Fair Fight | same | One Node Revolutionizes AAA Skeletal Animation in Godot 4.3, https://www.youtube.com/watch?v=xpoPfUKI9tw (4.3, 2024) | SkeletonModifier3D lay - Network accessline 19
| Fair Fight | same | Advanced Godot's SkeletonModifier3D: create, debug and optimize, https://www.youtube.com/watch?v=XFZQNsFejwk (4.4/4.5, 2025) | modifier output lifeti - Network accessline 19
| Fair Fight | same | Advanced Godot's SkeletonModifier3D: create, debug and optimize, https://www.youtube.com/watch?v=XFZQNsFejwk (4.4/4.5, 2025) | modifier output lifeti - Network accessline 20
| Lukky | Godot developer (unverified) | Inverse Kinematics, Godot 4.6 Tutorial, https://www.youtube.com/watch?v=MbaPDWfbNLo (4.6, 2026) | 4.6 IK family, determi - Network accessline 20
| Lukky | Godot developer (unverified) | Inverse Kinematics, Godot 4.6 Tutorial, https://www.youtube.com/watch?v=MbaPDWfbNLo (4.6, 2026) | 4.6 IK family, determi - Network accessline 21
| MeroDev | Godot developer (unverified) | Procedural Animation In Godot 4.6, https://www.youtube.com/watch?v=17xi4vDqQJk (4.6, 2026) | procedural stepping, d - Network accessline 21
| MeroDev | Godot developer (unverified) | Procedural Animation In Godot 4.6, https://www.youtube.com/watch?v=17xi4vDqQJk (4.6, 2026) | procedural stepping, d - Network accessline 22
| Queble | Godot developer and tutor (unverified) | make better animations with Tweens in Godot!, https://www.youtube.com/watch?v=KUyQzjpRsU8 (4.4, 2025) | kill guard, ease and t - Network accessline 22
| Queble | Godot developer and tutor (unverified) | make better animations with Tweens in Godot!, https://www.youtube.com/watch?v=KUyQzjpRsU8 (4.4, 2025) | kill guard, ease and t - Network accessline 23
| MrEliptik | shipped indie developer, juice and UI consultant | How I animate UI easily in my game Lexispell, https://www.youtube.com/watch?v=aagPe4dvM2M (4.6, 2026) | UI tweens, stagger, Au - Network accessline 23
| MrEliptik | shipped indie developer, juice and UI consultant | How I animate UI easily in my game Lexispell, https://www.youtube.com/watch?v=aagPe4dvM2M (4.6, 2026) | UI tweens, stagger, Au - Network accessline 24
| DevWorm | Godot educator (unverified) | A Guide to the ANIMATION PLAYER in Godot 4.4+, https://www.youtube.com/watch?v=GMyw3eHDw7s (4.4, 2025) | AnimationPlayer craft, - Network accessline 24
| DevWorm | Godot educator (unverified) | A Guide to the ANIMATION PLAYER in Godot 4.4+, https://www.youtube.com/watch?v=GMyw3eHDw7s (4.4, 2025) | AnimationPlayer craft, - Network accessline 25
| DevWorm | same | How to Make SMOOTH CUTSCENES in Godot 4, https://www.youtube.com/watch?v=Fyb7LlBphps (4.1/4.2, 2023; dated) | flag and timer cutscen - Network accessline 25
| DevWorm | same | How to Make SMOOTH CUTSCENES in Godot 4, https://www.youtube.com/watch?v=Fyb7LlBphps (4.1/4.2, 2023; dated) | flag and timer cutscen - Network accessline 26
| Nathan Hoad | indie developer, author of the Dialogue Manager addon | How I make cut-scenes for my game, https://www.youtube.com/watch?v=G_TN8jz4v9o (4.x, 2024) | dialogue-driven cutsce - Network accessline 26
| Nathan Hoad | indie developer, author of the Dialogue Manager addon | How I make cut-scenes for my game, https://www.youtube.com/watch?v=G_TN8jz4v9o (4.x, 2024) | dialogue-driven cutsce - Network accessline 27
| Blargis | Godot and Blender hobbyist (unverified) | Godot RESET Tracks Explained, https://www.youtube.com/watch?v=ghYilg9cq-I (4.0/4.1, 2023) | RESET naming, Reset On - Network accessline 27
| Blargis | Godot and Blender hobbyist (unverified) | Godot RESET Tracks Explained, https://www.youtube.com/watch?v=ghYilg9cq-I (4.0/4.1, 2023) | RESET naming, Reset On - Network accessline 31
- Introduction to the animation features: https://docs.godotengine.org/en/stable/tutorials/animation/introduction.html - Network accessline 31
- Introduction to the animation features: https://docs.godotengine.org/en/stable/tutorials/animation/introduction.html - Network accessline 32
https://docs.godotengine.org/en/stable/tutorials/animation/introduction.html - Network accessline 32
https://docs.godotengine.org/en/stable/tutorials/animation/introduction.html - Network accessline 33
- Animation track types: https://docs.godotengine.org/en/stable/tutorials/animation/animation_track_types.html - Using AnimationTree: - Network accessline 33
- Animation track types: https://docs.godotengine.org/en/stable/tutorials/animation/animation_track_types.html - Using AnimationTree: - Network accessline 34
https://docs.godotengine.org/en/stable/tutorials/animation/animation_track_types.html - Network accessline 34
https://docs.godotengine.org/en/stable/tutorials/animation/animation_track_types.html - Network accessline 35
- Using AnimationTree: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html - Import configuration (3D scenes, animation): - Network accessline 35
- Using AnimationTree: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html - Import configuration (3D scenes, animation): - Network accessline 36
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html - Network accessline 36
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html - Network accessline 37
- Import configuration (3D scenes, animation): https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html - SkeletonModifier3D: https://docs.godotengine.org/en/stable/classes/class_skele - Network accessline 37
- Import configuration (3D scenes, animation): https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html - SkeletonModifier3D: https://docs.godotengine.org/en/stable/classes/class_skele - Network accessline 38
https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html - Network accessline 38
https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html - Network accessline 39
- SkeletonModifier3D: https://docs.godotengine.org/en/stable/classes/class_skeletonmodifier3d.html - Network accessline 39
- SkeletonModifier3D: https://docs.godotengine.org/en/stable/classes/class_skeletonmodifier3d.html - Network accessline 40
- Tween: https://docs.godotengine.org/en/stable/classes/class_tween.html - Network accessline 40
- Tween: https://docs.godotengine.org/en/stable/classes/class_tween.html
skills/game-engines/godot/scenario-godot-animation/scripts/agentkit/animation/anim_audit.gd
skills/game-engines/godot/scenario-godot-animation/scripts/agentkit/animation/anim_motion.gd
skills/game-engines/godot/scenario-godot-animation/scripts/gd_anim.py
skills/game-engines/godot/scenario-godot-architecture/SKILL.md
- Network accessline 15
and audit it. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schema - Network accessline 15
and audit it. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schema - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-architecture/references/sources.md
- Network accessline 9
| Expert | Credential | URL | Best for | Best timesta - Network accessline 9
| Expert | Credential | URL | Best for | Best timesta - Network accessline 10
| ------------------------- | ------------------------------------------------ | -------------------------------------------------------- | ------------------------------------------------------------------------------------- | ------------ - Network accessline 10
| ------------------------- | ------------------------------------------------ | -------------------------------------------------------- | ------------------------------------------------------------------------------------- | ------------ - Network accessline 11
| FAT Earth Studios | indie studio, large 2D project (unverified) | https://www.youtube.com/watch?v=zLdTvkLsmgA (2026-03-07) | real-project traps: negative scale, preload chains, offset vs position, static typing | 00:01:49 off - Network accessline 11
| FAT Earth Studios | indie studio, large 2D project (unverified) | https://www.youtube.com/watch?v=zLdTvkLsmgA (2026-03-07) | real-project traps: negative scale, preload chains, offset vs position, static typing | 00:01:49 off - Network accessline 12
| FAT Earth Studios | same | https://www.youtube.com/watch?v=V4SO7foDoW4 (2026-06-08) | MainGame coordinator, stable roots, layer order, process modes, `load_level` | 00:03:00 fol - Network accessline 12
| FAT Earth Studios | same | https://www.youtube.com/watch?v=V4SO7foDoW4 (2026-06-08) | MainGame coordinator, stable roots, layer order, process modes, `load_level` | 00:03:00 fol - Network accessline 13
| Godotneers | Godot educator, long-form tutorials (unverified) | https://www.youtube.com/watch?v=W8gYHTjDCic (2023-10-03) | components, communication trade-offs, spawning under a stable parent | 00:06:05 com - Network accessline 13
| Godotneers | Godot educator, long-form tutorials (unverified) | https://www.youtube.com/watch?v=W8gYHTjDCic (2023-10-03) | components, communication trade-offs, spawning under a stable parent | 00:06:05 com - Network accessline 14
| Godotneers | same | https://www.youtube.com/watch?v=4vAkTHeoORk (2024-01-28) | Resource data models, export-only breakage, `has_all` mutation | 00:12:57 dic - Network accessline 14
| Godotneers | same | https://www.youtube.com/watch?v=4vAkTHeoORk (2024-01-28) | Resource data models, export-only breakage, `has_all` mutation | 00:12:57 dic - Network accessline 15
| Firebelley Games | indie developer, shipped games (unverified) | https://www.youtube.com/watch?v=rCu8vQrdDDI (2022-12-24) | composition, glue root script, component granularity | 00:02:11 inh - Network accessline 15
| Firebelley Games | indie developer, shipped games (unverified) | https://www.youtube.com/watch?v=rCu8vQrdDDI (2022-12-24) | composition, glue root script, component granularity | 00:02:11 inh - Network accessline 16
| Eric Peterson | GodotCon 2025 speaker (event listing) | https://www.youtube.com/watch?v=yB3Wv-Lr7pg (2025-07-19) | event bus rules: call down, signal up, event out | 00:05:54, 00 - Network accessline 16
| Eric Peterson | GodotCon 2025 speaker (event listing) | https://www.youtube.com/watch?v=yB3Wv-Lr7pg (2025-07-19) | event bus rules: call down, signal up, event out | 00:05:54, 00 - Network accessline 17
| Sam Szuflita | GodotCon 2025 speaker; shipped "This Side Up" | https://www.youtube.com/watch?v=1qHPKg_Xovs (2025-08-21) | custom Resource as live global state | 00:01:47, 00 - Network accessline 17
| Sam Szuflita | GodotCon 2025 speaker; shipped "This Side Up" | https://www.youtube.com/watch?v=1qHPKg_Xovs (2025-08-21) | custom Resource as live global state | 00:01:47, 00 - Network accessline 18
| Mark Wilson (Chickensoft) | GodotCon 2025 speaker | https://www.youtube.com/watch?v=BgrHnJDt2ww (2025-08-07) | C# architecture stack, dependency injection, testable design, versioned saves | 00:06:44 sta - Network accessline 18
| Mark Wilson (Chickensoft) | GodotCon 2025 speaker | https://www.youtube.com/watch?v=BgrHnJDt2ww (2025-08-07) | C# architecture stack, dependency injection, testable design, versioned saves | 00:06:44 sta - Network accessline 19
| Queble | Godot educator (unverified) | https://www.youtube.com/watch?v=u9aMR50yjCE (2025-02-13) | static scene constructors | 00:01:03 goa - Network accessline 19
| Queble | Godot educator (unverified) | https://www.youtube.com/watch?v=u9aMR50yjCE (2025-02-13) | static scene constructors | 00:01:03 goa - Network accessline 20
| DevWorm | Godot educator (unverified) | https://www.youtube.com/watch?v=zbAKzM-Odb4 (2024-10-23) | when to use a Resource, immutable stats | 00:00:22 to - Network accessline 20
| DevWorm | Godot educator (unverified) | https://www.youtube.com/watch?v=zbAKzM-Odb4 (2024-10-23) | when to use a Resource, immutable stats | 00:00:22 to - Network accessline 21
| DevDuck | indie dev, 4+ years on an 11k-line project | https://www.youtube.com/watch?v=4az0VX9ApcA (2024-08-02) | feature-first folders, `common/`, suffix naming | 00:00:56, 00 - Network accessline 21
| DevDuck | indie dev, 4+ years on an 11k-line project | https://www.youtube.com/watch?v=4az0VX9ApcA (2024-08-02) | feature-first folders, `common/`, suffix naming | 00:00:56, 00 - Network accessline 22
| GDQuest | Godot training studio | https://www.youtube.com/watch?v=1VUDMFBpdZQ (2024-01-13) | GDScript vs C# vs C++ decision | 00:01:03 doe - Network accessline 22
| GDQuest | Godot training studio | https://www.youtube.com/watch?v=1VUDMFBpdZQ (2024-01-13) | GDScript vs C# vs C++ decision | 00:01:03 doe - Network accessline 23
| GDQuest | same | https://www.youtube.com/watch?v=Qlq8pBB2htg (2023-12-15) | signals in editor vs code | 00:03:24 Cal - Network accessline 23
| GDQuest | same | https://www.youtube.com/watch?v=Qlq8pBB2htg (2023-12-15) | signals in editor vs code | 00:03:24 Cal - Network accessline 24
| Boon Makes Games | indie dev, benchmark author (unverified) | https://www.youtube.com/watch?v=mNa0m2fvGOc (2023-09-24) | typed vs untyped GDScript speed (4.1 era) | 00:01:39 bub - Network accessline 24
| Boon Makes Games | indie dev, benchmark author (unverified) | https://www.youtube.com/watch?v=mNa0m2fvGOc (2023-09-24) | typed vs untyped GDScript speed (4.1 era) | 00:01:39 bub - Network accessline 25
| Boon Makes Games | same | https://www.youtube.com/watch?v=hZvCCvo3AHc (2023-09-19) | C# vs GDScript speed (4.0/4.1) | 00:00:26 sor - Network accessline 25
| Boon Makes Games | same | https://www.youtube.com/watch?v=hZvCCvo3AHc (2023-09-19) | C# vs GDScript speed (4.0/4.1) | 00:00:26 sor - Network accessline 26
| BatteryAcidDev | developer educator (unverified) | https://www.youtube.com/watch?v=c3Jf-av_5NE (2024-02-01) | Git branching and LFS for Godot | 00:00:27 bas - Network accessline 26
| BatteryAcidDev | developer educator (unverified) | https://www.youtube.com/watch?v=c3Jf-av_5NE (2024-02-01) | Git branching and LFS for Godot | 00:00:27 bas - Network accessline 27
| Jacob Foxe | Godot educator (unverified) | https://www.youtube.com/watch?v=8VC_QGpZEXk (2025-01-16) | style guide walk-through | 00:04:10 nam - Network accessline 27
| Jacob Foxe | Godot educator (unverified) | https://www.youtube.com/watch?v=8VC_QGpZEXk (2025-01-16) | style guide walk-through | 00:04:10 nam - Network accessline 35
| Page | URL | Best for | | ------------------------ - Network accessline 35
| Page | URL | Best for | | ------------------------ - Network accessline 36
| ------------------------------ | -------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Scene organization - Network accessline 36
| ------------------------------ | -------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Scene organization - Network accessline 37
| Scene organization | https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html | dependency injection, standalone scenes, configuration warnings, autoload vs node | - Network accessline 37
| Scene organization | https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html | dependency injection, standalone scenes, configuration warnings, autoload vs node | - Network accessline 38
| Project organization | https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html | snake_case, case-sensitive PCK, `.gdignore` rules, `addons/` | - Network accessline 38
| Project organization | https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html | snake_case, case-sensitive PCK, `.gdignore` rules, `addons/` | - Network accessline 39
| Resources | https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html | shared cache, inner-class warning, `_init` defaults | - Network accessline 39
| Resources | https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html | shared cache, inner-class warning, `_init` defaults | - Network accessline 40
| Static typing in GDScript | https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html | warnings, `as` vs `is`, safe lines, typed collections | - Network accessline 40
| Static typing in GDScript | https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html | warnings, `as` vs `is`, safe lines, typed collections | - Network accessline 41
| GDScript style guide | https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html | naming, code order, formatting | - Network accessline 41
| GDScript style guide | https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html | naming, code order, formatting | - Network accessline 42
| C# API differences to GDScript | https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_differences.html | Identity structs, signal delegates, missing `preload`, `@onready`, `bind` | - Network accessline 42
| C# API differences to GDScript | https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_differences.html | Identity structs, signal delegates, missing `preload`, `@onready`, `bind` |
skills/game-engines/godot/scenario-godot-architecture/scripts/gd_architecture.py
skills/game-engines/godot/scenario-godot-audio/SKILL.md
- Network accessline 14
them. That is the core of combat audio. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended - Network accessline 14
them. That is the core of combat audio. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended - Network accessline 15
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-audio/references/sources.md
- Network accessline 10
| Expert | Credential | Video | Best for - Network accessline 10
| Expert | Credential | Video | Best for - Network accessline 11
| ---------------------- | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------- - Network accessline 11
| ---------------------- | ------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------- - Network accessline 12
| Guy Somberg | Telltale core programmer, 13 audio engines | [GDC 2014, Vjm--AqG04Y](https://www.youtube.com/watch?v=Vjm--AqG04Y) | not playing sounds, radius rule, id-returning A - Network accessline 12
| Guy Somberg | Telltale core programmer, 13 audio engines | [GDC 2014, Vjm--AqG04Y](https://www.youtube.com/watch?v=Vjm--AqG04Y) | not playing sounds, radius rule, id-returning A - Network accessline 13
| Paul Bittmann | composer and sound designer, 251 Studio | [GodotFest 2025, dPXapfE7aHQ](https://www.youtube.com/watch?v=dPXapfE7aHQ) | adaptive music framework, native stream limits - Network accessline 13
| Paul Bittmann | composer and sound designer, 251 Studio | [GodotFest 2025, dPXapfE7aHQ](https://www.youtube.com/watch?v=dPXapfE7aHQ) | adaptive music framework, native stream limits - Network accessline 14
| Octodemy | Godot educator (unverified) | [spBakIGn55E](https://www.youtube.com/watch?v=spBakIGn55E) | AudioStreamInteractive matrix cell by cell, imp - Network accessline 14
| Octodemy | Godot educator (unverified) | [spBakIGn55E](https://www.youtube.com/watch?v=spBakIGn55E) | AudioStreamInteractive matrix cell by cell, imp - Network accessline 15
| Dominic Vega | senior sound designer, Avalanche (JC4) | [GDC 2019, uN8RxOvrxMM](https://www.youtube.com/watch?v=uN8RxOvrxMM) | mix states, siloed returns, time-modulated mix - Network accessline 15
| Dominic Vega | senior sound designer, Avalanche (JC4) | [GDC 2019, uN8RxOvrxMM](https://www.youtube.com/watch?v=uN8RxOvrxMM) | mix states, siloed returns, time-modulated mix - Network accessline 16
| Aarimous | indie dev, Hexagod (unverified) | [Egf2jgET3nQ](https://www.youtube.com/watch?v=Egf2jgET3nQ) | per-type voice limit, fail loudly - Network accessline 16
| Aarimous | indie dev, Hexagod (unverified) | [Egf2jgET3nQ](https://www.youtube.com/watch?v=Egf2jgET3nQ) | per-type voice limit, fail loudly - Network accessline 17
| Michael Games | (unverified) | [H-6pXdzaRSM](https://www.youtube.com/watch?v=H-6pXdzaRSM) | 32-player pool, audio thread profiling - Network accessline 17
| Michael Games | (unverified) | [H-6pXdzaRSM](https://www.youtube.com/watch?v=H-6pXdzaRSM) | 32-player pool, audio thread profiling - Network accessline 18
| Blekoh | Godot dev (unverified) | [mHokBQyB_08](https://www.youtube.com/watch?v=mHokBQyB_08) | per-source reverb and occlusion with rays - Network accessline 18
| Blekoh | Godot dev (unverified) | [mHokBQyB_08](https://www.youtube.com/watch?v=mHokBQyB_08) | per-source reverb and occlusion with rays - Network accessline 19
| Game Dev Artisan | Brady (unverified) | [h3_1dfPHXDg](https://www.youtube.com/watch?v=h3_1dfPHXDg) | linear sliders, mute floor, bus by name - Network accessline 19
| Game Dev Artisan | Brady (unverified) | [h3_1dfPHXDg](https://www.youtube.com/watch?v=h3_1dfPHXDg) | linear sliders, mute floor, bus by name - Network accessline 20
| The First Pancake | Oliver, teacher (unverified) | [1PDUD2Ot8gw](https://www.youtube.com/watch?v=1PDUD2Ot8gw) | death sound reparent, listener, pitch variation - Network accessline 20
| The First Pancake | Oliver, teacher (unverified) | [1PDUD2Ot8gw](https://www.youtube.com/watch?v=1PDUD2Ot8gw) | death sound reparent, listener, pitch variation - Network accessline 21
| DevWorm | Godot educator (unverified) | [07Kyqqg31FI](https://www.youtube.com/watch?v=07Kyqqg31FI) | full worked system on 4.3, layout file trap - Network accessline 21
| DevWorm | Godot educator (unverified) | [07Kyqqg31FI](https://www.youtube.com/watch?v=07Kyqqg31FI) | full worked system on 4.3, layout file trap - Network accessline 22
| Amanda (Blizzard) | audio QA SME, Diablo 4 | [GDC 2023, Q9ADFeaUpx4](https://www.youtube.com/watch?v=Q9ADFeaUpx4) | audio QA passes and bug reports - Network accessline 22
| Amanda (Blizzard) | audio QA SME, Diablo 4 | [GDC 2023, Q9ADFeaUpx4](https://www.youtube.com/watch?v=Q9ADFeaUpx4) | audio QA passes and bug reports - Network accessline 23
| FinePointCGI | Mitch, developer (unverified) | [7kD7Q3O5P-s](https://www.youtube.com/watch?v=7kD7Q3O5P-s) | FMOD in Godot, banks, footsteps - Network accessline 23
| FinePointCGI | Mitch, developer (unverified) | [7kD7Q3O5P-s](https://www.youtube.com/watch?v=7kD7Q3O5P-s) | FMOD in Godot, banks, footsteps - Network accessline 24
| Vercidium | graphics and audio dev (unverified) | [A6bPUXTlic8](https://www.youtube.com/watch?v=A6bPUXTlic8) | ray-traced audio model (third-party) - Network accessline 24
| Vercidium | graphics and audio dev (unverified) | [A6bPUXTlic8](https://www.youtube.com/watch?v=A6bPUXTlic8) | ray-traced audio model (third-party) - Network accessline 25
| Mark Brown (GMTK) | game design critic | [b0gvM4q2hdI](https://www.youtube.com/watch?v=b0gvM4q2hdI) | adaptive music vocabulary - Network accessline 25
| Mark Brown (GMTK) | game design critic | [b0gvM4q2hdI](https://www.youtube.com/watch?v=b0gvM4q2hdI) | adaptive music vocabulary - Network accessline 26
| Werner Mendizabal | godot-csound author (unverified) | [RsOCO_rVT90](https://www.youtube.com/watch?v=RsOCO_rVT90), [tl65HJZKCAM](https://www.youtube.com/watch?v=tl65HJZKCAM) | Csound and LV2 procedural music - Network accessline 26
| Werner Mendizabal | godot-csound author (unverified) | [RsOCO_rVT90](https://www.youtube.com/watch?v=RsOCO_rVT90), [tl65HJZKCAM](https://www.youtube.com/watch?v=tl65HJZKCAM) | Csound and LV2 procedural music - Network accessline 27
| Mostly Mad Productions | (unverified) | [7Bb7GoU1DHA](https://www.youtube.com/watch?v=7Bb7GoU1DHA) | looping background music basics - Network accessline 27
| Mostly Mad Productions | (unverified) | [7Bb7GoU1DHA](https://www.youtube.com/watch?v=7Bb7GoU1DHA) | looping background music basics - Network accessline 28
| Fama and Garcia | Wwise integration, GodotCon 2021 | [AX4vwsKxcDk](https://www.youtube.com/watch?v=AX4vwsKxcDk) | middleware concepts (Godot 3 API, obsolete) - Network accessline 28
| Fama and Garcia | Wwise integration, GodotCon 2021 | [AX4vwsKxcDk](https://www.youtube.com/watch?v=AX4vwsKxcDk) | middleware concepts (Godot 3 API, obsolete) - Network accessline 32
| Page | URL | Best for | | -------------------------------------- | ---------- - Network accessline 32
| Page | URL | Best for | | -------------------------------------- | ---------- - Network accessline 33
| -------------------------------------- | --------------------------------------------------------------------------------------------- | --------------------------------------------- | | Audio buses | https://do - Network accessline 33
| -------------------------------------- | --------------------------------------------------------------------------------------------- | --------------------------------------------- | | Audio buses | https://do - Network accessline 34
| Audio buses | https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html | routing, levels, rename trap, web Sample mode | - Network accessline 34
| Audio buses | https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html | routing, levels, rename trap, web Sample mode | - Network accessline 35
| Importing audio samples | https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html | import options, QOA, sizes, loop rules | - Network accessline 35
| Importing audio samples | https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html | import options, QOA, sizes, loop rules | - Network accessline 36
| AudioStreamInteractive | https://docs.godotengine.org/en/stable/classes/class_audiostreaminteractive.html | clips, transitions, hold, auto-advance | - Network accessline 36
| AudioStreamInteractive | https://docs.godotengine.org/en/stable/classes/class_audiostreaminteractive.html | clips, transitions, hold, auto-advance | - Network accessline 37
| AudioStreamRandomizer | https://docs.godotengine.org/en/stable/classes/class_audiostreamrandomizer.html | playback modes, coupled pitch properties | - Network accessline 37
| AudioStreamRandomizer | https://docs.godotengine.org/en/stable/classes/class_audiostreamrandomizer.html | playback modes, coupled pitch properties | - Network accessline 38
| AudioStreamGenerator | https://docs.godotengine.org/en/stable/classes/class_audiostreamgenerator.html | procedural audio, GDScript rate advice | - Network accessline 38
| AudioStreamGenerator | https://docs.godotengine.org/en/stable/classes/class_audiostreamgenerator.html | procedural audio, GDScript rate advice | - Network accessline 39
| Sync the gameplay with audio and music | https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html | rhythm clock methods A and B | - Network accessline 39
| Sync the gameplay with audio and music | https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html | rhythm clock methods A and B |
skills/game-engines/godot/scenario-godot-audio/scripts/gd_audio.py
skills/game-engines/godot/scenario-godot-expert/SKILL.md
- Network accessline 15
the shared toolkit every scenario-godot-* skill calls ([`scripts/`](scripts/)), and the map of the team. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install - Network accessline 15
the shared toolkit every scenario-godot-* skill calls ([`scripts/`](scripts/)), and the map of the team. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install - Network accessline 16
team. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and fl - Network accessline 16
team. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and fl - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/godot/scenario-godot-expert/references/expert-notes.md
skills/game-engines/godot/scenario-godot-expert/references/sources.md
- Network accessline 8
| Expert | Credential | Source | Best for - Network accessline 8
| Expert | Credential | Source | Best for - Network accessline 9
| ---------------- | ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | ------------------------------- - Network accessline 9
| ---------------- | ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- | ------------------------------- - Network accessline 10
| Godotneers | Godot educator (unverified) | Press play, know it works: Automated testing in Godot, https://www.youtube.com/watch?v=CreugthdgJ0 (4.4 to 4.5) | body and brain split, test brai - Network accessline 10
| Godotneers | Godot educator (unverified) | Press play, know it works: Automated testing in Godot, https://www.youtube.com/watch?v=CreugthdgJ0 (4.4 to 4.5) | body and brain split, test brai - Network accessline 11
| Butch Wesley | GUT author and maintainer (verified: bitwes/Gut) | Unit Testing Games, TDD/Godot/GUT, GodotCon 2025, https://www.youtube.com/watch?v=ImqhHLlPfZg | proving tests bite, autoload st - Network accessline 11
| Butch Wesley | GUT author and maintainer (verified: bitwes/Gut) | Unit Testing Games, TDD/Godot/GUT, GodotCon 2025, https://www.youtube.com/watch?v=ImqhHLlPfZg | proving tests bite, autoload st - Network accessline 12
| Mike Schulze | GdUnit4 author (verified: MikeSchulze/gdUnit4) | GdUnit4 live demo and technical overview, GodotFest, https://www.youtube.com/watch?v=x6GdTgIAFiU | GdUnit4 scene runner, reports, - Network accessline 12
| Mike Schulze | GdUnit4 author (verified: MikeSchulze/gdUnit4) | GdUnit4 live demo and technical overview, GodotFest, https://www.youtube.com/watch?v=x6GdTgIAFiU | GdUnit4 scene runner, reports, - Network accessline 13
| Voylin | Godot developer and educator (unverified) | Automating Project exports, Godot + GitHub Workflows, https://www.youtube.com/watch?v=AbMESM0UEHk (2024) | template layout, `--import` bef - Network accessline 13
| Voylin | Godot developer and educator (unverified) | Automating Project exports, Godot + GitHub Workflows, https://www.youtube.com/watch?v=AbMESM0UEHk (2024) | template layout, `--import` bef - Network accessline 14
| Fennara | Godot MCP developer (unverified; builds one) | Godot MCPs Ranked, https://www.youtube.com/watch?v=2vSYP7GyA5U (4.6 to 4.7, 2026) | stale editor output, judging MC - Network accessline 14
| Fennara | Godot MCP developer (unverified; builds one) | Godot MCPs Ranked, https://www.youtube.com/watch?v=2vSYP7GyA5U (4.6 to 4.7, 2026) | stale editor output, judging MC - Network accessline 15
| PixelLab | company channel | AI Builds a Godot Game From Scratch, PixelLab MCP + Claude Code, https://www.youtube.com/watch?v=THwZYWuOdZI (4.4 to 4.5) | agent prompt hygiene, running t - Network accessline 15
| PixelLab | company channel | AI Builds a Godot Game From Scratch, PixelLab MCP + Claude Code, https://www.youtube.com/watch?v=THwZYWuOdZI (4.4 to 4.5) | agent prompt hygiene, running t - Network accessline 16
| Firebelley Games | Godot studio developer (unverified) | How to Build Godot Editor Tools Like a Pro, https://www.youtube.com/watch?v=VyTys5oCdN8 (4.4+) | `@tool` on every script involve - Network accessline 16
| Firebelley Games | Godot studio developer (unverified) | How to Build Godot Editor Tools Like a Pro, https://www.youtube.com/watch?v=VyTys5oCdN8 (4.4+) | `@tool` on every script involve - Network accessline 17
| HeartBeast | Godot educator (verified: long-running channel) | How to Use Editor Scripts, https://www.youtube.com/watch?v=MX2I3376ubE (2025) | EditorScript as a project prese - Network accessline 17
| HeartBeast | Godot educator (verified: long-running channel) | How to Use Editor Scripts, https://www.youtube.com/watch?v=MX2I3376ubE (2025) | EditorScript as a project prese - Network accessline 18
| Queble | Godot educator (unverified) | 5 essential @tool script tricks in Godot, https://www.youtube.com/watch?v=nW7YtSSJzbQ (4.5+, 2026) | Undo/Redo bypass, `_validate_pr - Network accessline 18
| Queble | Godot educator (unverified) | 5 essential @tool script tricks in Godot, https://www.youtube.com/watch?v=nW7YtSSJzbQ (4.5+, 2026) | Undo/Redo bypass, `_validate_pr - Network accessline 19
| David Snopek | GDExtension contributor (verified: GodotCon speaker) | C++ for Godot with GDExtension, GodotCon 2024, https://www.youtube.com/watch?v=4R0uoBJ5XSk (4.3) | engine-style classes, runtime c - Network accessline 19
| David Snopek | GDExtension contributor (verified: GodotCon speaker) | C++ for Godot with GDExtension, GodotCon 2024, https://www.youtube.com/watch?v=4R0uoBJ5XSk (4.3) | engine-style classes, runtime c - Network accessline 20
| FinePointCGI | Godot educator (unverified) | Setting Up Rust in Godot 4.1, https://www.youtube.com/watch?v=z14cfTc40uQ (4.1, syntax obsolete) | Rust gdext pitfalls (dated) - Network accessline 20
| FinePointCGI | Godot educator (unverified) | Setting Up Rust in Godot 4.1, https://www.youtube.com/watch?v=z14cfTc40uQ (4.1, syntax obsolete) | Rust gdext pitfalls (dated) - Network accessline 21
| Dinoleaf | indie developer (unverified) | Don't couple FileAccess and import plugin code, https://www.youtube.com/watch?v=sSurjCgebjw (2024) | parsers on bytes, runtime loade - Network accessline 21
| Dinoleaf | indie developer (unverified) | Don't couple FileAccess and import plugin code, https://www.youtube.com/watch?v=sSurjCgebjw (2024) | parsers on bytes, runtime loade - Network accessline 22
| Lilith Duncan | GodotCon 2026 speaker (verified via the Godot Engine channel) | Beyond Git: Real-Time Version Control for Godot, https://www.youtube.com/watch?v=CAJ_iIedx_I | `.tscn` merge failures, keeping - Network accessline 22
| Lilith Duncan | GodotCon 2026 speaker (verified via the Godot Engine channel) | Beyond Git: Real-Time Version Control for Godot, https://www.youtube.com/watch?v=CAJ_iIedx_I | `.tscn` merge failures, keeping - Network accessline 23
| Bacon and Games | Godot educator (unverified) | Godot Debugging Techniques EVERY Dev Should Know, https://www.youtube.com/watch?v=P7AQLUU3xKk (4.2) | remote scene tree, live autoloa - Network accessline 23
| Bacon and Games | Godot educator (unverified) | Godot Debugging Techniques EVERY Dev Should Know, https://www.youtube.com/watch?v=P7AQLUU3xKk (4.2) | remote scene tree, live autoloa - Network accessline 24
| Gergely Kis | LibGodot author (verified via GodotCon) | LibGodot, Embed Godot Engine Everywhere, GodotCon 2025, https://www.youtube.com/watch?v=L06KBOWCsSk | LibGodot context (not cited in - Network accessline 24
| Gergely Kis | LibGodot author (verified via GodotCon) | LibGodot, Embed Godot Engine Everywhere, GodotCon 2025, https://www.youtube.com/watch?v=L06KBOWCsSk | LibGodot context (not cited in - Network accessline 25
| Marion Allard | GodotCon 2026 speaker (verified via the Godot Engine channel) | From model to gameplay in seconds: Blender to Godot pipeline, https://www.youtube.com/watch?v=5fDuf2IlizU (4.6 to 4.7) | Blender pipeline (owned by scen - Network accessline 25
| Marion Allard | GodotCon 2026 speaker (verified via the Godot Engine channel) | From model to gameplay in seconds: Blender to Godot pipeline, https://www.youtube.com/watch?v=5fDuf2IlizU (4.6 to 4.7) | Blender pipeline (owned by scen - Network accessline 29
| Expert | Credential | Source | Used for - Network accessline 29
| Expert | Credential | Source | Used for - Network accessline 30
| ---------------- | ------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------- - Network accessline 30
| ---------------- | ------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------- - Network accessline 31
| Dan Does Dev | Godot developer (unverified) | Analysing performance in Godot, https://www.youtube.com/watch?v=s2C2RO_WMh0 (4.4) | measure before optimizing [00:07:12] - Network accessline 31
| Dan Does Dev | Godot developer (unverified) | Analysing performance in Godot, https://www.youtube.com/watch?v=s2C2RO_WMh0 (4.4) | measure before optimizing [00:07:12] - Network accessline 32
| Firebelley Games | Godot studio developer (unverified) | Stop Using Nodes for Everything in Godot, https://www.youtube.com/watch?v=1PnG3r1rKcs | node cost numbers [00:00:36 to 00:04:45] - Network accessline 32
| Firebelley Games | Godot studio developer (unverified) | Stop Using Nodes for Everything in Godot, https://www.youtube.com/watch?v=1PnG3r1rKcs | node cost numbers [00:00:36 to 00:04:45] - Network accessline 33
| Ray Hayes | Godot developer (unverified) | Forward+ vs Mobile vs Compatibility, https://www.youtube.com/watch?v=KWhVVMpihsc (4.3) | renderer by reach [00:06:03] - Network accessline 33
| Ray Hayes | Godot developer (unverified) | Forward+ vs Mobile vs Compatibility, https://www.youtube.com/watch?v=KWhVVMpihsc (4.3) | renderer by reach [00:06:03] - Network accessline 34
| Ian Bolton | Arm developer relations (unverified) | Profiling Godot Engine Games on Android with Arm Performance Studio, https://www.youtube.com/watch?v=WrjaUNAXYqk (4.4) | device profiling, thermals [00:05:20, 00:09:35] - Network accessline 34
| Ian Bolton | Arm developer relations (unverified) | Profiling Godot Engine Games on Android with Arm Performance Studio, https://www.youtube.com/watch?v=WrjaUNAXYqk (4.4) | device profiling, thermals [00:05:20, 00:09:35] - Network accessline 35
| Claire Blackshaw | Sony Interactive, VR developer (unverified) | Shipping VR game in Godot, GodotCon 2026, https://www.youtube.com/watch?v=grdqHJOL5F4 | clean builds [00:16:15] - Network accessline 35
| Claire Blackshaw | Sony Interactive, VR developer (unverified) | Shipping VR game in Godot, GodotCon 2026, https://www.youtube.com/watch?v=grdqHJOL5F4 | clean builds [00:16:15] - Network accessline 36
| Artium Nihamkin | developer (unverified) | How to Export from Godot to macOS, https://www.youtube.com/watch?v=_n9l15CANag (4.4) | ETC2 ASTC, signing and notarization [00:04:05, 00:09 - Network accessline 36
| Artium Nihamkin | developer (unverified) | How to Export from Godot to macOS, https://www.youtube.com/watch?v=_n9l15CANag (4.4) | ETC2 ASTC, signing and notarization [00:04:05, 00:09 - Network accessline 40
| Source | URL | Used for - Network accessline 40
| Source | URL | Used for - Network accessline 41
| ------------------------------------------- | -------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- - Network accessline 41
| ------------------------------------------- | -------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- - Network accessline 42
| Godot docs: Command line tutorial | https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html | flags, export paths, `--recovery-mode` (note: `--upwards` is not in 4.7.2) - Network accessline 42
| Godot docs: Command line tutorial | https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html | flags, export paths, `--recovery-mode` (note: `--upwards` is not in 4.7.2) - Network accessline 43
| Godot docs: Running code in the editor | https://docs.godotengine.org/en/stable/tutorials/plugins/running_code_in_the_editor.html | `@tool`, `owner`, static variables, undo - Network accessline 43
| Godot docs: Running code in the editor | https://docs.godotengine.org/en/stable/tutorials/plugins/running_code_in_the_editor.html | `@tool`, `owner`, static variables, undo - Network accessline 44
| Godot docs: Making plugins | https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html | plugin scaffold, Plugins tab, `add_dock` - Network accessline 44
| Godot docs: Making plugins | https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html | plugin scaffold, Plugins tab, `add_dock` - Network accessline 45
| Godot docs: Import plugins | https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html | import plugin gotchas - Network accessline 45
| Godot docs: Import plugins | https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html | import plugin gotchas - Network accessline 46
| Godot docs: Exporting for dedicated servers | https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_dedicated_servers.html | server export, `flush_stdout_on_print` - Network accessline 46
| Godot docs: Exporting for dedicated servers | https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_dedicated_servers.html | server export, `flush_stdout_on_print` - Network accessline 47
| godot-ci README | https://github.com/abarichello/godot-ci | CI image structure (README dated in parts) - Network accessline 47
| godot-ci README | https://github.com/abarichello/godot-ci | CI image structure (README dated in parts) - Network accessline 48
| hybridindie/godot-mcp README | https://github.com/hybridindie/godot-mcp (PyPI `godot-editor-mcp`) | toolsets, safety classes, bridge; probed over stdio 2026-10-02 (package 4.0.1, server 2026.09.30) - Network accessline 48
| hybridindie/godot-mcp README | https://github.com/hybridindie/godot-mcp (PyPI `godot-editor-mcp`) | toolsets, safety classes, bridge; probed over stdio 2026-10-02 (package 4.0.1, server 2026.09.30) - Network accessline 49
| tugcantopaloglu/godot-mcp README | https://github.com/tugcantopaloglu/godot-mcp | headless and runtime tools, autoload false positive, port 9090 - Network accessline 49
| tugcantopaloglu/godot-mcp README | https://github.com/tugcantopaloglu/godot-mcp | headless and runtime tools, autoload false positive, port 9090 - Network accessline 50
| GUT | https://github.com/bitwes/Gut (release 9.7.1 for Godot 4.7.x) | test runner shipped by `install_gut` - Network accessline 50
| GUT | https://github.com/bitwes/Gut (release 9.7.1 for Godot 4.7.x) | test runner shipped by `install_gut` - Network accessline 51
| Godot builds | https://github.com/godotengine/godot-builds/releases/tag/4.7.2-stable | export templates and `SHA512-SUMS.txt` used by `install_templates` - Network accessline 51
| Godot builds | https://github.com/godotengine/godot-builds/releases/tag/4.7.2-stable | export templates and `SHA512-SUMS.txt` used by `install_templates`
skills/game-engines/godot/scenario-godot-expert/scripts/gd_env.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 43
[Credential-related source omitted] - Access to secretsline 43
[Credential-related source omitted] - Access to secretsline 45
[Credential-related source omitted] - Access to secretsline 45
[Credential-related source omitted] - Access to secretsline 51
[Credential-related source omitted] - Access to secretsline 51
[Credential-related source omitted] - Network accessline 56
# sha256 of https://github.com/bitwes/Gut/archive/refs/tags/v9.7.1.zip, recorded 2026-10-02 - Network accessline 56
# sha256 of https://github.com/bitwes/Gut/archive/refs/tags/v9.7.1.zip, recorded 2026-10-02 - Network accessline 62
ICON_SVG = """<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><circle cx="64" cy="64" r="30" fill="#478cbf"/><circle cx="5 - Network accessline 62
ICON_SVG = """<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><circle cx="64" cy="64" r="30" fill="#478cbf"/><circle cx="5 - Access to secretsline 75
[Credential-related source omitted] - Access to secretsline 75
[Credential-related source omitted] - Network accessline 134
dest.parent.mkdir(parents=True, exist_ok=True) tmp = dest.with_suffix(dest.suffix + ".part") with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: - Network accessline 134
dest.parent.mkdir(parents=True, exist_ok=True) tmp = dest.with_suffix(dest.suffix + ".part") with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: - Network accessline 135
tmp = dest.with_suffix(dest.suffix + ".part") with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: shutil.copyfileobj(r, fh, length=1 << 20) - Network accessline 135
tmp = dest.with_suffix(dest.suffix + ".part") with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: shutil.copyfileobj(r, fh, length=1 << 20) - Network accessline 136
with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: - Network accessline 136
with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: - Network accessline 160
rel = f"{ver}-{status}" name = f"Godot_v{rel}_export_templates.tpz" base = f"https://github.com/godotengine/godot-builds/releases/download/{rel}" - Network accessline 160
rel = f"{ver}-{status}" name = f"Godot_v{rel}_export_templates.tpz" base = f"https://github.com/godotengine/godot-builds/releases/download/{rel}" - Network accessline 161
name = f"Godot_v{rel}_export_templates.tpz" base = f"https://github.com/godotengine/godot-builds/releases/download/{rel}" cache = ASSET_CACHE / "templates" - Network accessline 161
name = f"Godot_v{rel}_export_templates.tpz" base = f"https://github.com/godotengine/godot-builds/releases/download/{rel}" cache = ASSET_CACHE / "templates" - Network accessline 162
base = f"https://github.com/godotengine/godot-builds/releases/download/{rel}" - Network accessline 162
base = f"https://github.com/godotengine/godot-builds/releases/download/{rel}" - Access to secretsline 289
[Credential-related source omitted] - Access to secretsline 289
[Credential-related source omitted] - Access to secretsline 290
[Credential-related source omitted] - Access to secretsline 290
[Credential-related source omitted] - Network accessline 414
zpath = cache / f"Gut-{version}.zip" if not zpath.exists(): _download(f"https://github.com/bitwes/Gut/archive/refs/tags/v{version}.zip", zpath) - Network accessline 414
zpath = cache / f"Gut-{version}.zip" if not zpath.exists(): _download(f"https://github.com/bitwes/Gut/archive/refs/tags/v{version}.zip", zpath) - Network accessline 415
if not zpath.exists(): _download(f"https://github.com/bitwes/Gut/archive/refs/tags/v{version}.zip", zpath) digest = _sha(zpath, "sha256") - Network accessline 415
if not zpath.exists(): _download(f"https://github.com/bitwes/Gut/archive/refs/tags/v{version}.zip", zpath) digest = _sha(zpath, "sha256") - Network accessline 416
_download(f"https://github.com/bitwes/Gut/archive/refs/tags/v{version}.zip", zpath) - Network accessline 416
_download(f"https://github.com/bitwes/Gut/archive/refs/tags/v{version}.zip", zpath)
skills/game-engines/godot/scenario-godot-expert/scripts/gd_live.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 37
MCP_SERVERS = { "hybridindie": { "repo": "https://github.com/hybridindie/godot-mcp", - Network accessline 37
MCP_SERVERS = { "hybridindie": { "repo": "https://github.com/hybridindie/godot-mcp", - Network accessline 38
"hybridindie": { "repo": "https://github.com/hybridindie/godot-mcp", "kind": "live editor bridge (Python server, PyPI godot-editor-mcp, plus addons/godot_mcp in the project)", - Network accessline 38
"hybridindie": { "repo": "https://github.com/hybridindie/godot-mcp", "kind": "live editor bridge (Python server, PyPI godot-editor-mcp, plus addons/godot_mcp in the project)", - Network accessline 39
"repo": "https://github.com/hybridindie/godot-mcp", - Network accessline 39
"repo": "https://github.com/hybridindie/godot-mcp", - Network accessline 42
"tools": "193 tools in 29 toolsets; only core + inspection on by default; mutating tools take dry_run, destructive ones confirm", "run": ["uvx", "--from", "godot-editor-mcp", "godot-editor-mcp"], "addon_zip": "https://github - Network accessline 42
"tools": "193 tools in 29 toolsets; only core + inspection on by default; mutating tools take dry_run, destructive ones confirm", "run": ["uvx", "--from", "godot-editor-mcp", "godot-editor-mcp"], "addon_zip": "https://github - Network accessline 43
"run": ["uvx", "--from", "godot-editor-mcp", "godot-editor-mcp"], "addon_zip": "https://github.com/hybridindie/godot-mcp/releases/latest/download/godot_mcp_addon.zip", "best_for": "reading the user's open scene, selection an - Network accessline 43
"run": ["uvx", "--from", "godot-editor-mcp", "godot-editor-mcp"], "addon_zip": "https://github.com/hybridindie/godot-mcp/releases/latest/download/godot_mcp_addon.zip", "best_for": "reading the user's open scene, selection an - Network accessline 44
"addon_zip": "https://github.com/hybridindie/godot-mcp/releases/latest/download/godot_mcp_addon.zip", - Network accessline 44
"addon_zip": "https://github.com/hybridindie/godot-mcp/releases/latest/download/godot_mcp_addon.zip", - Network accessline 46
}, "tugcantopaloglu": { "repo": "https://github.com/tugcantopaloglu/godot-mcp", - Network accessline 46
}, "tugcantopaloglu": { "repo": "https://github.com/tugcantopaloglu/godot-mcp", - Network accessline 47
"tugcantopaloglu": { "repo": "https://github.com/tugcantopaloglu/godot-mcp", "kind": "Node server (fork of Coding-Solo/godot-mcp): headless scene operations plus a TCP autoload for a running game", - Network accessline 47
"tugcantopaloglu": { "repo": "https://github.com/tugcantopaloglu/godot-mcp", "kind": "Node server (fork of Coding-Solo/godot-mcp): headless scene operations plus a TCP autoload for a running game", - Network accessline 48
"repo": "https://github.com/tugcantopaloglu/godot-mcp", - Network accessline 48
"repo": "https://github.com/tugcantopaloglu/godot-mcp", - Access to secretsline 70
[Credential-related source omitted] - Access to secretsline 70
[Credential-related source omitted] - Access to secretsline 166
[Credential-related source omitted] - Access to secretsline 166
[Credential-related source omitted]
skills/game-engines/godot/scenario-godot-expert/scripts/gd_review.py
skills/game-engines/godot/scenario-godot-expert/scripts/gd_run.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 88
[Credential-related source omitted] - Access to secretsline 88
[Credential-related source omitted] - Access to secretsline 89
[Credential-related source omitted] - Access to secretsline 89
[Credential-related source omitted] - Access to secretsline 90
[Credential-related source omitted] - Access to secretsline 90
[Credential-related source omitted] - Access to secretsline 91
[Credential-related source omitted] - Access to secretsline 91
[Credential-related source omitted] - Access to secretsline 260
[Credential-related source omitted] - Access to secretsline 260
[Credential-related source omitted] - Access to secretsline 317
[Credential-related source omitted] - Access to secretsline 317
[Credential-related source omitted] - Access to secretsline 321
[Credential-related source omitted] - Access to secretsline 321
[Credential-related source omitted]
skills/game-engines/godot/scenario-godot-expert/scripts/gd_stat.py
skills/game-engines/godot/scenario-godot-gameplay/SKILL.md
- Network accessline 14
headless at `--fixed-fps 60`, then look at one capture. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#inst - Network accessline 14
headless at `--fixed-fps 60`, then look at one capture. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#inst - Network accessline 15
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-gameplay/references/sources.md
- Network accessline 9
| Expert | Credential | Video | Best for - Network accessline 9
| Expert | Credential | Video | Best for - Network accessline 10
| ---------------------- | ------------------------------------- | ----------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------- - Network accessline 10
| ---------------------- | ------------------------------------- | ----------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------- - Network accessline 11
| Godotneers | Godot educator (unverified) | [Saving and loading games](https://www.youtube.com/watch?v=43BZsLZheA4) (2023-12-09, 4.2, 1:09:37) | save architecture: format trade-offs, group contract, versioning, the - Network accessline 11
| Godotneers | Godot educator (unverified) | [Saving and loading games](https://www.youtube.com/watch?v=43BZsLZheA4) (2023-12-09, 4.2, 1:09:37) | save architecture: format trade-offs, group contract, versioning, the - Network accessline 12
| Mostly Mad Productions | Godot educator (unverified) | [Save and Load in Godot 4.4](https://www.youtube.com/watch?v=xG2GGniUa5o) (2025-03-11, 7:40) | compact autoload recipe; encryption is weak by his own words - Network accessline 12
| Mostly Mad Productions | Godot educator (unverified) | [Save and Load in Godot 4.4](https://www.youtube.com/watch?v=xG2GGniUa5o) (2025-03-11, 7:40) | compact autoload recipe; encryption is weak by his own words - Network accessline 13
| Bramwell | Godot educator (unverified) | [3D Navigation Basics](https://www.youtube.com/watch?v=2W4JP48oZ8U) (2024-03-07, 4.2.1, 16:30) | NavigationRegion3D plus agent setup, the "NPC baked into the navmesh" - Network accessline 13
| Bramwell | Godot educator (unverified) | [3D Navigation Basics](https://www.youtube.com/watch?v=2W4JP48oZ8U) (2024-03-07, 4.2.1, 16:30) | NavigationRegion3D plus agent setup, the "NPC baked into the navmesh" - Network accessline 14
| The Shaggy Dev | Godot educator (unverified) | [Starter state machines](https://www.youtube.com/watch?v=oqFbZoA2lnU) (2023-10-10, 4.1, 10:57) | enum FSM vs node FSM, states return the next state, init(parent) - Network accessline 14
| The Shaggy Dev | Godot educator (unverified) | [Starter state machines](https://www.youtube.com/watch?v=oqFbZoA2lnU) (2023-10-10, 4.1, 10:57) | enum FSM vs node FSM, states return the next state, init(parent) - Network accessline 15
| Bitlytic | Godot educator (unverified) | [FSM in under 10 minutes](https://www.youtube.com/watch?v=ow_Lum-Agbs) (2023-06-15, 4.0/4.1, 7:16) | signal-driven node FSM, name normalization, stale-transition guard - Network accessline 15
| Bitlytic | Godot educator (unverified) | [FSM in under 10 minutes](https://www.youtube.com/watch?v=ow_Lum-Agbs) (2023-06-15, 4.0/4.1, 7:16) | signal-driven node FSM, name normalization, stale-transition guard - Network accessline 16
| Queble | Godot educator (unverified) | [Advanced hitbox system](https://www.youtube.com/watch?v=cX-vzfmzjnE) (2025-10-22, 4.5, 19:54) | hitbox mask only, hurtbox layer only, shared HitLog - Network accessline 16
| Queble | Godot educator (unverified) | [Advanced hitbox system](https://www.youtube.com/watch?v=cX-vzfmzjnE) (2025-10-22, 4.5, 19:54) | hitbox mask only, hurtbox layer only, shared HitLog - Network accessline 17
| Chap.C Games | Godot educator (unverified) | [LimboAI behavior tree](https://www.youtube.com/watch?v=E_FIy2dTkNc) (2025-02-17, 4.3, 45:46, visual) | LimboAI authoring, Selector starvation, RUNNING actions, debugger tab - Network accessline 17
| Chap.C Games | Godot educator (unverified) | [LimboAI behavior tree](https://www.youtube.com/watch?v=E_FIy2dTkNc) (2025-02-17, 4.3, 45:46, visual) | LimboAI authoring, Selector starvation, RUNNING actions, debugger tab - Network accessline 18
| Wahaha Yes | indie dev (unverified) | [Complex game AI agents (GOAP)](https://www.youtube.com/watch?v=cm5Jxo31plw) (2025-07-09, 14:16) | GOAP: plan backwards, boolean world state limits, clone leaks, spatia - Network accessline 18
| Wahaha Yes | indie dev (unverified) | [Complex game AI agents (GOAP)](https://www.youtube.com/watch?v=cm5Jxo31plw) (2025-07-09, 14:16) | GOAP: plan backwards, boolean world state limits, clone leaks, spatia - Network accessline 19
| Nathan Hoad | author of Dialogue Manager (verified) | [Dialogue Manager 3 overview](https://www.youtube.com/watch?v=Ydzj1bT_pC8) (2025-01-27, 4.3, 16:50) | stateless runtime, state lookup order, jump syntax, POT localization. - Network accessline 19
| Nathan Hoad | author of Dialogue Manager (verified) | [Dialogue Manager 3 overview](https://www.youtube.com/watch?v=Ydzj1bT_pC8) (2025-01-27, 4.3, 16:50) | stateless runtime, state lookup order, jump syntax, POT localization. - Network accessline 20
| Nathan Hoad | author of Dialogue Manager (verified) | [Beginner dialogue tutorial](https://www.youtube.com/watch?v=UhPFk8FSbd8) (2023-03-26, DM2, 11:43) | the Actionable interaction pattern (DM 4.x now ships Actionable2D/3D - Network accessline 20
| Nathan Hoad | author of Dialogue Manager (verified) | [Beginner dialogue tutorial](https://www.youtube.com/watch?v=UhPFk8FSbd8) (2023-03-26, DM2, 11:43) | the Actionable interaction pattern (DM 4.x now ships Actionable2D/3D - Network accessline 21
| DevWorm | Godot educator (unverified) | [Resource inventory](https://www.youtube.com/watch?v=X3J0fSodKgs) (2023-10-26, 4.1, 25:31) | Inventory and Item as Resources shared by player, NPC and chest - Network accessline 21
| DevWorm | Godot educator (unverified) | [Resource inventory](https://www.youtube.com/watch?v=X3J0fSodKgs) (2023-10-26, 4.1, 25:31) | Inventory and Item as Resources shared by player, NPC and chest - Network accessline 22
| DashNothing | Godot educator (unverified) | [Input settings menu](https://www.youtube.com/watch?v=ZDPM45cHHlI) (2023-09-24, 4.1, 11:45) | remap menu: whitelist, accept_event, reset to defaults - Network accessline 22
| DashNothing | Godot educator (unverified) | [Input settings menu](https://www.youtube.com/watch?v=ZDPM45cHHlI) (2023-09-24, 4.1, 11:45) | remap menu: whitelist, accept_event, reset to defaults - Network accessline 23
| FiddleStone Games | indie studio (unverified) | [How we generate dungeons](https://www.youtube.com/watch?v=XXtEMR1hV7g) (2023-11-26, 6:27) | grid main path with 3 directions per step, branches ending in loot - Network accessline 23
| FiddleStone Games | indie studio (unverified) | [How we generate dungeons](https://www.youtube.com/watch?v=XXtEMR1hV7g) (2023-11-26, 6:27) | grid main path with 3 directions per step, branches ending in loot - Network accessline 24
| Pixel Architect | indie dev (unverified) | [Modular quest system](https://www.youtube.com/watch?v=3OAcDH6l2qA) (2023-12-23, 17:18) | data-driven quest stages, continue-before-offer. **A Unity project** - Network accessline 24
| Pixel Architect | indie dev (unverified) | [Modular quest system](https://www.youtube.com/watch?v=3OAcDH6l2qA) (2023-12-23, 17:18) | data-driven quest stages, continue-before-offer. **A Unity project** - Network accessline 28
| Page | Best for - Network accessline 28
| Page | Best for - Network accessline 29
| ---------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------- - Network accessline 29
| ---------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------- - Network accessline 30
| [Using NavigationAgents](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationagents.html) (note slug `avoidance`) | get_next_path_position once per physics frame, avoidance needs a target, RVO limits, ma - Network accessline 30
| [Using NavigationAgents](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationagents.html) (note slug `avoidance`) | get_next_path_position once per physics frame, avoidance needs a target, RVO limits, ma - Network accessline 31
| [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html) | dependency injection, signals up and calls down - Network accessline 31
| [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html) | dependency injection, signals up and calls down - Network accessline 32
| [InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) | event order, _unhandled_input for gameplay, InputMap changes are not saved - Network accessline 32
| [InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) | event order, _unhandled_input for gameplay, InputMap changes are not saved - Network accessline 33
| [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) | loaded once and shared, inner classes do not serialize - Network accessline 33
| [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) | loaded once and shared, inner classes do not serialize - Network accessline 34
| [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) | Persist group, JSON vs store_var - Network accessline 34
| [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) | Persist group, JSON vs store_var - Network accessline 35
| [Singletons (autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) | never free an autoload, deferred scene switch - Network accessline 35
| [Singletons (autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) | never free an autoload, deferred scene switch - Network accessline 39
| Addon | Version | Where from | Status - Network accessline 39
| Addon | Version | Where from | Status - Network accessline 40
| ----------------------------------- | -------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------- | -------------------------- - Network accessline 40
| ----------------------------------- | -------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------- | -------------------------- - Network accessline 41
| Dialogue Manager (Nathan Hoad, MIT) | 4.1.0 (2026-09-04), tag source zip, sha256 48cdc626e01a91dce21bfc905900edf634ba3b93d979663565bbb4388d5afd1a | https://github.com/nathanhoad/godot_dialogue_manager | runs on 4.7.2 headless (G8 - Network accessline 41
| Dialogue Manager (Nathan Hoad, MIT) | 4.1.0 (2026-09-04), tag source zip, sha256 48cdc626e01a91dce21bfc905900edf634ba3b93d979663565bbb4388d5afd1a | https://github.com/nathanhoad/godot_dialogue_manager | runs on 4.7.2 headless (G8 - Network accessline 42
| LimboAI (Serhii Snitsaruk, MIT) | 1.8.1 (2026-08-20), GDExtension build "4.6", sha256 0910411f8dbc0da8920f6c8bbbb6397c347cd9f2f193942468a702dfb11d5f0e | https://github.com/limbonaut/limboai/releases | runs on 4.7.2 headless (G9 - Network accessline 42
| LimboAI (Serhii Snitsaruk, MIT) | 1.8.1 (2026-08-20), GDExtension build "4.6", sha256 0910411f8dbc0da8920f6c8bbbb6397c347cd9f2f193942468a702dfb11d5f0e | https://github.com/limbonaut/limboai/releases | runs on 4.7.2 headless (G9
skills/game-engines/godot/scenario-godot-gameplay/scripts/gd_gameplay.py
skills/game-engines/godot/scenario-godot-multiplayer/SKILL.md
- Network accessline 15
and passes only on numbers from those runs. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unatte - Network accessline 15
and passes only on numbers from those runs. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unatte - Network accessline 16
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-multiplayer/references/sources.md
- Network accessline 8
| Id | Expert, credential | URL | Best for | Best times - Network accessline 8
| Id | Expert, credential | URL | Best for | Best times - Network accessline 9
| ----------- | ------------------------------------------------------------------------------ | ------------------------------------------- | ------------------------------------------------------------------------------------ | ---------- - Network accessline 9
| ----------- | ------------------------------------------------------------------------------ | ------------------------------------------- | ------------------------------------------------------------------------------------ | ---------- - Network accessline 10
| iP_xdJ0peFo | Tamas Galffy, netfox author (GodotCon 2026, Godot Engine channel) | https://www.youtube.com/watch?v=iP_xdJ0peFo | authority models shown live, test with latency and 3 players, netfox recipe, NAT | 00:03:46, - Network accessline 10
| iP_xdJ0peFo | Tamas Galffy, netfox author (GodotCon 2026, Godot Engine channel) | https://www.youtube.com/watch?v=iP_xdJ0peFo | authority models shown live, test with latency and 3 players, netfox recipe, NAT | 00:03:46, - Network accessline 11
| jff9oxO8v1s | AndrooDev (Jon Andrew Davis), indie dev | https://www.youtube.com/watch?v=jff9oxO8v1s | compact authority model, client vs server authority choice | 00:04:01, - Network accessline 11
| jff9oxO8v1s | AndrooDev (Jon Andrew Davis), indie dev | https://www.youtube.com/watch?v=jff9oxO8v1s | compact authority model, client vs server authority choice | 00:04:01, - Network accessline 12
| GqHTNmRspjU | BatteryAcidDev, with netfox maintainer ElementBound | https://www.youtube.com/watch?v=GqHTNmRspjU | input-only authority, netfox rollback wiring | 00:00:33, - Network accessline 12
| GqHTNmRspjU | BatteryAcidDev, with netfox maintainer ElementBound | https://www.youtube.com/watch?v=GqHTNmRspjU | input-only authority, netfox rollback wiring | 00:00:33, - Network accessline 13
| jgJuX04cq7k | BatteryAcidDev | https://www.youtube.com/watch?v=jgJuX04cq7k | dedicated server export, Strip Visuals, Linux deploy | 00:04:47, - Network accessline 13
| jgJuX04cq7k | BatteryAcidDev | https://www.youtube.com/watch?v=jgJuX04cq7k | dedicated server export, Strip Visuals, Linux deploy | 00:04:47, - Network accessline 14
| nyKBuM9Y_-Q | Davide Di Staso, Hathora addon author, shipped "In Good Faith" (GodotCon 2024) | https://www.youtube.com/watch?v=nyKBuM9Y_-Q | one codebase, run instances with feature tags, spawner-driven levels, visibility | 00:06:55, - Network accessline 14
| nyKBuM9Y_-Q | Davide Di Staso, Hathora addon author, shipped "In Good Faith" (GodotCon 2024) | https://www.youtube.com/watch?v=nyKBuM9Y_-Q | one codebase, run instances with feature tags, spawner-driven levels, visibility | 00:06:55, - Network accessline 15
| tK2ACXUGcrY | Travis Hunter (GodotCon 2025 workshop) | https://www.youtube.com/watch?v=tK2ACXUGcrY | live bugs: host peer_connected, authority wrapper, auto names, intent over animation | 00:46:16, - Network accessline 15
| tK2ACXUGcrY | Travis Hunter (GodotCon 2025 workshop) | https://www.youtube.com/watch?v=tK2ACXUGcrY | live bugs: host peer_connected, authority wrapper, auto names, intent over animation | 00:46:16, - Network accessline 16
| wgIqB6JNcro | AndrooDev | https://www.youtube.com/watch?v=wgIqB6JNcro | WebRTC P2P with Tube, server-side hits with an RPC to the shooter | 00:04:32, - Network accessline 16
| wgIqB6JNcro | AndrooDev | https://www.youtube.com/watch?v=wgIqB6JNcro | WebRTC P2P with Tube, server-side hits with an RPC to the shooter | 00:04:32, - Network accessline 17
| MfjEB1cowsE | Luke Stampfli, Photon engineer (vendor) | https://www.youtube.com/watch?v=MfjEB1cowsE | topologies, NAT failures, time sync, what servers do not stop | 00:07:20, - Network accessline 17
| MfjEB1cowsE | Luke Stampfli, Photon engineer (vendor) | https://www.youtube.com/watch?v=MfjEB1cowsE | topologies, NAT failures, time sync, what servers do not stop | 00:07:20, - Network accessline 18
| zvqQPbT8rAE | David Snopek, Godot Rollback Netcode author | https://www.youtube.com/watch?v=zvqQPbT8rAE | deterministic rollback concepts (Godot 3 demos) | 00:01:14, - Network accessline 18
| zvqQPbT8rAE | David Snopek, Godot Rollback Netcode author | https://www.youtube.com/watch?v=zvqQPbT8rAE | deterministic rollback concepts (Godot 3 demos) | 00:01:14, - Network accessline 19
| e0JLO_5UgQo | FinePointCGI (Mitch) | https://www.youtube.com/watch?v=e0JLO_5UgQo | basics, connected_to_server vs peer_connected, host recursion bug (4.1 era code) | 00:22:50, - Network accessline 19
| e0JLO_5UgQo | FinePointCGI (Mitch) | https://www.youtube.com/watch?v=e0JLO_5UgQo | basics, connected_to_server vs peer_connected, host recursion bug (4.1 era code) | 00:22:50, - Network accessline 20
| pA9RGn87Uag | FinePointCGI (Mitch) | https://www.youtube.com/watch?v=pA9RGn87Uag | Nakama drop-in drop-out, phantom peer 0, idle sync | 00:25:43, - Network accessline 20
| pA9RGn87Uag | FinePointCGI (Mitch) | https://www.youtube.com/watch?v=pA9RGn87Uag | Nakama drop-in drop-out, phantom peer 0, idle sync | 00:25:43, - Network accessline 21
| sT0UPlJ2cpc | BatteryAcidDev | https://www.youtube.com/watch?v=sT0UPlJ2cpc | choosing a backend, server size | 00:26:17 - Network accessline 21
| sT0UPlJ2cpc | BatteryAcidDev | https://www.youtube.com/watch?v=sT0UPlJ2cpc | choosing a backend, server size | 00:26:17 - Network accessline 22
| fUBdnocrc3Y | Gwizz | https://www.youtube.com/watch?v=fUBdnocrc3Y | Steam lobby flow (custom build era) | whole vide - Network accessline 22
| fUBdnocrc3Y | Gwizz | https://www.youtube.com/watch?v=fUBdnocrc3Y | Steam lobby flow (custom build era) | whole vide - Network accessline 23
| YnfsyZJRsL8 | IcyEngine | https://www.youtube.com/watch?v=YnfsyZJRsL8 | short high-level API tour | whole vide - Network accessline 23
| YnfsyZJRsL8 | IcyEngine | https://www.youtube.com/watch?v=YnfsyZJRsL8 | short high-level API tour | whole vide - Network accessline 24
| KBBJqPL5-eU | Nick Maltbie (Unity) | https://www.youtube.com/watch?v=KBBJqPL5-eU | engine-neutral vocabulary | 00:11:45 - Network accessline 24
| KBBJqPL5-eU | Nick Maltbie (Unity) | https://www.youtube.com/watch?v=KBBJqPL5-eU | engine-neutral vocabulary | 00:11:45 - Network accessline 25
| 9QtQ5iXj2U0 | Nightpath Studios (Godot 3.5, Colyseus) | https://www.youtube.com/watch?v=9QtQ5iXj2U0 | external room server architecture only | 00:04:13 - Network accessline 25
| 9QtQ5iXj2U0 | Nightpath Studios (Godot 3.5, Colyseus) | https://www.youtube.com/watch?v=9QtQ5iXj2U0 | external room server architecture only | 00:04:13
skills/game-engines/godot/scenario-godot-multiplayer/scripts/gd_net.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 156
[Credential-related source omitted] - Access to secretsline 156
[Credential-related source omitted] - Network accessline 277
def _run(self): try: lsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) - Network accessline 277
def _run(self): try: lsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) - Network accessline 278
try: lsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) lsock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) - Network accessline 278
try: lsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) lsock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) - Network accessline 279
lsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) - Network accessline 279
lsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) - Network accessline 304
up = ups.get(addr) if up is None: up = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) - Network accessline 304
up = ups.get(addr) if up is None: up = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) - Network accessline 305
if up is None: up = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) up.bind((self.listen[0], 0)) - Network accessline 305
if up is None: up = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) up.bind((self.listen[0], 0)) - Network accessline 306
up = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) - Network accessline 306
up = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) - Network accessline 356
def __enter__(self): self._srv = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 356
def __enter__(self): self._srv = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 357
self._srv = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 357
self._srv = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 384
continue try: u = socket.create_connection(self.target, timeout=5) - Network accessline 384
continue try: u = socket.create_connection(self.target, timeout=5) - Network accessline 385
try: u = socket.create_connection(self.target, timeout=5) except OSError: - Network accessline 385
try: u = socket.create_connection(self.target, timeout=5) except OSError: - Network accessline 386
u = socket.create_connection(self.target, timeout=5) - Network accessline 386
u = socket.create_connection(self.target, timeout=5)
skills/game-engines/godot/scenario-godot-performance-export/SKILL.md
- Network accessline 14
re-measure, compare pictures, then ship builds you have opened, run and listed. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 14
re-measure, compare pictures, then ship builds you have opened, run and listed. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 15
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 16
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Dangerous shell operationline 125
renderers, `sudo xcode-select -s /Applications/Xcode.app/Contents/Developer` when export says - Dangerous shell operationline 125
renderers, `sudo xcode-select -s /Applications/Xcode.app/Contents/Developer` when export says
skills/game-engines/godot/scenario-godot-performance-export/references/expert-notes.md
skills/game-engines/godot/scenario-godot-performance-export/references/gui-paths.md
skills/game-engines/godot/scenario-godot-performance-export/references/procedures.md
- Access to secretsline 280
[Credential-related source omitted] - Access to secretsline 280
[Credential-related source omitted] - Access to secretsline 281
[Credential-related source omitted] - Access to secretsline 281
[Credential-related source omitted] - Access to secretsline 471
[Credential-related source omitted] - Access to secretsline 471
[Credential-related source omitted]
skills/game-engines/godot/scenario-godot-performance-export/references/sources.md
- Network accessline 9
| Doc | Best for | | ---------------------------- - Network accessline 9
| Doc | Best for | | ---------------------------- - Network accessline 10
| ---------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ | | General optimization tips, h - Network accessline 10
| ---------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ | | General optimization tips, h - Network accessline 11
| General optimization tips, https://docs.godotengine.org/en/stable/tutorials/performance/general_optimization.html | measure first, CPU versus GPU bottleneck math | - Network accessline 11
| General optimization tips, https://docs.godotengine.org/en/stable/tutorials/performance/general_optimization.html | measure first, CPU versus GPU bottleneck math | - Network accessline 12
| Optimizing 3D performance, https://docs.godotengine.org/en/stable/tutorials/performance/optimizing_3d_performance.html | auto-instancing limits, lights bake mode, transparency, occlusion, LOD, large worlds | - Network accessline 12
| Optimizing 3D performance, https://docs.godotengine.org/en/stable/tutorials/performance/optimizing_3d_performance.html | auto-instancing limits, lights bake mode, transparency, occlusion, LOD, large worlds | - Network accessline 13
| The Profiler, https://docs.godotengine.org/en/stable/tutorials/scripting/debug/the_profiler.html | Inclusive versus Self, C# not covered | - Network accessline 13
| The Profiler, https://docs.godotengine.org/en/stable/tutorials/scripting/debug/the_profiler.html | Inclusive versus Self, C# not covered | - Network accessline 14
| Exporting for Android, https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html | SDK pieces, keystores, env vars, adaptive icons | - Network accessline 14
| Exporting for Android, https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html | SDK pieces, keystores, env vars, adaptive icons | - Network accessline 15
| Exporting for macOS, https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_macos.html | signing, notarization, entitlements, env vars | - Network accessline 15
| Exporting for macOS, https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_macos.html | signing, notarization, entitlements, env vars | - Network accessline 16
| Exporting for the Web, https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html | Compatibility only, threads and headers, PWA, MIME, compression, audio playback | - Network accessline 16
| Exporting for the Web, https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html | Compatibility only, threads and headers, PWA, MIME, compression, audio playback | - Network accessline 20
| Source | Credential | URL | Best for (timestamps) - Network accessline 20
| Source | Credential | URL | Best for (timestamps) - Network accessline 21
| ------------------------------------------------------------------------------- | ------------------------------------------ | ------------------------------------------- | ----------------------------------------------------------------- - Network accessline 21
| ------------------------------------------------------------------------------- | ------------------------------------------ | ------------------------------------------- | ----------------------------------------------------------------- - Network accessline 22
| Dan Does Dev, Analysing Performance in Godot (2025) | Godot educator, unverified | https://www.youtube.com/watch?v=s2C2RO_WMh0 | staggered polling [00:05:34-00:06:40], measure first [00:07:12], - Network accessline 22
| Dan Does Dev, Analysing Performance in Godot (2025) | Godot educator, unverified | https://www.youtube.com/watch?v=s2C2RO_WMh0 | staggered polling [00:05:34-00:06:40], measure first [00:07:12], - Network accessline 23
| Firebelley Games, Stop Using Nodes for Everything (2026) | indie dev and Udemy instructor, unverified | https://www.youtube.com/watch?v=1PnG3r1rKcs | RenderingServer items 115 ms to 8 ms [00:00:36-00:04:45] - Network accessline 23
| Firebelley Games, Stop Using Nodes for Everything (2026) | indie dev and Udemy instructor, unverified | https://www.youtube.com/watch?v=1PnG3r1rKcs | RenderingServer items 115 ms to 8 ms [00:00:36-00:04:45] - Network accessline 24
| Deep Dive Dev, 12 Tips to Boost Godot Performance (2024) | indie dev, unverified | https://www.youtube.com/watch?v=O5a4AKemkiQ | physics objects and hurtboxes [00:04:33-00:06:25], tick rate and - Network accessline 24
| Deep Dive Dev, 12 Tips to Boost Godot Performance (2024) | indie dev, unverified | https://www.youtube.com/watch?v=O5a4AKemkiQ | physics objects and hurtboxes [00:04:33-00:06:25], tick rate and - Network accessline 25
| Deep Dive Dev, MultiMeshInstance2D Rendering (2025) | indie dev, self-described non-expert | https://www.youtube.com/watch?v=DwMoEdAhtYQ | cost of empty nodes [00:06:11], MultiMesh manager and shaders [00 - Network accessline 25
| Deep Dive Dev, MultiMeshInstance2D Rendering (2025) | indie dev, self-described non-expert | https://www.youtube.com/watch?v=DwMoEdAhtYQ | cost of empty nodes [00:06:11], MultiMesh manager and shaders [00 - Network accessline 26
| Zenva, Occlusion Culling in Godot (2024) | educator, unverified | https://www.youtube.com/watch?v=VBiBZBVxu1s | box occluders versus bake [00:03:25-00:06:33], judging cost [00:0 - Network accessline 26
| Zenva, Occlusion Culling in Godot (2024) | educator, unverified | https://www.youtube.com/watch?v=VBiBZBVxu1s | box occluders versus bake [00:03:25-00:06:33], judging cost [00:0 - Network accessline 27
| Ray Hayes, Forward+ vs Mobile vs Compatibility (2024) | indie dev, unverified | https://www.youtube.com/watch?v=KWhVVMpihsc | renderer fallback [00:05:12], default choice [00:06:03] (opinion) - Network accessline 27
| Ray Hayes, Forward+ vs Mobile vs Compatibility (2024) | indie dev, unverified | https://www.youtube.com/watch?v=KWhVVMpihsc | renderer fallback [00:05:12], default choice [00:06:03] (opinion) - Network accessline 28
| Ian Bolton (Arm), Profiling Godot on Android with Arm Performance Studio (2025) | Arm developer relations, vendor talk | https://www.youtube.com/watch?v=WrjaUNAXYqk | debug export cost [00:05:20], thermals [00:09:35], Performance Ad - Network accessline 28
| Ian Bolton (Arm), Profiling Godot on Android with Arm Performance Studio (2025) | Arm developer relations, vendor talk | https://www.youtube.com/watch?v=WrjaUNAXYqk | debug export cost [00:05:20], thermals [00:09:35], Performance Ad - Network accessline 29
| Claire Blackshaw, Shipping a VR Game in Godot (2026) | ex-PlayStation, Flammable Penguins | https://www.youtube.com/watch?v=grdqHJOL5F4 | Label3D [00:09:33], compliance [00:12:33], clean builds [00:16:15 - Network accessline 29
| Claire Blackshaw, Shipping a VR Game in Godot (2026) | ex-PlayStation, Flammable Penguins | https://www.youtube.com/watch?v=grdqHJOL5F4 | Label3D [00:09:33], compliance [00:12:33], clean builds [00:16:15 - Network accessline 30
| Miguel de Icaza, A Year of Shipping Godot on iOS (2026) | creator of Mono and Xamarin, SwiftGodot | https://www.youtube.com/watch?v=8zqjiRuhQLE | crash telemetry [00:03:40], OS majors [00:09:11] - Network accessline 30
| Miguel de Icaza, A Year of Shipping Godot on iOS (2026) | creator of Mono and Xamarin, SwiftGodot | https://www.youtube.com/watch?v=8zqjiRuhQLE | crash telemetry [00:03:40], OS majors [00:09:11] - Network accessline 31
| FinePointCGI, Export to iOS Using Godot 4.3 (2024) | developer, unverified | https://www.youtube.com/watch?v=x_ZFAV2id3I | xcode-select [00:14:41], simulator limit [00:17:04], TestFlight v - Network accessline 31
| FinePointCGI, Export to iOS Using Godot 4.3 (2024) | developer, unverified | https://www.youtube.com/watch?v=x_ZFAV2id3I | xcode-select [00:14:41], simulator limit [00:17:04], TestFlight v - Network accessline 32
[Credential-related source omitted] - Network accessline 32
[Credential-related source omitted] - Access to secretsline 32
[Credential-related source omitted] - Access to secretsline 32
[Credential-related source omitted] - Network accessline 33
| Cashew OldDew, Ultimate Godot Export, Demo and DLC Guide (2024) | tutorial maker, unverified | https://www.youtube.com/watch?v=vv8Wyean9Ng | web over HTTP [00:02:48], feature tags and DLC packs [00:16:06-00 - Network accessline 33
| Cashew OldDew, Ultimate Godot Export, Demo and DLC Guide (2024) | tutorial maker, unverified | https://www.youtube.com/watch?v=vv8Wyean9Ng | web over HTTP [00:02:48], feature tags and DLC packs [00:16:06-00 - Network accessline 34
| Brett Makes Games, Godot 4 Exports Explained and itch.io (2023) | indie dev, unverified | https://www.youtube.com/watch?v=r8KFRLd3Tbo | index.html at zip root [00:05:08], embedded pck trade-off [00:12: - Network accessline 34
| Brett Makes Games, Godot 4 Exports Explained and itch.io (2023) | indie dev, unverified | https://www.youtube.com/watch?v=r8KFRLd3Tbo | index.html at zip root [00:05:08], embedded pck trade-off [00:12: - Network accessline 35
| Coding Quests, Godot 4.3 Web Export and itch.io (2024) | tutorial channel, unverified | https://www.youtube.com/watch?v=QB9SyW3mZ2s | 4.3 web changes (threads view; the docs prefer single-threaded) - Network accessline 35
| Coding Quests, Godot 4.3 Web Export and itch.io (2024) | tutorial channel, unverified | https://www.youtube.com/watch?v=QB9SyW3mZ2s | 4.3 web changes (threads view; the docs prefer single-threaded) - Network accessline 36
| Gwizz, Godot 4 Android Export Tutorial (2023) | indie tutorial, unverified | https://www.youtube.com/watch?v=dCLYMF32ZBE | basic Android steps (4.1 era, dated) - Network accessline 36
| Gwizz, Godot 4 Android Export Tutorial (2023) | indie tutorial, unverified | https://www.youtube.com/watch?v=dCLYMF32ZBE | basic Android steps (4.1 era, dated) - Network accessline 37
| BluePhoenix, Godot Steam Upload and Achievements (2023) | indie dev, unverified | https://www.youtube.com/watch?v=J0GrG-AffCI | GodotSteam build, beta branch [00:04:58-00:12:43] (dated API name - Network accessline 37
| BluePhoenix, Godot Steam Upload and Achievements (2023) | indie dev, unverified | https://www.youtube.com/watch?v=J0GrG-AffCI | GodotSteam build, beta branch [00:04:58-00:12:43] (dated API name - Network accessline 38
| StayAtHomeDev, Do THIS Before You Publish (2023) | Godot educator, unverified | https://www.youtube.com/watch?v=3iGHpha-DmE | pre-publish checklist - Network accessline 38
| StayAtHomeDev, Do THIS Before You Publish (2023) | Godot educator, unverified | https://www.youtube.com/watch?v=3iGHpha-DmE | pre-publish checklist - Network accessline 39
| StayAtHomeDev, The Godot Console Problem (2025) | Godot educator, sponsored by W4 Games | https://www.youtube.com/watch?v=oIRJP5uXGpc | console routes and costs [00:00:22-00:06:39] - Network accessline 39
| StayAtHomeDev, The Godot Console Problem (2025) | Godot educator, sponsored by W4 Games | https://www.youtube.com/watch?v=oIRJP5uXGpc | console routes and costs [00:00:22-00:06:39] - Network accessline 40
| WisconsiKnight, Mobile Touch Controls in Godot (2024) | indie tutorial, unverified | https://www.youtube.com/watch?v=uofaDRa7dWM | TouchScreenButton actions [00:03:21], pointing settings [00:03:03 - Network accessline 40
| WisconsiKnight, Mobile Touch Controls in Godot (2024) | indie tutorial, unverified | https://www.youtube.com/watch?v=uofaDRa7dWM | TouchScreenButton actions [00:03:21], pointing settings [00:03:03
skills/game-engines/godot/scenario-godot-performance-export/scripts/gd_perf.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 58
[Credential-related source omitted] - Access to secretsline 58
[Credential-related source omitted] - Access to secretsline 246
[Credential-related source omitted] - Access to secretsline 246
[Credential-related source omitted] - Network accessline 441
t = threading.Thread(target=httpd.serve_forever, daemon=True) t.start() return Server(httpd, t, f"http://127.0.0.1:{httpd.server_address[1]}/", log) - Network accessline 441
t = threading.Thread(target=httpd.serve_forever, daemon=True) t.start() return Server(httpd, t, f"http://127.0.0.1:{httpd.server_address[1]}/", log) - Network accessline 443
return Server(httpd, t, f"http://127.0.0.1:{httpd.server_address[1]}/", log) - Network accessline 443
return Server(httpd, t, f"http://127.0.0.1:{httpd.server_address[1]}/", log) - Access to secretsline 524
[Credential-related source omitted] - Access to secretsline 524
[Credential-related source omitted] - Access to secretsline 525
[Credential-related source omitted] - Access to secretsline 525
[Credential-related source omitted] - Access to secretsline 526
[Credential-related source omitted] - Access to secretsline 526
[Credential-related source omitted] - Access to secretsline 527
[Credential-related source omitted] - Access to secretsline 527
[Credential-related source omitted] - Access to secretsline 529
[Credential-related source omitted] - Access to secretsline 529
[Credential-related source omitted] - Access to secretsline 530
[Credential-related source omitted] - Access to secretsline 530
[Credential-related source omitted] - Access to secretsline 657
[Credential-related source omitted] - Access to secretsline 657
[Credential-related source omitted] - Access to secretsline 658
[Credential-related source omitted] - Access to secretsline 658
[Credential-related source omitted] - Access to secretsline 664
[Credential-related source omitted] - Access to secretsline 664
[Credential-related source omitted] - Access to secretsline 666
[Credential-related source omitted] - Access to secretsline 666
[Credential-related source omitted] - Access to secretsline 698
[Credential-related source omitted] - Access to secretsline 698
[Credential-related source omitted] - Access to secretsline 768
[Credential-related source omitted] - Access to secretsline 768
[Credential-related source omitted] - Access to secretsline 841
[Credential-related source omitted] - Access to secretsline 841
[Credential-related source omitted] - Access to secretsline 842
[Credential-related source omitted] - Access to secretsline 842
[Credential-related source omitted]
skills/game-engines/godot/scenario-godot-pipeline-automation/SKILL.md
- Network accessline 14
tests, CI, native extensions and agent channels. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); u - Network accessline 14
tests, CI, native extensions and agent channels. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); u - Network accessline 15
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-pipeline-automation/references/sources.md
- Network accessline 6
| Expert | Credential | Source | Best for - Network accessline 6
| Expert | Credential | Source | Best for - Network accessline 7
| ------------------------- | ----------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- | -------- - Network accessline 7
| ------------------------- | ----------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- | -------- - Network accessline 8
| Butch Wesley | author of GUT (verified), GodotCon 2025 | GUT TDD for games, https://www.youtube.com/watch?v=ImqhHLlPfZg | test the - Network accessline 8
| Butch Wesley | author of GUT (verified), GodotCon 2025 | GUT TDD for games, https://www.youtube.com/watch?v=ImqhHLlPfZg | test the - Network accessline 9
| Godotneers | Godot educator (unverified), repo godotneers/testing-video | Automated testing with GdUnit4, https://www.youtube.com/watch?v=CreugthdgJ0 | scene ru - Network accessline 9
| Godotneers | Godot educator (unverified), repo godotneers/testing-video | Automated testing with GdUnit4, https://www.youtube.com/watch?v=CreugthdgJ0 | scene ru - Network accessline 10
| Mike Schulze | author of gdUnit4 (verified), GodotFest 2025 | GdUnit4 demo and overview, https://www.youtube.com/watch?v=x6GdTgIAFiU | reports, - Network accessline 10
| Mike Schulze | author of gdUnit4 (verified), GodotFest 2025 | GdUnit4 demo and overview, https://www.youtube.com/watch?v=x6GdTgIAFiU | reports, - Network accessline 11
| Voylin | Godot dev (unverified) | GitHub Actions Godot export, https://www.youtube.com/watch?v=AbMESM0UEHk | template - Network accessline 11
| Voylin | Godot dev (unverified) | GitHub Actions Godot export, https://www.youtube.com/watch?v=AbMESM0UEHk | template - Network accessline 12
| David Snopek | Godot GDExtension and XR maintainer, W4 Games (verified), GodotCon 2024 | C++ GDExtension workshop, https://www.youtube.com/watch?v=4R0uoBJ5XSk | when to - Network accessline 12
| David Snopek | Godot GDExtension and XR maintainer, W4 Games (verified), GodotCon 2024 | C++ GDExtension workshop, https://www.youtube.com/watch?v=4R0uoBJ5XSk | when to - Network accessline 13
| FinePointCGI | developer (unverified) | Rust gdext setup (2023), https://www.youtube.com/watch?v=z14cfTc40uQ | Rust cra - Network accessline 13
| FinePointCGI | developer (unverified) | Rust gdext setup (2023), https://www.youtube.com/watch?v=z14cfTc40uQ | Rust cra - Network accessline 14
| Gergely Kis | CTO of Migeran (verified via GodotCon), GodotCon 2025 | LibGodot, embed Godot, https://www.youtube.com/watch?v=L06KBOWCsSk | embeddin - Network accessline 14
| Gergely Kis | CTO of Migeran (verified via GodotCon), GodotCon 2025 | LibGodot, embed Godot, https://www.youtube.com/watch?v=L06KBOWCsSk | embeddin - Network accessline 15
| Dinoleaf | indie developer (unverified) | Decouple FileAccess from import code, https://www.youtube.com/watch?v=sSurjCgebjw | bytes-fi - Network accessline 15
| Dinoleaf | indie developer (unverified) | Decouple FileAccess from import code, https://www.youtube.com/watch?v=sSurjCgebjw | bytes-fi - Network accessline 16
| Queble | Godot educator (unverified) | 5 tool script tricks, https://www.youtube.com/watch?v=nW7YtSSJzbQ | undo, to - Network accessline 16
| Queble | Godot educator (unverified) | 5 tool script tricks, https://www.youtube.com/watch?v=nW7YtSSJzbQ | undo, to - Network accessline 17
| Firebelley | Godot studio developer (unverified) | Godot editor tools, https://www.youtube.com/watch?v=VyTys5oCdN8 | `@tool` - Network accessline 17
| Firebelley | Godot studio developer (unverified) | Godot editor tools, https://www.youtube.com/watch?v=VyTys5oCdN8 | `@tool` - Network accessline 18
| Heartbeast | Godot educator (verified channel) | How to use editor scripts, https://www.youtube.com/watch?v=MX2I3376ubE | EditorSc - Network accessline 18
| Heartbeast | Godot educator (verified channel) | How to use editor scripts, https://www.youtube.com/watch?v=MX2I3376ubE | EditorSc - Network accessline 19
| Bacon and Games | Godot educator (unverified) | Debugging techniques (4.2 era), https://www.youtube.com/watch?v=P7AQLUU3xKk | remote s - Network accessline 19
| Bacon and Games | Godot educator (unverified) | Debugging techniques (4.2 era), https://www.youtube.com/watch?v=P7AQLUU3xKk | remote s - Network accessline 20
| Lilith Duncan and Nikita | Ink & Switch (verified via channel), GodotCon 2026 | Backstitch real-time version control, https://www.youtube.com/watch?v=CAJ_iIedx_I | scene me - Network accessline 20
| Lilith Duncan and Nikita | Ink & Switch (verified via channel), GodotCon 2026 | Backstitch real-time version control, https://www.youtube.com/watch?v=CAJ_iIedx_I | scene me - Network accessline 21
| Fennara | builds one of the servers he ranks (conflict of interest stated) | Godot MCPs ranked, https://www.youtube.com/watch?v=2vSYP7GyA5U | judging - Network accessline 21
| Fennara | builds one of the servers he ranks (conflict of interest stated) | Godot MCPs ranked, https://www.youtube.com/watch?v=2vSYP7GyA5U | judging - Network accessline 22
| PixelLab (Nikola) | company channel, promotional | Claude Code + Godot MCP workflow, https://www.youtube.com/watch?v=THwZYWuOdZI | agent pr - Network accessline 22
| PixelLab (Nikola) | company channel, promotional | Claude Code + Godot MCP workflow, https://www.youtube.com/watch?v=THwZYWuOdZI | agent pr - Network accessline 23
| Godot docs | official manual (stable, 4.7), retrieved 2026-10-02 | Command line: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html | flags, e - Network accessline 23
| Godot docs | official manual (stable, 4.7), retrieved 2026-10-02 | Command line: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html | flags, e - Network accessline 24
| Godot docs | official | Running code in the editor: https://docs.godotengine.org/en/stable/tutorials/plugins/running_code_in_the_editor.html | `@tool`, - Network accessline 24
| Godot docs | official | Running code in the editor: https://docs.godotengine.org/en/stable/tutorials/plugins/running_code_in_the_editor.html | `@tool`, - Network accessline 25
| Godot docs | official | Making plugins: https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html | plugin.c - Network accessline 25
| Godot docs | official | Making plugins: https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html | plugin.c - Network accessline 26
| Godot docs | official | Import plugins: https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html | EditorIm - Network accessline 26
| Godot docs | official | Import plugins: https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html | EditorIm - Network accessline 27
| Godot docs | official | Exporting for dedicated servers: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_dedicated_servers.html | server e - Network accessline 27
| Godot docs | official | Exporting for dedicated servers: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_dedicated_servers.html | server e - Network accessline 28
| abarichello/godot-ci | community maintainer | https://github.com/abarichello/godot-ci | Docker i - Network accessline 28
| abarichello/godot-ci | community maintainer | https://github.com/abarichello/godot-ci | Docker i - Network accessline 29
| hybridindie/godot-mcp | community, MIT | https://github.com/hybridindie/godot-mcp | gated to - Network accessline 29
| hybridindie/godot-mcp | community, MIT | https://github.com/hybridindie/godot-mcp | gated to - Network accessline 30
| tugcantopaloglu/godot-mcp | community fork, MIT | https://github.com/tugcantopaloglu/godot-mcp | `validat - Network accessline 30
| tugcantopaloglu/godot-mcp | community fork, MIT | https://github.com/tugcantopaloglu/godot-mcp | `validat - Network accessline 31
| Coding-Solo/godot-mcp | community, MIT, about 5,900 stars on 2026-10-02 | https://github.com/Coding-Solo/godot-mcp (commit 1209744f) | the serv - Network accessline 31
| Coding-Solo/godot-mcp | community, MIT, about 5,900 stars on 2026-10-02 | https://github.com/Coding-Solo/godot-mcp (commit 1209744f) | the serv - Network accessline 32
| gdUnit4 | godot-gdunit-labs, v6.2.1 (2026-08-20, supports 4.7) | https://github.com/godot-gdunit-labs/gdUnit4 | CLI opti - Network accessline 32
| gdUnit4 | godot-gdunit-labs, v6.2.1 (2026-08-20, supports 4.7) | https://github.com/godot-gdunit-labs/gdUnit4 | CLI opti - Network accessline 33
| Godot release files | official | https://github.com/godotengine/godot-builds/releases/tag/4.7.2-stable | binary, - Network accessline 33
| Godot release files | official | https://github.com/godotengine/godot-builds/releases/tag/4.7.2-stable | binary, - Network accessline 34
| actionlint | rhysd/actionlint via the actionlint-py wheel (1.7.12) | https://github.com/rhysd/actionlint | workflow - Network accessline 34
| actionlint | rhysd/actionlint via the actionlint-py wheel (1.7.12) | https://github.com/rhysd/actionlint | workflow
skills/game-engines/godot/scenario-godot-pipeline-automation/scripts/agentkit/pipeline/prop_thumbs.gd
skills/game-engines/godot/scenario-godot-pipeline-automation/scripts/ci/godot-ci.yml
- Network accessline 39
if: steps.godot-cache.outputs.cache-hit != 'true' run: | base="https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}-stable" - Network accessline 39
if: steps.godot-cache.outputs.cache-hit != 'true' run: | base="https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}-stable" - Network accessline 40
run: | base="https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}-stable" mkdir -p ~/godot ~/godot_dl ~/.local/share/godot/export_templates - Network accessline 40
run: | base="https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}-stable" mkdir -p ~/godot ~/godot_dl ~/.local/share/godot/export_templates - Network accessline 41
base="https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}-stable" - Network accessline 41
base="https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}-stable" - Network accessline 42
mkdir -p ~/godot ~/godot_dl ~/.local/share/godot/export_templates cd ~/godot_dl curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" - Network accessline 42
mkdir -p ~/godot ~/godot_dl ~/.local/share/godot/export_templates cd ~/godot_dl curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" - Network accessline 43
cd ~/godot_dl curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_export_templates.tpz" - Network accessline 43
cd ~/godot_dl curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_export_templates.tpz" - Network accessline 44
curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" - Network accessline 44
curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" - Network accessline 45
curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_export_templates.tpz" - Network accessline 45
curl -fsSLO "$base/Godot_v${GODOT_VERSION}-stable_export_templates.tpz" - Network accessline 46
curl -fsSLO "$base/SHA512-SUMS.txt" - Network accessline 46
curl -fsSLO "$base/SHA512-SUMS.txt"
skills/game-engines/godot/scenario-godot-pipeline-automation/scripts/ci/godot_ci.sh
skills/game-engines/godot/scenario-godot-pipeline-automation/scripts/gd_pipeline.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 40
[Credential-related source omitted] - Access to secretsline 40
[Credential-related source omitted] - Access to secretsline 48
[Credential-related source omitted] - Access to secretsline 48
[Credential-related source omitted] - Network accessline 50
# sha256 of https://github.com/godot-gdunit-labs/gdUnit4/archive/refs/tags/v6.2.1.zip, recorded 2026-10-02 - Network accessline 50
# sha256 of https://github.com/godot-gdunit-labs/gdUnit4/archive/refs/tags/v6.2.1.zip, recorded 2026-10-02 - Network accessline 88
dest.parent.mkdir(parents=True, exist_ok=True) tmp = dest.with_suffix(dest.suffix + ".part") with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: - Network accessline 88
dest.parent.mkdir(parents=True, exist_ok=True) tmp = dest.with_suffix(dest.suffix + ".part") with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: - Network accessline 89
tmp = dest.with_suffix(dest.suffix + ".part") with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: shutil.copyfileobj(r, fh, length=1 << 20) - Network accessline 89
tmp = dest.with_suffix(dest.suffix + ".part") with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: shutil.copyfileobj(r, fh, length=1 << 20) - Network accessline 90
with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: - Network accessline 90
with urllib.request.urlopen(url, timeout=120) as r, open(tmp, "wb") as fh: - Network accessline 104
z = cache / f"gdUnit4-{version}.zip" if not z.exists(): _download(f"https://github.com/godot-gdunit-labs/gdUnit4/archive/refs/tags/v{version}.zip", z) - Network accessline 104
z = cache / f"gdUnit4-{version}.zip" if not z.exists(): _download(f"https://github.com/godot-gdunit-labs/gdUnit4/archive/refs/tags/v{version}.zip", z) - Network accessline 105
if not z.exists(): _download(f"https://github.com/godot-gdunit-labs/gdUnit4/archive/refs/tags/v{version}.zip", z) digest = hashlib.sha256(z.read_bytes()).hexdigest() - Network accessline 105
if not z.exists(): _download(f"https://github.com/godot-gdunit-labs/gdUnit4/archive/refs/tags/v{version}.zip", z) digest = hashlib.sha256(z.read_bytes()).hexdigest() - Network accessline 106
_download(f"https://github.com/godot-gdunit-labs/gdUnit4/archive/refs/tags/v{version}.zip", z) - Network accessline 106
_download(f"https://github.com/godot-gdunit-labs/gdUnit4/archive/refs/tags/v{version}.zip", z) - Network accessline 308
for u in urls: try: req = urllib.request.Request(u, method="HEAD") - Network accessline 308
for u in urls: try: req = urllib.request.Request(u, method="HEAD") - Network accessline 309
try: req = urllib.request.Request(u, method="HEAD") with urllib.request.urlopen(req, timeout=timeout) as r: - Network accessline 309
try: req = urllib.request.Request(u, method="HEAD") with urllib.request.urlopen(req, timeout=timeout) as r: - Network accessline 310
req = urllib.request.Request(u, method="HEAD") - Network accessline 310
req = urllib.request.Request(u, method="HEAD") - Network accessline 311
with urllib.request.urlopen(req, timeout=timeout) as r: - Network accessline 311
with urllib.request.urlopen(req, timeout=timeout) as r: - Access to secretsline 325
[Credential-related source omitted] - Access to secretsline 325
[Credential-related source omitted]
skills/game-engines/godot/scenario-godot-rendering-lighting/SKILL.md
- Network accessline 15
pixels the agent actually opened, never on the inspector. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#in - Network accessline 15
pixels the agent actually opened, never on the inspector. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#in - Network accessline 16
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-rendering-lighting/references/sources.md
- Network accessline 7
| Expert / source | Credential | URL | Best for - Network accessline 7
| Expert / source | Credential | URL | Best for - Network accessline 8
| ----------------------------------------------------------------------------- | ------------------------------------------------ | ---------------------------------------------------------------------------------------------- | ---------- - Network accessline 8
| ----------------------------------------------------------------------------- | ------------------------------------------------ | ---------------------------------------------------------------------------------------------- | ---------- - Network accessline 9
| Brackeys, "Lighting in Godot for Beginners" (2025-06-08, Godot 4.4.1) | top Godot and Unity educator | https://www.youtube.com/watch?v=aRdiiWpA0AA | lookdev ha - Network accessline 9
| Brackeys, "Lighting in Godot for Beginners" (2025-06-08, Godot 4.4.1) | top Godot and Unity educator | https://www.youtube.com/watch?v=aRdiiWpA0AA | lookdev ha - Network accessline 10
| SeasonalAsh, "Godot 4.6 Lighting Guide" (2026-03-04) | indie Godot dev (unverified) | https://www.youtube.com/watch?v=X112OrjzWKQ | measured G - Network accessline 10
| SeasonalAsh, "Godot 4.6 Lighting Guide" (2026-03-04) | indie Godot dev (unverified) | https://www.youtube.com/watch?v=X112OrjzWKQ | measured G - Network accessline 11
| Picster, "3D Scene Post Processing and World Environment" (2023-05-26, 4.0.3) | Godot dev (Pippin Bits, Dome Keeper) | https://www.youtube.com/watch?v=3EMG2jGKkdw | art-direct - Network accessline 11
| Picster, "3D Scene Post Processing and World Environment" (2023-05-26, 4.0.3) | Godot dev (Pippin Bits, Dome Keeper) | https://www.youtube.com/watch?v=3EMG2jGKkdw | art-direct - Network accessline 12
| Four Games, "Volumetric God Rays" (2024-03-30) | Godot dev (unverified) | https://www.youtube.com/watch?v=CjhLcpfltXs | god rays, - Network accessline 12
| Four Games, "Volumetric God Rays" (2024-03-30) | Godot dev (unverified) | https://www.youtube.com/watch?v=CjhLcpfltXs | god rays, - Network accessline 13
| Spannule, "Stylized Baked Lighting" (2025-10-07) | indie dev (unverified) | https://www.youtube.com/watch?v=1JvPYUl1nfo | dark indoo - Network accessline 13
| Spannule, "Stylized Baked Lighting" (2025-10-07) | indie dev (unverified) | https://www.youtube.com/watch?v=1JvPYUl1nfo | dark indoo - Network accessline 14
| LegionGames, "Horror Atmosphere" (2024-09-27) | Godot dev (unverified) | https://www.youtube.com/watch?v=ENhYj_VDDcg | horror rec - Network accessline 14
| LegionGames, "Horror Atmosphere" (2024-09-27) | Godot dev (unverified) | https://www.youtube.com/watch?v=ENhYj_VDDcg | horror rec - Network accessline 15
| Omogonix, "World Environment Tour" (2025-01-08) | Godot tutorial author, indie dev | https://www.youtube.com/watch?v=nEiz9h4Ns0I | every Envi - Network accessline 15
| Omogonix, "World Environment Tour" (2025-01-08) | Godot tutorial author, indie dev | https://www.youtube.com/watch?v=nEiz9h4Ns0I | every Envi - Network accessline 16
| GDQuest, "SDFGI Intro" (2023-01-24) | Godot training studio | https://www.youtube.com/watch?v=oehdIc8NGXE | SDFGI basi - Network accessline 16
| GDQuest, "SDFGI Intro" (2023-01-24) | Godot training studio | https://www.youtube.com/watch?v=oehdIc8NGXE | SDFGI basi - Network accessline 17
| Wild Ox Studios, "Godot 4.6.1 VoxelGI and SDFGI Update" (2026-02-19) | indie studio (unverified) | https://www.youtube.com/watch?v=k9LQTLWVwmM | 4.6 GI cha - Network accessline 17
| Wild Ox Studios, "Godot 4.6.1 VoxelGI and SDFGI Update" (2026-02-19) | indie studio (unverified) | https://www.youtube.com/watch?v=k9LQTLWVwmM | 4.6 GI cha - Network accessline 18
| Wild Ox Studios, "Godot 4.6 vs UE5.7 VoxelGI vs Baked" (2026-01-29) | indie studio (unverified) | https://www.youtube.com/watch?v=QoNuG_tuT78 | VoxelGI vs - Network accessline 18
| Wild Ox Studios, "Godot 4.6 vs UE5.7 VoxelGI vs Baked" (2026-01-29) | indie studio (unverified) | https://www.youtube.com/watch?v=QoNuG_tuT78 | VoxelGI vs - Network accessline 19
| Gamefromscratch, "Godot 4 Lighting and GI" (2024-04-04) | Mike, long-running game dev channel | https://www.youtube.com/watch?v=xmykSGbq7AE | GI overvie - Network accessline 19
| Gamefromscratch, "Godot 4 Lighting and GI" (2024-04-04) | Mike, long-running game dev channel | https://www.youtube.com/watch?v=xmykSGbq7AE | GI overvie - Network accessline 20
| Acerola, "Compositor Effects And You" (Godot Engine channel, 2025-07-23) | graphics programmer, ex-Intel graphics profiling | https://www.youtube.com/watch?v=fiyf4XPanf4 | Compositor - Network accessline 20
| Acerola, "Compositor Effects And You" (Godot Engine channel, 2025-07-23) | graphics programmer, ex-Intel graphics profiling | https://www.youtube.com/watch?v=fiyf4XPanf4 | Compositor - Network accessline 21
| DevPoodle, "Guide to Godot Compositor" (2026-04-10) | Godot dev (unverified) | https://www.youtube.com/watch?v=zSb-InQvMAw | Compositor - Network accessline 21
| DevPoodle, "Guide to Godot Compositor" (2026-04-10) | Godot dev (unverified) | https://www.youtube.com/watch?v=zSb-InQvMAw | Compositor - Network accessline 22
| Lukky, "Custom Post Processing" (2023-12-04) | Godot educator (unverified) | https://www.youtube.com/watch?v=gqe0InyIk4U | CanvasLaye - Network accessline 22
| Lukky, "Custom Post Processing" (2023-12-04) | Godot educator (unverified) | https://www.youtube.com/watch?v=gqe0InyIk4U | CanvasLaye - Network accessline 23
| Gwizz, "Baked Lightmap Tutorial" (2023-10-15) | Godot educator (unverified) | https://www.youtube.com/watch?v=7GH9UL_8eME | 2-minute l - Network accessline 23
| Gwizz, "Baked Lightmap Tutorial" (2023-10-15) | Godot educator (unverified) | https://www.youtube.com/watch?v=7GH9UL_8eME | 2-minute l - Network accessline 24
| Gwizz, "Decal Tutorial" (2023-08-18) | Godot educator (unverified) | https://www.youtube.com/watch?v=OSohCPfn3Bs | Decal basi - Network accessline 24
| Gwizz, "Decal Tutorial" (2023-08-18) | Godot educator (unverified) | https://www.youtube.com/watch?v=OSohCPfn3Bs | Decal basi - Network accessline 25
| Godot docs: Renderers | official | https://docs.godotengine.org/en/stable/tutorials/rendering/renderers.html | feature ma - Network accessline 25
| Godot docs: Renderers | official | https://docs.godotengine.org/en/stable/tutorials/rendering/renderers.html | feature ma - Network accessline 26
| Godot docs: 3D lights and shadows | official | https://docs.godotengine.org/en/stable/tutorials/3d/lights_and_shadows.html | shadow atl - Network accessline 26
| Godot docs: 3D lights and shadows | official | https://docs.godotengine.org/en/stable/tutorials/3d/lights_and_shadows.html | shadow atl - Network accessline 27
| Godot docs: Environment and post-processing | official | https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html | every Envi - Network accessline 27
| Godot docs: Environment and post-processing | official | https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html | every Envi - Network accessline 28
| Godot docs: Using SDFGI | official | https://docs.godotengine.org/en/stable/tutorials/3d/global_illumination/using_sdfgi.html | SDFGI tuni - Network accessline 28
| Godot docs: Using SDFGI | official | https://docs.godotengine.org/en/stable/tutorials/3d/global_illumination/using_sdfgi.html | SDFGI tuni - Network accessline 29
| Godot docs: Using LightmapGI | official | https://docs.godotengine.org/en/stable/tutorials/3d/global_illumination/using_lightmap_gi.html | UV2, bake - Network accessline 29
| Godot docs: Using LightmapGI | official | https://docs.godotengine.org/en/stable/tutorials/3d/global_illumination/using_lightmap_gi.html | UV2, bake - Network accessline 30
| Godot docs: The Compositor | official | https://docs.godotengine.org/en/stable/tutorials/rendering/compositor.html | Compositor - Network accessline 30
| Godot docs: The Compositor | official | https://docs.godotengine.org/en/stable/tutorials/rendering/compositor.html | Compositor - Network accessline 31
| Godot docs: Volumetric fog and fog volumes | official | https://docs.godotengine.org/en/stable/tutorials/3d/volumetric_fog.html | fog settin - Network accessline 31
| Godot docs: Volumetric fog and fog volumes | official | https://docs.godotengine.org/en/stable/tutorials/3d/volumetric_fog.html | fog settin
skills/game-engines/godot/scenario-godot-rendering-lighting/scripts/gd_lighting.py
skills/game-engines/godot/scenario-godot-shaders/SKILL.md
- Network accessline 16
error at all. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schema - Network accessline 16
error at all. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schema - Network accessline 17
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-shaders/references/sources.md
- Network accessline 8
| Source | Expert, credential | URL | Best for - Network accessline 8
| Source | Expert, credential | URL | Best for - Network accessline 9
| --------------------------------------------------- | --------------------------------------------------------- | ------------------------------------------------------------------------------------------------- | ------------------------ - Network accessline 9
| --------------------------------------------------- | --------------------------------------------------------- | ------------------------------------------------------------------------------------------------- | ------------------------ - Network accessline 10
| Simple 3D Water in Godot 4 | Bramwell, Godot educator (sells a course) | https://www.youtube.com/watch?v=XjCh2cN3Mfg | water noise recipe - Network accessline 10
| Simple 3D Water in Godot 4 | Bramwell, Godot educator (sells a course) | https://www.youtube.com/watch?v=XjCh2cN3Mfg | water noise recipe - Network accessline 11
| Stylized 3D Pixel Art Grass | Dylearn, indie dev (Waterfowl) | https://www.youtube.com/watch?v=OxsuWDtjuGw | hybrid toon bands, wind, - Network accessline 11
| Stylized 3D Pixel Art Grass | Dylearn, indie dev (Waterfowl) | https://www.youtube.com/watch?v=OxsuWDtjuGw | hybrid toon bands, wind, - Network accessline 12
| BOTW Style Dissolve Shader | StayAtHomeDev, indie dev | https://www.youtube.com/watch?v=pIwQx8B_zR4 | dissolve in world space, - Network accessline 12
| BOTW Style Dissolve Shader | StayAtHomeDev, indie dev | https://www.youtube.com/watch?v=pIwQx8B_zR4 | dissolve in world space, - Network accessline 13
| Sky Shaders in Godot 4 | StayAtHomeDev (sells GodotSky) | https://www.youtube.com/watch?v=SzNmHPr4vf8 | sky shader and radiance - Network accessline 13
| Sky Shaders in Godot 4 | StayAtHomeDev (sells GodotSky) | https://www.youtube.com/watch?v=SzNmHPr4vf8 | sky shader and radiance - Network accessline 14
| Making Effects with Godot Visual Shaders | Daniel Ilett, shader author (books and assets) | https://www.youtube.com/watch?v=S1FPSU1sp5E | VisualShader limits, cus - Network accessline 14
| Making Effects with Godot Visual Shaders | Daniel Ilett, shader author (books and assets) | https://www.youtube.com/watch?v=S1FPSU1sp5E | VisualShader limits, cus - Network accessline 15
| Shaderland: Intro to Godot Shaders | Godotneers, educator | https://www.youtube.com/watch?v=nyFzPaWAzeQ | fundamentals, color keys - Network accessline 15
| Shaderland: Intro to Godot Shaders | Godotneers, educator | https://www.youtube.com/watch?v=nyFzPaWAzeQ | fundamentals, color keys - Network accessline 16
| Godot 4.5 Stencil Buffer | LowQualityCoding, hobbyist educator | https://www.youtube.com/watch?v=8EM0cgfbGp8 | stencil portal, X-ray, o - Network accessline 16
| Godot 4.5 Stencil Buffer | LowQualityCoding, hobbyist educator | https://www.youtube.com/watch?v=8EM0cgfbGp8 | stencil portal, X-ray, o - Network accessline 17
| Texture2DRD with Compute Shaders | The Pathfinders Codex, simulation tutorials | https://www.youtube.com/watch?v=wRa2dojxd1o | main device, render thre - Network accessline 17
| Texture2DRD with Compute Shaders | The Pathfinders Codex, simulation tutorials | https://www.youtube.com/watch?v=wRa2dojxd1o | main device, render thre - Network accessline 18
| Compute Shaders Guide | DevPoodle, indie dev | https://www.youtube.com/watch?v=ry7bv7BY56c | RIDs, formats, Texture2D - Network accessline 18
| Compute Shaders Guide | DevPoodle, indie dev | https://www.youtube.com/watch?v=ry7bv7BY56c | RIDs, formats, Texture2D - Network accessline 19
| Triplanar Mapping | DevPoodle | https://www.youtube.com/watch?v=e3Luf7dXSEY | triplanar weights - Network accessline 19
| Triplanar Mapping | DevPoodle | https://www.youtube.com/watch?v=e3Luf7dXSEY | triplanar weights - Network accessline 20
| Compute Shaders in Godot 4 | Crigz, indie dev (2022, 4.0 era) | https://www.youtube.com/watch?v=5CKvGYqagyI | CPU parity, timing - Network accessline 20
| Compute Shaders in Godot 4 | Crigz, indie dev (2022, 4.0 era) | https://www.youtube.com/watch?v=5CKvGYqagyI | CPU parity, timing - Network accessline 21
| Shaders and Magic (GodotCon 2024) | Leszek Nowak, university game-dev teacher, shipped titles | https://www.youtube.com/watch?v=B1rseqc52iM | GPU determinism, SubView - Network accessline 21
| Shaders and Magic (GodotCon 2024) | Leszek Nowak, university game-dev teacher, shipped titles | https://www.youtube.com/watch?v=B1rseqc52iM | GPU determinism, SubView - Network accessline 22
| Hologram Shader | Pixezy, shader hobbyist | https://www.youtube.com/watch?v=NSFHaGXvyQs | SCREEN_UV patterns, glit - Network accessline 22
| Hologram Shader | Pixezy, shader hobbyist | https://www.youtube.com/watch?v=NSFHaGXvyQs | SCREEN_UV patterns, glit - Network accessline 23
| Godot Shaders Intro | Code It All, educator | https://www.youtube.com/watch?v=JM09avtMlmE | 2D basics, screen textur - Network accessline 23
| Godot Shaders Intro | Code It All, educator | https://www.youtube.com/watch?v=JM09avtMlmE | 2D basics, screen textur - Network accessline 24
| Celeste Style Sprite Color Swap | BucketBrigade, indie dev | https://www.youtube.com/watch?v=ICvceorRu6k | color swap by threshold - Network accessline 24
| Celeste Style Sprite Color Swap | BucketBrigade, indie dev | https://www.youtube.com/watch?v=ICvceorRu6k | color swap by threshold - Network accessline 25
| Global Shader Uniforms Quick | DitzyNinja, hobbyist educator | https://www.youtube.com/watch?v=qyOyURVpi4U | global uniforms, set at - Network accessline 25
| Global Shader Uniforms Quick | DitzyNinja, hobbyist educator | https://www.youtube.com/watch?v=qyOyURVpi4U | global uniforms, set at - Network accessline 26
| 6 Essential Godot 2D Effects | Single-Minded Ryan, educator (credential unverified) | https://www.youtube.com/watch?v=QfojEwv7iRk | hit flash, per-instance - Network accessline 26
| 6 Essential Godot 2D Effects | Single-Minded Ryan, educator (credential unverified) | https://www.youtube.com/watch?v=QfojEwv7iRk | hit flash, per-instance - Network accessline 27
| Shading language and preprocessor | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html | types, uniforms, globals - Network accessline 27
| Shading language and preprocessor | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html | types, uniforms, globals - Network accessline 28
| Spatial shader reference | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html | built-ins, render modes, - Network accessline 28
| Spatial shader reference | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html | built-ins, render modes, - Network accessline 29
| CanvasItem shader reference | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html | COLOR semantics, light() - Network accessline 29
| CanvasItem shader reference | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html | COLOR semantics, light() - Network accessline 30
| Screen-reading shaders and advanced post-processing | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/screen-reading_shaders.html | screen and depth texture - Network accessline 30
| Screen-reading shaders and advanced post-processing | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/screen-reading_shaders.html | screen and depth texture - Network accessline 31
| Compute shaders | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/compute_shaders.html | RenderingDevice, local d - Network accessline 31
| Compute shaders | official docs | https://docs.godotengine.org/en/stable/tutorials/shaders/compute_shaders.html | RenderingDevice, local d - Network accessline 32
| Godot 4.5 release | official release page | https://godotengine.org/releases/4.5/ | shader baker, stencil - Network accessline 32
| Godot 4.5 release | official release page | https://godotengine.org/releases/4.5/ | shader baker, stencil
skills/game-engines/godot/scenario-godot-shaders/scripts/gd_shaders.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 35
[Credential-related source omitted] - Access to secretsline 35
[Credential-related source omitted] - Dangerous shell operationline 359
for rm in renderers: - Dangerous shell operationline 359
for rm in renderers:
skills/game-engines/godot/scenario-godot-ui/SKILL.md
- Network accessline 14
and a contact sheet say so. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed fr - Network accessline 14
and a contact sheet say so. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed fr - Network accessline 15
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-ui/references/sources.md
- Network accessline 6
| Source | Who, credential | URL | Best for - Network accessline 6
| Source | Who, credential | URL | Best for - Network accessline 7
| ---------------------------------- | ------------------------------------------------------------ | ------------------------------------------------------------------------------------ | --------------------------------------------------- - Network accessline 7
| ---------------------------------- | ------------------------------------------------------------ | ------------------------------------------------------------------------------------ | --------------------------------------------------- - Network accessline 8
| Multiple resolutions | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html | stretch recipes, square base, pixel art, Default Th - Network accessline 8
| Multiple resolutions | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html | stretch recipes, square base, pixel art, Default Th - Network accessline 9
| Using containers | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/ui/gui_containers.html | size flags, custom containers - Network accessline 9
| Using containers | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/ui/gui_containers.html | size flags, custom containers - Network accessline 10
| Size and anchors | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html | anchors and offsets - Network accessline 10
| Size and anchors | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html | anchors and offsets - Network accessline 11
| Keyboard and controller navigation | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/ui/gui_navigation.html | grab_focus, ui_* actions - Network accessline 11
| Keyboard and controller navigation | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/ui/gui_navigation.html | grab_focus, ui_* actions - Network accessline 12
| Theme type variations | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/ui/gui_theme_type_variations.html | variations - Network accessline 12
| Theme type variations | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/ui/gui_theme_type_variations.html | variations - Network accessline 13
| Internationalizing games | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html | tr_n, context, pseudolocalization, RTL, Text Server - Network accessline 13
| Internationalizing games | Godot docs (official) | https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html | tr_n, context, pseudolocalization, RTL, Text Server - Network accessline 14
| Godot UI Basics | Godotneers, educator (unverified) | https://www.youtube.com/watch?v=1_OFJLyqlXI | containers, TextureRect, themes, stretch - Network accessline 14
| Godot UI Basics | Godotneers, educator (unverified) | https://www.youtube.com/watch?v=1_OFJLyqlXI | containers, TextureRect, themes, stretch - Network accessline 15
| Control Node Masterclass | Karto, educator (unverified) | https://www.youtube.com/watch?v=5Hog6a0EYa0 | anchors, size flags, shared StyleBoxes, MSDF - Network accessline 15
| Control Node Masterclass | Karto, educator (unverified) | https://www.youtube.com/watch?v=5Hog6a0EYa0 | anchors, size flags, shared StyleBoxes, MSDF - Network accessline 16
| Improving Your UI, GodotCon 2025 | Rawb Herb, ex art director (Whitethorn Games) | https://www.youtube.com/watch?v=sjmAD1ZLBcE | design priorities, contrast, fonts, intro and outro - Network accessline 16
| Improving Your UI, GodotCon 2025 | Rawb Herb, ex art director (Whitethorn Games) | https://www.youtube.com/watch?v=sjmAD1ZLBcE | design priorities, contrast, fonts, intro and outro - Network accessline 17
| Menu input manager | Mostly Mad Productions, educator (unverified) | https://www.youtube.com/watch?v=ecJZipjUj6k | menu stack, mouse vs pad focus - Network accessline 17
| Menu input manager | Mostly Mad Productions, educator (unverified) | https://www.youtube.com/watch?v=ecJZipjUj6k | menu stack, mouse vs pad focus - Network accessline 18
| Custom RichTextEffects | Mostly Mad Productions, educator (unverified) | https://www.youtube.com/watch?v=kuxRwZdYzj8 | highlight and appear effects - Network accessline 18
| Custom RichTextEffects | Mostly Mad Productions, educator (unverified) | https://www.youtube.com/watch?v=kuxRwZdYzj8 | highlight and appear effects - Network accessline 19
| BBCode and RichTextEffect | Cashew OldDew, educator (unverified) | https://www.youtube.com/watch?v=KMqYeRae6rM | tags, custom effects, env options - Network accessline 19
| BBCode and RichTextEffect | Cashew OldDew, educator (unverified) | https://www.youtube.com/watch?v=KMqYeRae6rM | tags, custom effects, env options - Network accessline 20
| Localization with PO and Poedit | Cashew OldDew, educator (unverified) | https://www.youtube.com/watch?v=v0tJPsNNOM8 | PO workflow - Network accessline 20
| Localization with PO and Poedit | Cashew OldDew, educator (unverified) | https://www.youtube.com/watch?v=v0tJPsNNOM8 | PO workflow - Network accessline 21
| Localization quick pipeline | jitspoe, indie dev (unverified) | https://www.youtube.com/watch?v=Lw-3Tnwv4Ds | CSV keys, registration, fallbacks - Network accessline 21
| Localization quick pipeline | jitspoe, indie dev (unverified) | https://www.youtube.com/watch?v=Lw-3Tnwv4Ds | CSV keys, registration, fallbacks - Network accessline 22
| offset_transform in 4.7 | MrElipteach, educator and indie dev (unverified) | https://www.youtube.com/watch?v=pK2vI2-jCH4 | container child animation in 4.7 - Network accessline 22
| offset_transform in 4.7 | MrElipteach, educator and indie dev (unverified) | https://www.youtube.com/watch?v=pK2vI2-jCH4 | container child animation in 4.7 - Network accessline 23
| Health bar with damage trail | DashNothing, educator (unverified) | https://www.youtube.com/watch?v=f90ieBOoIYQ | trail bar - Network accessline 23
| Health bar with damage trail | DashNothing, educator (unverified) | https://www.youtube.com/watch?v=f90ieBOoIYQ | trail bar - Network accessline 24
| Accessibility options menu | CoffeeCrow, educator (unverified) | https://www.youtube.com/watch?v=9H_fN4OxyIE | settings autoload, On and Off labels - Network accessline 24
| Accessibility options menu | CoffeeCrow, educator (unverified) | https://www.youtube.com/watch?v=9H_fN4OxyIE | settings autoload, On and Off labels - Network accessline 25
| Screen reader support | Blackwater Gator Studios, indie dev (unverified, low views) | https://www.youtube.com/watch?v=Mfo80WXX1A0 | accessibility name, focus mode - Network accessline 25
| Screen reader support | Blackwater Gator Studios, indie dev (unverified, low views) | https://www.youtube.com/watch?v=Mfo80WXX1A0 | accessibility name, focus mode - Network accessline 26
| Clipping masks | GDQuest, training studio | https://www.youtube.com/watch?v=W4j4tnQLcTA | clip_children - Network accessline 26
| Clipping masks | GDQuest, training studio | https://www.youtube.com/watch?v=W4j4tnQLcTA | clip_children - Network accessline 27
| Reactive UI state | NoBSGodot, developer (unverified) | https://www.youtube.com/watch?v=Yuw7CK5H8eA | signal-driven UI, ReactiveArray - Network accessline 27
| Reactive UI state | NoBSGodot, developer (unverified) | https://www.youtube.com/watch?v=Yuw7CK5H8eA | signal-driven UI, ReactiveArray - Network accessline 28
| Dynamic screen sizes | Gwizz, educator (unverified) | https://www.youtube.com/watch?v=blPqie3Z_F0 | stretch mode choice - Network accessline 28
| Dynamic screen sizes | Gwizz, educator (unverified) | https://www.youtube.com/watch?v=blPqie3Z_F0 | stretch mode choice - Network accessline 29
| Editor theme and layout | StayAtHomeDev, educator (unverified) | https://www.youtube.com/watch?v=_tOf5wWjiqM | editor only, not game UI - Network accessline 29
| Editor theme and layout | StayAtHomeDev, educator (unverified) | https://www.youtube.com/watch?v=_tOf5wWjiqM | editor only, not game UI
skills/game-engines/godot/scenario-godot-ui/scripts/gd_ui.py
skills/game-engines/godot/scenario-godot-vfx/SKILL.md
- Network accessline 14
renders them windowed, and looks at contact sheets. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install) - Network accessline 14
renders them windowed, and looks at contact sheets. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install) - Network accessline 15
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/godot/scenario-godot-vfx/references/sources.md
- Network accessline 6
| Source | Who | URL | Best for - Network accessline 6
| Source | Who | URL | Best for - Network accessline 7
| ----------------------------------------- | ---------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------- | ------------------------ - Network accessline 7
| ----------------------------------------- | ---------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------- | ------------------------ - Network accessline 8
| How to make VFX in Godot (2026-01) | Brackeys, major Godot and Unity educator (verified channel) | https://www.youtube.com/watch?v=htRjt505sPg | layered workflow, resour - Network accessline 8
| How to make VFX in Godot (2026-01) | Brackeys, major Godot and Unity educator (verified channel) | https://www.youtube.com/watch?v=htRjt505sPg | layered workflow, resour - Network accessline 9
| Particle Systems Part 2: 3D (2024-09) | Godotneers (derkork), Godot educator (verified channel) | https://www.youtube.com/watch?v=cZ5Ang_Ji8E | collision, tunnelling ma - Network accessline 9
| Particle Systems Part 2: 3D (2024-09) | Godotneers (derkork), Godot educator (verified channel) | https://www.youtube.com/watch?v=cZ5Ang_Ji8E | collision, tunnelling ma - Network accessline 10
| Particle Systems Part 1: 2D (2024-05) | Godotneers | https://www.youtube.com/watch?v=yKoGuBGZatY | how settings fail silent - Network accessline 10
| Particle Systems Part 1: 2D (2024-05) | Godotneers | https://www.youtube.com/watch?v=yKoGuBGZatY | how settings fail silent - Network accessline 11
| GPUParticles deep dive (2024-03) | Bonkahe, VFX and shader dev (unverified) | https://www.youtube.com/watch?v=BUa-mKHEPUM | layered explosion, sub-e - Network accessline 11
| GPUParticles deep dive (2024-03) | Bonkahe, VFX and shader dev (unverified) | https://www.youtube.com/watch?v=BUa-mKHEPUM | layered explosion, sub-e - Network accessline 12
| Projectiles VFX: fire ball (2024-06) | Le Lu, VFX artist (unverified) | https://www.youtube.com/watch?v=74XywaLGO5Q | projectile anatomy, head - Network accessline 12
| Projectiles VFX: fire ball (2024-06) | Le Lu, VFX artist (unverified) | https://www.youtube.com/watch?v=74XywaLGO5Q | projectile anatomy, head - Network accessline 13
| Realistic smoke (2025-03) | Le Lu | https://www.youtube.com/watch?v=e_6ZA-xa_DQ | lit vs unshaded smoke, L - Network accessline 13
| Realistic smoke (2025-03) | Le Lu | https://www.youtube.com/watch?v=e_6ZA-xa_DQ | lit vs unshaded smoke, L - Network accessline 14
| Hidden 3D trail system (2026-07, 4.7 era) | Octodemy, Godot educator (unverified) | https://www.youtube.com/watch?v=iPCzOe-S9EQ | trail mesh settings, sec - Network accessline 14
| Hidden 3D trail system (2026-07, 4.7 era) | Octodemy, Godot educator (unverified) | https://www.youtube.com/watch?v=iPCzOe-S9EQ | trail mesh settings, sec - Network accessline 15
| Common VFX shader techniques (2023-09) | onetupthree, VFX artist (unverified) | https://www.youtube.com/watch?v=N9ilhL8JFes | erosion, depth fade, lif - Network accessline 15
| Common VFX shader techniques (2023-09) | onetupthree, VFX artist (unverified) | https://www.youtube.com/watch?v=N9ilhL8JFes | erosion, depth fade, lif - Network accessline 16
| Anatomy of a slash (2025-02) | onetupthree | https://www.youtube.com/watch?v=QyI8ZS-G9nw | visual hierarchy of an e - Network accessline 16
| Anatomy of a slash (2025-02) | onetupthree | https://www.youtube.com/watch?v=QyI8ZS-G9nw | visual hierarchy of an e - Network accessline 17
| Quality freeze frame (2025-04) | Mostly Mad Productions, Godot dev (unverified) | https://www.youtube.com/watch?v=Jwv9t5zFlqI | hit-stop with an ignore- - Network accessline 17
| Quality freeze frame (2025-04) | Mostly Mad Productions, Godot dev (unverified) | https://www.youtube.com/watch?v=Jwv9t5zFlqI | hit-stop with an ignore- - Network accessline 18
| Quality screen shake (2025-04) | Mostly Mad Productions | https://www.youtube.com/watch?v=pG4KGyxQp40 | noise shake with decay - Network accessline 18
| Quality screen shake (2025-04) | Mostly Mad Productions | https://www.youtube.com/watch?v=pG4KGyxQp40 | noise shake with decay - Network accessline 19
| Confetti particle trails (2024-07) | Four Games, Godot dev (unverified) | https://www.youtube.com/watch?v=V_kwx2HGwNU | shortest correct trail r - Network accessline 19
| Confetti particle trails (2024-07) | Four Games, Godot dev (unverified) | https://www.youtube.com/watch?v=V_kwx2HGwNU | shortest correct trail r - Network accessline 20
| How games make VFX (2023-02) | PlayWithFurcifer, Furcifer's Fungeon devs (unverified) | https://www.youtube.com/watch?v=eU-F-xuEo7s | VFX as a few layered tri - Network accessline 20
| How games make VFX (2023-02) | PlayWithFurcifer, Furcifer's Fungeon devs (unverified) | https://www.youtube.com/watch?v=eU-F-xuEo7s | VFX as a few layered tri - Network accessline 21
| Balatro effects recreated (2024-04) | MrElipteach, juice course author (verified channel) | https://www.youtube.com/watch?v=Alwy-TH0WzE | UI juice, shader on pare - Network accessline 21
| Balatro effects recreated (2024-04) | MrElipteach, juice course author (verified channel) | https://www.youtube.com/watch?v=Alwy-TH0WzE | UI juice, shader on pare - Network accessline 22
| 3D particles overview (2023-06) | Watt Interactive (unverified) | https://www.youtube.com/watch?v=QhntE6vOLXY | property cross-check - Network accessline 22
| 3D particles overview (2023-06) | Watt Interactive (unverified) | https://www.youtube.com/watch?v=QhntE6vOLXY | property cross-check - Network accessline 23
| Everything about particles (2023-12) | DevWorm, Godot educator (unverified) | https://www.youtube.com/watch?v=yWIH7hHfWyU | CPUParticles2D recipes; - Network accessline 23
| Everything about particles (2023-12) | DevWorm, Godot educator (unverified) | https://www.youtube.com/watch?v=yWIH7hHfWyU | CPUParticles2D recipes; - Network accessline 24
| Beyond emitters (GDC 2018) | Christina Coffin, rendering programmer and technical artist since 1994 | https://www.youtube.com/watch?v=yG4ChOPyC-4 | design thinking for surf - Network accessline 24
| Beyond emitters (GDC 2018) | Christina Coffin, rendering programmer and technical artist since 1994 | https://www.youtube.com/watch?v=yG4ChOPyC-4 | design thinking for surf - Network accessline 25
| GPUParticles3D class | Godot docs (stable, 2026-10-02) | https://docs.godotengine.org/en/stable/classes/class_gpuparticles3d.html | amount_ratio, restart, t - Network accessline 25
| GPUParticles3D class | Godot docs (stable, 2026-10-02) | https://docs.godotengine.org/en/stable/classes/class_gpuparticles3d.html | amount_ratio, restart, t - Network accessline 26
| GPUParticles2D class | Godot docs | https://docs.godotengine.org/en/stable/classes/class_gpuparticles2d.html | 2D trails on the node, c - Network accessline 26
| GPUParticles2D class | Godot docs | https://docs.godotengine.org/en/stable/classes/class_gpuparticles2d.html | 2D trails on the node, c - Network accessline 27
| ParticleProcessMaterial class | Godot docs | https://docs.godotengine.org/en/stable/classes/class_particleprocessmaterial.html | full property surface; s - Network accessline 27
| ParticleProcessMaterial class | Godot docs | https://docs.godotengine.org/en/stable/classes/class_particleprocessmaterial.html | full property surface; s - Network accessline 28
| GPUParticlesCollisionSDF3D class | Godot docs | https://docs.godotengine.org/en/stable/classes/class_gpuparticlescollisionsdf3d.html | editor-only bake - Network accessline 28
| GPUParticlesCollisionSDF3D class | Godot docs | https://docs.godotengine.org/en/stable/classes/class_gpuparticlescollisionsdf3d.html | editor-only bake - Network accessline 29
| Particle shader reference | Godot docs | https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/particle_shader.html | start()/process(), EMISS - Network accessline 29
| Particle shader reference | Godot docs | https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/particle_shader.html | start()/process(), EMISS - Network accessline 30
| 3D particles index | Godot docs | https://docs.godotengine.org/en/stable/tutorials/3d/particles/index.html | CPU vs GPU taxonomy - Network accessline 30
| 3D particles index | Godot docs | https://docs.godotengine.org/en/stable/tutorials/3d/particles/index.html | CPU vs GPU taxonomy - Network accessline 31
| Renderers comparison | Godot docs (`sources/docs/rendering-lighting__renderers.md`) | https://docs.godotengine.org/en/stable/tutorials/rendering/renderers.html | what Compatibility drops - Network accessline 31
| Renderers comparison | Godot docs (`sources/docs/rendering-lighting__renderers.md`) | https://docs.godotengine.org/en/stable/tutorials/rendering/renderers.html | what Compatibility drops
skills/game-engines/godot/scenario-godot-vfx/scripts/gd_vfx.py
skills/game-engines/roblox/scenario-roblox-animation/SKILL.md
- Network accessline 15
them in Edit, plays them in a playtest and measures joints and tracks before it calls anything done. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it - Network accessline 15
them in Edit, plays them in a playtest and measures joints and tracks before it calls anything done. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it - Network accessline 16
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 16
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-animation/references/sources.md
- Network accessline 8
| Expert | Credential | URL | Best for - Network accessline 8
| Expert | Credential | URL | Best for - Network accessline 9
| ---------------------------------------------------- | -------------------------------------- | ------------------------------------------------------ | ------------------------------------------------------------------------------------- - Network accessline 9
| ---------------------------------------------------- | -------------------------------------- | ------------------------------------------------------ | ------------------------------------------------------------------------------------- - Network accessline 10
| Suphi Kaner | scripting educator, unverified | https://www.youtube.com/watch?v=8fV-XOOj6O4 (2023) | IKControl chain, Priority, server creation, look-at Weight 0.999, cheap look replicat - Network accessline 10
| Suphi Kaner | scripting educator, unverified | https://www.youtube.com/watch?v=8fV-XOOj6O4 (2023) | IKControl chain, Priority, server creation, look-at Weight 0.999, cheap look replicat - Network accessline 11
| Suphi Kaner | scripting educator, unverified | https://www.youtube.com/watch?v=BRYp2-rdpXQ (2025) | Motor6D.Transform: deferred batch, no replication, cost - Network accessline 11
| Suphi Kaner | scripting educator, unverified | https://www.youtube.com/watch?v=BRYp2-rdpXQ (2025) | Motor6D.Transform: deferred batch, no replication, cost - Network accessline 12
| Suphi Kaner | scripting educator, unverified | https://www.youtube.com/watch?v=JyMxrcqEzu8 (2021) | client-side NPC animation - Network accessline 12
| Suphi Kaner | scripting educator, unverified | https://www.youtube.com/watch?v=JyMxrcqEzu8 (2021) | client-side NPC animation - Network accessline 13
| Mykaiju | technical animator, unverified | https://www.youtube.com/watch?v=NI7GXKLwk6U (2025) | Blender FBX animation export values, 24 fps, scale round trip, import side effects - Network accessline 13
| Mykaiju | technical animator, unverified | https://www.youtube.com/watch?v=NI7GXKLwk6U (2025) | Blender FBX animation export values, 24 fps, scale round trip, import side effects - Network accessline 14
| Nisky | Blender animation educator, unverified | https://www.youtube.com/watch?v=EM9u4gIHoRg (2026) | 24 fps, anchored root on import, offsetting, rig duplication - Network accessline 14
| Nisky | Blender animation educator, unverified | https://www.youtube.com/watch?v=EM9u4gIHoRg (2026) | 24 fps, anchored root on import, offsetting, rig duplication - Network accessline 15
| Tycoon (Tycoon0377) | working animator, unverified | https://www.youtube.com/watch?v=Yzf3iGZis7A (2025) | keyframe offsetting, easing choices - Network accessline 15
| Tycoon (Tycoon0377) | working animator, unverified | https://www.youtube.com/watch?v=Yzf3iGZis7A (2025) | keyframe offsetting, easing choices - Network accessline 16
| BrawlDev | scripting educator, unverified | https://www.youtube.com/watch?v=zSK7bOoxuig (2024) | priorities, markers (code is partly outdated) - Network accessline 16
| BrawlDev | scripting educator, unverified | https://www.youtube.com/watch?v=zSK7bOoxuig (2024) | priorities, markers (code is partly outdated) - Network accessline 17
| BrawlDev | scripting educator, unverified | https://www.youtube.com/watch?v=FhCNvyuZ-mE (2025) | cutscene camera, Scriptable before CFrame - Network accessline 17
| BrawlDev | scripting educator, unverified | https://www.youtube.com/watch?v=FhCNvyuZ-mE (2025) | cutscene camera, Scriptable before CFrame - Network accessline 18
| Develuper | developer educator, unverified | https://www.youtube.com/watch?v=d5GGIJJyMpg (2026) | animation events with parameters, debris groups - Network accessline 18
| Develuper | developer educator, unverified | https://www.youtube.com/watch?v=d5GGIJJyMpg (2026) | animation events with parameters, debris groups - Network accessline 19
| Roox4 | developer, unverified | https://www.youtube.com/watch?v=DPpAsjUr278 (2024) | procedural IK legs, Pole, terrain tilt - Network accessline 19
| Roox4 | developer, unverified | https://www.youtube.com/watch?v=DPpAsjUr278 (2024) | procedural IK legs, Pole, terrain tilt - Network accessline 20
| Oren Jacob and Vincent Petrella, with David Baszucki | Roblox engineering (official) | https://www.youtube.com/watch?v=w374VDNnido (2026) | the new movement stack: graphs, abilities, adaptive animation - Network accessline 20
| Oren Jacob and Vincent Petrella, with David Baszucki | Roblox engineering (official) | https://www.youtube.com/watch?v=w374VDNnido (2026) | the new movement stack: graphs, abilities, adaptive animation - Network accessline 21
| Roblox Learn | official channel | https://www.youtube.com/watch?v=OwhkWzSBnf0 (2026) | dynamic head validation: five animations, 17 FACS poses, cage landmarks - Network accessline 21
| Roblox Learn | official channel | https://www.youtube.com/watch?v=OwhkWzSBnf0 (2026) | dynamic head validation: five animations, 17 FACS poses, cage landmarks - Network accessline 22
| Roblox Learn | official channel | https://www.youtube.com/watch?v=Hp9pr2FpZa8 (2025) | Avatar Auto Setup inputs and failures - Network accessline 22
| Roblox Learn | official channel | https://www.youtube.com/watch?v=Hp9pr2FpZa8 (2025) | Avatar Auto Setup inputs and failures - Network accessline 23
| Jezixa | UGC and Blender creator, unverified | https://www.youtube.com/watch?v=apZsJqsKdw4 (2026) | dynamic head from Blender: neutral pose, no scale, cage - Network accessline 23
| Jezixa | UGC and Blender creator, unverified | https://www.youtube.com/watch?v=apZsJqsKdw4 (2026) | dynamic head from Blender: neutral pose, no scale, cage - Network accessline 24
| Peter McNeill (MrChickenRocket) | Roblox performance engineer | https://www.youtube.com/watch?v=rwLEnBtXr30 (RDC 2025) | server cost of NPC animation, radius culling - Network accessline 24
| Peter McNeill (MrChickenRocket) | Roblox performance engineer | https://www.youtube.com/watch?v=rwLEnBtXr30 (RDC 2025) | server cost of NPC animation, radius culling - Network accessline 25
| DatBoiEle | animation educator, unverified | https://www.youtube.com/watch?v=V0AtCS4wmig (2024) | custom Mixamo character as StarterCharacter (quick look, outdated scripts): in-place - Network accessline 25
| DatBoiEle | animation educator, unverified | https://www.youtube.com/watch?v=V0AtCS4wmig (2024) | custom Mixamo character as StarterCharacter (quick look, outdated scripts): in-place - Network accessline 26
| Roblox Learn (Andrew, with MrChickenRocket) | official channel | https://www.youtube.com/watch?v=VDO_amtWfDw (2025) | Humanoid cost, `updateInvalidatedFastClusters` - Network accessline 26
| Roblox Learn (Andrew, with MrChickenRocket) | official channel | https://www.youtube.com/watch?v=VDO_amtWfDw (2025) | Humanoid cost, `updateInvalidatedFastClusters` - Network accessline 27
| Roblox Learn (Andrew, with CurbM0nkey and Ozzi) | official channel | https://www.youtube.com/watch?v=OCUZKJJR-TE (2025) | static NPCs on AnimationController - Network accessline 27
| Roblox Learn (Andrew, with CurbM0nkey and Ozzi) | official channel | https://www.youtube.com/watch?v=OCUZKJJR-TE (2025) | static NPCs on AnimationController - Network accessline 28
| Crusherfire | scripting educator, unverified | https://www.youtube.com/watch?v=YWyJHwynM1M (2025) | Humanoid states, animator throttling, BulkMoveTo, NPCs not occlusion-culled - Network accessline 28
| Crusherfire | scripting educator, unverified | https://www.youtube.com/watch?v=YWyJHwynM1M (2025) | Humanoid states, animator throttling, BulkMoveTo, NPCs not occlusion-culled - Network accessline 29
| DatBoiEle | animation educator, unverified | https://www.youtube.com/watch?v=dqAAa9aubM8 (2025) | pose-to-pose process in Moon Animator (paid plugin) - Network accessline 29
| DatBoiEle | animation educator, unverified | https://www.youtube.com/watch?v=dqAAa9aubM8 (2025) | pose-to-pose process in Moon Animator (paid plugin) - Network accessline 30
| just7 for the Eclipse team | plugin authors, unverified | https://www.youtube.com/watch?v=kBKwmw2hcSk (2026) | Eclipse plugin feature map, Blender JSON bridge, physics bake - Network accessline 30
| just7 for the Eclipse team | plugin authors, unverified | https://www.youtube.com/watch?v=kBKwmw2hcSk (2026) | Eclipse plugin feature map, Blender JSON bridge, physics bake - Network accessline 32
Read but not used for rules: TnxBlox decal faces (https://www.youtube.com/watch?v=np_jqAdcLGM, - Network accessline 32
Read but not used for rules: TnxBlox decal faces (https://www.youtube.com/watch?v=np_jqAdcLGM, - Network accessline 34
(https://www.youtube.com/watch?v=y8PzKc3_KiA, 2022 beta paths). - Network accessline 34
(https://www.youtube.com/watch?v=y8PzKc3_KiA, 2022 beta paths). - Network accessline 38
| Page | URL | Best for | | --------------- - Network accessline 38
| Page | URL | Best for | | --------------- - Network accessline 39
| ---------------------------------- | ---------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------ | | Use animations - Network accessline 39
| ---------------------------------- | ---------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------ | | Use animations - Network accessline 40
| Use animations | https://create.roblox.com/docs/animation/using | Animator, AnimationController, replacing defaults through Animate values, idle weights | - Network accessline 40
| Use animations | https://create.roblox.com/docs/animation/using | Animator, AnimationController, replacing defaults through Animate values, idle weights | - Network accessline 41
| Animation Editor | https://create.roblox.com/docs/animation/editor | priorities, looping, save (AnimSaves), publish with the group as Creator, final keyframe `End` | - Network accessline 41
| Animation Editor | https://create.roblox.com/docs/animation/editor | priorities, looping, save (AnimSaves), publish with the group as Creator, final keyframe `End` | - Network accessline 42
| Animation events | https://create.roblox.com/docs/animation/events | markers and GetMarkerReachedSignal | - Network accessline 42
| Animation events | https://create.roblox.com/docs/animation/events | markers and GetMarkerReachedSignal | - Network accessline 43
| Curve Editor | https://create.roblox.com/docs/animation/curve-editor | CurveAnimation channels | - Network accessline 43
| Curve Editor | https://create.roblox.com/docs/animation/curve-editor | CurveAnimation channels | - Network accessline 44
| Animation capture | https://create.roblox.com/docs/animation/capture | video and face capture (GUI) | - Network accessline 44
| Animation capture | https://create.roblox.com/docs/animation/capture | video and face capture (GUI) | - Network accessline 45
| Animation Graph Editor | https://create.roblox.com/docs/animation/graph-editor | graph-driven characters (beta) | - Network accessline 45
| Animation Graph Editor | https://create.roblox.com/docs/animation/graph-editor | graph-driven characters (beta) | - Network accessline 46
| Inverse kinematics | https://create.roblox.com/docs/animation/inverse-kinematics | IKControl required properties, constraints | - Network accessline 46
| Inverse kinematics | https://create.roblox.com/docs/animation/inverse-kinematics | IKControl required properties, constraints | - Network accessline 47
| Adaptive animation | https://create.roblox.com/docs/characters/adaptive-animation | HumanoidRigDescription, joint mapping, T-pose | - Network accessline 47
| Adaptive animation | https://create.roblox.com/docs/characters/adaptive-animation | HumanoidRigDescription, joint mapping, T-pose | - Network accessline 48
| Character Controller Library | https://create.roblox.com/docs/characters/character-controller-library | abilities, callbacks rules, enabling the beta | - Network accessline 48
| Character Controller Library | https://create.roblox.com/docs/characters/character-controller-library | abilities, callbacks rules, enabling the beta | - Network accessline 49
| Animate heads | https://create.roblox.com/docs/art/characters/facial-animation/animate-heads | Face Editor, face clips | - Network accessline 49
| Animate heads | https://create.roblox.com/docs/art/characters/facial-animation/animate-heads | Face Editor, face clips | - Network accessline 50
| Dynamic heads | https://create.roblox.com/docs/avatar/dynamic-heads | cages, attachments, FaceControls | - Network accessline 50
| Dynamic heads | https://create.roblox.com/docs/avatar/dynamic-heads | cages, attachments, FaceControls | - Network accessline 51
| Rigging | https://create.roblox.com/docs/art/modeling/rigging | bones in Studio | - Network accessline 51
| Rigging | https://create.roblox.com/docs/art/modeling/rigging | bones in Studio | - Network accessline 52
| Skin a humanoid model | https://create.roblox.com/docs/art/modeling/skin-a-humanoid-model | 4 influences per vertex, Root weights dropped | - Network accessline 52
| Skin a humanoid model | https://create.roblox.com/docs/art/modeling/skin-a-humanoid-model | 4 influences per vertex, Root weights dropped | - Network accessline 53
| Server Authority | https://create.roblox.com/docs/projects/server-authority | 8 active tracks per Animator, GetTrackByAnimationId | - Network accessline 53
| Server Authority | https://create.roblox.com/docs/projects/server-authority | 8 active tracks per Animator, GetTrackByAnimationId | - Network accessline 54
| 3D Importer | https://create.roblox.com/docs/studio/importer | Rig Type R15, Custom, No Rig; Anchored disabled for rigged meshes | - Network accessline 54
| 3D Importer | https://create.roblox.com/docs/studio/importer | Rig Type R15, Custom, No Rig; Anchored disabled for rigged meshes | - Network accessline 55
| Import character bodies | https://create.roblox.com/docs/avatar/character-bodies/import | StarterCharacter playtest | - Network accessline 55
| Import character bodies | https://create.roblox.com/docs/avatar/character-bodies/import | StarterCharacter playtest | - Network accessline 56
| Character body specifications | https://create.roblox.com/docs/avatar/character-bodies/specifications | the 19 attachments and where they sit | - Network accessline 56
| Character body specifications | https://create.roblox.com/docs/avatar/character-bodies/specifications | the 19 attachments and where they sit | - Network accessline 57
| Dynamic head specifications | https://create.roblox.com/docs/avatar/dynamic-heads/specifications | facial landmarks, 17 FACS poses, the five validation actions and their values | - Network accessline 57
| Dynamic head specifications | https://create.roblox.com/docs/avatar/dynamic-heads/specifications | facial landmarks, 17 FACS poses, the five validation actions and their values | - Network accessline 58
| Dynamic head validation | https://create.roblox.com/docs/avatar/dynamic-heads/validate | landmark projection, failure causes and fixes | - Network accessline 58
| Dynamic head validation | https://create.roblox.com/docs/avatar/dynamic-heads/validate | landmark projection, failure causes and fixes | - Network accessline 59
| Dynamic head caging best practices | https://create.roblox.com/docs/avatar/dynamic-heads/caging-best-practices | cage barely over the surface | - Network accessline 59
| Dynamic head caging best practices | https://create.roblox.com/docs/avatar/dynamic-heads/caging-best-practices | cage barely over the surface | - Network accessline 60
| Improve performance | https://create.roblox.com/docs/performance-optimization/improve | Humanoids, FastClusters, `updateInvalidatedFastClusters` over 4 ms, client-side NPC animation, pooling | - Network accessline 60
| Improve performance | https://create.roblox.com/docs/performance-optimization/improve | Humanoids, FastClusters, `updateInvalidatedFastClusters` over 4 ms, client-side NPC animation, pooling | - Network accessline 61
| Input Action System | https://create.roblox.com/docs/input/input-action-system | InputContext, InputAction, InputBinding for the attack input | - Network accessline 61
| Input Action System | https://create.roblox.com/docs/input/input-action-system | InputContext, InputAction, InputBinding for the attack input | - Network accessline 65
`KeyframeSequenceProvider`, `AnimationClipProvider`, `CurveAnimation`, `IKControl`, `FaceControls`, `Motor6D`, `AnimationConstraint`, `HumanoidRigDescription` (https://create.roblox.com/docs/reference/engine/classes/<ClassName>). - Network accessline 65
`KeyframeSequenceProvider`, `AnimationClipProvider`, `CurveAnimation`, `IKControl`, `FaceControls`, `Motor6D`, `AnimationConstraint`, `HumanoidRigDescription` (https://create.roblox.com/docs/reference/engine/classes/<ClassName>). - Network accessline 67
(https://create.roblox.com/docs/reference/engine/classes/<ClassName>). - Network accessline 67
(https://create.roblox.com/docs/reference/engine/classes/<ClassName>). - Network accessline 71
- `Humanoid:LoadAnimation` deprecation: https://devforum.roblox.com/t/857129 - Network accessline 71
- `Humanoid:LoadAnimation` deprecation: https://devforum.roblox.com/t/857129 - Network accessline 72
- Avatar Joint Upgrade (AnimationConstraint joints): https://devforum.roblox.com/t/4298561 and - Network accessline 72
- Avatar Joint Upgrade (AnimationConstraint joints): https://devforum.roblox.com/t/4298561 and - Network accessline 73
https://devforum.roblox.com/t/4541689 - Network accessline 73
https://devforum.roblox.com/t/4541689 - Network accessline 74
- Server Authority full release (8 tracks per Animator): https://devforum.roblox.com/t/4727993 - Network accessline 74
- Server Authority full release (8 tracks per Animator): https://devforum.roblox.com/t/4727993 - Network accessline 75
- Character Controller Library: https://devforum.roblox.com/t/4403904 and - Network accessline 75
- Character Controller Library: https://devforum.roblox.com/t/4403904 and - Network accessline 76
https://devforum.roblox.com/t/4565267 - Network accessline 76
https://devforum.roblox.com/t/4565267
skills/game-engines/roblox/scenario-roblox-animation/scripts/blender_roblox_anim.py
skills/game-engines/roblox/scenario-roblox-animation/scripts/rbx_animation.py
skills/game-engines/roblox/scenario-roblox-architecture/SKILL.md
- Network accessline 16
(round loop, teams, maps, HUD, shop, sword) and the tools that build and audit it. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.co - Network accessline 16
(round loop, teams, maps, HUD, shop, sword) and the tools that build and audit it. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.co - Network accessline 17
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 18
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
skills/game-engines/roblox/scenario-roblox-architecture/references/sources.md
- Network accessline 8
| Expert | Credential | URL | Best for - Network accessline 8
| Expert | Credential | URL | Best for - Network accessline 9
| --------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------- | -------------------------------------------------------------------------- - Network accessline 9
| --------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------- | -------------------------------------------------------------------------- - Network accessline 10
| MrAsync (Connect 2022 workshop, Roblox Learn) | systems engineer at Super Social | https://www.youtube.com/watch?v=KSCN__Nd17Y | singleton services, validate on both sides, state services that never requ - Network accessline 10
| MrAsync (Connect 2022 workshop, Roblox Learn) | systems engineer at Super Social | https://www.youtube.com/watch?v=KSCN__Nd17Y | singleton services, validate on both sides, state services that never requ - Network accessline 11
| Crusherfire | Roblox scripter and educator (unverified) | https://www.youtube.com/watch?v=6Q_p2ObUXSo | reusable systems, Configuration attributes as state bus, relocating server - Network accessline 11
| Crusherfire | Roblox scripter and educator (unverified) | https://www.youtube.com/watch?v=6Q_p2ObUXSo | reusable systems, Configuration attributes as state bus, relocating server - Network accessline 12
| Crusherfire | as above | https://www.youtube.com/watch?v=28z_064N-lc | placement map, one entry per side, services binding tags - Network accessline 12
| Crusherfire | as above | https://www.youtube.com/watch?v=28z_064N-lc | placement map, one entry per side, services binding tags - Network accessline 13
| Crusherfire | as above | https://www.youtube.com/watch?v=xz_G2n1Q8-U | Deferred signals, Removing and Destroying after the fact - Network accessline 13
| Crusherfire | as above | https://www.youtube.com/watch?v=xz_G2n1Q8-U | Deferred signals, Removing and Destroying after the fact - Network accessline 14
| Crusherfire | as above | https://www.youtube.com/watch?v=0moy04A9vFg | leaks from cleanup lifetimes, PlayerCharacterDestroyBehavior - Network accessline 14
| Crusherfire | as above | https://www.youtube.com/watch?v=0moy04A9vFg | leaks from cleanup lifetimes, PlayerCharacterDestroyBehavior - Network accessline 15
| Crusherfire | as above | https://www.youtube.com/watch?v=YWyJHwynM1M | Workspace settings including PlayerCharacterDestroyBehavior - Network accessline 15
| Crusherfire | as above | https://www.youtube.com/watch?v=YWyJHwynM1M | Workspace settings including PlayerCharacterDestroyBehavior - Network accessline 16
| Leif | Roblox developer and educator (unverified) | https://www.youtube.com/watch?v=F3ASTJuO82A | service layout, remotes in code, the client asks, packages used - Network accessline 16
| Leif | Roblox developer and educator (unverified) | https://www.youtube.com/watch?v=F3ASTJuO82A | service layout, remotes in code, the client asks, packages used - Network accessline 17
| Leif | as above | https://www.youtube.com/watch?v=IJDg6tRJmHo | Rojo and Wally setup (tooling side) - Network accessline 17
| Leif | as above | https://www.youtube.com/watch?v=IJDg6tRJmHo | Rojo and Wally setup (tooling side) - Network accessline 18
| Suphi Kaner | Roblox scripting educator (unverified) | https://www.youtube.com/watch?v=YsXijBUUmmM | two-phase boot, undefined GetDescendants order, name collisions - Network accessline 18
| Suphi Kaner | Roblox scripting educator (unverified) | https://www.youtube.com/watch?v=YsXijBUUmmM | two-phase boot, undefined GetDescendants order, name collisions - Network accessline 19
| B Ricey | Roblox educator (unverified) | https://www.youtube.com/watch?v=Vi2FckNJv9w | tags and CollectionService with a connection table - Network accessline 19
| B Ricey | Roblox educator (unverified) | https://www.youtube.com/watch?v=Vi2FckNJv9w | tags and CollectionService with a connection table - Network accessline 20
| B Ricey | as above | https://www.youtube.com/watch?v=MyK4o2pIpQw | YAGNI, when to use a class, frameworks trade-off - Network accessline 20
| B Ricey | as above | https://www.youtube.com/watch?v=MyK4o2pIpQw | YAGNI, when to use a class, frameworks trade-off - Network accessline 21
| B Ricey | as above | https://www.youtube.com/watch?v=2Msrw5w5cTs | cleanup objects (Trove, Maid, Janitor) - Network accessline 21
| B Ricey | as above | https://www.youtube.com/watch?v=2Msrw5w5cTs | cleanup objects (Trove, Maid, Janitor) - Network accessline 22
| GnomeCode | Roblox educator (unverified) | https://www.youtube.com/watch?v=UsPYgIW3rv8 | one script for many tagged models - Network accessline 22
| GnomeCode | Roblox educator (unverified) | https://www.youtube.com/watch?v=UsPYgIW3rv8 | one script for many tagged models - Network accessline 23
| GnomeCode | as above | https://www.youtube.com/watch?v=oEWoyT-GBZY | round loop, one map clone per round, HUD with ResetOnSpawn false - Network accessline 23
| GnomeCode | as above | https://www.youtube.com/watch?v=oEWoyT-GBZY | round loop, one map clone per round, HUD with ResetOnSpawn false - Network accessline 24
| Ludius | Roblox educator (unverified) | https://www.youtube.com/watch?v=n8IDTRW1EfM | minimal module loader, no BindableEvents - Network accessline 24
| Ludius | Roblox educator (unverified) | https://www.youtube.com/watch?v=n8IDTRW1EfM | minimal module loader, no BindableEvents - Network accessline 25
| Ludius | as above | https://www.youtube.com/watch?v=xjxDqodtxlU | beginner OOP, shallow `table.clone` - Network accessline 25
| Ludius | as above | https://www.youtube.com/watch?v=xjxDqodtxlU | beginner OOP, shallow `table.clone` - Network accessline 26
| Stewiepfing | Roblox educator (unverified) | https://www.youtube.com/watch?v=ud1ITriP5Rs | code smells: polling, uncleaned connections, remote spam - Network accessline 26
| Stewiepfing | Roblox educator (unverified) | https://www.youtube.com/watch?v=ud1ITriP5Rs | code smells: polling, uncleaned connections, remote spam - Network accessline 27
| BrawlDev | Roblox educator (unverified) | https://www.youtube.com/watch?v=dRgvhjr2Dx0 | client and server view, Output colors - Network accessline 27
| BrawlDev | Roblox educator (unverified) | https://www.youtube.com/watch?v=dRgvhjr2Dx0 | client and server view, Output colors - Network accessline 28
| Roblox Learn | Roblox packages team (official) | https://www.youtube.com/watch?v=AzKZy2BqIh8 | packages: model first, group ownership, AutoUpdate, asset-storage place - Network accessline 28
| Roblox Learn | Roblox packages team (official) | https://www.youtube.com/watch?v=AzKZy2BqIh8 | packages: model first, group ownership, AutoUpdate, asset-storage place - Network accessline 29
| Roblox Learn | Roblox staff (official) | https://www.youtube.com/watch?v=sU9nTX0JFyY | place versions, package versions, script history - Network accessline 29
| Roblox Learn | Roblox staff (official) | https://www.youtube.com/watch?v=sU9nTX0JFyY | place versions, package versions, script history - Network accessline 30
| Roblox Learn | Roblox staff (official) | https://www.youtube.com/watch?v=x1JgsC8c8VQ | players and characters not destroyed on leave - Network accessline 30
| Roblox Learn | Roblox staff (official) | https://www.youtube.com/watch?v=x1JgsC8c8VQ | players and characters not destroyed on leave - Network accessline 31
| Roblox Learn | Andrew (Roblox) with the streaming PM (official) | https://www.youtube.com/watch?v=VDO_amtWfDw | Persistent streaming only for gameplay-critical models - Network accessline 31
| Roblox Learn | Andrew (Roblox) with the streaming PM (official) | https://www.youtube.com/watch?v=VDO_amtWfDw | Persistent streaming only for gameplay-critical models - Network accessline 32
| Roblox Learn | Andrew (Roblox) (official) | https://www.youtube.com/watch?v=Wwj8EkMWFhI | Persistent only when a client script needs the model - Network accessline 32
| Roblox Learn | Andrew (Roblox) (official) | https://www.youtube.com/watch?v=Wwj8EkMWFhI | Persistent only when a client script needs the model - Network accessline 33
| RDC23 panel (Roblox) | Stephen Leitnick, Trey Reynolds and others (official channel; 2023) | https://www.youtube.com/watch?v=sSVh-bcvYSI | tags, atomic bindings and attributes under streaming; long sightlines - Network accessline 33
| RDC23 panel (Roblox) | Stephen Leitnick, Trey Reynolds and others (official channel; 2023) | https://www.youtube.com/watch?v=sSVh-bcvYSI | tags, atomic bindings and attributes under streaming; long sightlines - Network accessline 37
| Page | URL | Best for | | - Network accessline 37
| Page | URL | Best for | | - Network accessline 38
| --------------------------------------- | ------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- | | - Network accessline 38
| --------------------------------------- | ------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- | | - Network accessline 39
| Script types and locations | https://create.roblox.com/docs/scripting/locations | RunContext, recommended architecture, runs-twice warning | - Network accessline 39
| Script types and locations | https://create.roblox.com/docs/scripting/locations | RunContext, recommended architecture, runs-twice warning | - Network accessline 40
| ModuleScripts | https://create.roblox.com/docs/scripting/module | require caching per side | - Network accessline 40
| ModuleScripts | https://create.roblox.com/docs/scripting/module | require caching per side | - Network accessline 41
| Properties and attributes | https://create.roblox.com/docs/scripting/attributes | client load order, replication order | - Network accessline 41
| Properties and attributes | https://create.roblox.com/docs/scripting/attributes | client load order, replication order | - Network accessline 42
| Data model | https://create.roblox.com/docs/projects/data-model | what each container is for; maps in ServerStorage until needed | - Network accessline 42
| Data model | https://create.roblox.com/docs/projects/data-model | what each container is for; maps in ServerStorage until needed | - Network accessline 43
| Client-server runtime | https://create.roblox.com/docs/projects/client-server | latency, Network Simulation | - Network accessline 43
| Client-server runtime | https://create.roblox.com/docs/projects/client-server | latency, Network Simulation | - Network accessline 44
| Deferred events | https://create.roblox.com/docs/scripting/events/deferred | Deferred signal semantics | - Network accessline 44
| Deferred events | https://create.roblox.com/docs/scripting/events/deferred | Deferred signal semantics | - Network accessline 45
| Remote events and callbacks | https://create.roblox.com/docs/scripting/events/remote | "Delivery guarantees": RemoteEvent ordering, RemoteFunction not ordered with it | - Network accessline 45
| Remote events and callbacks | https://create.roblox.com/docs/scripting/events/remote | "Delivery guarantees": RemoteEvent ordering, RemoteFunction not ordered with it | - Network accessline 46
| On-screen UI containers | https://create.roblox.com/docs/ui/on-screen-containers | "Reset on spawn" table: direct child plus false is the only case that survives | - Network accessline 46
| On-screen UI containers | https://create.roblox.com/docs/ui/on-screen-containers | "Reset on spawn" table: direct child plus false is the only case that survives | - Network accessline 47
| StarterGui and LayerCollector reference | https://create.roblox.com/docs/reference/engine/classes/LayerCollector | ResetOnSpawn semantics; PlayerGui emptied and refilled on spawn | - Network accessline 47
| StarterGui and LayerCollector reference | https://create.roblox.com/docs/reference/engine/classes/LayerCollector | ResetOnSpawn semantics; PlayerGui emptied and refilled on spawn | - Network accessline 48
| Script Sync | https://create.roblox.com/docs/scripting/sync | file suffixes, sync setup, "Team Create" and "Conflict resolution" traps | - Network accessline 48
| Script Sync | https://create.roblox.com/docs/scripting/sync | file suffixes, sync setup, "Team Create" and "Conflict resolution" traps | - Network accessline 49
| Packages | https://create.roblox.com/docs/projects/assets/packages | AutoUpdate (applies when a place opens in Studio, ignored on modified copies), package scripts, versions | - Network accessline 49
| Packages | https://create.roblox.com/docs/projects/assets/packages | AutoUpdate (applies when a place opens in Studio, ignored on modified copies), package scripts, versions | - Network accessline 50
| Collaboration | https://create.roblox.com/docs/projects/collaboration | live scripting, Drafts, safe reverts | - Network accessline 50
| Collaboration | https://create.roblox.com/docs/projects/collaboration | live scripting, Drafts, safe reverts | - Network accessline 51
| Version History | https://create.roblox.com/docs/projects/version-history | place versions window | - Network accessline 51
| Version History | https://create.roblox.com/docs/projects/version-history | place versions window | - Network accessline 52
| Testing modes | https://create.roblox.com/docs/studio/testing-modes | Client/Server toggle, Server & Clients, "Testing APIs" | - Network accessline 52
| Testing modes | https://create.roblox.com/docs/studio/testing-modes | Client/Server toggle, Server & Clients, "Testing APIs" | - Network accessline 53
| Loading screens | https://create.roblox.com/docs/players/loading-screens | ReplicatedFirst screen, `RemoveDefaultLoadingScreen`, `game.Loaded` | - Network accessline 53
| Loading screens | https://create.roblox.com/docs/players/loading-screens | ReplicatedFirst screen, `RemoveDefaultLoadingScreen`, `game.Loaded` | - Network accessline 54
| Instance streaming | https://create.roblox.com/docs/workspace/streaming | on by default, scope, ModelStreamingMode, `PersistentLoaded` | - Network accessline 54
| Instance streaming | https://create.roblox.com/docs/workspace/streaming | on by default, scope, ModelStreamingMode, `PersistentLoaded` | - Network accessline 55
| Streaming techniques | https://create.roblox.com/docs/workspace/streaming/techniques | client script patterns, hit queries, loading-screen hang, streaming test | - Network accessline 55
| Streaming techniques | https://create.roblox.com/docs/workspace/streaming/techniques | client script patterns, hit queries, loading-screen hang, streaming test | - Network accessline 56
| Model reference | https://create.roblox.com/docs/reference/engine/classes/Model | `ModelStreamingMode`: Properties or server Scripts, never LocalScripts | - Network accessline 56
| Model reference | https://create.roblox.com/docs/reference/engine/classes/Model | `ModelStreamingMode`: Properties or server Scripts, never LocalScripts | - Network accessline 57
| StudioTestService reference | https://create.roblox.com/docs/reference/engine/classes/StudioTestService | `ExecuteMultiplayerTestAsync` (plugin security, 1 to 8 clients), `AddPlayers`, `EndTest`, `LeaveTest`; not run here | - Network accessline 57
| StudioTestService reference | https://create.roblox.com/docs/reference/engine/classes/StudioTestService | `ExecuteMultiplayerTestAsync` (plugin security, 1 to 8 clients), `AddPlayers`, `EndTest`, `LeaveTest`; not run here | - Network accessline 58
| Network Simulator (beta) | https://create.roblox.com/docs/studio/network-simulator | latency, jitter, packet loss in playtests | - Network accessline 58
| Network Simulator (beta) | https://create.roblox.com/docs/studio/network-simulator | latency, jitter, packet loss in playtests | - Network accessline 59
| NetworkSettings reference | https://create.roblox.com/docs/reference/engine/classes/NetworkSettings | `InboundNetworkMinDelayMs`, `OutboundNetworkMinDelayMs`: PluginSecurity, playtest latency | - Network accessline 59
| NetworkSettings reference | https://create.roblox.com/docs/reference/engine/classes/NetworkSettings | `InboundNetworkMinDelayMs`, `OutboundNetworkMinDelayMs`: PluginSecurity, playtest latency | - Network accessline 60
| Server Authority | https://create.roblox.com/docs/projects/server-authority | Deferred forced, 64 replicated attributes | - Network accessline 60
| Server Authority | https://create.roblox.com/docs/projects/server-authority | Deferred forced, 64 replicated attributes | - Network accessline 61
| CollectionService reference | https://create.roblox.com/docs/reference/engine/classes/CollectionService | tags, `CreateCollection` | - Network accessline 61
| CollectionService reference | https://create.roblox.com/docs/reference/engine/classes/CollectionService | tags, `CreateCollection` | - Network accessline 62
| Studio MCP server | https://create.roblox.com/docs/studio/mcp | the agent channel used by the tests | - Network accessline 62
| Studio MCP server | https://create.roblox.com/docs/studio/mcp | the agent channel used by the tests | - Network accessline 66
| Topic | URL | | -------------------------------------------------- | -------------------------------------------------- - Network accessline 66
| Topic | URL | | -------------------------------------------------- | -------------------------------------------------- - Network accessline 67
| -------------------------------------------------- | ----------------------------------------------------------------------------- | | Deferred events rollout | https://devforum.roblox.com/t/2276564 ; https://de - Network accessline 67
| -------------------------------------------------- | ----------------------------------------------------------------------------- | | Deferred events rollout | https://devforum.roblox.com/t/2276564 ; https://de - Network accessline 68
| Deferred events rollout | https://devforum.roblox.com/t/2276564 ; https://devforum.roblox.com/t/2723113 | - Network accessline 68
| Deferred events rollout | https://devforum.roblox.com/t/2276564 ; https://devforum.roblox.com/t/2723113 | - Network accessline 69
| require-by-string | https://devforum.roblox.com/t/3405078 | - Network accessline 69
| require-by-string | https://devforum.roblox.com/t/3405078 | - Network accessline 70
| New type solver | https://devforum.roblox.com/t/3155804 ; https://devforum.roblox.com/t/4084991 | - Network accessline 70
| New type solver | https://devforum.roblox.com/t/3155804 ; https://devforum.roblox.com/t/4084991 | - Network accessline 71
| Remote rate limits and UnreliableRemoteEvent | https://devforum.roblox.com/t/2724155 | - Network accessline 71
| Remote rate limits and UnreliableRemoteEvent | https://devforum.roblox.com/t/2724155 | - Network accessline 72
| Creator Store sandbox (`require(assetId)` blocked) | https://devforum.roblox.com/t/4634642 | - Network accessline 72
| Creator Store sandbox (`require(assetId)` blocked) | https://devforum.roblox.com/t/4634642 | - Network accessline 73
| Next Gen Studio UI | https://devforum.roblox.com/t/4085392 | - Network accessline 73
| Next Gen Studio UI | https://devforum.roblox.com/t/4085392 | - Network accessline 77
- Rojo 7.7.1: https://rojo.space (project format, `emitLegacyScripts`, `rojo sourcemap`). - Network accessline 77
- Rojo 7.7.1: https://rojo.space (project format, `emitLegacyScripts`, `rojo sourcemap`). - Network accessline 78
- Lune: https://lune-org.github.io/docs (offline place reading). - Network accessline 78
- Lune: https://lune-org.github.io/docs (offline place reading). - Network accessline 79
- luau-lsp: https://github.com/JohnnyMorganz/luau-lsp (type checks with Roblox definitions). - Network accessline 79
- luau-lsp: https://github.com/JohnnyMorganz/luau-lsp (type checks with Roblox definitions).
skills/game-engines/roblox/scenario-roblox-architecture/scripts/rbx_architecture.py
skills/game-engines/roblox/scenario-roblox-assets/SKILL.md
- Network accessline 17
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 18
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 18
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-assets/references/sources.md
- Network accessline 8
| Page | URL | Best for | | ----------------- - Network accessline 8
| Page | URL | Best for | | ----------------- - Network accessline 9
| ---------------------------------- | ----------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- | | Importer - Network accessline 9
| ---------------------------------- | ----------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- | | Importer - Network accessline 10
| Importer | https://create.roblox.com/docs/studio/importer | Every import setting and its default; Upload to Roblox off while iterating | - Network accessline 10
| Importer | https://create.roblox.com/docs/studio/importer | Every import setting and its default; Upload to Roblox off while iterating | - Network accessline 11
| Rigid accessory specifications | https://create.roblox.com/docs/avatar/rigid-accessories/specifications | 4,000 triangles, size per AccessoryType and body scale, attachment names, Plastic, Transparency 0 | - Network accessline 11
| Rigid accessory specifications | https://create.roblox.com/docs/avatar/rigid-accessories/specifications | 4,000 triangles, size per AccessoryType and body scale, attachment names, Plastic, Transparency 0 | - Network accessline 12
| Texture specifications | https://create.roblox.com/docs/art/modeling/texture-specifications | 256 px per 2 x 2 x 2 studs, 4096 cap in places, map bit depths, OpenGL normals | - Network accessline 12
| Texture specifications | https://create.roblox.com/docs/art/modeling/texture-specifications | 256 px per 2 x 2 x 2 studs, 4096 cap in places, map bit depths, OpenGL normals | - Network accessline 13
| PBR textures (SurfaceAppearance) | https://create.roblox.com/docs/art/modeling/surface-appearance | Map meaning, AlphaMode, the 0.02 transparency threshold, metalness 0 or 1, EmissiveStrength 0 to 40 | - Network accessline 13
| PBR textures (SurfaceAppearance) | https://create.roblox.com/docs/art/modeling/surface-appearance | Map meaning, AlphaMode, the 0.02 transparency threshold, metalness 0 or 1, EmissiveStrength 0 to 40 | - Network accessline 14
| Make a mesh watertight | https://create.roblox.com/docs/art/accessories/creating/watertight | Why holes fail and how to close them | - Network accessline 14
| Make a mesh watertight | https://create.roblox.com/docs/art/accessories/creating/watertight | Why holes fail and how to close them | - Network accessline 15
| Validation system | https://create.roblox.com/docs/marketplace/validation-system | Every upload error string with trigger and fix; thresholds (islands, size, opacity views) | - Network accessline 15
| Validation system | https://create.roblox.com/docs/marketplace/validation-system | Every upload error string with trigger and fix; thresholds (islands, size, opacity views) | - Network accessline 16
| Model generation (Cube) | https://create.roblox.com/docs/parts/model-generation | `GenerationService:GenerateModelAsync`, schemas `Car5` and `Body1` | - Network accessline 16
| Model generation (Cube) | https://create.roblox.com/docs/parts/model-generation | `GenerationService:GenerateModelAsync`, schemas `Car5` and `Body1` | - Network accessline 17
| AvatarCreationService reference | https://create.roblox.com/docs/reference/engine/classes/AvatarCreationService | `GetValidationRules`, `ValidateUGCAccessoryAsync` (Studio only, yields) | - Network accessline 17
| AvatarCreationService reference | https://create.roblox.com/docs/reference/engine/classes/AvatarCreationService | `GetValidationRules`, `ValidateUGCAccessoryAsync` (Studio only, yields) | - Network accessline 18
| AssetService reference | https://create.roblox.com/docs/reference/engine/classes/AssetService | `CreateEditableMesh`, `CreateEditableImage`, `CreateMeshPartAsync`, `CreateSurfaceAppearanceAsync` | - Network accessline 18
| AssetService reference | https://create.roblox.com/docs/reference/engine/classes/AssetService | `CreateEditableMesh`, `CreateEditableImage`, `CreateMeshPartAsync`, `CreateSurfaceAppearanceAsync` | - Network accessline 19
| EditableMesh reference | https://create.roblox.com/docs/reference/engine/classes/EditableMesh | `BatchAdd`, `BatchSetFaceAttributes`, limits, winding | - Network accessline 19
| EditableMesh reference | https://create.roblox.com/docs/reference/engine/classes/EditableMesh | `BatchAdd`, `BatchSetFaceAttributes`, limits, winding | - Network accessline 20
| EncodingService reference | https://create.roblox.com/docs/reference/engine/classes/EncodingService | `Base64Decode`, `DecompressBuffer` with Zstd for payloads | - Network accessline 20
| EncodingService reference | https://create.roblox.com/docs/reference/engine/classes/EncodingService | `Base64Decode`, `DecompressBuffer` with Zstd for payloads | - Network accessline 21
| Avatar Joint Upgrade (DevForum) | https://devforum.roblox.com/t/4298561 | Rigid accessories join with `RigidConstraint` | - Network accessline 21
| Avatar Joint Upgrade (DevForum) | https://devforum.roblox.com/t/4298561 | Rigid accessories join with `RigidConstraint` | - Network accessline 22
| 4K textures (DevForum) | https://devforum.roblox.com/t/4316229 | 4096 textures live since 2026-01-30 | - Network accessline 22
| 4K textures (DevForum) | https://devforum.roblox.com/t/4316229 | 4096 textures live since 2026-01-30 | - Network accessline 23
| Marketplace 2K textures (DevForum) | https://devforum.roblox.com/t/4358444 | 2048 avatar textures since 2026-02-12 | - Network accessline 23
| Marketplace 2K textures (DevForum) | https://devforum.roblox.com/t/4358444 | 2048 avatar textures since 2026-02-12 | - Network accessline 24
| Mesh and Image APIs (DevForum) | https://devforum.roblox.com/t/4779401 | EditableMesh batching APIs (2026-08-06) | - Network accessline 24
| Mesh and Image APIs (DevForum) | https://devforum.roblox.com/t/4779401 | EditableMesh batching APIs (2026-08-06) | - Network accessline 28
| Video | Expert and credential | URL | Best for | Best tim - Network accessline 28
| Video | Expert and credential | URL | Best for | Best tim - Network accessline 29
| ------------------------------------- | ----------------------------------------------------------- | ------------------------------------------- | ------------------------------------------------------------------------------- | -------- - Network accessline 29
| ------------------------------------- | ----------------------------------------------------------- | ------------------------------------------- | ------------------------------------------------------------------------------- | -------- - Network accessline 30
| Accessory Fitting Tool, rigid hat | KatsBits, game-art tutorial publisher (2026) | https://www.youtube.com/watch?v=L28Ng6Hia1E | Bounding box rule, glTF over FBX, testing by attachment | [00:02:5 - Network accessline 30
| Accessory Fitting Tool, rigid hat | KatsBits, game-art tutorial publisher (2026) | https://www.youtube.com/watch?v=L28Ng6Hia1E | Bounding box rule, glTF over FBX, testing by attachment | [00:02:5 - Network accessline 31
| Caging layered clothing | Roblox senior 3D artist, Roblox Learn (2025) | https://www.youtube.com/watch?v=QwZaA9Gc-WQ | Cage distance and spacing as gates | [00:08:5 - Network accessline 31
| Caging layered clothing | Roblox senior 3D artist, Roblox Learn (2025) | https://www.youtube.com/watch?v=QwZaA9Gc-WQ | Cage distance and spacing as gates | [00:08:5 - Network accessline 32
| Layered clothing in Blender | CG Noob, UGC creator and add-on author (2024) | https://www.youtube.com/watch?v=GVkLYvGYdsA | Cage UVs, naming, test on unusual bodies in motion | [00:02:5 - Network accessline 32
| Layered clothing in Blender | CG Noob, UGC creator and add-on author (2024) | https://www.youtube.com/watch?v=GVkLYvGYdsA | Cage UVs, naming, test on unusual bodies in motion | [00:02:5 - Network accessline 33
| First rigid accessory | "Nachos", Roblox staff educator (2024) | https://www.youtube.com/watch?v=Eed29gV0hLA | Fitting tool box colors, merge by distance, test with animations | [00:01:5 - Network accessline 33
| First rigid accessory | "Nachos", Roblox staff educator (2024) | https://www.youtube.com/watch?v=Eed29gV0hLA | Fitting tool box colors, merge by distance, test with animations | [00:01:5 - Network accessline 34
| First layered clothing item | "Nachos", Roblox staff educator (2024) | https://www.youtube.com/watch?v=C-DwGRBHvmE | Never delete cage vertices, test on rigs with animations | [00:09:3 - Network accessline 34
| First layered clothing item | "Nachos", Roblox staff educator (2024) | https://www.youtube.com/watch?v=C-DwGRBHvmE | Never delete cage vertices, test on rigs with animations | [00:09:3 - Network accessline 35
| Intro to texturing for UGC | Madison_Hatter2, UGC creator with thousands of items (2025) | https://www.youtube.com/watch?v=MlyJD_ix9CE | Texture iteration, shoulder pets on the neck attachment, test on several bodies | [00:04:5 - Network accessline 35
| Intro to texturing for UGC | Madison_Hatter2, UGC creator with thousands of items (2025) | https://www.youtube.com/watch?v=MlyJD_ix9CE | Texture iteration, shoulder pets on the neck attachment, test on several bodies | [00:04:5 - Network accessline 36
| Import 3D models with PBR textures | Templates, Roblox developer (2025) | https://www.youtube.com/watch?v=q9zScEsDsIc | Importer toggles, SurfaceAppearance tint | [00:02:3 - Network accessline 36
| Import 3D models with PBR textures | Templates, Roblox developer (2025) | https://www.youtube.com/watch?v=q9zScEsDsIc | Importer toggles, SurfaceAppearance tint | [00:02:3 - Network accessline 37
| Fix UGC size boundaries | Joemam's UGC, hobbyist (2025) | https://www.youtube.com/watch?v=UyeeecOGOfA | Pivot and scale cause "outside bounds" | [00:00:3 - Network accessline 37
| Fix UGC size boundaries | Joemam's UGC, hobbyist (2025) | https://www.youtube.com/watch?v=UyeeecOGOfA | Pivot and scale cause "outside bounds" | [00:00:3 - Network accessline 38
| EditableMesh tutorial | Catargo, scripter (2023, early beta API) | https://www.youtube.com/watch?v=HKr6ljJQ1Tw | Limits and per-frame cost; API names are outdated | [00:01:1 - Network accessline 38
| EditableMesh tutorial | Catargo, scripter (2023, early beta API) | https://www.youtube.com/watch?v=HKr6ljJQ1Tw | Limits and per-frame cost; API names are outdated | [00:01:1 - Network accessline 39
| Best AI tools for Roblox 3D (2026) | CallMeDogey, creator (sponsored) | https://www.youtube.com/watch?v=C37zsRbmYTQ | Raw AI meshes need remesh before import | [00:00:3 - Network accessline 39
| Best AI tools for Roblox 3D (2026) | CallMeDogey, creator (sponsored) | https://www.youtube.com/watch?v=C37zsRbmYTQ | Raw AI meshes need remesh before import | [00:00:3 - Network accessline 40
| CSM foliage from one image | Common Sense Machines, vendor demo (2024) | https://www.youtube.com/watch?v=2PuL9bgLBT4 | Bottom pivot for props, embed textures | [00:02:3 - Network accessline 40
| CSM foliage from one image | Common Sense Machines, vendor demo (2024) | https://www.youtube.com/watch?v=2PuL9bgLBT4 | Bottom pivot for props, embed textures | [00:02:3 - Network accessline 41
| Cube3D review | Paul1Rb, scripter (2025) | https://www.youtube.com/watch?v=r1MOsgqzKrg | pcall generation, moderation failures | [00:05:1 - Network accessline 41
| Cube3D review | Paul1Rb, scripter (2025) | https://www.youtube.com/watch?v=r1MOsgqzKrg | pcall generation, moderation failures | [00:05:1 - Network accessline 42
| Tech Talks EP32, AI at Roblox | Roblox CEO and AI researchers (2026) | https://www.youtube.com/watch?v=8Djgx0jEyfs | Direction of 4D generation and schemas | [00:12:3 - Network accessline 42
| Tech Talks EP32, AI at Roblox | Roblox CEO and AI researchers (2026) | https://www.youtube.com/watch?v=8Djgx0jEyfs | Direction of 4D generation and schemas | [00:12:3 - Network accessline 43
| Substance Painter accessory texturing | Lemonsie, UGC store owner (2025) | https://www.youtube.com/watch?v=x1ffbTm-qzM | Bake with low as high | [00:01:1 - Network accessline 43
| Substance Painter accessory texturing | Lemonsie, UGC store owner (2025) | https://www.youtube.com/watch?v=x1ffbTm-qzM | Bake with low as high | [00:01:1 - Network accessline 44
| First UGC upload | SharkBlox, UGC educator (2024) | https://www.youtube.com/watch?v=qeQ-h6sC0LA | Upload gates of 2024 (verify before relying) | [00:00:3 - Network accessline 44
| First UGC upload | SharkBlox, UGC educator (2024) | https://www.youtube.com/watch?v=qeQ-h6sC0LA | Upload gates of 2024 (verify before relying) | [00:00:3
skills/game-engines/roblox/scenario-roblox-assets/scripts/blender_roblox_prep.py
skills/game-engines/roblox/scenario-roblox-assets/scripts/rbx_assets.py
skills/game-engines/roblox/scenario-roblox-data/SKILL.md
- Network accessline 15
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 15
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 16
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 16
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-data/references/sources.md
- Network accessline 8
| Source | What | URL | Best for - Network accessline 8
| Source | What | URL | Best for - Network accessline 10
| loleris (MAD STUDIO) | ProfileStore, pinned commit 45c9847cbcf1fc260369c50eb335aba7c35aecdd, SHA-256 ad43737203688b8e88cab34ebe8c483000c157e53bfb41e35f1b49ee89d0c95f | https://github.com/MadStudioRoblox/ProfileStore | session locks, const - Network accessline 10
| loleris (MAD STUDIO) | ProfileStore, pinned commit 45c9847cbcf1fc260369c50eb335aba7c35aecdd, SHA-256 ad43737203688b8e88cab34ebe8c483000c157e53bfb41e35f1b49ee89d0c95f | https://github.com/MadStudioRoblox/ProfileStore | session locks, const - Network accessline 14
| Source | URL | Best for | | ------------------------------- | -------------------------- - Network accessline 14
| Source | URL | Best for | | ------------------------------- | -------------------------- - Network accessline 15
| ------------------------------- | ---------------------------------------------------------------------------------------- | ------------------------------------------------ | | ProfileStore docs (loleris) | https://madstudioroblox.gi - Network accessline 15
| ------------------------------- | ---------------------------------------------------------------------------------------- | ------------------------------------------------ | | ProfileStore docs (loleris) | https://madstudioroblox.gi - Network accessline 16
| ProfileStore docs (loleris) | https://madstudioroblox.github.io/ProfileStore/ | API, troubleshooting, trading, Studio Mock | - Network accessline 16
| ProfileStore docs (loleris) | https://madstudioroblox.github.io/ProfileStore/ | API, troubleshooting, trading, Studio Mock | - Network accessline 17
| Data stores overview | https://create.roblox.com/docs/cloud-services/data-stores | Studio access setting | - Network accessline 17
| Data stores overview | https://create.roblox.com/docs/cloud-services/data-stores | Studio access setting | - Network accessline 18
| Data store best practices | https://create.roblox.com/docs/cloud-services/data-stores/best-practices | failed writes, retries, key design | - Network accessline 18
| Data store best practices | https://create.roblox.com/docs/cloud-services/data-stores/best-practices | failed writes, retries, key design | - Network accessline 19
| Error codes and limits | https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits | 2026 budgets, throughput, storage, error codes | - Network accessline 19
| Error codes and limits | https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits | 2026 budgets, throughput, storage, error codes | - Network accessline 20
| Versioning, listing and caching | https://create.roblox.com/docs/cloud-services/data-stores/versioning-listing-and-caching | 4 s cache, hourly versions, snapshots | - Network accessline 20
| Versioning, listing and caching | https://create.roblox.com/docs/cloud-services/data-stores/versioning-listing-and-caching | 4 s cache, hourly versions, snapshots | - Network accessline 21
| Player data and purchasing | https://create.roblox.com/docs/cloud-services/data-stores/player-data-purchasing | ordered retries, session locks, receipts | - Network accessline 21
| Player data and purchasing | https://create.roblox.com/docs/cloud-services/data-stores/player-data-purchasing | ordered retries, session locks, receipts | - Network accessline 22
| Right to be forgotten | https://create.roblox.com/docs/cloud-services/data-stores/right-to-be-forgotten | key templates with `{UserId}` | - Network accessline 22
| Right to be forgotten | https://create.roblox.com/docs/cloud-services/data-stores/right-to-be-forgotten | key templates with `{UserId}` | - Network accessline 23
| Data Stores Manager | https://create.roblox.com/docs/cloud-services/data-stores/data-stores-manager | browsing keys, storage, restore | - Network accessline 23
| Data Stores Manager | https://create.roblox.com/docs/cloud-services/data-stores/data-stores-manager | browsing keys, storage, restore | - Network accessline 24
| Observability | https://create.roblox.com/docs/cloud-services/data-stores/observability | request and throttle charts | - Network accessline 24
| Observability | https://create.roblox.com/docs/cloud-services/data-stores/observability | request and throttle charts | - Network accessline 25
| Memory store best practices | https://create.roblox.com/docs/cloud-services/memory-stores/best-practices | partitions, sharding, expiry | - Network accessline 25
| Memory store best practices | https://create.roblox.com/docs/cloud-services/memory-stores/best-practices | partitions, sharding, expiry | - Network accessline 26
| Cross-server messaging | https://create.roblox.com/docs/cloud-services/cross-server-messaging | topics, size, delivery | - Network accessline 26
| Cross-server messaging | https://create.roblox.com/docs/cloud-services/cross-server-messaging | topics, size, delivery | - Network accessline 27
| Teleport between places | https://create.roblox.com/docs/projects/teleport | TeleportOptions, failures, Access Control | - Network accessline 27
| Teleport between places | https://create.roblox.com/docs/projects/teleport | TeleportOptions, failures, Access Control | - Network accessline 28
| Update games | https://create.roblox.com/docs/projects/update-games | restarting outdated servers | - Network accessline 28
| Update games | https://create.roblox.com/docs/projects/update-games | restarting outdated servers | - Network accessline 29
| Developer Products | https://create.roblox.com/docs/production/monetization/developer-products | creating products, ProcessReceipt | - Network accessline 29
| Developer Products | https://create.roblox.com/docs/production/monetization/developer-products | creating products, ProcessReceipt | - Network accessline 30
| Paid random items | https://create.roblox.com/docs/production/monetization/paid-random-items | per-player policy, blocking trades of paid items | - Network accessline 30
| Paid random items | https://create.roblox.com/docs/production/monetization/paid-random-items | per-player policy, blocking trades of paid items | - Network accessline 31
| PolicyService reference | https://create.roblox.com/docs/reference/engine/classes/PolicyService | `IsPaidItemTradingAllowed`, errors | - Network accessline 31
| PolicyService reference | https://create.roblox.com/docs/reference/engine/classes/PolicyService | `IsPaidItemTradingAllowed`, errors | - Network accessline 32
| Automate right to erasure | https://create.roblox.com/docs/cloud/webhooks/automate-right-to-erasure | custom deletion when templates cannot match | - Network accessline 32
| Automate right to erasure | https://create.roblox.com/docs/cloud/webhooks/automate-right-to-erasure | custom deletion when templates cannot match | - Network accessline 36
| Expert | Credential | URL | Best for | Best timestamps - Network accessline 36
| Expert | Credential | URL | Best for | Best timestamps - Network accessline 37
| ------------------------------------ | ------------------------------------------------------------------ | ------------------------------------------- | ---------------------------------------------------------- | ----------------------- - Network accessline 37
| ------------------------------------ | ------------------------------------------------------------------ | ------------------------------------------- | ---------------------------------------------------------- | ----------------------- - Network accessline 38
| Suphi Kaner | author of Suphi's DataStore Module (partisan comparison) | https://www.youtube.com/watch?v=ARPfIt16sXI | why session locks matter, UpdateAsync myth, lock expiry | 00:04:43, 00:10:48, 00: - Network accessline 38
| Suphi Kaner | author of Suphi's DataStore Module (partisan comparison) | https://www.youtube.com/watch?v=ARPfIt16sXI | why session locks matter, UpdateAsync myth, lock expiry | 00:04:43, 00:10:48, 00: - Network accessline 39
| Rileybytes | Roblox educator (unverified) | https://www.youtube.com/watch?v=8FIj3gmP5Ls | Developer Products with ProfileStore, saved-before-granted | 00:14:23, 00:16:24, 00: - Network accessline 39
| Rileybytes | Roblox educator (unverified) | https://www.youtube.com/watch?v=8FIj3gmP5Ls | Developer Products with ProfileStore, saved-before-granted | 00:14:23, 00:16:24, 00: - Network accessline 40
| Rileybytes | as above | https://www.youtube.com/watch?v=m2SP_TLeWHI | ProfileStore setup, test store name, session end | 00:05:39, 00:08:04, 00: - Network accessline 40
| Rileybytes | as above | https://www.youtube.com/watch?v=m2SP_TLeWHI | ProfileStore setup, test store name, session end | 00:05:39, 00:08:04, 00: - Network accessline 41
| MonzterDEV | Roblox scripter and educator (unverified) | https://www.youtube.com/watch?v=evBhoqeYegQ | ProfileStore service, Cancel, store reset | 00:01:52, 00:07:17, 00: - Network accessline 41
| MonzterDEV | Roblox scripter and educator (unverified) | https://www.youtube.com/watch?v=evBhoqeYegQ | ProfileStore service, Cancel, store reset | 00:01:52, 00:07:17, 00: - Network accessline 42
| Possible Panda | tutorial creator | https://www.youtube.com/watch?v=0rmh0FpHBYM | kick on failure, AddUserId, left-early guard | 00:06:38, 00:07:27, 00: - Network accessline 42
| Possible Panda | tutorial creator | https://www.youtube.com/watch?v=0rmh0FpHBYM | kick on failure, AddUserId, left-early guard | 00:06:38, 00:07:27, 00: - Network accessline 43
| BrawlDev | tutorial creator scripting since 2016 | https://www.youtube.com/watch?v=vNsAGifGCvA | TeleportAsync tables, teleport data limits | 00:10:40, 00:26:40 - Network accessline 43
| BrawlDev | tutorial creator scripting since 2016 | https://www.youtube.com/watch?v=vNsAGifGCvA | TeleportAsync tables, teleport data limits | 00:10:40, 00:26:40 - Network accessline 44
| BrawlDev | as above | https://www.youtube.com/watch?v=GfKYmecLVn4 | OrderedDataStore leaderboards | 00:07:47 - Network accessline 44
| BrawlDev | as above | https://www.youtube.com/watch?v=GfKYmecLVn4 | OrderedDataStore leaderboards | 00:07:47 - Network accessline 45
| Paul1Rb | Roblox educator (unverified) | https://www.youtube.com/watch?v=ytuwR-toxBc | TeleportOptions, passing JobIds | 00:03:46, 00:06:00 - Network accessline 45
| Paul1Rb | Roblox educator (unverified) | https://www.youtube.com/watch?v=ytuwR-toxBc | TeleportOptions, passing JobIds | 00:03:46, 00:06:00 - Network accessline 46
| TextChanged | tutorial creator | https://www.youtube.com/watch?v=NUbjcGDlSLM | cross-server matchmaking, error 773 in multi-client tests | 00:17:04 - Network accessline 46
| TextChanged | tutorial creator | https://www.youtube.com/watch?v=NUbjcGDlSLM | cross-server matchmaking, error 773 in multi-client tests | 00:17:04 - Network accessline 47
| CJ_Oyer (Connect 2023, Roblox Learn) | independent developer, Roblox Accelerator alumnus (self-described) | https://www.youtube.com/watch?v=gapG2tH-etI | publishing all places together | 00:27:33 - Network accessline 47
| CJ_Oyer (Connect 2023, Roblox Learn) | independent developer, Roblox Accelerator alumnus (self-described) | https://www.youtube.com/watch?v=gapG2tH-etI | publishing all places together | 00:27:33
skills/game-engines/roblox/scenario-roblox-data/scripts/rbx_data.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 85
d.mkdir(parents=True, exist_ok=True) out = d / "ProfileStore.luau" url = f"https://raw.githubusercontent.com/{PROFILESTORE_REPO}/{PROFILESTORE_COMMIT}/ProfileStore.luau" - Network accessline 85
d.mkdir(parents=True, exist_ok=True) out = d / "ProfileStore.luau" url = f"https://raw.githubusercontent.com/{PROFILESTORE_REPO}/{PROFILESTORE_COMMIT}/ProfileStore.luau" - Network accessline 86
out = d / "ProfileStore.luau" url = f"https://raw.githubusercontent.com/{PROFILESTORE_REPO}/{PROFILESTORE_COMMIT}/ProfileStore.luau" data = urllib.request.urlopen(url, timeout=60).read() - Network accessline 86
out = d / "ProfileStore.luau" url = f"https://raw.githubusercontent.com/{PROFILESTORE_REPO}/{PROFILESTORE_COMMIT}/ProfileStore.luau" data = urllib.request.urlopen(url, timeout=60).read() - Network accessline 87
url = f"https://raw.githubusercontent.com/{PROFILESTORE_REPO}/{PROFILESTORE_COMMIT}/ProfileStore.luau" data = urllib.request.urlopen(url, timeout=60).read() digest = hashlib.sha256(data).hexdigest() - Network accessline 87
url = f"https://raw.githubusercontent.com/{PROFILESTORE_REPO}/{PROFILESTORE_COMMIT}/ProfileStore.luau" data = urllib.request.urlopen(url, timeout=60).read() digest = hashlib.sha256(data).hexdigest() - Network accessline 88
data = urllib.request.urlopen(url, timeout=60).read() - Network accessline 88
data = urllib.request.urlopen(url, timeout=60).read()
skills/game-engines/roblox/scenario-roblox-environment/SKILL.md
- Network accessline 16
purpose, plus kit modules that build, light, measure and audit a scene. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario- - Network accessline 16
purpose, plus kit modules that build, light, measure and audit a scene. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario- - Network accessline 17
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 18
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/game-engines/roblox/scenario-roblox-environment/references/sources.md
- Network accessline 10
| Page | Best for - Network accessline 10
| Page | Best for - Network accessline 11
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------- - Network accessline 11
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------- - Network accessline 12
| [Greybox your environment](https://create.roblox.com/docs/tutorials/curriculums/environmental-art/greybox-your-environment) | Doorways and halls 10 studs wide, walls 1 - Network accessline 12
| [Greybox your environment](https://create.roblox.com/docs/tutorials/curriculums/environmental-art/greybox-your-environment) | Doorways and halls 10 studs wide, walls 1 - Network accessline 13
| [Greybox a playable area](https://create.roblox.com/docs/tutorials/curriculums/core/building/greybox-a-playable-area) | Beginner blockout steps - Network accessline 13
| [Greybox a playable area](https://create.roblox.com/docs/tutorials/curriculums/core/building/greybox-a-playable-area) | Beginner blockout steps - Network accessline 14
| [Units](https://create.roblox.com/docs/physics/units) | One stud is about 28 cm - Network accessline 14
| [Units](https://create.roblox.com/docs/physics/units) | One stud is about 28 cm - Network accessline 15
| [Collisions](https://create.roblox.com/docs/workspace/collisions) | CollisionFidelity choices, collision grou - Network accessline 15
| [Collisions](https://create.roblox.com/docs/workspace/collisions) | CollisionFidelity choices, collision grou - Network accessline 16
| [Solid modeling](https://create.roblox.com/docs/parts/solid-modeling) | GeometryService CSG, 20,000-triangle simp - Network accessline 16
| [Solid modeling](https://create.roblox.com/docs/parts/solid-modeling) | GeometryService CSG, 20,000-triangle simp - Network accessline 17
| [Meshes](https://create.roblox.com/docs/parts/meshes) | Fidelity on meshes, RenderFidelity - Network accessline 17
| [Meshes](https://create.roblox.com/docs/parts/meshes) | Fidelity on meshes, RenderFidelity - Network accessline 18
| [Materials](https://create.roblox.com/docs/parts/materials) | MaterialVariant, MaterialService override - Network accessline 18
| [Materials](https://create.roblox.com/docs/parts/materials) | MaterialVariant, MaterialService override - Network accessline 19
| [Terrain](https://create.roblox.com/docs/parts/terrain) | Terrain materials, decoration, water - Network accessline 19
| [Terrain](https://create.roblox.com/docs/parts/terrain) | Terrain materials, decoration, water - Network accessline 20
| [Terrain reference](https://create.roblox.com/docs/reference/engine/classes/Terrain) | `WriteVoxels`, `ReadVoxelChannels`, `Repl - Network accessline 20
| [Terrain reference](https://create.roblox.com/docs/reference/engine/classes/Terrain) | `WriteVoxels`, `ReadVoxelChannels`, `Repl - Network accessline 21
| [Terrain Editor](https://create.roblox.com/docs/studio/terrain-editor) | GUI tools the kit replaces - Network accessline 21
| [Terrain Editor](https://create.roblox.com/docs/studio/terrain-editor) | GUI tools the kit replaces - Network accessline 22
| [Lighting](https://create.roblox.com/docs/environment/lighting) | LightingStyle, PrioritizeLightingQuality, - Network accessline 22
| [Lighting](https://create.roblox.com/docs/environment/lighting) | LightingStyle, PrioritizeLightingQuality, - Network accessline 23
| [Lighting reference](https://create.roblox.com/docs/reference/engine/classes/Lighting) | Property list, `GetSunDirection`, Technol - Network accessline 23
| [Lighting reference](https://create.roblox.com/docs/reference/engine/classes/Lighting) | Property list, `GetSunDirection`, Technol - Network accessline 24
| [Atmosphere](https://create.roblox.com/docs/environment/atmosphere) | Density, Offset, Haze, Glare, Color, Deca - Network accessline 24
| [Atmosphere](https://create.roblox.com/docs/environment/atmosphere) | Density, Offset, Haze, Glare, Color, Deca - Network accessline 25
| [Clouds](https://create.roblox.com/docs/environment/clouds) | Terrain Clouds: Cover, Density, Color - Network accessline 25
| [Clouds](https://create.roblox.com/docs/environment/clouds) | Terrain Clouds: Cover, Density, Color - Network accessline 26
| [Skybox](https://create.roblox.com/docs/environment/skybox) | Six-face Sky, celestial bodies - Network accessline 26
| [Skybox](https://create.roblox.com/docs/environment/skybox) | Six-face Sky, celestial bodies - Network accessline 27
| [Post-processing effects](https://create.roblox.com/docs/environment/post-processing-effects) | Bloom, ColorCorrection, SunRays, DepthOfF - Network accessline 27
| [Post-processing effects](https://create.roblox.com/docs/environment/post-processing-effects) | Bloom, ColorCorrection, SunRays, DepthOfF - Network accessline 28
| [Enhance outdoor environments](https://create.roblox.com/docs/tutorials/use-case-tutorials/lighting/enhance-outdoor-environments) | Outdoor lighting walkthrough - Network accessline 28
| [Enhance outdoor environments](https://create.roblox.com/docs/tutorials/use-case-tutorials/lighting/enhance-outdoor-environments) | Outdoor lighting walkthrough - Network accessline 29
| [Enhance indoor environments](https://create.roblox.com/docs/tutorials/use-case-tutorials/lighting/enhance-indoor-environments) | Indoor lighting walkthrough - Network accessline 29
| [Enhance indoor environments](https://create.roblox.com/docs/tutorials/use-case-tutorials/lighting/enhance-indoor-environments) | Indoor lighting walkthrough - Network accessline 30
| [Streaming techniques](https://create.roblox.com/docs/workspace/streaming/techniques) | Per-model `ModelStreamingMode`, `RequestS - Network accessline 30
| [Streaming techniques](https://create.roblox.com/docs/workspace/streaming/techniques) | Per-model `ModelStreamingMode`, `RequestS - Network accessline 31
| [Streaming overview](https://create.roblox.com/docs/workspace/streaming) | Radii, integrity modes, the baseline valu - Network accessline 31
| [Streaming overview](https://create.roblox.com/docs/workspace/streaming) | Radii, integrity modes, the baseline valu - Network accessline 32
| [SLIM](https://create.roblox.com/docs/workspace/streaming/slim) | `LevelOfDetail` SLIM for static models, t - Network accessline 32
| [SLIM](https://create.roblox.com/docs/workspace/streaming/slim) | `LevelOfDetail` SLIM for static models, t - Network accessline 33
| [Improve performance](https://create.roblox.com/docs/performance-optimization/improve) | Instancing, texture pixels (512 for most - Network accessline 33
| [Improve performance](https://create.roblox.com/docs/performance-optimization/improve) | Instancing, texture pixels (512 for most - Network accessline 34
| [Studio interface: visualization options](https://create.roblox.com/docs/studio/overview#visualization-options) | The viewport menu with Collision fidelity - Network accessline 34
| [Studio interface: visualization options](https://create.roblox.com/docs/studio/overview#visualization-options) | The viewport menu with Collision fidelity - Network accessline 35
| [PhysicsSettings](https://create.roblox.com/docs/reference/engine/classes/PhysicsSettings) and [RenderSettings](https://create.roblox.com/docs/reference/engine/classes/RenderSettings) references | `ShowDecompositionGeometry`, `RenderCSGTr - Network accessline 35
| [PhysicsSettings](https://create.roblox.com/docs/reference/engine/classes/PhysicsSettings) and [RenderSettings](https://create.roblox.com/docs/reference/engine/classes/RenderSettings) references | `ShowDecompositionGeometry`, `RenderCSGTr - Network accessline 36
| [RenderFidelity enum](https://create.roblox.com/docs/reference/engine/enums/RenderFidelity) | Automatic bands: under 250, 250 to 500, b - Network accessline 36
| [RenderFidelity enum](https://create.roblox.com/docs/reference/engine/enums/RenderFidelity) | Automatic bands: under 250, 250 to 500, b - Network accessline 37
| [Humanoid reference](https://create.roblox.com/docs/reference/engine/classes/Humanoid) | WalkSpeed 16, JumpHeight 7.2 - Network accessline 37
| [Humanoid reference](https://create.roblox.com/docs/reference/engine/classes/Humanoid) | WalkSpeed 16, JumpHeight 7.2 - Network accessline 39
DevForum announcements for version facts: [Unified Lighting](https://devforum.roblox.com/t/3401512) - Network accessline 39
DevForum announcements for version facts: [Unified Lighting](https://devforum.roblox.com/t/3401512) - Network accessline 40
(live 2025-07-23), [light range 120](https://devforum.roblox.com/t/3954367) (2025-09-23), - Network accessline 40
(live 2025-07-23), [light range 120](https://devforum.roblox.com/t/3954367) (2025-09-23), - Network accessline 41
[4K textures](https://devforum.roblox.com/t/4316229) (2026-01-30). - Network accessline 41
[4K textures](https://devforum.roblox.com/t/4316229) (2026-01-30). - Network accessline 45
| Source | Who | Best for | Ti - Network accessline 45
| Source | Who | Best for | Ti - Network accessline 46
| --------------------------------------------------------------------------------------- | -------------------------------------------------------------- | ------------------------------------------------------------------------------ | -- - Network accessline 46
| --------------------------------------------------------------------------------------- | -------------------------------------------------------------- | ------------------------------------------------------------------------------ | -- - Network accessline 47
| [How to Graybox](https://www.youtube.com/watch?v=T--CNfkfBBQ) (2025) | Jalapeno (Hal_Apenyo), Roblox environment artist, Roblox Learn | Folder tree, grid variant, primitives, graybox acceptance | 00 - Network accessline 47
| [How to Graybox](https://www.youtube.com/watch?v=T--CNfkfBBQ) (2025) | Jalapeno (Hal_Apenyo), Roblox environment artist, Roblox Learn | Folder tree, grid variant, primitives, graybox acceptance | 00 - Network accessline 48
| [Finding Your Art Direction, RDC 2024](https://www.youtube.com/watch?v=vWx8UTxsi0A) | Gino Roy (Heart_Hertz), art director, Sawhorse Interactive | Composition from spawn, walk timing, color as gameplay, sky tint, fake bounce | 00 - Network accessline 48
| [Finding Your Art Direction, RDC 2024](https://www.youtube.com/watch?v=vWx8UTxsi0A) | Gino Roy (Heart_Hertz), art director, Sawhorse Interactive | Composition from spawn, walk timing, color as gameplay, sky tint, fake bounce | 00 - Network accessline 49
| [Plan and Build Huge Maps](https://www.youtube.com/watch?v=eRnnjqVOq7c) (2021) | RoBuilder, hobbyist builder | Planning order, pink landmark placeholders | 00 - Network accessline 49
| [Plan and Build Huge Maps](https://www.youtube.com/watch?v=eRnnjqVOq7c) (2021) | RoBuilder, hobbyist builder | Planning order, pink landmark placeholders | 00 - Network accessline 50
| [Unions Are Bad For Building](https://www.youtube.com/watch?v=Ahn2P_4TDrU) (2025) | Kaiwala, builder of a Traitor Town map | Union collision, distinct union assets, float drift | 00 - Network accessline 50
| [Unions Are Bad For Building](https://www.youtube.com/watch?v=Ahn2P_4TDrU) (2025) | Kaiwala, builder of a Traitor Town map | Union collision, distinct union assets, float drift | 00 - Network accessline 51
| [Optimizing Unions Without Blender](https://www.youtube.com/watch?v=x9jg8kjH3Vs) (2025) | Kaiwala | Holes from parts, OBJ re-import, texture seams | 00 - Network accessline 51
| [Optimizing Unions Without Blender](https://www.youtube.com/watch?v=x9jg8kjH3Vs) (2025) | Kaiwala | Holes from parts, OBJ re-import, texture seams | 00 - Network accessline 52
| [Environmental Art Tutorial](https://www.youtube.com/watch?v=-DoOf32pkPo) (2024) | BONES (Urellity), lead environment artist | Part blockout to terrain, rock placement, water, final check | 00 - Network accessline 52
| [Environmental Art Tutorial](https://www.youtube.com/watch?v=-DoOf32pkPo) (2024) | BONES (Urellity), lead environment artist | Part blockout to terrain, rock placement, water, final check | 00 - Network accessline 53
| [Building Basics](https://www.youtube.com/watch?v=EAtKeffHRRI) (2024) | BONES | Whole-stud sizes, zeroed orientation, a rig for scale | 00 - Network accessline 53
| [Building Basics](https://www.youtube.com/watch?v=EAtKeffHRRI) (2024) | BONES | Whole-stud sizes, zeroed orientation, a rig for scale | 00 - Network accessline 54
| [Advanced Modular Bridge](https://www.youtube.com/watch?v=B9nvNMNUiBE) (2024) | BONES | Modular pieces, merging repeated parts | 00 - Network accessline 54
| [Advanced Modular Bridge](https://www.youtube.com/watch?v=B9nvNMNUiBE) (2024) | BONES | Modular pieces, merging repeated parts | 00 - Network accessline 55
| [Terrain Editor Guide](https://www.youtube.com/watch?v=CippiATeZ54) (2023) | SmartyRBX, Roblox educator | LeafyGrass under parts, Basalt sides, terrain colors, one variant per material | 00 - Network accessline 55
| [Terrain Editor Guide](https://www.youtube.com/watch?v=CippiATeZ54) (2023) | SmartyRBX, Roblox educator | LeafyGrass under parts, Basalt sides, terrain colors, one variant per material | 00 - Network accessline 56
| [PBR Textures and MaterialVariants](https://www.youtube.com/watch?v=5DxfMG-kDfw) (2024) | BONES | OpenGL normals, variant override scope | 00 - Network accessline 56
| [PBR Textures and MaterialVariants](https://www.youtube.com/watch?v=5DxfMG-kDfw) (2024) | BONES | OpenGL normals, variant override scope | 00 - Network accessline 57
| [Everything About MaterialVariants](https://www.youtube.com/watch?v=MWAIZuV70EQ) (2022) | Roblox Studio in a Minute | Variant gotchas: re-assign after a base change | 00 - Network accessline 57
| [Everything About MaterialVariants](https://www.youtube.com/watch?v=MWAIZuV70EQ) (2022) | Roblox Studio in a Minute | Variant gotchas: re-assign after a base change | 00 - Network accessline 58
| [MaterialService PBR](https://www.youtube.com/watch?v=qRrQXJBCO64) (2022) | Disobeyedcrab, realism builder | Tiling versus stretching | wh - Network accessline 58
| [MaterialService PBR](https://www.youtube.com/watch?v=qRrQXJBCO64) (2022) | Disobeyedcrab, realism builder | Tiling versus stretching | wh - Network accessline 59
| [Union Tools](https://www.youtube.com/watch?v=wf4HB6pk1Gk) (2025) | BONES | Negate colors, `UsePartColor` | 00 - Network accessline 59
| [Union Tools](https://www.youtube.com/watch?v=wf4HB6pk1Gk) (2025) | BONES | Negate colors, `UsePartColor` | 00 - Network accessline 60
| [Stylized Trees and Assets](https://www.youtube.com/watch?v=0_lkryX-CgM) (2025) | DatBoiEle, stylized builder | Leaf cards, foliage light rig, flat roughness, swapping ColorMaps | 00 - Network accessline 60
| [Stylized Trees and Assets](https://www.youtube.com/watch?v=0_lkryX-CgM) (2025) | DatBoiEle, stylized builder | Leaf cards, foliage light rig, flat roughness, swapping ColorMaps | 00 - Network accessline 61
| [Detailed Environments](https://www.youtube.com/watch?v=MdyCUSaCDr8) (2026) | Coke (Coked Studios), hobbyist | Detail only where the camera looks | 00 - Network accessline 61
| [Detailed Environments](https://www.youtube.com/watch?v=MdyCUSaCDr8) (2026) | Coke (Coked Studios), hobbyist | Detail only where the camera looks | 00 - Network accessline 62
| [Roleplay Design with Myzta](https://www.youtube.com/watch?v=UlKAoiFLgUo) (2021) | Myzta, founder of Full Flower Studios, Roblox Learn roundtable | Chunky shapes, readable worlds | 00 - Network accessline 62
| [Roleplay Design with Myzta](https://www.youtube.com/watch?v=UlKAoiFLgUo) (2021) | Myzta, founder of Full Flower Studios, Roblox Learn roundtable | Chunky shapes, readable worlds | 00 - Network accessline 66
| Source | Who | Best for - Network accessline 66
| Source | Who | Best for - Network accessline 67
| ----------------------------------------------------------------------------------------------------- | -------------------------------------------------- | --------------------------------------------------------------------------------- - Network accessline 67
| ----------------------------------------------------------------------------------------------------- | -------------------------------------------------- | --------------------------------------------------------------------------------- - Network accessline 68
| [Advanced Lighting](https://www.youtube.com/watch?v=zAoY8pxJM9c) (2024) | BONES | Dark recipe, window-lit interior, fake GI, sunset by latitude - Network accessline 68
| [Advanced Lighting](https://www.youtube.com/watch?v=zAoY8pxJM9c) (2024) | BONES | Dark recipe, window-lit interior, fake GI, sunset by latitude - Network accessline 69
| [Unified Lighting Explained](https://www.youtube.com/watch?v=6zSe8cuBB_I) (2025) | BONES | Soft versus Realistic, Editor Quality Level - Network accessline 69
| [Unified Lighting Explained](https://www.youtube.com/watch?v=6zSe8cuBB_I) (2025) | BONES | Soft versus Realistic, Editor Quality Level - Network accessline 70
| [The Ultimate Lighting Tutorial](https://www.youtube.com/watch?v=aq0Fi0R2FAY) (2024) | DatBoiEle | Order of operations, warm light and cool shadow, Bloom, windows, color correction - Network accessline 70
| [The Ultimate Lighting Tutorial](https://www.youtube.com/watch?v=aq0Fi0R2FAY) (2024) | DatBoiEle | Order of operations, warm light and cool shadow, Bloom, windows, color correction - Network accessline 71
| [Lighting 10x Better](https://www.youtube.com/watch?v=vkEXLmRAQgs) (2026) | Develuper, educator | Realistic first, Atmosphere 0.3 to 0.4, contrast last - Network accessline 71
| [Lighting 10x Better](https://www.youtube.com/watch?v=vkEXLmRAQgs) (2026) | Develuper, educator | Realistic first, Atmosphere 0.3 to 0.4, contrast last - Network accessline 72
| [Lighting and Atmosphere](https://www.youtube.com/watch?v=UlvSrWHESwA) (2026) | Fives, RingWorld Studio, about 8 years of building | Mood first, ClockTime, night with near and far lights - Network accessline 72
| [Lighting and Atmosphere](https://www.youtube.com/watch?v=UlvSrWHESwA) (2026) | Fives, RingWorld Studio, about 8 years of building | Mood first, ClockTime, night with near and far lights - Network accessline 73
| [External Assets and Realism Lighting](https://www.youtube.com/watch?v=wmB8BW4y5EA) (2026, sponsored) | DatBoiEle | Time-of-day checks on imported assets - Network accessline 73
| [External Assets and Realism Lighting](https://www.youtube.com/watch?v=wmB8BW4y5EA) (2026, sponsored) | DatBoiEle | Time-of-day checks on imported assets - Network accessline 77
| Source | Who | Used for - Network accessline 77
| Source | Who | Used for - Network accessline 78
| ------------------------------------------------------------------------------ | ------------------------------- | --------------------------------------------------------------------------------------------------------------------------- - Network accessline 78
| ------------------------------------------------------------------------------ | ------------------------------- | --------------------------------------------------------------------------------------------------------------------------- - Network accessline 79
| [RDC 2024 Rendering Health Check](https://www.youtube.com/watch?v=cWDNVvOh4o0) | Peter McNeill (MrChickenRocket) | 500 draw calls and 500k triangles per view on 2 GB phones (00:36:05); same mesh and material batch (00:10:35); batching tie - Network accessline 79
| [RDC 2024 Rendering Health Check](https://www.youtube.com/watch?v=cWDNVvOh4o0) | Peter McNeill (MrChickenRocket) | 500 draw calls and 500k triangles per view on 2 GB phones (00:36:05); same mesh and material batch (00:10:35); batching tie - Network accessline 80
| [Minimize Client Memory](https://www.youtube.com/watch?v=OCUZKJJR-TE) | Roblox Learn | 512 px textures for most surfaces (00:02:46); one size per PBR set (00:04:59) - Network accessline 80
| [Minimize Client Memory](https://www.youtube.com/watch?v=OCUZKJJR-TE) | Roblox Learn | 512 px textures for most surfaces (00:02:46); one size per PBR set (00:04:59) - Network accessline 81
| [Level of Detail Settings](https://www.youtube.com/watch?v=Wwj8EkMWFhI) (2025) | Andrew, Roblox Learn | RenderFidelity Automatic (00:01:44); SLIM versus StreamingMesh; StreamingMesh needs TargetRadius 1,000 or more; Persistent - Network accessline 81
| [Level of Detail Settings](https://www.youtube.com/watch?v=Wwj8EkMWFhI) (2025) | Andrew, Roblox Learn | RenderFidelity Automatic (00:01:44); SLIM versus StreamingMesh; StreamingMesh needs TargetRadius 1,000 or more; Persistent - Network accessline 92
All in the public repository [scenario-labs/skills](https://github.com/scenario-labs/skills): - Network accessline 92
All in the public repository [scenario-labs/skills](https://github.com/scenario-labs/skills):
skills/game-engines/roblox/scenario-roblox-environment/scripts/rbx_environment.py
skills/game-engines/roblox/scenario-roblox-expert/SKILL.md
- Network accessline 16
([`scripts/`](scripts/)), and the map of the team. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 16
([`scripts/`](scripts/)), and the map of the team. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/roblox/scenario-roblox-expert/references/sources.md
- Network accessline 7
| Source | Credential | URL | Best for | - Network accessline 7
| Source | Credential | URL | Best for | - Network accessline 8
| ------------------------------------------------------ | --------------------------------------------------------------------------------- | ------------------------------------------- | ------------------------------------------------ | - Network accessline 8
| ------------------------------------------------------ | --------------------------------------------------------------------------------- | ------------------------------------------- | ------------------------------------------------ | - Network accessline 9
| How to use the MicroProfiler | Andrew, Roblox Learn (official) | https://www.youtube.com/watch?v=XLCZfGEm9tU | frame time over FPS; MicroProfiler navigation | - Network accessline 9
| How to use the MicroProfiler | Andrew, Roblox Learn (official) | https://www.youtube.com/watch?v=XLCZfGEm9tU | frame time over FPS; MicroProfiler navigation | - Network accessline 10
| Top Game Performance Tales (RDC 2025) | Peter McNeill (Roblox performance engineer), Lynn (Studio PM) | https://www.youtube.com/watch?v=rwLEnBtXr30 | triage order, server MicroProfiler | - Network accessline 10
| Top Game Performance Tales (RDC 2025) | Peter McNeill (Roblox performance engineer), Lynn (Studio PM) | https://www.youtube.com/watch?v=rwLEnBtXr30 | triage order, server MicroProfiler | - Network accessline 11
| Using Roblox Tools to Improve Performance (RDC 2024) | Peter McNeill (MrChickenRocket), ex-mobile engine director | https://www.youtube.com/watch?v=cWDNVvOh4o0 | budgets; Studio memory is not representative | - Network accessline 11
| Using Roblox Tools to Improve Performance (RDC 2024) | Peter McNeill (MrChickenRocket), ex-mobile engine director | https://www.youtube.com/watch?v=cWDNVvOh4o0 | budgets; Studio memory is not representative | - Network accessline 12
| Reliable vs Unreliable RemoteEvents | Steven, Roblox Learn | https://www.youtube.com/watch?v=n5uOVlCIUjI | measure network before changing it | - Network accessline 12
| Reliable vs Unreliable RemoteEvents | Steven, Roblox Learn | https://www.youtube.com/watch?v=n5uOVlCIUjI | measure network before changing it | - Network accessline 13
| Mastering Server Authority (RDC 2026) | Brian Neeler (PM), Jason Knight (engineer), Drew Hamilton (studio developer) | https://www.youtube.com/watch?v=9IqNHhYXK0s | prediction tests under simulated latency | - Network accessline 13
| Mastering Server Authority (RDC 2026) | Brian Neeler (PM), Jason Knight (engineer), Drew Hamilton (studio developer) | https://www.youtube.com/watch?v=9IqNHhYXK0s | prediction tests under simulated latency | - Network accessline 14
| Input Action System Q&A | Jasmine (PM) and Alex (engineer), Roblox Learn | https://www.youtube.com/watch?v=KnFJl6z5UN0 | auditing agent output over the Studio MCP | - Network accessline 14
| Input Action System Q&A | Jasmine (PM) and Alex (engineer), Roblox Learn | https://www.youtube.com/watch?v=KnFJl6z5UN0 | auditing agent output over the Studio MCP | - Network accessline 15
| Design, Grow, and Retain an 18+ Player Base (RDC 2026) | Jim Greer (Roblox) with guest studio founders | https://www.youtube.com/watch?v=vumAuOqSmNA | feel cannot be automated | - Network accessline 15
| Design, Grow, and Retain an 18+ Player Base (RDC 2026) | Jim Greer (Roblox) with guest studio founders | https://www.youtube.com/watch?v=vumAuOqSmNA | feel cannot be automated | - Network accessline 16
| How to start coding with AI on Roblox (MCP) | Roblox Learn (official), presenter unnamed | https://www.youtube.com/watch?v=v8r1d80DxOY | Git as a safety net; end-to-end setup check | - Network accessline 16
| How to start coding with AI on Roblox (MCP) | Roblox Learn (official), presenter unnamed | https://www.youtube.com/watch?v=v8r1d80DxOY | Git as a safety net; end-to-end setup check | - Network accessline 17
| How to Build Roblox Games With AI in 2026 | SmartyRBX, educator (unverified) | https://www.youtube.com/watch?v=0ENeVVC9QT0 | one feature per prompt; silent Script Sync stops | - Network accessline 17
| How to Build Roblox Games With AI in 2026 | SmartyRBX, educator (unverified) | https://www.youtube.com/watch?v=0ENeVVC9QT0 | one feature per prompt; silent Script Sync stops | - Network accessline 18
| Introduction to Roblox Agentic AI Development | SimTek Game Development (unverified) | https://www.youtube.com/watch?v=-0H6JRtrA2Y | security review prompt; respawn tests | - Network accessline 18
| Introduction to Roblox Agentic AI Development | SimTek Game Development (unverified) | https://www.youtube.com/watch?v=-0H6JRtrA2Y | security review prompt; respawn tests | - Network accessline 19
| The Real Way to Vibe Code a Roblox Game | SmartyRBX (unverified) | https://www.youtube.com/watch?v=da-wHJpNhBo | narrow corrections; taste stays human | - Network accessline 19
| The Real Way to Vibe Code a Roblox Game | SmartyRBX (unverified) | https://www.youtube.com/watch?v=da-wHJpNhBo | narrow corrections; taste stays human | - Network accessline 20
| Open Cloud CI/CD workflows (Connect 2023) | CJ_Oyer, independent developer, three Accelerator internships | https://www.youtube.com/watch?v=gapG2tH-etI | CI gates, publish rights, first unit test | - Network accessline 20
| Open Cloud CI/CD workflows (Connect 2023) | CJ_Oyer, independent developer, three Accelerator internships | https://www.youtube.com/watch?v=gapG2tH-etI | CI gates, publish rights, first unit test | - Network accessline 21
| Create and Ship Faster with AI (RDC 2024) | Roblox staff (Stef Corazza, Sujoy Banerjee, Lynn Gong, Eric Yip) with Guy de Beer | https://www.youtube.com/watch?v=XrxUy51NsvI | pseudo-code prompts; generated output is a draft | - Network accessline 21
| Create and Ship Faster with AI (RDC 2024) | Roblox staff (Stef Corazza, Sujoy Banerjee, Lynn Gong, Eric Yip) with Guy de Beer | https://www.youtube.com/watch?v=XrxUy51NsvI | pseudo-code prompts; generated output is a draft | - Network accessline 22
| Building Fun Games with AI (RDC 2025) | Karun Shana (PM), Max Ignatyev (engineering lead) | https://www.youtube.com/watch?v=3h25HUtBHFk | JSON contracts for LLM NPCs; theme guard rails | - Network accessline 22
| Building Fun Games with AI (RDC 2025) | Karun Shana (PM), Max Ignatyev (engineering lead) | https://www.youtube.com/watch?v=3h25HUtBHFk | JSON contracts for LLM NPCs; theme guard rails | - Network accessline 23
| Rojo Actually Explained | Distracted Games (unverified) | https://www.youtube.com/watch?v=Zhl_NAPMztY | `$ignoreUnknownInstances` and reconnect deletes | - Network accessline 23
| Rojo Actually Explained | Distracted Games (unverified) | https://www.youtube.com/watch?v=Zhl_NAPMztY | `$ignoreUnknownInstances` and reconnect deletes | - Network accessline 24
| Wally with Script Sync | Distracted Games (unverified) | https://www.youtube.com/watch?v=xlxnmAFmu6c | sourcemaps for luau-lsp beside Script Sync | - Network accessline 24
| Wally with Script Sync | Distracted Games (unverified) | https://www.youtube.com/watch?v=xlxnmAFmu6c | sourcemaps for luau-lsp beside Script Sync | - Network accessline 25
| Claude Code and Codex with a community MCP | Crusherfire, educator (unverified) | https://www.youtube.com/watch?v=6kcWSMJFaS4 | one agent per community MCP server | - Network accessline 25
| Claude Code and Codex with a community MCP | Crusherfire, educator (unverified) | https://www.youtube.com/watch?v=6kcWSMJFaS4 | one agent per community MCP server | - Network accessline 29
| Page | Best for | | ---------------------------------------------------------------------------------- | ----- - Network accessline 29
| Page | Best for | | ---------------------------------------------------------------------------------- | ----- - Network accessline 30
| ---------------------------------------------------------------------------------- | ---------------------------------------------------------- | | https://create.roblox.com/docs/studio/mcp | the S - Network accessline 30
| ---------------------------------------------------------------------------------- | ---------------------------------------------------------- | | https://create.roblox.com/docs/studio/mcp | the S - Network accessline 31
| https://create.roblox.com/docs/studio/mcp | the Studio MCP server, its toggle and tool list | - Network accessline 31
| https://create.roblox.com/docs/studio/mcp | the Studio MCP server, its toggle and tool list | - Network accessline 32
| https://create.roblox.com/docs/scripting/sync | Script Sync suffixes, limits, conflicts | - Network accessline 32
| https://create.roblox.com/docs/scripting/sync | Script Sync suffixes, limits, conflicts | - Network accessline 33
| https://create.roblox.com/docs/studio/testing-modes | playtest modes, Server & Clients, StudioTestService | - Network accessline 33
| https://create.roblox.com/docs/studio/testing-modes | playtest modes, Server & Clients, StudioTestService | - Network accessline 34
| https://create.roblox.com/docs/reference/engine/classes/StudioTestService | programmatic multi-client tests | - Network accessline 34
| https://create.roblox.com/docs/reference/engine/classes/StudioTestService | programmatic multi-client tests | - Network accessline 35
| https://create.roblox.com/docs/reference/engine/classes/InstanceFileSyncService | checking sync status from code | - Network accessline 35
| https://create.roblox.com/docs/reference/engine/classes/InstanceFileSyncService | checking sync status from code | - Network accessline 36
| https://create.roblox.com/docs/studio/cli | `--task RunScript` | - Network accessline 36
| https://create.roblox.com/docs/studio/cli | `--task RunScript` | - Network accessline 37
| https://create.roblox.com/docs/cloud (API reference, Luau Execution session tasks) | Open Cloud Luau Execution limits | - Network accessline 37
| https://create.roblox.com/docs/cloud (API reference, Luau Execution session tasks) | Open Cloud Luau Execution limits | - Network accessline 38
| https://create.roblox.com/docs/studio/output | the Output window | - Network accessline 38
| https://create.roblox.com/docs/studio/output | the Output window | - Network accessline 39
| https://create.roblox.com/docs/studio/importer | the 3D Importer | - Network accessline 39
| https://create.roblox.com/docs/studio/importer | the 3D Importer | - Network accessline 40
| https://create.roblox.com/docs/production/publishing/publish-games-and-places | publishing (human only) | - Network accessline 40
| https://create.roblox.com/docs/production/publishing/publish-games-and-places | publishing (human only) | - Network accessline 41
| https://create.roblox.com/docs/performance-optimization/microprofiler | MicroProfiler (index page) | - Network accessline 41
| https://create.roblox.com/docs/performance-optimization/microprofiler | MicroProfiler (index page) | - Network accessline 42
| https://create.roblox.com/docs/reference/engine/classes/Workspace | `StreamingEnabled` and streaming properties | - Network accessline 42
| https://create.roblox.com/docs/reference/engine/classes/Workspace | `StreamingEnabled` and streaming properties | - Network accessline 43
| https://create.roblox.com/docs/reference/engine/classes/Lighting | `LightingStyle`, `PrioritizeLightingQuality`, `Technology` | - Network accessline 43
| https://create.roblox.com/docs/reference/engine/classes/Lighting | `LightingStyle`, `PrioritizeLightingQuality`, `Technology` | - Network accessline 47
| Tool | URL | Used for | | -------- | ----------------------------------------- | ----------------------------------------------- | | Rojo | https://rojo. - Network accessline 47
| Tool | URL | Used for | | -------- | ----------------------------------------- | ----------------------------------------------- | | Rojo | https://rojo. - Network accessline 48
| -------- | ----------------------------------------- | ----------------------------------------------- | | Rojo | https://rojo.space/docs | project format, `rojo build`, `rojo sourcemap` | | Lune | https://lune- - Network accessline 48
| -------- | ----------------------------------------- | ----------------------------------------------- | | Rojo | https://rojo.space/docs | project format, `rojo build`, `rojo sourcemap` | | Lune | https://lune- - Network accessline 49
| Rojo | https://rojo.space/docs | project format, `rojo build`, `rojo sourcemap` | - Network accessline 49
| Rojo | https://rojo.space/docs | project format, `rojo build`, `rojo sourcemap` | - Network accessline 50
| Lune | https://lune-org.github.io/docs | offline place audits and Luau tests | - Network accessline 50
| Lune | https://lune-org.github.io/docs | offline place audits and Luau tests | - Network accessline 51
| luau-lsp | https://github.com/JohnnyMorganz/luau-lsp | `rbx_check` type checks with Roblox definitions | - Network accessline 51
| luau-lsp | https://github.com/JohnnyMorganz/luau-lsp | `rbx_check` type checks with Roblox definitions | - Network accessline 52
| Selene | https://kampfkarren.github.io/selene | lint with `std = "roblox"` | - Network accessline 52
| Selene | https://kampfkarren.github.io/selene | lint with `std = "roblox"` | - Network accessline 53
| StyLua | https://github.com/JohnnyMorganz/StyLua | format check | - Network accessline 53
| StyLua | https://github.com/JohnnyMorganz/StyLua | format check | - Network accessline 55
## Version announcements (DevForum, https://devforum.roblox.com/t/<id>) - Network accessline 55
## Version announcements (DevForum, https://devforum.roblox.com/t/<id>)
skills/game-engines/roblox/scenario-roblox-expert/scripts/rbx_check.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 11
Setup: luau-lsp from https://github.com/JohnnyMorganz/luau-lsp/releases on PATH (or - Network accessline 11
Setup: luau-lsp from https://github.com/JohnnyMorganz/luau-lsp/releases on PATH (or - Network accessline 39
DEFS_URL = "https://raw.githubusercontent.com/JohnnyMorganz/luau-lsp/main/scripts/globalTypes.d.luau" - Network accessline 39
DEFS_URL = "https://raw.githubusercontent.com/JohnnyMorganz/luau-lsp/main/scripts/globalTypes.d.luau" - Access to secretsline 40
[Credential-related source omitted] - Access to secretsline 40
[Credential-related source omitted] - Access to secretsline 48
[Credential-related source omitted] - Access to secretsline 48
[Credential-related source omitted] - Access to secretsline 56
[Credential-related source omitted] - Access to secretsline 56
[Credential-related source omitted] - Network accessline 60
if not p.exists() or p.stat().st_size < 100_000: CACHE.mkdir(parents=True, exist_ok=True) urllib.request.urlretrieve(DEFS_URL, p) - Network accessline 60
if not p.exists() or p.stat().st_size < 100_000: CACHE.mkdir(parents=True, exist_ok=True) urllib.request.urlretrieve(DEFS_URL, p) - Network accessline 61
CACHE.mkdir(parents=True, exist_ok=True) urllib.request.urlretrieve(DEFS_URL, p) return p - Network accessline 61
CACHE.mkdir(parents=True, exist_ok=True) urllib.request.urlretrieve(DEFS_URL, p) return p - Network accessline 62
urllib.request.urlretrieve(DEFS_URL, p) - Network accessline 62
urllib.request.urlretrieve(DEFS_URL, p)
skills/game-engines/roblox/scenario-roblox-expert/scripts/rbx_env.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 43
[Credential-related source omitted] - Access to secretsline 43
[Credential-related source omitted] - Access to secretsline 44
[Credential-related source omitted] - Access to secretsline 44
[Credential-related source omitted] - Access to secretsline 45
[Credential-related source omitted] - Access to secretsline 45
[Credential-related source omitted] - Access to secretsline 46
[Credential-related source omitted] - Access to secretsline 46
[Credential-related source omitted] - Access to secretsline 47
[Credential-related source omitted] - Access to secretsline 47
[Credential-related source omitted] - Access to secretsline 248
[Credential-related source omitted] - Access to secretsline 248
[Credential-related source omitted]
skills/game-engines/roblox/scenario-roblox-expert/scripts/rbx_mcp.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 39
[Credential-related source omitted] - Access to secretsline 39
[Credential-related source omitted] - Possible obfuscationline 219
data = base64.b64decode(c["data"]) - Possible obfuscationline 219
data = base64.b64decode(c["data"])
skills/game-engines/roblox/scenario-roblox-expert/scripts/rbx_play.py
skills/game-engines/roblox/scenario-roblox-expert/scripts/rbx_review.py
skills/game-engines/roblox/scenario-roblox-expert/scripts/rbx_run.py
skills/game-engines/roblox/scenario-roblox-gameplay/SKILL.md
- Network accessline 14
intent, the server decides every hit with a spatial query, and no number ships unmeasured. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://g - Network accessline 14
intent, the server decides every hit with a spatial query, and no number ships unmeasured. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://g - Network accessline 15
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 16
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/game-engines/roblox/scenario-roblox-gameplay/references/sources.md
- Network accessline 8
| Expert | Credential | Video | Best for - Network accessline 8
| Expert | Credential | Video | Best for - Network accessline 9
| ----------------------------- | -------------------------------------------- | ------------------------------------------------------------------------------------------------------------- | ----------------------------------------------- - Network accessline 9
| ----------------------------- | -------------------------------------------- | ------------------------------------------------------------------------------------------------------------- | ----------------------------------------------- - Network accessline 10
| Suphi Kaner | Roblox scripter and teacher | [Cars With Suspension](https://www.youtube.com/watch?v=FVOowr2DXbM) (2022) | constraint car: suspension numbers, motor math, - Network accessline 10
| Suphi Kaner | Roblox scripter and teacher | [Cars With Suspension](https://www.youtube.com/watch?v=FVOowr2DXbM) (2022) | constraint car: suspension numbers, motor math, - Network accessline 11
| Suphi Kaner | Roblox scripter and teacher | [Pathfinding, Client VS Server, Unlimited Humanoids](https://www.youtube.com/watch?v=JyMxrcqEzu8) (2021) | ambient crowds on clients, attribute replicatio - Network accessline 11
| Suphi Kaner | Roblox scripter and teacher | [Pathfinding, Client VS Server, Unlimited Humanoids](https://www.youtube.com/watch?v=JyMxrcqEzu8) (2021) | ambient crowds on clients, attribute replicatio - Network accessline 12
| Miller (Roblox Learn) | software engineer at Roblox | [Guard NPCs using a state machine](https://www.youtube.com/watch?v=nlVpAZEkxgo) (2026) | FSM as data: context, states, tests, transition - Network accessline 12
| Miller (Roblox Learn) | software engineer at Roblox | [Guard NPCs using a state machine](https://www.youtube.com/watch?v=nlVpAZEkxgo) (2026) | FSM as data: context, states, tests, transition - Network accessline 13
| Marcos Mendoza (Roblox Learn) | senior software engineer at Roblox | [Top down camera system](https://www.youtube.com/watch?v=qx7T7EDPqPA) (2026) | Scriptable camera, Input Action System contexts - Network accessline 13
| Marcos Mendoza (Roblox Learn) | senior software engineer at Roblox | [Top down camera system](https://www.youtube.com/watch?v=qx7T7EDPqPA) (2026) | Scriptable camera, Input Action System contexts - Network accessline 14
| Roblox Learn | Roblox Developer Relations | [What's a core loop on Roblox?](https://www.youtube.com/watch?v=gkFKF9A-snY) (2023) | core loop as a design gate - Network accessline 14
| Roblox Learn | Roblox Developer Relations | [What's a core loop on Roblox?](https://www.youtube.com/watch?v=gkFKF9A-snY) (2023) | core loop as a design gate - Network accessline 15
| BrawlDev | Roblox developer since 2016, tutorial series | [Pathfinding](https://www.youtube.com/watch?v=ckA4fVkAjIA) (2025) | agent parameters, costs, modifiers, pcall plus - Network accessline 15
| BrawlDev | Roblox developer since 2016, tutorial series | [Pathfinding](https://www.youtube.com/watch?v=ckA4fVkAjIA) (2025) | agent parameters, costs, modifiers, pcall plus - Network accessline 16
| BrawlDev | same | [Raycasting, guns, visualizers, shapecasts](https://www.youtube.com/watch?v=u6I17z6ggUg) (2025) | per-shot exclude lists, visualizer first, cylin - Network accessline 16
| BrawlDev | same | [Raycasting, guns, visualizers, shapecasts](https://www.youtube.com/watch?v=u6I17z6ggUg) (2025) | per-shot exclude lists, visualizer first, cylin - Network accessline 17
| BrawlDev | same | [Physics: projectiles, constraints, movers](https://www.youtube.com/watch?v=0Dt-Ab8czPw) (2025) | trapezoid integration, mover traps, ragdoll nec - Network accessline 17
| BrawlDev | same | [Physics: projectiles, constraints, movers](https://www.youtube.com/watch?v=0Dt-Ab8czPw) (2025) | trapezoid integration, mover traps, ragdoll nec - Network accessline 18
| BrawlDev | same | [Collection Service](https://www.youtube.com/watch?v=POsw3BZH-bc) (2023) | tags plus one system script - Network accessline 18
| BrawlDev | same | [Collection Service](https://www.youtube.com/watch?v=POsw3BZH-bc) (2023) | tags plus one system script - Network accessline 19
| Crusherfire | Roblox scripting educator | [Generalized shape casting](https://www.youtube.com/watch?v=EIOwGMZYidw) (2024) | Shapecast final position, when not to cast shap - Network accessline 19
| Crusherfire | Roblox scripting educator | [Generalized shape casting](https://www.youtube.com/watch?v=EIOwGMZYidw) (2024) | Shapecast final position, when not to cast shap - Network accessline 20
| veraktt | scripter | [Advanced Projectile Tutorial](https://www.youtube.com/watch?v=GtqFcyFgIXQ) (2025) | sweep then move, start overlap, dt, hit VFX off - Network accessline 20
| veraktt | scripter | [Advanced Projectile Tutorial](https://www.youtube.com/watch?v=GtqFcyFgIXQ) (2025) | sweep then move, start overlap, dt, hit VFX off - Network accessline 21
| Ludius | scripting teacher | [How To Script Hitboxes Properly](https://www.youtube.com/watch?v=gmz904QpfxU) (2024) | GetPartBoundsInBox melee, dedupe by character - Network accessline 21
| Ludius | scripting teacher | [How To Script Hitboxes Properly](https://www.youtube.com/watch?v=gmz904QpfxU) (2024) | GetPartBoundsInBox melee, dedupe by character - Network accessline 22
| ArTheDev | combat scripter | [Combat system primer](https://www.youtube.com/watch?v=Aoc9HkGHu_8) (2025) | combat failure modes: stun cancels hitboxes, bo - Network accessline 22
| ArTheDev | combat scripter | [Combat system primer](https://www.youtube.com/watch?v=Aoc9HkGHu_8) (2025) | combat failure modes: stun cancels hitboxes, bo - Network accessline 23
| SimTek Game Development | knockback and projectile demos | [LinearVelocity vs VectorForce vs AssemblyLinearVelocity](https://www.youtube.com/watch?v=ArNJwChSU8Q) (2023) | choosing a mover by job - Network accessline 23
| SimTek Game Development | knockback and projectile demos | [LinearVelocity vs VectorForce vs AssemblyLinearVelocity](https://www.youtube.com/watch?v=ArNJwChSU8Q) (2023) | choosing a mover by job - Network accessline 24
| B Ricey | hobbyist scripter | [Realistic gun with FastCast](https://www.youtube.com/watch?v=mJZWY3G7wa4) (2021) | WorldPosition muzzle, half-segment cosmetic off - Network accessline 24
| B Ricey | hobbyist scripter | [Realistic gun with FastCast](https://www.youtube.com/watch?v=mJZWY3G7wa4) (2021) | WorldPosition muzzle, half-segment cosmetic off - Network accessline 25
| GnomeCode | tutorial creator | [Round Based Game](https://www.youtube.com/watch?v=oEWoyT-GBZY) (2024) | minimal round loop with attributes - Network accessline 25
| GnomeCode | tutorial creator | [Round Based Game](https://www.youtube.com/watch?v=oEWoyT-GBZY) (2024) | minimal round loop with attributes - Network accessline 26
| pluggnsb | hobbyist scripter | [Behavior trees for NPCs](https://www.youtube.com/watch?v=TxdnHeH1iYc) (2024) | task nodes start, run, finish - Network accessline 26
| pluggnsb | hobbyist scripter | [Behavior trees for NPCs](https://www.youtube.com/watch?v=TxdnHeH1iYc) (2024) | task nodes start, run, finish - Network accessline 27
| Crusherfire | Roblox scripting educator | [Your Roblox Game LAGS (and how to fix it)](https://www.youtube.com/watch?v=YWyJHwynM1M) (2025) | Humanoid cost: unused states, EvaluateStateMach - Network accessline 27
| Crusherfire | Roblox scripting educator | [Your Roblox Game LAGS (and how to fix it)](https://www.youtube.com/watch?v=YWyJHwynM1M) (2025) | Humanoid cost: unused states, EvaluateStateMach - Network accessline 28
| Suphi Kaner | Roblox scripter and teacher | [Stop exploiters setting humanoid states](https://www.youtube.com/watch?v=hr_8svt1n1E) (2023) | Dead state disabled, death handled in code - Network accessline 28
| Suphi Kaner | Roblox scripter and teacher | [Stop exploiters setting humanoid states](https://www.youtube.com/watch?v=hr_8svt1n1E) (2023) | Dead state disabled, death handled in code - Network accessline 29
| Roblox Learn | Roblox product and engineering staff | [How the Input Action System works](https://www.youtube.com/watch?v=Fg-Ksoa7b-s) (2026) | touch binding through `UIButton` - Network accessline 29
| Roblox Learn | Roblox product and engineering staff | [How the Input Action System works](https://www.youtube.com/watch?v=Fg-Ksoa7b-s) (2026) | touch binding through `UIButton` - Network accessline 33
| Page | Best for | | -------------------------------------- - Network accessline 33
| Page | Best for | | -------------------------------------- - Network accessline 34
| ---------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------- | | [Pathfinding](https://create.roblox.co - Network accessline 34
| ---------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------- | | [Pathfinding](https://create.roblox.co - Network accessline 35
| [Pathfinding](https://create.roblox.com/docs/characters/pathfinding) | agent parameters, costs, modifiers, links, Blocked rule, limits | - Network accessline 35
| [Pathfinding](https://create.roblox.com/docs/characters/pathfinding) | agent parameters, costs, modifiers, links, Blocked rule, limits | - Network accessline 36
| [Raycasting](https://create.roblox.com/docs/workspace/raycasting) | ray limits, CanQuery, streaming caveat | - Network accessline 36
| [Raycasting](https://create.roblox.com/docs/workspace/raycasting) | ray limits, CanQuery, streaming caveat | - Network accessline 37
| [Mover constraints](https://create.roblox.com/docs/physics/mover-constraints) | BodyMover replacement map | - Network accessline 37
| [Mover constraints](https://create.roblox.com/docs/physics/mover-constraints) | BodyMover replacement map | - Network accessline 38
| [Network ownership](https://create.roblox.com/docs/physics/network-ownership) | ownership rules, vehicle Occupant pattern, Touched exploit | - Network accessline 38
| [Network ownership](https://create.roblox.com/docs/physics/network-ownership) | ownership rules, vehicle Occupant pattern, Touched exploit | - Network accessline 39
| [Server authority techniques](https://create.roblox.com/docs/projects/server-authority/techniques) | BindToSimulation, track caching, effects under rollback | - Network accessline 39
| [Server authority techniques](https://create.roblox.com/docs/projects/server-authority/techniques) | BindToSimulation, track caching, effects under rollback | - Network accessline 40
| [Weapons kit](https://create.roblox.com/docs/resources/weapons-kit) | projectile weapons configured by values, BulletSpeed 20000 | - Network accessline 40
| [Weapons kit](https://create.roblox.com/docs/resources/weapons-kit) | projectile weapons configured by values, BulletSpeed 20000 | - Network accessline 41
| [Input Action System](https://create.roblox.com/docs/input/input-action-system) | InputContext, InputAction, InputBinding | - Network accessline 41
| [Input Action System](https://create.roblox.com/docs/input/input-action-system) | InputContext, InputAction, InputBinding | - Network accessline 42
| [WorldRoot reference](https://create.roblox.com/docs/reference/engine/classes/WorldRoot) | Spherecast, Blockcast, Shapecast limits and start-overlap rule, collision groups | - Network accessline 42
| [WorldRoot reference](https://create.roblox.com/docs/reference/engine/classes/WorldRoot) | Spherecast, Blockcast, Shapecast limits and start-overlap rule, collision groups | - Network accessline 43
| [RaycastParams reference](https://create.roblox.com/docs/reference/engine/datatypes/RaycastParams) | ExcludeInstances, IncludeInstances, Margin, SizeGradient | - Network accessline 43
| [RaycastParams reference](https://create.roblox.com/docs/reference/engine/datatypes/RaycastParams) | ExcludeInstances, IncludeInstances, Margin, SizeGradient | - Network accessline 44
| [CylindricalConstraint reference](https://create.roblox.com/docs/reference/engine/classes/CylindricalConstraint) | slide axis, InclinationAngle, motor | - Network accessline 44
| [CylindricalConstraint reference](https://create.roblox.com/docs/reference/engine/classes/CylindricalConstraint) | slide axis, InclinationAngle, motor | - Network accessline 45
| [RunService reference](https://create.roblox.com/docs/reference/engine/classes/RunService) | BindToSimulation availability | - Network accessline 45
| [RunService reference](https://create.roblox.com/docs/reference/engine/classes/RunService) | BindToSimulation availability | - Network accessline 46
| [Humanoid reference](https://create.roblox.com/docs/reference/engine/classes/Humanoid) | MoveTo 8-second timeout, states | - Network accessline 46
| [Humanoid reference](https://create.roblox.com/docs/reference/engine/classes/Humanoid) | MoveTo 8-second timeout, states | - Network accessline 47
| [Improve performance](https://create.roblox.com/docs/performance-optimization/improve) | Humanoid states, AnimationController for static NPCs | - Network accessline 47
| [Improve performance](https://create.roblox.com/docs/performance-optimization/improve) | Humanoid states, AnimationController for static NPCs | - Network accessline 51
| Fact | Date | Link | | ---------- - Network accessline 51
| Fact | Date | Link | | ---------- - Network accessline 52
| ------------------------------------------------------------------------------------------ | ------------ | ------------------------------------------------------------------------------------------------------------------- | | `ExcludeIn - Network accessline 52
| ------------------------------------------------------------------------------------------ | ------------ | ------------------------------------------------------------------------------------------------------------------- | | `ExcludeIn - Network accessline 53
| `ExcludeInstances` and `IncludeInstances` supersede `FilterDescendantsInstances` | 2026-04-07 | https://devforum.roblox.com/t/4563575 | - Network accessline 53
| `ExcludeInstances` and `IncludeInstances` supersede `FilterDescendantsInstances` | 2026-04-07 | https://devforum.roblox.com/t/4563575 | - Network accessline 54
| `WorldRoot:Raycast` and `RaycastParams` | 2020-06-26 | https://devforum.roblox.com/t/644467 | - Network accessline 54
| `WorldRoot:Raycast` and `RaycastParams` | 2020-06-26 | https://devforum.roblox.com/t/644467 | - Network accessline 55
| Spatial queries with `OverlapParams` | 2021-08-24 | https://devforum.roblox.com/t/1435720 | - Network accessline 55
| Spatial queries with `OverlapParams` | 2021-08-24 | https://devforum.roblox.com/t/1435720 | - Network accessline 56
| Collision group methods move from `PhysicsService` to `WorldRoot` | 2026-09-03 | https://devforum.roblox.com/t/4848541 | - Network accessline 56
| Collision group methods move from `PhysicsService` to `WorldRoot` | 2026-09-03 | https://devforum.roblox.com/t/4848541 | - Network accessline 57
| `BasePart.CollisionGroup` string property | 2022-09-19 | https://devforum.roblox.com/t/1990215 | - Network accessline 57
| `BasePart.CollisionGroup` string property | 2022-09-19 | https://devforum.roblox.com/t/1990215 | - Network accessline 58
| `BindToSimulation` and fixed-step simulation | 2026-04-29 | https://devforum.roblox.com/t/4605516 | - Network accessline 58
| `BindToSimulation` and fixed-step simulation | 2026-04-29 | https://devforum.roblox.com/t/4605516 | - Network accessline 59
| PathfindingModifier (2022-01-31), PathfindingLink (2022-04-28), new algorithm (2024-11-14) | 2022 to 2024 | https://devforum.roblox.com/t/1651427, https://devforum.roblox.com/t/1771534, https://devforum.roblox.com/t/3258657 | - Network accessline 59
| PathfindingModifier (2022-01-31), PathfindingLink (2022-04-28), new algorithm (2024-11-14) | 2022 to 2024 | https://devforum.roblox.com/t/1651427, https://devforum.roblox.com/t/1771534, https://devforum.roblox.com/t/3258657 | - Network accessline 60
| Creator Store assets run sandboxed (no `require(id)`) | 2026-05-13 | https://devforum.roblox.com/t/4634642 | - Network accessline 60
| Creator Store assets run sandboxed (no `require(id)`) | 2026-05-13 | https://devforum.roblox.com/t/4634642 |
skills/game-engines/roblox/scenario-roblox-gameplay/scripts/rbx_gameplay.py
skills/game-engines/roblox/scenario-roblox-luau/SKILL.md
- Network accessline 16
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 16
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-luau/references/sources.md
- Network accessline 8
| Source | URL | Best for - Network accessline 8
| Source | URL | Best for - Network accessline 9
| ----------------------------------------------- | ------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- - Network accessline 9
| ----------------------------------------------- | ------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- - Network accessline 10
| Roblox Creator Docs: task library and scheduler | https://create.roblox.com/docs/scripting/scheduler | `task.spawn`, `defer`, `delay`, `wait` semantics; legacy globals - Network accessline 10
| Roblox Creator Docs: task library and scheduler | https://create.roblox.com/docs/scripting/scheduler | `task.spawn`, `defer`, `delay`, `wait` semantics; legacy globals - Network accessline 11
| Roblox Creator Docs: deferred events | https://create.roblox.com/docs/scripting/events/deferred | Deferred vs Immediate, re-entrancy limit, `Destroy` and `Disconnect` with pending handlers - Network accessline 11
| Roblox Creator Docs: deferred events | https://create.roblox.com/docs/scripting/events/deferred | Deferred vs Immediate, re-entrancy limit, `Destroy` and `Disconnect` with pending handlers - Network accessline 12
| Roblox Creator Docs: Parallel Luau | https://create.roblox.com/docs/scripting/multithreading | Actors, `desynchronize` / `synchronize`, thread safety, no `require` in parallel - Network accessline 12
| Roblox Creator Docs: Parallel Luau | https://create.roblox.com/docs/scripting/multithreading | Actors, `desynchronize` / `synchronize`, thread safety, no `require` in parallel - Network accessline 13
| Roblox Creator Docs: native code generation | https://create.roblox.com/docs/luau/native-code-gen | `--!native`, `@native`, limits, `debug.dumpcodesize`, deopt causes - Network accessline 13
| Roblox Creator Docs: native code generation | https://create.roblox.com/docs/luau/native-code-gen | `--!native`, `@native`, limits, `debug.dumpcodesize`, deopt causes - Network accessline 14
| Roblox Creator Docs: type checking | https://create.roblox.com/docs/luau/type-checking | Modes, annotations, `Workspace.LuauTypeCheckMode` - Network accessline 14
| Roblox Creator Docs: type checking | https://create.roblox.com/docs/luau/type-checking | Modes, annotations, `Workspace.LuauTypeCheckMode` - Network accessline 15
| Luau: types | https://luau.org/types | Current type system reference (luau.org/typecheck redirects here) - Network accessline 15
| Luau: types | https://luau.org/types | Current type system reference (luau.org/typecheck redirects here) - Network accessline 16
| Luau: performance | https://luau.org/performance | Fast method calls, fastcall, `getfenv` deopt, table construction - Network accessline 16
| Luau: performance | https://luau.org/performance | Fast method calls, fastcall, `getfenv` deopt, table construction - Network accessline 17
| Engine API reference | https://create.roblox.com/docs/reference/engine | `SharedTable`, `Actor`, `buffer`, `vector`, `RunService`, `Workspace.SignalBehavior`, `Workspace.PlayerCha - Network accessline 17
| Engine API reference | https://create.roblox.com/docs/reference/engine | `SharedTable`, `Actor`, `buffer`, `vector`, `RunService`, `Workspace.SignalBehavior`, `Workspace.PlayerCha - Network accessline 18
| DevForum: task library release | https://devforum.roblox.com/t/1387845 | Why `wait`/`spawn`/`delay` are legacy - Network accessline 18
| DevForum: task library release | https://devforum.roblox.com/t/1387845 | Why `wait`/`spawn`/`delay` are legacy - Network accessline 19
| DevForum: deferred events | https://devforum.roblox.com/t/2276564 and https://devforum.roblox.com/t/2723113 | Opt-in 2023-04, template default 2023-11 - Network accessline 19
| DevForum: deferred events | https://devforum.roblox.com/t/2276564 and https://devforum.roblox.com/t/2723113 | Opt-in 2023-04, template default 2023-11 - Network accessline 20
| DevForum: new type solver | https://devforum.roblox.com/t/3155804 and https://devforum.roblox.com/t/4084991 | Beta 2024-09, general release 2025-11-20 - Network accessline 20
| DevForum: new type solver | https://devforum.roblox.com/t/3155804 and https://devforum.roblox.com/t/4084991 | Beta 2024-09, general release 2025-11-20 - Network accessline 21
| DevForum: Parallel Luau and native | https://devforum.roblox.com/t/1836187 and https://devforum.roblox.com/t/2961746 | Release dates and scope (native on servers) - Network accessline 21
| DevForum: Parallel Luau and native | https://devforum.roblox.com/t/1836187 and https://devforum.roblox.com/t/2961746 | Release dates and scope (native on servers) - Network accessline 22
| DevForum: buffer and vector | https://devforum.roblox.com/t/2724894 and https://devforum.roblox.com/t/3250394 | `buffer` support in DataStores, MessagingService, JSON; `vector` library - Network accessline 22
| DevForum: buffer and vector | https://devforum.roblox.com/t/2724894 and https://devforum.roblox.com/t/3250394 | `buffer` support in DataStores, MessagingService, JSON; `vector` library - Network accessline 26
| Expert (credential) | Video | Best for - Network accessline 26
| Expert (credential) | Video | Best for - Network accessline 27
| -------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------- - Network accessline 27
| -------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------- - Network accessline 28
| Crusherfire (scripting educator, course author) | Task library explained, 2025 (https://www.youtube.com/watch?v=0jAZOpNHqv8) | Proven ordering of spawn, defer, delay, wait with MicroProfiler - Network accessline 28
| Crusherfire (scripting educator, course author) | Task library explained, 2025 (https://www.youtube.com/watch?v=0jAZOpNHqv8) | Proven ordering of spawn, defer, delay, wait with MicroProfiler - Network accessline 29
| Crusherfire | Deferred events, 2024 (https://www.youtube.com/watch?v=xz_G2n1Q8-U) | What Deferred breaks in ordinary code - Network accessline 29
| Crusherfire | Deferred events, 2024 (https://www.youtube.com/watch?v=xz_G2n1Q8-U) | What Deferred breaks in ordinary code - Network accessline 30
| Crusherfire | Buffers and serialization, 2025 (https://www.youtube.com/watch?v=M2YKE07cUOc) | When buffers pay off, byte costs - Network accessline 30
| Crusherfire | Buffers and serialization, 2025 (https://www.youtube.com/watch?v=M2YKE07cUOc) | When buffers pay off, byte costs - Network accessline 31
| Crusherfire | Memory leaks with Luau Heap, 2025 (https://www.youtube.com/watch?v=0moy04A9vFg) | Snapshot-compare leak hunt - Network accessline 31
| Crusherfire | Memory leaks with Luau Heap, 2025 (https://www.youtube.com/watch?v=0moy04A9vFg) | Snapshot-compare leak hunt - Network accessline 32
| Roblox Learn, Andrew (Roblox) | Finding and fixing memory leaks, 2025 (https://www.youtube.com/watch?v=x1JgsC8c8VQ) | Sawtooth vs leak, player and character leaks - Network accessline 32
| Roblox Learn, Andrew (Roblox) | Finding and fixing memory leaks, 2025 (https://www.youtube.com/watch?v=x1JgsC8c8VQ) | Sawtooth vs leak, player and character leaks - Network accessline 33
| Roblox Learn (Roblox engineer) | Native code generation, 2024 (https://www.youtube.com/watch?v=llR_pNlJDQw) | Where native helps, size budget - Network accessline 33
| Roblox Learn (Roblox engineer) | Native code generation, 2024 (https://www.youtube.com/watch?v=llR_pNlJDQw) | Where native helps, size budget - Network accessline 34
| Roblox Learn, Steven (Roblox) | OOP in Luau, 2025 (https://www.youtube.com/watch?v=fByFKZarNiI) | Class pattern, typed classes, Destroy - Network accessline 34
| Roblox Learn, Steven (Roblox) | OOP in Luau, 2025 (https://www.youtube.com/watch?v=fByFKZarNiI) | Class pattern, typed classes, Destroy - Network accessline 35
| Suphi Kaner (scripting educator) | MicroProfiler and parallel scripting, 2022 (https://www.youtube.com/watch?v=BbIPalpAfaI) | Actors serialize per Actor, ConnectParallel without Actor - Network accessline 35
| Suphi Kaner (scripting educator) | MicroProfiler and parallel scripting, 2022 (https://www.youtube.com/watch?v=BbIPalpAfaI) | Actors serialize per Actor, ConnectParallel without Actor - Network accessline 36
| Suphi Kaner | Type checking modes, 2023 (https://www.youtube.com/watch?v=eRVDL7xlN8g) | Strict vs nonstrict reasoning (defaults are outdated) - Network accessline 36
| Suphi Kaner | Type checking modes, 2023 (https://www.youtube.com/watch?v=eRVDL7xlN8g) | Strict vs nonstrict reasoning (defaults are outdated) - Network accessline 37
| Stewiepfing (tutorial author) | Parallel Luau overview, 2026 (https://www.youtube.com/watch?v=_99zdTIqXFc) | Actor-per-chunk pattern, create in parallel, parent after sync - Network accessline 37
| Stewiepfing (tutorial author) | Parallel Luau overview, 2026 (https://www.youtube.com/watch?v=_99zdTIqXFc) | Actor-per-chunk pattern, create in parallel, parent after sync - Network accessline 38
| Stewiepfing | SharedTables, 2024 (https://www.youtube.com/watch?v=3WImNS-zt_o) | SharedTable limits, `update` for races - Network accessline 38
| Stewiepfing | SharedTables, 2024 (https://www.youtube.com/watch?v=3WImNS-zt_o) | SharedTable limits, `update` for races - Network accessline 39
| Stewiepfing | Modern Luau syntax, 2026 (https://www.youtube.com/watch?v=5k4MJW277qY) | `const`, generalized iteration, explicit generics - Network accessline 39
| Stewiepfing | Modern Luau syntax, 2026 (https://www.youtube.com/watch?v=5k4MJW277qY) | `const`, generalized iteration, explicit generics - Network accessline 40
| Stewiepfing | Generics, 2024 (https://www.youtube.com/watch?v=hmch5kqPimk) | Generic syntax and inference - Network accessline 40
| Stewiepfing | Generics, 2024 (https://www.youtube.com/watch?v=hmch5kqPimk) | Generic syntax and inference - Network accessline 41
| BrawlDev (developer since 2016) | Coroutines, 2023 (https://www.youtube.com/watch?v=IyOCe716sZ0) | Coroutine API; its "multithreading" wording is wrong - Network accessline 41
| BrawlDev (developer since 2016) | Coroutines, 2023 (https://www.youtube.com/watch?v=IyOCe716sZ0) | Coroutine API; its "multithreading" wording is wrong - Network accessline 42
| BrawlDev | Task functions, 2023 (https://www.youtube.com/watch?v=BPYT_I6OPps) | Task API tour; its "defer is lower priority" claim is wrong - Network accessline 42
| BrawlDev | Task functions, 2023 (https://www.youtube.com/watch?v=BPYT_I6OPps) | Task API tour; its "defer is lower priority" claim is wrong - Network accessline 43
| ByteBlox (hobbyist tutor) | wait vs task.wait, 2024 (https://www.youtube.com/watch?v=O3fgWrbRyM4) | Right answer, wrong reason (throttling, not precision) - Network accessline 43
| ByteBlox (hobbyist tutor) | wait vs task.wait, 2024 (https://www.youtube.com/watch?v=O3fgWrbRyM4) | Right answer, wrong reason (throttling, not precision) - Network accessline 44
| B Ricey | Trove, Maid, Janitor, 2022 (https://www.youtube.com/watch?v=2Msrw5w5cTs) | Add cleanup on the creation line - Network accessline 44
| B Ricey | Trove, Maid, Janitor, 2022 (https://www.youtube.com/watch?v=2Msrw5w5cTs) | Add cleanup on the creation line - Network accessline 45
| Roblox RDC23 panel (Roblox engineer moderating; Trey Reynolds, Stephen Leitnick) | Advanced development panel (https://www.youtube.com/watch?v=sSVh-bcvYSI) | Native gains in practice, heap layout - Network accessline 45
| Roblox RDC23 panel (Roblox engineer moderating; Trey Reynolds, Stephen Leitnick) | Advanced development panel (https://www.youtube.com/watch?v=sSVh-bcvYSI) | Native gains in practice, heap layout - Network accessline 46
| Roblox RDC 2026 (Drew Hamilton, Jason Knight, Brian Neeler) | Mastering Server Authority (https://www.youtube.com/watch?v=9IqNHhYXK0s) | Deferred as a prerequisite and its frame-time gain; `task.defer` - Network accessline 46
| Roblox RDC 2026 (Drew Hamilton, Jason Knight, Brian Neeler) | Mastering Server Authority (https://www.youtube.com/watch?v=9IqNHhYXK0s) | Deferred as a prerequisite and its frame-time gain; `task.defer` - Network accessline 50
| Tool | URL | Used for | | ---------------- | ----------------------------------------- | ----------------------------------------------------- - Network accessline 50
| Tool | URL | Used for | | ---------------- | ----------------------------------------- | ----------------------------------------------------- - Network accessline 51
| ---------------- | ----------------------------------------- | ------------------------------------------------------ | | luau 0.743 (CLI) | https://github.com/luau-lang/luau | Coroutine, buffer, yield-boundary facts - Network accessline 51
| ---------------- | ----------------------------------------- | ------------------------------------------------------ | | luau 0.743 (CLI) | https://github.com/luau-lang/luau | Coroutine, buffer, yield-boundary facts - Network accessline 52
| luau 0.743 (CLI) | https://github.com/luau-lang/luau | Coroutine, buffer, yield-boundary facts | - Network accessline 52
| luau 0.743 (CLI) | https://github.com/luau-lang/luau | Coroutine, buffer, yield-boundary facts | - Network accessline 53
| luau-lsp 1.70 | https://github.com/JohnnyMorganz/luau-lsp | Type gates with Roblox definitions, old and new solver | - Network accessline 53
| luau-lsp 1.70 | https://github.com/JohnnyMorganz/luau-lsp | Type gates with Roblox definitions, old and new solver | - Network accessline 54
| Lune 0.11 | https://github.com/lune-org/lune | Offline audits of place files, unit tests | - Network accessline 54
| Lune 0.11 | https://github.com/lune-org/lune | Offline audits of place files, unit tests | - Network accessline 55
| Rojo 7.7 | https://rojo.space | Building the lab place from source files | - Network accessline 55
| Rojo 7.7 | https://rojo.space | Building the lab place from source files |
skills/game-engines/roblox/scenario-roblox-luau/scripts/rbx_luau.py
skills/game-engines/roblox/scenario-roblox-monetization/SKILL.md
- Network accessline 18
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 18
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 19
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 19
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-monetization/references/procedures.md
- Network accessline 127
local findings = catalog:validate() for _, f in catalog:verify(function(id, kind) return PriceText.fetch(MarketplaceService, id, INFO[kind]) - Network accessline 127
local findings = catalog:validate() for _, f in catalog:verify(function(id, kind) return PriceText.fetch(MarketplaceService, id, INFO[kind]) - Network accessline 128
for _, f in catalog:verify(function(id, kind) return PriceText.fetch(MarketplaceService, id, INFO[kind]) end, game.CreatorId) do - Network accessline 128
for _, f in catalog:verify(function(id, kind) return PriceText.fetch(MarketplaceService, id, INFO[kind]) end, game.CreatorId) do - Network accessline 129
return PriceText.fetch(MarketplaceService, id, INFO[kind]) - Network accessline 129
return PriceText.fetch(MarketplaceService, id, INFO[kind]) - Network accessline 445
label.Text = PriceText.PENDING task.spawn(function() local info, err = PriceText.fetch(MarketplaceService, 1001, Enum.InfoType.Product) - Network accessline 445
label.Text = PriceText.PENDING task.spawn(function() local info, err = PriceText.fetch(MarketplaceService, 1001, Enum.InfoType.Product) - Network accessline 446
task.spawn(function() local info, err = PriceText.fetch(MarketplaceService, 1001, Enum.InfoType.Product) local view = PriceText.view(info) - Network accessline 446
task.spawn(function() local info, err = PriceText.fetch(MarketplaceService, 1001, Enum.InfoType.Product) local view = PriceText.view(info) - Network accessline 447
local info, err = PriceText.fetch(MarketplaceService, 1001, Enum.InfoType.Product) - Network accessline 447
local info, err = PriceText.fetch(MarketplaceService, 1001, Enum.InfoType.Product) - Network accessline 477
{ key = "VIP", id = 3456789, infoType = Enum.InfoType.GamePass }, } local order, err = ShopRank.fetch(MarketplaceService, ITEMS) - Network accessline 477
{ key = "VIP", id = 3456789, infoType = Enum.InfoType.GamePass }, } local order, err = ShopRank.fetch(MarketplaceService, ITEMS) - Network accessline 478
} local order, err = ShopRank.fetch(MarketplaceService, ITEMS) if err then - Network accessline 478
} local order, err = ShopRank.fetch(MarketplaceService, ITEMS) if err then - Network accessline 479
local order, err = ShopRank.fetch(MarketplaceService, ITEMS) - Network accessline 479
local order, err = ShopRank.fetch(MarketplaceService, ITEMS)
skills/game-engines/roblox/scenario-roblox-monetization/references/sources.md
- Network accessline 8
| Page - Network accessline 8
| Page - Network accessline 9
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 9
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 10
| [Developer products](https://create.roblox.com/docs/production/monetization/developer-products) - Network accessline 10
| [Developer products](https://create.roblox.com/docs/production/monetization/developer-products) - Network accessline 11
| [MarketplaceService reference](https://create.roblox.com/docs/reference/engine/classes/MarketplaceService) - Network accessline 11
| [MarketplaceService reference](https://create.roblox.com/docs/reference/engine/classes/MarketplaceService) - Network accessline 12
| [Passes](https://create.roblox.com/docs/production/monetization/passes) - Network accessline 12
| [Passes](https://create.roblox.com/docs/production/monetization/passes) - Network accessline 13
| [Subscriptions](https://create.roblox.com/docs/production/monetization/subscriptions) - Network accessline 13
| [Subscriptions](https://create.roblox.com/docs/production/monetization/subscriptions) - Network accessline 14
| [Roblox Plus](https://create.roblox.com/docs/production/monetization/roblox-plus) - Network accessline 14
| [Roblox Plus](https://create.roblox.com/docs/production/monetization/roblox-plus) - Network accessline 15
| [Robux transfers](https://create.roblox.com/docs/production/monetization/robux-transfers) - Network accessline 15
| [Robux transfers](https://create.roblox.com/docs/production/monetization/robux-transfers) - Network accessline 16
| [Managed pricing](https://create.roblox.com/docs/production/monetization/managed-pricing), [Price optimization](https://create.roblox.com/docs/production/monetization/price-optimization), [Regional pricing](https://create.roblox.com/docs/ - Network accessline 16
| [Managed pricing](https://create.roblox.com/docs/production/monetization/managed-pricing), [Price optimization](https://create.roblox.com/docs/production/monetization/price-optimization), [Regional pricing](https://create.roblox.com/docs/ - Network accessline 17
| [Shop](https://create.roblox.com/docs/production/monetization/shop) - Network accessline 17
| [Shop](https://create.roblox.com/docs/production/monetization/shop) - Network accessline 18
| [Paid random items](https://create.roblox.com/docs/production/monetization/paid-random-items), [PolicyService reference](https://create.roblox.com/docs/reference/engine/classes/PolicyService) - Network accessline 18
| [Paid random items](https://create.roblox.com/docs/production/monetization/paid-random-items), [PolicyService reference](https://create.roblox.com/docs/reference/engine/classes/PolicyService) - Network accessline 19
| [Rewarded video ads](https://create.roblox.com/docs/production/promotion/rewarded-video-ads), [AdService reference](https://create.roblox.com/docs/reference/engine/classes/AdService) - Network accessline 19
| [Rewarded video ads](https://create.roblox.com/docs/production/promotion/rewarded-video-ads), [AdService reference](https://create.roblox.com/docs/reference/engine/classes/AdService) - Network accessline 20
| [Ads Manager](https://create.roblox.com/docs/production/promotion/ads-manager) - Network accessline 20
| [Ads Manager](https://create.roblox.com/docs/production/promotion/ads-manager) - Network accessline 21
| [Analytics event types](https://create.roblox.com/docs/production/analytics/event-types), [Funnel events](https://create.roblox.com/docs/production/analytics/funnel-events), [Economy events](https://create.roblox.com/docs/production/analy - Network accessline 21
| [Analytics event types](https://create.roblox.com/docs/production/analytics/event-types), [Funnel events](https://create.roblox.com/docs/production/analytics/funnel-events), [Economy events](https://create.roblox.com/docs/production/analy - Network accessline 22
| [Configs](https://create.roblox.com/docs/production/configs), [Experiments](https://create.roblox.com/docs/production/experiments), [ConfigService reference](https://create.roblox.com/docs/reference/engine/classes/ConfigService) - Network accessline 22
| [Configs](https://create.roblox.com/docs/production/configs), [Experiments](https://create.roblox.com/docs/production/experiments), [ConfigService reference](https://create.roblox.com/docs/reference/engine/classes/ConfigService) - Network accessline 23
| [Recommendation](https://create.roblox.com/docs/production/recommendation), [Discovery](https://create.roblox.com/docs/discovery), [Acquisition analytics](https://create.roblox.com/docs/production/analytics/acquisition) - Network accessline 23
| [Recommendation](https://create.roblox.com/docs/production/recommendation), [Discovery](https://create.roblox.com/docs/discovery), [Acquisition analytics](https://create.roblox.com/docs/production/analytics/acquisition) - Network accessline 24
| [Thumbnails](https://create.roblox.com/docs/production/publishing/thumbnails), [Experience icons](https://create.roblox.com/docs/production/publishing/experience-icons) - Network accessline 24
| [Thumbnails](https://create.roblox.com/docs/production/publishing/thumbnails), [Experience icons](https://create.roblox.com/docs/production/publishing/experience-icons) - Network accessline 25
| [Creator Rewards](https://create.roblox.com/docs/creator-rewards), [Engagement-based payouts](https://create.roblox.com/docs/production/monetization/engagement-based-payouts) - Network accessline 25
| [Creator Rewards](https://create.roblox.com/docs/creator-rewards), [Engagement-based payouts](https://create.roblox.com/docs/production/monetization/engagement-based-payouts) - Network accessline 26
| [Open Cloud: configs](https://create.roblox.com/docs/cloud/guides/configs), [experiments](https://create.roblox.com/docs/cloud/guides/experiments), [analytics](https://create.roblox.com/docs/cloud/guides/analytics), [advertising](https:// - Network accessline 26
| [Open Cloud: configs](https://create.roblox.com/docs/cloud/guides/configs), [experiments](https://create.roblox.com/docs/cloud/guides/experiments), [analytics](https://create.roblox.com/docs/cloud/guides/analytics), [advertising](https:// - Network accessline 27
| [SetAttribute reference](https://create.roblox.com/docs/reference/engine/classes/Instance#SetAttribute) - Network accessline 27
| [SetAttribute reference](https://create.roblox.com/docs/reference/engine/classes/Instance#SetAttribute) - Network accessline 31
| Source | Who | Best for - Network accessline 31
| Source | Who | Best for - Network accessline 32
| ------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------- | ----------------------------------------------------------------------- - Network accessline 32
| ------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------- | ----------------------------------------------------------------------- - Network accessline 33
| [Mastering Monetization, RDC 2026](https://www.youtube.com/watch?v=hoMbv_R8AMU) | Roblox economy, monetization and ads leads, with two top-game creators | Shop opt-in, free trials, Plus, rewarded video share, ads ROAS - Network accessline 33
| [Mastering Monetization, RDC 2026](https://www.youtube.com/watch?v=hoMbv_R8AMU) | Roblox economy, monetization and ads leads, with two top-game creators | Shop opt-in, free trials, Plus, rewarded video share, ads ROAS - Network accessline 34
| [Mastering Monetization, RDC 2025](https://www.youtube.com/watch?v=MJ-zYfL10Ew) | Roblox monetization and discovery leads, with two studio heads | Launch with every mechanic monetized, starter bundles, price optimizati - Network accessline 34
| [Mastering Monetization, RDC 2025](https://www.youtube.com/watch?v=MJ-zYfL10Ew) | Roblox monetization and discovery leads, with two studio heads | Launch with every mechanic monetized, starter bundles, price optimizati - Network accessline 35
| [Studios: analytics and experiments, RDC 2025](https://www.youtube.com/watch?v=j6OPA95-1O0) | Roblox experiments PM and engineer, with three top studios | Real A/B results, rollout, segmentation, guardrails, thumbnails - Network accessline 35
| [Studios: analytics and experiments, RDC 2025](https://www.youtube.com/watch?v=j6OPA95-1O0) | Roblox experiments PM and engineer, with three top studios | Real A/B results, rollout, segmentation, guardrails, thumbnails - Network accessline 36
| [Configs and experiments tutorial](https://www.youtube.com/watch?v=-CdXP025MvU) | Roblox experiments PM and engineer | `ConfigService` refresh, attribute mirror, reading results - Network accessline 36
| [Configs and experiments tutorial](https://www.youtube.com/watch?v=-CdXP025MvU) | Roblox experiments PM and engineer | `ConfigService` refresh, attribute mirror, reading results - Network accessline 37
| [What drives discovery, RDC 2026](https://www.youtube.com/watch?v=bkRZeTZAvLw) | Roblox discovery VP and PM, with two studio heads | 28-day windows, click gate, revenue timing - Network accessline 37
| [What drives discovery, RDC 2026](https://www.youtube.com/watch?v=bkRZeTZAvLw) | Roblox discovery VP and PM, with two studio heads | 28-day windows, click gate, revenue timing - Network accessline 38
| [Recommended for You Q&A](https://www.youtube.com/watch?v=B3R1ybI3yzs) | Roblox discovery product and engineering leads | PTR and bounce, organic-only ranking, seeding - Network accessline 38
| [Recommended for You Q&A](https://www.youtube.com/watch?v=B3R1ybI3yzs) | Roblox discovery product and engineering leads | PTR and bounce, organic-only ranking, seeding - Network accessline 39
| [Recommended for You overview](https://www.youtube.com/watch?v=K7jsk3bzmvE) | Roblox Learn | Short summary of the two stages - Network accessline 39
| [Recommended for You overview](https://www.youtube.com/watch?v=K7jsk3bzmvE) | Roblox Learn | Short summary of the two stages - Network accessline 40
| [Science of discovery, RDC 2025](https://www.youtube.com/watch?v=cUxgt4asjFU) | Roblox discovery and data science leads, with two creators | Ads and organic evidence, lifecycle spend - Network accessline 40
| [Science of discovery, RDC 2025](https://www.youtube.com/watch?v=cUxgt4asjFU) | Roblox discovery and data science leads, with two creators | Ads and organic evidence, lifecycle spend - Network accessline 41
| [Ads Manager webinar](https://www.youtube.com/watch?v=D_YmdVZxIZw) | Roblox ads product marketing and product | Campaign setup, baseline without targeting, attribution - Network accessline 41
| [Ads Manager webinar](https://www.youtube.com/watch?v=D_YmdVZxIZw) | Roblox ads product marketing and product | Campaign setup, baseline without targeting, attribution - Network accessline 42
| [Funnel and economy events](https://www.youtube.com/watch?v=NFLP-FVv834) | Roblox Learn staff | Dashboard reading, funnel semantics - Network accessline 42
| [Funnel and economy events](https://www.youtube.com/watch?v=NFLP-FVv834) | Roblox Learn staff | Dashboard reading, funnel semantics - Network accessline 43
| [Funnel analytics in practice](https://www.youtube.com/watch?v=u_8p65Bsm2Y) | GnomeCode, educator | A linear onboarding funnel read end to end - Network accessline 43
| [Funnel analytics in practice](https://www.youtube.com/watch?v=u_8p65Bsm2Y) | GnomeCode, educator | A linear onboarding funnel read end to end - Network accessline 44
| [Retention playbook, RDC 2025](https://www.youtube.com/watch?v=YgyfcMfxQcI) | Roblox creator feedback lead with four top-game developers | Content pacing, power creep, first 48 hours, fresh testers - Network accessline 44
| [Retention playbook, RDC 2025](https://www.youtube.com/watch?v=YgyfcMfxQcI) | Roblox creator feedback lead with four top-game developers | Content pacing, power creep, first 48 hours, fresh testers - Network accessline 45
| [Designing for 18+ players, RDC 2026](https://www.youtube.com/watch?v=vumAuOqSmNA) | Roblox creator solutions leads with two veteran studio founders | Onboarding and readability for older players - Network accessline 45
| [Designing for 18+ players, RDC 2026](https://www.youtube.com/watch?v=vumAuOqSmNA) | Roblox creator solutions leads with two veteran studio founders | Onboarding and readability for older players - Network accessline 46
| [Developer products tutorial](https://www.youtube.com/watch?v=n29WMYNTZHs) | BrawlDev, educator | Handler table shape; defects to avoid - Network accessline 46
| [Developer products tutorial](https://www.youtube.com/watch?v=n29WMYNTZHs) | BrawlDev, educator | Handler table shape; defects to avoid - Network accessline 47
| [Passes tutorial](https://www.youtube.com/watch?v=nh7MYYL5CGE) | BrawlDev, educator | StarterGear for tool passes; outdated habits - Network accessline 47
| [Passes tutorial](https://www.youtube.com/watch?v=nh7MYYL5CGE) | BrawlDev, educator | StarterGear for tool passes; outdated habits - Network accessline 48
| [Exploitable purchase events](https://www.youtube.com/watch?v=xaBW50Xz7Vs) | Stewiepfing, educator | Why client purchase signals are an exploit surface - Network accessline 48
| [Exploitable purchase events](https://www.youtube.com/watch?v=xaBW50Xz7Vs) | Stewiepfing, educator | Why client purchase signals are an exploit surface - Network accessline 49
| [Thumbnail CTR practice](https://www.youtube.com/watch?v=SjjPGduApZU) | CallMeDogey, developer (sponsored video) | 1920x1080 process only; low value - Network accessline 49
| [Thumbnail CTR practice](https://www.youtube.com/watch?v=SjjPGduApZU) | CallMeDogey, developer (sponsored video) | 1920x1080 process only; low value
skills/game-engines/roblox/scenario-roblox-monetization/scripts/agentkit/monetization/Catalog.luau
- Network accessline 168
-- Ids checked against the engine. fetch(id, kind) returns info or nil, err; kind is "product" or - Network accessline 168
-- Ids checked against the engine. fetch(id, kind) returns info or nil, err; kind is "product" or - Network accessline 177
local findings = {} local function check(kind, name, id) local info, err = fetch(id, kind) - Network accessline 177
local findings = {} local function check(kind, name, id) local info, err = fetch(id, kind) - Network accessline 178
local function check(kind, name, id) local info, err = fetch(id, kind) if type(info) ~= "table" then - Network accessline 178
local function check(kind, name, id) local info, err = fetch(id, kind) if type(info) ~= "table" then - Network accessline 179
local info, err = fetch(id, kind) - Network accessline 179
local info, err = fetch(id, kind)
skills/game-engines/roblox/scenario-roblox-monetization/scripts/agentkit/monetization/PriceText.luau
- Network accessline 3
-- sees their own price (price tests, regional prices, Roblox Plus discounts). -- -- local info = PriceText.fetch(MarketplaceService, productId, Enum.InfoType.Product) -- nil on error - Network accessline 3
-- sees their own price (price tests, regional prices, Roblox Plus discounts). -- -- local info = PriceText.fetch(MarketplaceService, productId, Enum.InfoType.Product) -- nil on error - Network accessline 4
-- -- local info = PriceText.fetch(MarketplaceService, productId, Enum.InfoType.Product) -- nil on error -- local view = PriceText.view(info) - Network accessline 4
-- -- local info = PriceText.fetch(MarketplaceService, productId, Enum.InfoType.Product) -- nil on error -- local view = PriceText.view(info) - Network accessline 5
-- local info = PriceText.fetch(MarketplaceService, productId, Enum.InfoType.Product) -- nil on error - Network accessline 5
-- local info = PriceText.fetch(MarketplaceService, productId, Enum.InfoType.Product) -- nil on error - Network accessline 18
-- GetProductInfoAsync throws for an unknown id; the yield is batched when called in parallel. function PriceText.fetch(marketplace: any, id: number, infoType: any, cache: { [number]: any }?): (any, string?) - Network accessline 18
-- GetProductInfoAsync throws for an unknown id; the yield is batched when called in parallel. function PriceText.fetch(marketplace: any, id: number, infoType: any, cache: { [number]: any }?): (any, string?) - Network accessline 19
function PriceText.fetch(marketplace: any, id: number, infoType: any, cache: { [number]: any }?): (any, string?) - Network accessline 19
function PriceText.fetch(marketplace: any, id: number, infoType: any, cache: { [number]: any }?): (any, string?)
skills/game-engines/roblox/scenario-roblox-monetization/scripts/agentkit/monetization/ShopRank.luau
- Network accessline 11
-- -- local items = { { key = "Coins100", id = 1234567, infoType = Enum.InfoType.Product }, ... } -- local order, err = ShopRank.fetch(MarketplaceService, items) -- once per session, LocalScript - Network accessline 11
-- -- local items = { { key = "Coins100", id = 1234567, infoType = Enum.InfoType.Product }, ... } -- local order, err = ShopRank.fetch(MarketplaceService, items) -- once per session, LocalScript - Network accessline 12
-- local items = { { key = "Coins100", id = 1234567, infoType = Enum.InfoType.Product }, ... } -- local order, err = ShopRank.fetch(MarketplaceService, items) -- once per session, LocalScript -- for i, item in order do rows[item.key - Network accessline 12
-- local items = { { key = "Coins100", id = 1234567, infoType = Enum.InfoType.Product }, ... } -- local order, err = ShopRank.fetch(MarketplaceService, items) -- once per session, LocalScript -- for i, item in order do rows[item.key - Network accessline 13
-- local order, err = ShopRank.fetch(MarketplaceService, items) -- once per session, LocalScript - Network accessline 13
-- local order, err = ShopRank.fetch(MarketplaceService, items) -- once per session, LocalScript - Network accessline 62
-- reopens never spends the throttle. Returns order, err (err is nil when the ranking applied). local cache = setmetatable({}, { __mode = "k" }) function ShopRank.fetch(marketplace: any, items: { any }): ({ any }, string?) - Network accessline 62
-- reopens never spends the throttle. Returns order, err (err is nil when the ranking applied). local cache = setmetatable({}, { __mode = "k" }) function ShopRank.fetch(marketplace: any, items: { any }): ({ any }, string?) - Network accessline 63
local cache = setmetatable({}, { __mode = "k" }) function ShopRank.fetch(marketplace: any, items: { any }): ({ any }, string?) local hit = cache[items] - Network accessline 63
local cache = setmetatable({}, { __mode = "k" }) function ShopRank.fetch(marketplace: any, items: { any }): ({ any }, string?) local hit = cache[items] - Network accessline 64
function ShopRank.fetch(marketplace: any, items: { any }): ({ any }, string?) - Network accessline 64
function ShopRank.fetch(marketplace: any, items: { any }): ({ any }, string?)
skills/game-engines/roblox/scenario-roblox-monetization/scripts/rbx_monetization.py
skills/game-engines/roblox/scenario-roblox-networking/SKILL.md
- Network accessline 16
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 16
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-networking/references/sources.md
- Network accessline 8
| Page | Best for - Network accessline 8
| Page | Best for - Network accessline 9
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------- - Network accessline 9
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------- - Network accessline 10
| [Security: client-server boundary](https://create.roblox.com/docs/scripting/security/client-server-boundary) | Validation - Network accessline 10
| [Security: client-server boundary](https://create.roblox.com/docs/scripting/security/client-server-boundary) | Validation - Network accessline 11
| [Security: network ownership](https://create.roblox.com/docs/scripting/security/network-ownership) | What an ow - Network accessline 11
| [Security: network ownership](https://create.roblox.com/docs/scripting/security/network-ownership) | What an ow - Network accessline 12
| [Security: server-side detection](https://create.roblox.com/docs/scripting/security/server-side-detection) | Suspicion - Network accessline 12
| [Security: server-side detection](https://create.roblox.com/docs/scripting/security/server-side-detection) | Suspicion - Network accessline 13
| [Remote events and callbacks](https://create.roblox.com/docs/scripting/events/remote) | Delivery, - Network accessline 13
| [Remote events and callbacks](https://create.roblox.com/docs/scripting/events/remote) | Delivery, - Network accessline 14
| [Properties and attributes](https://create.roblox.com/docs/scripting/attributes) | Replicatio - Network accessline 14
| [Properties and attributes](https://create.roblox.com/docs/scripting/attributes) | Replicatio - Network accessline 15
| [Deferred events](https://create.roblox.com/docs/scripting/events/deferred) | When handl - Network accessline 15
| [Deferred events](https://create.roblox.com/docs/scripting/events/deferred) | When handl - Network accessline 16
| [3D drag detectors](https://create.roblox.com/docs/ui/3D-drag-detectors) and the [DragDetector reference](https://create.roblox.com/docs/reference/engine/classes/DragDetector) | `RunLocall - Network accessline 16
| [3D drag detectors](https://create.roblox.com/docs/ui/3D-drag-detectors) and the [DragDetector reference](https://create.roblox.com/docs/reference/engine/classes/DragDetector) | `RunLocall - Network accessline 17
| [UnreliableRemoteEvent reference](https://create.roblox.com/docs/reference/engine/classes/UnreliableRemoteEvent) | 1,000-byte - Network accessline 17
| [UnreliableRemoteEvent reference](https://create.roblox.com/docs/reference/engine/classes/UnreliableRemoteEvent) | 1,000-byte - Network accessline 18
| [RemoteEvent reference](https://create.roblox.com/docs/reference/engine/classes/RemoteEvent) | About 500 - Network accessline 18
| [RemoteEvent reference](https://create.roblox.com/docs/reference/engine/classes/RemoteEvent) | About 500 - Network accessline 19
| [Server authority model](https://create.roblox.com/docs/projects/server-authority) | `Authority - Network accessline 19
| [Server authority model](https://create.roblox.com/docs/projects/server-authority) | `Authority - Network accessline 20
| [Server authority techniques](https://create.roblox.com/docs/projects/server-authority/techniques) | Effects ou - Network accessline 20
| [Server authority techniques](https://create.roblox.com/docs/projects/server-authority/techniques) | Effects ou - Network accessline 21
| [Physics: network ownership](https://create.roblox.com/docs/physics/network-ownership) | Automatic - Network accessline 21
| [Physics: network ownership](https://create.roblox.com/docs/physics/network-ownership) | Automatic - Network accessline 22
| [Network Simulator](https://create.roblox.com/docs/studio/network-simulator) | Per-direct - Network accessline 22
| [Network Simulator](https://create.roblox.com/docs/studio/network-simulator) | Per-direct - Network accessline 23
| [Players:BanAsync reference](https://create.roblox.com/docs/reference/engine/classes/Players#BanAsync) | Ban config - Network accessline 23
| [Players:BanAsync reference](https://create.roblox.com/docs/reference/engine/classes/Players#BanAsync) | Ban config - Network accessline 24
| [RaycastParams reference](https://create.roblox.com/docs/reference/engine/datatypes/RaycastParams) | `ExcludeIn - Network accessline 24
| [RaycastParams reference](https://create.roblox.com/docs/reference/engine/datatypes/RaycastParams) | `ExcludeIn - Network accessline 25
| DevForum announcements: [UnreliableRemoteEvent](https://devforum.roblox.com/t/2724155), [Server Authority release](https://devforum.roblox.com/t/4727993), [Exclude and Include instances](https://devforum.roblox.com/t/4563575) | Dates and - Network accessline 25
| DevForum announcements: [UnreliableRemoteEvent](https://devforum.roblox.com/t/2724155), [Server Authority release](https://devforum.roblox.com/t/4727993), [Exclude and Include instances](https://devforum.roblox.com/t/4563575) | Dates and - Network accessline 29
| Source | Who - Network accessline 29
| Source | Who - Network accessline 30
| ------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------- - Network accessline 30
| ------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------- - Network accessline 31
| [Mastering Server Authority (RDC 2026)](https://www.youtube.com/watch?v=9IqNHhYXK0s) | Brian Neeler (Roblox PM), Jason Knight (Server Authority engineer), Drew Hamilton (shipped Server - Network accessline 31
| [Mastering Server Authority (RDC 2026)](https://www.youtube.com/watch?v=9IqNHhYXK0s) | Brian Neeler (Roblox PM), Jason Knight (Server Authority engineer), Drew Hamilton (shipped Server - Network accessline 32
| [Start Using Server Authority (jetpack)](https://www.youtube.com/watch?v=-DJy_CfK2Vk) | Jason Knight, Roblox - Network accessline 32
| [Start Using Server Authority (jetpack)](https://www.youtube.com/watch?v=-DJy_CfK2Vk) | Jason Knight, Roblox - Network accessline 33
| [How Server Authority Works](https://www.youtube.com/watch?v=hb14MxhZiOU) | Jason, Roblox senior engineer, with Ducks Yellow - Network accessline 33
| [How Server Authority Works](https://www.youtube.com/watch?v=hb14MxhZiOU) | Jason, Roblox senior engineer, with Ducks Yellow - Network accessline 34
| [Inspire 2026: Server Authority](https://www.youtube.com/watch?v=v_yyUwr0p2Q) | ev1, developer with two years on server-authoritative projects - Network accessline 34
| [Inspire 2026: Server Authority](https://www.youtube.com/watch?v=v_yyUwr0p2Q) | ev1, developer with two years on server-authoritative projects - Network accessline 35
| [Stop Exploiters](https://www.youtube.com/watch?v=SFAwwmb8G6o) | Suphi Kaner, scripting educator - Network accessline 35
| [Stop Exploiters](https://www.youtube.com/watch?v=SFAwwmb8G6o) | Suphi Kaner, scripting educator - Network accessline 36
| [Packet networking library](https://www.youtube.com/watch?v=WoIElUdj64A) | Suphi Kaner, library author - Network accessline 36
| [Packet networking library](https://www.youtube.com/watch?v=WoIElUdj64A) | Suphi Kaner, library author - Network accessline 37
| [Securing Against Exploiters](https://www.youtube.com/watch?v=2jvahdJnQRI) | GnomeCode, tutorial creator - Network accessline 37
| [Securing Against Exploiters](https://www.youtube.com/watch?v=2jvahdJnQRI) | GnomeCode, tutorial creator - Network accessline 38
| [Reliable vs Unreliable RemoteEvents](https://www.youtube.com/watch?v=n5uOVlCIUjI) | Steven, Roblox Learn - Network accessline 38
| [Reliable vs Unreliable RemoteEvents](https://www.youtube.com/watch?v=n5uOVlCIUjI) | Steven, Roblox Learn - Network accessline 39
| [Network bandwidth](https://www.youtube.com/watch?v=3L2a9mrOyFk) | Stewiepfing, developer educator - Network accessline 39
| [Network bandwidth](https://www.youtube.com/watch?v=3L2a9mrOyFk) | Stewiepfing, developer educator - Network accessline 40
| [Buffers and serialization](https://www.youtube.com/watch?v=_2R2kzyw0bE) | Stewiepfing - Network accessline 40
| [Buffers and serialization](https://www.youtube.com/watch?v=_2R2kzyw0bE) | Stewiepfing - Network accessline 41
| [Humanoid states](https://www.youtube.com/watch?v=hr_8svt1n1E) | Suphi Kaner - Network accessline 41
| [Humanoid states](https://www.youtube.com/watch?v=hr_8svt1n1E) | Suphi Kaner - Network accessline 42
| [Client-server architecture](https://www.youtube.com/watch?v=ougjxNrDvQo) | Andrew, Roblox Learn, demo by MrChickenRocket - Network accessline 42
| [Client-server architecture](https://www.youtube.com/watch?v=ougjxNrDvQo) | Andrew, Roblox Learn, demo by MrChickenRocket - Network accessline 43
| [Exploit protection](https://www.youtube.com/watch?v=vu-ZOoTjR-E) and [signal system remotes](https://www.youtube.com/watch?v=MJ-BuEvwaqs) | Ludius, tutorial creator - Network accessline 43
| [Exploit protection](https://www.youtube.com/watch?v=vu-ZOoTjR-E) and [signal system remotes](https://www.youtube.com/watch?v=MJ-BuEvwaqs) | Ludius, tutorial creator - Network accessline 44
| [Unreliable RemoteEvents intro](https://www.youtube.com/watch?v=jRl5msZxcqk) | BrawlDev, tutorial creator - Network accessline 44
| [Unreliable RemoteEvents intro](https://www.youtube.com/watch?v=jRl5msZxcqk) | BrawlDev, tutorial creator - Network accessline 45
| [Deferred engine events](https://www.youtube.com/watch?v=xz_G2n1Q8-U) | Crusherfire, scripting educator - Network accessline 45
| [Deferred engine events](https://www.youtube.com/watch?v=xz_G2n1Q8-U) | Crusherfire, scripting educator - Network accessline 46
| [Network ownership demo](https://www.youtube.com/watch?v=fvXS_FYYwuI) | ByteBlox, tutorial creator - Network accessline 46
| [Network ownership demo](https://www.youtube.com/watch?v=fvXS_FYYwuI) | ByteBlox, tutorial creator
skills/game-engines/roblox/scenario-roblox-networking/scripts/rbx_net.py
skills/game-engines/roblox/scenario-roblox-performance/SKILL.md
- Network accessline 17
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 18
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 18
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-performance/references/sources.md
- Network accessline 9
| Page | Best for - Network accessline 9
| Page | Best for - Network accessline 10
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------- - Network accessline 10
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------- - Network accessline 11
| [Improve performance](https://create.roblox.com/docs/performance-optimization/improve) | Problem, miti - Network accessline 11
| [Improve performance](https://create.roblox.com/docs/performance-optimization/improve) | Problem, miti - Network accessline 12
| [Identify performance issues](https://create.roblox.com/docs/performance-optimization/identify) | Tool table an - Network accessline 12
| [Identify performance issues](https://create.roblox.com/docs/performance-optimization/identify) | Tool table an - Network accessline 13
| [Design for performance](https://create.roblox.com/docs/performance-optimization/design) | Budget exampl - Network accessline 13
| [Design for performance](https://create.roblox.com/docs/performance-optimization/design) | Budget exampl - Network accessline 14
| [MicroProfiler](https://create.roblox.com/docs/performance-optimization/microprofiler) | Frame colors, - Network accessline 14
| [MicroProfiler](https://create.roblox.com/docs/performance-optimization/microprofiler) | Frame colors, - Network accessline 15
| [MicroProfiler tag table](https://create.roblox.com/docs/performance-optimization/microprofiler/tag-table) | Full timer na - Network accessline 15
| [MicroProfiler tag table](https://create.roblox.com/docs/performance-optimization/microprofiler/tag-table) | Full timer na - Network accessline 16
| [Model.LevelOfDetail](https://create.roblox.com/docs/reference/engine/classes/Model#LevelOfDetail), [AudioPlayer.AutoLoad](https://create.roblox.com/docs/reference/engine/classes/AudioPlayer#AutoLoad) | Per-model LOD - Network accessline 16
| [Model.LevelOfDetail](https://create.roblox.com/docs/reference/engine/classes/Model#LevelOfDetail), [AudioPlayer.AutoLoad](https://create.roblox.com/docs/reference/engine/classes/AudioPlayer#AutoLoad) | Per-model LOD - Network accessline 17
| [AssetService:CreateEditableImageAsync](https://create.roblox.com/docs/reference/engine/classes/AssetService#CreateEditableImageAsync), [EditableImage](https://create.roblox.com/docs/reference/engine/classes/EditableImage) | Reading an im - Network accessline 17
| [AssetService:CreateEditableImageAsync](https://create.roblox.com/docs/reference/engine/classes/AssetService#CreateEditableImageAsync), [EditableImage](https://create.roblox.com/docs/reference/engine/classes/EditableImage) | Reading an im - Network accessline 18
| [Players:CreateHumanoidModelFromDescriptionAsync](https://create.roblox.com/docs/reference/engine/classes/Players#CreateHumanoidModelFromDescriptionAsync) | Stand-in avat - Network accessline 18
| [Players:CreateHumanoidModelFromDescriptionAsync](https://create.roblox.com/docs/reference/engine/classes/Players#CreateHumanoidModelFromDescriptionAsync) | Stand-in avat - Network accessline 19
| [Scene Analysis](https://create.roblox.com/docs/performance-optimization/scene-analysis) | Script memory - Network accessline 19
| [Scene Analysis](https://create.roblox.com/docs/performance-optimization/scene-analysis) | Script memory - Network accessline 20
| [Script Profiler](https://create.roblox.com/docs/studio/optimization/scriptprofiler) | Developer Con - Network accessline 20
| [Script Profiler](https://create.roblox.com/docs/studio/optimization/scriptprofiler) | Developer Con - Network accessline 21
| [Memory usage and Luau heap](https://create.roblox.com/docs/studio/optimization/memory-usage) | Developer Con - Network accessline 21
| [Memory usage and Luau heap](https://create.roblox.com/docs/studio/optimization/memory-usage) | Developer Con - Network accessline 22
| [Test on hardware](https://create.roblox.com/docs/performance-optimization/test-on-hardware) | Device mix (A - Network accessline 22
| [Test on hardware](https://create.roblox.com/docs/performance-optimization/test-on-hardware) | Device mix (A - Network accessline 23
| [Instance streaming](https://create.roblox.com/docs/workspace/streaming) | Radii default - Network accessline 23
| [Instance streaming](https://create.roblox.com/docs/workspace/streaming) | Radii default - Network accessline 24
| [Performance dashboard](https://create.roblox.com/docs/production/analytics/performance) | Monitoring > - Network accessline 24
| [Performance dashboard](https://create.roblox.com/docs/production/analytics/performance) | Monitoring > - Network accessline 25
| [Publish games and places](https://create.roblox.com/docs/production/publishing/publish-games-and-places) | Publish and P - Network accessline 25
| [Publish games and places](https://create.roblox.com/docs/production/publishing/publish-games-and-places) | Publish and P - Network accessline 26
| [Release game updates](https://create.roblox.com/docs/projects/update-games) | Restart serve - Network accessline 26
| [Release game updates](https://create.roblox.com/docs/projects/update-games) | Restart serve - Network accessline 27
| [Version History](https://create.roblox.com/docs/projects/version-history) | Restore a pre - Network accessline 27
| [Version History](https://create.roblox.com/docs/projects/version-history) | Restore a pre - Network accessline 28
| [ScriptProfilerService reference](https://create.roblox.com/docs/reference/engine/classes/ScriptProfilerService) | `ServerStart` - Network accessline 28
| [ScriptProfilerService reference](https://create.roblox.com/docs/reference/engine/classes/ScriptProfilerService) | `ServerStart` - Network accessline 29
| [HeapProfilerService reference](https://create.roblox.com/docs/reference/engine/classes/HeapProfilerService) | `ServerReques - Network accessline 29
| [HeapProfilerService reference](https://create.roblox.com/docs/reference/engine/classes/HeapProfilerService) | `ServerReques - Network accessline 30
| [SceneAnalysisService reference](https://create.roblox.com/docs/reference/engine/classes/SceneAnalysisService) | The six Scene - Network accessline 30
| [SceneAnalysisService reference](https://create.roblox.com/docs/reference/engine/classes/SceneAnalysisService) | The six Scene - Network accessline 31
| [Stats reference](https://create.roblox.com/docs/reference/engine/classes/Stats) | Script-readab - Network accessline 31
| [Stats reference](https://create.roblox.com/docs/reference/engine/classes/Stats) | Script-readab - Network accessline 32
| [WorldRoot:BulkMoveTo](https://create.roblox.com/docs/reference/engine/classes/WorldRoot#BulkMoveTo) | Moving many p - Network accessline 32
| [WorldRoot:BulkMoveTo](https://create.roblox.com/docs/reference/engine/classes/WorldRoot#BulkMoveTo) | Moving many p - Network accessline 33
| [DataModel reference](https://create.roblox.com/docs/reference/engine/classes/DataModel) | `ServerRestar - Network accessline 33
| [DataModel reference](https://create.roblox.com/docs/reference/engine/classes/DataModel) | `ServerRestar - Network accessline 34
| [debug library](https://create.roblox.com/docs/reference/engine/libraries/debug) | `profilebegin - Network accessline 34
| [debug library](https://create.roblox.com/docs/reference/engine/libraries/debug) | `profilebegin - Network accessline 39
| Video | Who | Best for - Network accessline 39
| Video | Who | Best for - Network accessline 40
| ------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------- | ----------- - Network accessline 40
| ------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------- | ----------- - Network accessline 41
| [Using Roblox Tools to Improve Performance (RDC 2024)](https://www.youtube.com/watch?v=cWDNVvOh4o0), 2024-09-23 | Peter McNeill (MrChickenRocket), now a Roblox performance engineer, shipped Fruit Ninja and Jetpack Joyride | The budget - Network accessline 41
| [Using Roblox Tools to Improve Performance (RDC 2024)](https://www.youtube.com/watch?v=cWDNVvOh4o0), 2024-09-23 | Peter McNeill (MrChickenRocket), now a Roblox performance engineer, shipped Fruit Ninja and Jetpack Joyride | The budget - Network accessline 42
| [Top Game Performance Tales (RDC 2025)](https://www.youtube.com/watch?v=rwLEnBtXr30), 2025-09-26 | Peter McNeill and Lynn (Studio product manager), Roblox | Real incide - Network accessline 42
| [Top Game Performance Tales (RDC 2025)](https://www.youtube.com/watch?v=rwLEnBtXr30), 2025-09-26 | Peter McNeill and Lynn (Studio product manager), Roblox | Real incide - Network accessline 43
| [Your Roblox Game LAGS (and how to fix it)](https://www.youtube.com/watch?v=YWyJHwynM1M), 2025-07-25 | Crusherfire, Roblox scripting educator | Memory cate - Network accessline 43
| [Your Roblox Game LAGS (and how to fix it)](https://www.youtube.com/watch?v=YWyJHwynM1M), 2025-07-25 | Crusherfire, Roblox scripting educator | Memory cate - Network accessline 44
| [These Tiny Mistakes Destroy Roblox Games (Memory Leaks)](https://www.youtube.com/watch?v=0moy04A9vFg), 2025-10-06 | Crusherfire | Luau Heap s - Network accessline 44
| [These Tiny Mistakes Destroy Roblox Games (Memory Leaks)](https://www.youtube.com/watch?v=0moy04A9vFg), 2025-10-06 | Crusherfire | Luau Heap s - Network accessline 45
| [How to find and fix memory leaks](https://www.youtube.com/watch?v=x1JgsC8c8VQ), 2025-08-11 | Andrew, Roblox Learn | Sawtooth ve - Network accessline 45
| [How to find and fix memory leaks](https://www.youtube.com/watch?v=x1JgsC8c8VQ), 2025-08-11 | Andrew, Roblox Learn | Sawtooth ve - Network accessline 46
| [Minimize client memory usage](https://www.youtube.com/watch?v=OCUZKJJR-TE), 2025-09-25 | Andrew with CurbM0nkey and Ozzi, Roblox | Streaming, - Network accessline 46
| [Minimize client memory usage](https://www.youtube.com/watch?v=OCUZKJJR-TE), 2025-09-25 | Andrew with CurbM0nkey and Ozzi, Roblox | Streaming, - Network accessline 47
| [How to optimize performance](https://www.youtube.com/watch?v=VDO_amtWfDw), 2025-04-24 | Andrew with MrChickenRocket and others, Roblox | Budgets, me - Network accessline 47
| [How to optimize performance](https://www.youtube.com/watch?v=VDO_amtWfDw), 2025-04-24 | Andrew with MrChickenRocket and others, Roblox | Budgets, me - Network accessline 48
| [How to Use the MicroProfiler](https://www.youtube.com/watch?v=XLCZfGEm9tU), 2024-09-25 | Andrew, Roblox Learn | Reading the - Network accessline 48
| [How to Use the MicroProfiler](https://www.youtube.com/watch?v=XLCZfGEm9tU), 2024-09-25 | Andrew, Roblox Learn | Reading the - Network accessline 49
| [MicroProfiler on mobile](https://www.youtube.com/watch?v=eWf-6Sh-9Os), 2024-11-14 | Andrew, Roblox Learn | Phone captu - Network accessline 49
| [MicroProfiler on mobile](https://www.youtube.com/watch?v=eWf-6Sh-9Os), 2024-11-14 | Andrew, Roblox Learn | Phone captu - Network accessline 50
| [Level of Detail settings](https://www.youtube.com/watch?v=Wwj8EkMWFhI), 2025-12-11 | Andrew, Roblox Learn | RenderFidel - Network accessline 50
| [Level of Detail settings](https://www.youtube.com/watch?v=Wwj8EkMWFhI), 2025-12-11 | Andrew, Roblox Learn | RenderFidel - Network accessline 51
| [Advanced Development Techniques (RDC23 panel)](https://www.youtube.com/watch?v=sSVh-bcvYSI), 2023-09-19 | Trey Reynolds, Stephen Leitnick and others | Profile ear - Network accessline 51
| [Advanced Development Techniques (RDC23 panel)](https://www.youtube.com/watch?v=sSVh-bcvYSI), 2023-09-19 | Trey Reynolds, Stephen Leitnick and others | Profile ear - Network accessline 52
| [These Weird Optimizations Made Our Game Run 10x Faster](https://www.youtube.com/watch?v=vBZMscweRDk), 2025-06-19 | Roox4, Bot Blasters developer | Replicated - Network accessline 52
| [These Weird Optimizations Made Our Game Run 10x Faster](https://www.youtube.com/watch?v=vBZMscweRDk), 2025-06-19 | Roox4, Bot Blasters developer | Replicated - Network accessline 53
| [Multi Thread, Parallel Scripts, MicroProfiler](https://www.youtube.com/watch?v=BbIPalpAfaI), 2022-06-19 | Suphi Kaner | MicroProfil - Network accessline 53
| [Multi Thread, Parallel Scripts, MicroProfiler](https://www.youtube.com/watch?v=BbIPalpAfaI), 2022-06-19 | Suphi Kaner | MicroProfil - Network accessline 54
| [ReplicatedFirst loading screen](https://www.youtube.com/watch?v=NIstQ3krceg), 2024-04-07 | BrawlDev | Basic loadi - Network accessline 54
| [ReplicatedFirst loading screen](https://www.youtube.com/watch?v=NIstQ3krceg), 2024-04-07 | BrawlDev | Basic loadi - Network accessline 55
| [Test your game on different devices](https://www.youtube.com/watch?v=h4Y2KB7zZ4M), 2023-09-14 | script_ing | Device emul - Network accessline 55
| [Test your game on different devices](https://www.youtube.com/watch?v=h4Y2KB7zZ4M), 2023-09-14 | script_ing | Device emul
skills/game-engines/roblox/scenario-roblox-performance/scripts/rbx_perf.py
skills/game-engines/roblox/scenario-roblox-tooling/SKILL.md
- Network accessline 16
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 16
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-tooling/references/expert-notes.md
- Network accessline 147
- Collaboration ([projects/collaboration](https://create.roblox.com/docs/projects/collaboration)): - Network accessline 147
- Collaboration ([projects/collaboration](https://create.roblox.com/docs/projects/collaboration)): - Network accessline 149
auto-saves a collaborative session every four minutes. Reverting while someone edits can be overwritten by their auto-save: disable collaboration first. Drafts mode is off by default. - Script Sync and Team Create ([scripting/sync](https: - Network accessline 149
auto-saves a collaborative session every four minutes. Reverting while someone edits can be overwritten by their auto-save: disable collaboration first. Drafts mode is off by default. - Script Sync and Team Create ([scripting/sync](https: - Network accessline 150
overwritten by their auto-save: disable collaboration first. Drafts mode is off by default. - Script Sync and Team Create ([scripting/sync](https://create.roblox.com/docs/scripting/sync)): Script Sync works with the built-in collaboration - Network accessline 150
overwritten by their auto-save: disable collaboration first. Drafts mode is off by default. - Script Sync and Team Create ([scripting/sync](https://create.roblox.com/docs/scripting/sync)): Script Sync works with the built-in collaboration - Network accessline 151
- Script Sync and Team Create ([scripting/sync](https://create.roblox.com/docs/scripting/sync)): - Network accessline 151
- Script Sync and Team Create ([scripting/sync](https://create.roblox.com/docs/scripting/sync)): - Network accessline 153
Avoid several people syncing and editing the same script: "collaborators can overwrite each other's changes". - Type solvers (DevForum [3155804](https://devforum.roblox.com/t/3155804), - Network accessline 153
Avoid several people syncing and editing the same script: "collaborators can overwrite each other's changes". - Type solvers (DevForum [3155804](https://devforum.roblox.com/t/3155804), - Network accessline 154
other's changes". - Type solvers (DevForum [3155804](https://devforum.roblox.com/t/3155804), [4084991](https://devforum.roblox.com/t/4084991)): since the general release of 2025-11-20 the new - Network accessline 154
other's changes". - Type solvers (DevForum [3155804](https://devforum.roblox.com/t/3155804), [4084991](https://devforum.roblox.com/t/4084991)): since the general release of 2025-11-20 the new - Network accessline 155
- Type solvers (DevForum [3155804](https://devforum.roblox.com/t/3155804), - Network accessline 155
- Type solvers (DevForum [3155804](https://devforum.roblox.com/t/3155804), - Network accessline 156
[4084991](https://devforum.roblox.com/t/4084991)): since the general release of 2025-11-20 the new - Network accessline 156
[4084991](https://devforum.roblox.com/t/4084991)): since the general release of 2025-11-20 the new - Network accessline 161
- Script Sync ([scripting/sync](https://create.roblox.com/docs/scripting/sync)): only Script, - Network accessline 161
- Script Sync ([scripting/sync](https://create.roblox.com/docs/scripting/sync)): only Script, - Network accessline 163
lost; 10,000 scripts per root and 128 roots; default conflict policy "Do not resume"; collaborators editing one synced script overwrite each other. - Script locations ([scripting/locations](https://create.roblox.com/docs/scripting/locatio - Network accessline 163
lost; 10,000 scripts per root and 128 roots; default conflict policy "Do not resume"; collaborators editing one synced script overwrite each other. - Script locations ([scripting/locations](https://create.roblox.com/docs/scripting/locatio - Network accessline 164
collaborators editing one synced script overwrite each other. - Script locations ([scripting/locations](https://create.roblox.com/docs/scripting/locations)): client code as one RunContext Client Script in ReplicatedStorage; Starter contai - Network accessline 164
collaborators editing one synced script overwrite each other. - Script locations ([scripting/locations](https://create.roblox.com/docs/scripting/locations)): client code as one RunContext Client Script in ReplicatedStorage; Starter contai - Network accessline 165
- Script locations ([scripting/locations](https://create.roblox.com/docs/scripting/locations)): - Network accessline 165
- Script locations ([scripting/locations](https://create.roblox.com/docs/scripting/locations)): - Network accessline 167
LocalScripts, because the original and the copy both run. Confirmed live: 2 runs and an engine warning (P7). - Rojo ([project format](https://rojo.space/docs/v7/project-format/), - Network accessline 167
LocalScripts, because the original and the copy both run. Confirmed live: 2 runs and an engine warning (P7). - Rojo ([project format](https://rojo.space/docs/v7/project-format/), - Network accessline 168
warning (P7). - Rojo ([project format](https://rojo.space/docs/v7/project-format/), [sync details](https://rojo.space/docs/v7/sync-details/)): `$ignoreUnknownInstances` defaults to - Network accessline 168
warning (P7). - Rojo ([project format](https://rojo.space/docs/v7/project-format/), [sync details](https://rojo.space/docs/v7/sync-details/)): `$ignoreUnknownInstances` defaults to - Network accessline 169
- Rojo ([project format](https://rojo.space/docs/v7/project-format/), - Network accessline 169
- Rojo ([project format](https://rojo.space/docs/v7/project-format/), - Network accessline 170
[sync details](https://rojo.space/docs/v7/sync-details/)): `$ignoreUnknownInstances` defaults to - Network accessline 170
[sync details](https://rojo.space/docs/v7/sync-details/)): `$ignoreUnknownInstances` defaults to - Network accessline 174
returns HTTP 429. Results over 4 MB fail the task; logs keep the last 450 KB. - Place publishing ([cloud/guides/usage-place-publishing](https://create.roblox.com/docs/cloud/guides/usage-place-publishing)): - Network accessline 174
returns HTTP 429. Results over 4 MB fail the task; logs keep the last 450 KB. - Place publishing ([cloud/guides/usage-place-publishing](https://create.roblox.com/docs/cloud/guides/usage-place-publishing)): - Network accessline 175
- Place publishing ([cloud/guides/usage-place-publishing](https://create.roblox.com/docs/cloud/guides/usage-place-publishing)): the API does not update EditableImage, EditableMesh, PartOperation, SurfaceAppearance or BaseWrap - Network accessline 175
- Place publishing ([cloud/guides/usage-place-publishing](https://create.roblox.com/docs/cloud/guides/usage-place-publishing)): the API does not update EditableImage, EditableMesh, PartOperation, SurfaceAppearance or BaseWrap - Network accessline 176
([cloud/guides/usage-place-publishing](https://create.roblox.com/docs/cloud/guides/usage-place-publishing)): - Network accessline 176
([cloud/guides/usage-place-publishing](https://create.roblox.com/docs/cloud/guides/usage-place-publishing)): - Network accessline 177
the API does not update EditableImage, EditableMesh, PartOperation, SurfaceAppearance or BaseWrap instances; publish from Studio after modifying them. - Server restarts ([projects/update-games](https://create.roblox.com/docs/projects/upda - Network accessline 177
the API does not update EditableImage, EditableMesh, PartOperation, SurfaceAppearance or BaseWrap instances; publish from Studio after modifying them. - Server restarts ([projects/update-games](https://create.roblox.com/docs/projects/upda - Network accessline 178
instances; publish from Studio after modifying them. - Server restarts ([projects/update-games](https://create.roblox.com/docs/projects/update-games), Open Cloud `:restartServers`): restart only servers on outdated versions unless your up - Network accessline 178
instances; publish from Studio after modifying them. - Server restarts ([projects/update-games](https://create.roblox.com/docs/projects/update-games), Open Cloud `:restartServers`): restart only servers on outdated versions unless your up - Network accessline 179
- Server restarts ([projects/update-games](https://create.roblox.com/docs/projects/update-games), - Network accessline 179
- Server restarts ([projects/update-games](https://create.roblox.com/docs/projects/update-games), - Network accessline 181
process is independent of place version; bleed-off lets players leave within 1 to 60 minutes; restart when the player data format changes. - API keys ([cloud/auth/api-keys](https://create.roblox.com/docs/cloud/auth/api-keys)): least - Network accessline 181
process is independent of place version; bleed-off lets players leave within 1 to 60 minutes; restart when the player data format changes. - API keys ([cloud/auth/api-keys](https://create.roblox.com/docs/cloud/auth/api-keys)): least - Network accessline 182
restart when the player data format changes. - API keys ([cloud/auth/api-keys](https://create.roblox.com/docs/cloud/auth/api-keys)): least privilege; a key unused or not updated for 60 days auto-expires even without an expiry date; - Network accessline 182
restart when the player data format changes. - API keys ([cloud/auth/api-keys](https://create.roblox.com/docs/cloud/auth/api-keys)): least privilege; a key unused or not updated for 60 days auto-expires even without an expiry date; - Network accessline 183
- API keys ([cloud/auth/api-keys](https://create.roblox.com/docs/cloud/auth/api-keys)): least - Network accessline 183
- API keys ([cloud/auth/api-keys](https://create.roblox.com/docs/cloud/auth/api-keys)): least - Network accessline 187
permissions its task needs, the keys created on that account; a group key turns Revoked when its account loses permission to manage the group's keys. - Plugins ([studio/plugins](https://create.roblox.com/docs/studio/plugins)): one active - Network accessline 187
permissions its task needs, the keys created on that account; a group key turns Revoked when its account loses permission to manage the group's keys. - Plugins ([studio/plugins](https://create.roblox.com/docs/studio/plugins)): one active - Network accessline 188
account loses permission to manage the group's keys. - Plugins ([studio/plugins](https://create.roblox.com/docs/studio/plugins)): one active ChangeHistory recording per plugin; the command bar wraps its own commands in recordings; a - Network accessline 188
account loses permission to manage the group's keys. - Plugins ([studio/plugins](https://create.roblox.com/docs/studio/plugins)): one active ChangeHistory recording per plugin; the command bar wraps its own commands in recordings; a - Network accessline 189
- Plugins ([studio/plugins](https://create.roblox.com/docs/studio/plugins)): one active - Network accessline 189
- Plugins ([studio/plugins](https://create.roblox.com/docs/studio/plugins)): one active
skills/game-engines/roblox/scenario-roblox-tooling/references/gui-paths.md
- Access to secretsline 64
[Credential-related source omitted] - Access to secretsline 64
[Credential-related source omitted] - Access to secretsline 69
[Credential-related source omitted] - Access to secretsline 69
[Credential-related source omitted] - Network accessline 78
Health check from code: `POST https://apis.roblox.com/api-keys/v1/introspect` with the JSON body - Network accessline 78
Health check from code: `POST https://apis.roblox.com/api-keys/v1/introspect` with the JSON body
skills/game-engines/roblox/scenario-roblox-tooling/references/procedures.md
- Access to secretsline 374
[Credential-related source omitted] - Access to secretsline 374
[Credential-related source omitted] - Access to secretsline 441
[Credential-related source omitted] - Access to secretsline 441
[Credential-related source omitted] - Network accessline 463
env: ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 463
env: ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 464
ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 464
ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 475
- name: Install the toolchain pinned in rokit.toml run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 475
- name: Install the toolchain pinned in rokit.toml run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 476
run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" unzip -q "$RUNNER_TEMP/rokit.zip" -d "$RUNNER_TEMP/rokit" - Network accessline 476
run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" unzip -q "$RUNNER_TEMP/rokit.zip" -d "$RUNNER_TEMP/rokit" - Network accessline 477
curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 477
curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Access to secretsline 483
[Credential-related source omitted] - Access to secretsline 483
[Credential-related source omitted] - Access to secretsline 495
[Credential-related source omitted] - Access to secretsline 495
[Credential-related source omitted] - Access to secretsline 509
[Credential-related source omitted] - Access to secretsline 509
[Credential-related source omitted] - Access to secretsline 515
[Credential-related source omitted] - Access to secretsline 515
[Credential-related source omitted] - Access to secretsline 524
[Credential-related source omitted] - Access to secretsline 524
[Credential-related source omitted] - Access to secretsline 637
[Credential-related source omitted] - Access to secretsline 637
[Credential-related source omitted] - Access to secretsline 639
[Credential-related source omitted] - Access to secretsline 639
[Credential-related source omitted] - Access to secretsline 688
[Credential-related source omitted] - Access to secretsline 688
[Credential-related source omitted] - Network accessline 691
[Credential-related source omitted] - Network accessline 691
[Credential-related source omitted] - Network accessline 692
`https://apis.roblox.com/api-keys/v1/introspect` (API keys guide) and reads `enabled`, `expired`, - Network accessline 692
`https://apis.roblox.com/api-keys/v1/introspect` (API keys guide) and reads `enabled`, `expired`, - Network accessline 725
[restart_servers.luau](../scripts/template/tools/restart_servers.luau) calls `POST https://apis.roblox.com/cloud/v2/universes/{universe_id}:restartServers` (Open Cloud - Network accessline 725
[restart_servers.luau](../scripts/template/tools/restart_servers.luau) calls `POST https://apis.roblox.com/cloud/v2/universes/{universe_id}:restartServers` (Open Cloud - Network accessline 726
`POST https://apis.roblox.com/cloud/v2/universes/{universe_id}:restartServers` (Open Cloud - Network accessline 726
`POST https://apis.roblox.com/cloud/v2/universes/{universe_id}:restartServers` (Open Cloud
skills/game-engines/roblox/scenario-roblox-tooling/references/sources.md
- Network accessline 5
| Expert, credential | Source | Best for - Network accessline 5
| Expert, credential | Source | Best for - Network accessline 6
| ------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ----------------------------------------------------------- - Network accessline 6
| ------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ----------------------------------------------------------- - Network accessline 7
| CJ_Oyer, independent developer, three Roblox Accelerator internships (self-described) | [Connect 2023: Open Cloud workflows](https://www.youtube.com/watch?v=gapG2tH-etI) | CI gate, Selene relaxed in config, publish rights, multi-pl - Network accessline 7
| CJ_Oyer, independent developer, three Roblox Accelerator internships (self-described) | [Connect 2023: Open Cloud workflows](https://www.youtube.com/watch?v=gapG2tH-etI) | CI gate, Selene relaxed in config, publish rights, multi-pl - Network accessline 8
| Distracted Games, Roblox developer (unverified) | [Wally with Script Sync (2026)](https://www.youtube.com/watch?v=xlxnmAFmu6c) | Wally, mis-packaged packages, Script Sync, luau-lsp togethe - Network accessline 8
| Distracted Games, Roblox developer (unverified) | [Wally with Script Sync (2026)](https://www.youtube.com/watch?v=xlxnmAFmu6c) | Wally, mis-packaged packages, Script Sync, luau-lsp togethe - Network accessline 9
| Distracted Games | [Rojo Actually Explained (2025)](https://www.youtube.com/watch?v=Zhl_NAPMztY) | what Rojo deletes on reconnect, file versus Studio split - Network accessline 9
| Distracted Games | [Rojo Actually Explained (2025)](https://www.youtube.com/watch?v=Zhl_NAPMztY) | what Rojo deletes on reconnect, file versus Studio split - Network accessline 10
| MonzterDEV, Roblox educator (unverified) | [Rojo project file walkthrough (2024)](https://www.youtube.com/watch?v=18-cGOjfrKw) | tree mapping, init files, ignoreUnknownInstances, `.rbxmx` - Network accessline 10
| MonzterDEV, Roblox educator (unverified) | [Rojo project file walkthrough (2024)](https://www.youtube.com/watch?v=18-cGOjfrKw) | tree mapping, init files, ignoreUnknownInstances, `.rbxmx` - Network accessline 11
| Roblox Learn (official) | [How to version control on Roblox (2025)](https://www.youtube.com/watch?v=sU9nTX0JFyY) | place versions, Packages, script history; publishing over a - Network accessline 11
| Roblox Learn (official) | [How to version control on Roblox (2025)](https://www.youtube.com/watch?v=sU9nTX0JFyY) | place versions, Packages, script history; publishing over a - Network accessline 12
| Roblox Learn (official) | [Start coding with AI via MCP (2026)](https://www.youtube.com/watch?v=v8r1d80DxOY) | MCP setup, per-project tool permission, verification prompt - Network accessline 12
| Roblox Learn (official) | [Start coding with AI via MCP (2026)](https://www.youtube.com/watch?v=v8r1d80DxOY) | MCP setup, per-project tool permission, verification prompt - Network accessline 13
| SmartyRBX, Roblox educator (unverified) | [Building Roblox games with AI in 2026](https://www.youtube.com/watch?v=0ENeVVC9QT0) | silent Script Sync stops, repository root - Network accessline 13
| SmartyRBX, Roblox educator (unverified) | [Building Roblox games with AI in 2026](https://www.youtube.com/watch?v=0ENeVVC9QT0) | silent Script Sync stops, repository root - Network accessline 14
| Adam (BanTech), director, Last Level Studios | [Why we ditched Luau for TypeScript (2026)](https://www.youtube.com/watch?v=EaBdlLFNHVU) | roblox-ts costs and benefits - Network accessline 14
| Adam (BanTech), director, Last Level Studios | [Why we ditched Luau for TypeScript (2026)](https://www.youtube.com/watch?v=EaBdlLFNHVU) | roblox-ts costs and benefits - Network accessline 15
| Cheese God, Roblox developer (unverified) | Publish from the command line (2022), now private: `3wVLa5PiqvQ` | place publishing endpoint; IP advice is outdated - Network accessline 15
| Cheese God, Roblox developer (unverified) | Publish from the command line (2022), now private: `3wVLa5PiqvQ` | place publishing endpoint; IP advice is outdated - Network accessline 16
| Eric Yip, Roblox engineering lead (RDC 2024) | [Create and ship faster with AI](https://www.youtube.com/watch?v=XrxUy51NsvI) | external tools roadmap, now shipped - Network accessline 16
| Eric Yip, Roblox engineering lead (RDC 2024) | [Create and ship faster with AI](https://www.youtube.com/watch?v=XrxUy51NsvI) | external tools roadmap, now shipped - Network accessline 17
| sleitnick's RbxUtil, shown by Possible Panda | [RbxUtil showcase (2025)](https://www.youtube.com/watch?v=aSE2D4_TwoU) | the Signal package used in the template - Network accessline 17
| sleitnick's RbxUtil, shown by Possible Panda | [RbxUtil showcase (2025)](https://www.youtube.com/watch?v=aSE2D4_TwoU) | the Signal package used in the template - Network accessline 21
| Page | Best for - Network accessline 21
| Page | Best for - Network accessline 22
| ------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------ - Network accessline 22
| ------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------ - Network accessline 23
| [Script Sync](https://create.roblox.com/docs/scripting/sync) | suffix table, limits, conflicts, settings - Network accessline 23
| [Script Sync](https://create.roblox.com/docs/scripting/sync) | suffix table, limits, conflicts, settings - Network accessline 24
| [Script types and locations](https://create.roblox.com/docs/scripting/locations) | where client and server scripts run - Network accessline 24
| [Script types and locations](https://create.roblox.com/docs/scripting/locations) | where client and server scripts run - Network accessline 25
| [InstanceFileSyncService](https://create.roblox.com/docs/reference/engine/classes/InstanceFileSyncService) | GetAllInstances, GetStatus, GetSyncedInstance (PluginSecurity) - Network accessline 25
| [InstanceFileSyncService](https://create.roblox.com/docs/reference/engine/classes/InstanceFileSyncService) | GetAllInstances, GetStatus, GetSyncedInstance (PluginSecurity) - Network accessline 26
| [Coding harness](https://create.roblox.com/docs/ai/coding-harness) | agent setup and end-to-end verification; File > Save to File; place files kept out of Git - Network accessline 26
| [Coding harness](https://create.roblox.com/docs/ai/coding-harness) | agent setup and end-to-end verification; File > Save to File; place files kept out of Git - Network accessline 27
| [Collaboration](https://create.roblox.com/docs/projects/collaboration) | Team Create, per-experience Edit, Drafts mode, 4-minute auto-save, revert only with collaboration off - Network accessline 27
| [Collaboration](https://create.roblox.com/docs/projects/collaboration) | Team Create, per-experience Edit, Drafts mode, 4-minute auto-save, revert only with collaboration off - Network accessline 28
| [Studio MCP server](https://create.roblox.com/docs/studio/mcp) | tool list, enabling, `studio_id` on every call, `list_roblox_studios` - Network accessline 28
| [Studio MCP server](https://create.roblox.com/docs/studio/mcp) | tool list, enabling, `studio_id` on every call, `list_roblox_studios` - Network accessline 29
| [External tools](https://create.roblox.com/docs/projects/external-tools) | Rokit, Rojo, Wally sample - Network accessline 29
| [External tools](https://create.roblox.com/docs/projects/external-tools) | Rokit, Rojo, Wally sample - Network accessline 30
| [Studio command line](https://create.roblox.com/docs/studio/cli) | `--task RunScript` flags - Network accessline 30
| [Studio command line](https://create.roblox.com/docs/studio/cli) | `--task RunScript` flags - Network accessline 31
| [Place publishing guide](https://create.roblox.com/docs/cloud/guides/usage-place-publishing) | endpoint, Saved versus Published, unsupported instance types - Network accessline 31
| [Place publishing guide](https://create.roblox.com/docs/cloud/guides/usage-place-publishing) | endpoint, Saved versus Published, unsupported instance types - Network accessline 32
| [Luau Execution](https://create.roblox.com/docs/cloud/features/luau-execution) | tasks, limits, logs - Network accessline 32
| [Luau Execution](https://create.roblox.com/docs/cloud/features/luau-execution) | tasks, limits, logs - Network accessline 33
| [API keys](https://create.roblox.com/docs/cloud/auth/api-keys) | permissions, group keys on a dedicated account, IP restriction, 60-day auto-expiry, key statuses, intr - Network accessline 33
| [API keys](https://create.roblox.com/docs/cloud/auth/api-keys) | permissions, group keys on a dedicated account, IP restriction, 60-day auto-expiry, key statuses, intr - Network accessline 34
| [Version History](https://create.roblox.com/docs/projects/version-history) | Save to Roblox with Notes, the Version History window, restore paths - Network accessline 34
| [Version History](https://create.roblox.com/docs/projects/version-history) | Save to Roblox with Notes, the Version History window, restore paths - Network accessline 35
| [Update games](https://create.roblox.com/docs/projects/update-games) | when to restart servers, bleed-off, outdated-only restarts - Network accessline 35
| [Update games](https://create.roblox.com/docs/projects/update-games) | when to restart servers, bleed-off, outdated-only restarts - Network accessline 36
| [Open Cloud OpenAPI description](https://create.roblox.com/docs/cloud/reference/openapi) | Luau Execution limits, `:restartServers` request fields, exact scope strings per endpoint and rate lim - Network accessline 36
| [Open Cloud OpenAPI description](https://create.roblox.com/docs/cloud/reference/openapi) | Luau Execution limits, `:restartServers` request fields, exact scope strings per endpoint and rate lim - Network accessline 37
| [New type solver beta](https://devforum.roblox.com/t/3155804) and [general release](https://devforum.roblox.com/t/4084991) (DevForum) | new solver default for nonstrict and nocheck, strict through `UseNewLuauTypeSolver` - Network accessline 37
| [New type solver beta](https://devforum.roblox.com/t/3155804) and [general release](https://devforum.roblox.com/t/4084991) (DevForum) | new solver default for nonstrict and nocheck, strict through `UseNewLuauTypeSolver` - Network accessline 38
| [Workspace.UseNewLuauTypeSolver](https://create.roblox.com/docs/reference/engine/classes/Workspace) | which solver Studio runs for strict scripts - Network accessline 38
| [Workspace.UseNewLuauTypeSolver](https://create.roblox.com/docs/reference/engine/classes/Workspace) | which solver Studio runs for strict scripts - Network accessline 39
| [Plugins](https://create.roblox.com/docs/studio/plugins) | Save as Local Plugin, ChangeHistoryService - Network accessline 39
| [Plugins](https://create.roblox.com/docs/studio/plugins) | Save as Local Plugin, ChangeHistoryService - Network accessline 43
| Page | Best for | | ------------------------------------------ - Network accessline 43
| Page | Best for | | ------------------------------------------ - Network accessline 44
| ----------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------- | | [Rojo project format](https://rojo.space/d - Network accessline 44
| ----------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------- | | [Rojo project format](https://rojo.space/d - Network accessline 45
| [Rojo project format](https://rojo.space/docs/v7/project-format/) | `$path`, `$ignoreUnknownInstances`, `globIgnorePaths`, `emitLegacyScripts` | - Network accessline 45
| [Rojo project format](https://rojo.space/docs/v7/project-format/) | `$path`, `$ignoreUnknownInstances`, `globIgnorePaths`, `emitLegacyScripts` | - Network accessline 46
| [Rojo sync details](https://rojo.space/docs/v7/sync-details/) | file to instance mapping, meta and model files, limits | - Network accessline 46
| [Rojo sync details](https://rojo.space/docs/v7/sync-details/) | file to instance mapping, meta and model files, limits | - Network accessline 47
| [Lune installation](https://lune-org.github.io/docs/getting-started/1-installation) | Lune setup | - Network accessline 47
| [Lune installation](https://lune-org.github.io/docs/getting-started/1-installation) | Lune setup | - Network accessline 48
| [Lune Roblox library](https://lune-org.github.io/docs/roblox/1-introduction) | reading and writing place files | - Network accessline 48
| [Lune Roblox library](https://lune-org.github.io/docs/roblox/1-introduction) | reading and writing place files | - Network accessline 49
| [luau-lsp](https://github.com/JohnnyMorganz/luau-lsp) | `analyze`, definitions file, sourcemap, `--flag:LuauSolverV2=true` | - Network accessline 49
| [luau-lsp](https://github.com/JohnnyMorganz/luau-lsp) | `analyze`, definitions file, sourcemap, `--flag:LuauSolverV2=true` | - Network accessline 50
| `rojo sourcemap --help` (Rojo 7.7.1) | `--include-non-scripts`, default false | | [Selene](https://kampfkarren.github.io/sel - Network accessline 50
| `rojo sourcemap --help` (Rojo 7.7.1) | `--include-non-scripts`, default false | | [Selene](https://kampfkarren.github.io/sel - Network accessline 51
| [Selene](https://kampfkarren.github.io/selene/) | `std = "roblox"`, rule config (`[config]` options and inline `-- selene: allow(...)`, tested with 0.32.0) | - Network accessline 51
| [Selene](https://kampfkarren.github.io/selene/) | `std = "roblox"`, rule config (`[config]` options and inline `-- selene: allow(...)`, tested with 0.32.0) | - Network accessline 52
| [StyLua](https://github.com/JohnnyMorganz/StyLua) | config, `.styluaignore` | - Network accessline 52
| [StyLua](https://github.com/JohnnyMorganz/StyLua) | config, `.styluaignore` | - Network accessline 53
| [Rokit](https://github.com/rojo-rbx/rokit) | toolchain pins, `--no-trust-check` | - Network accessline 53
| [Rokit](https://github.com/rojo-rbx/rokit) | toolchain pins, `--no-trust-check` | - Network accessline 54
| [Wally](https://github.com/UpliftGames/wally) | manifest, lock file, link modules | - Network accessline 54
| [Wally](https://github.com/UpliftGames/wally) | manifest, lock file, link modules | - Network accessline 55
| [actionlint](https://github.com/rhysd/actionlint) | workflow lint | - Network accessline 55
| [actionlint](https://github.com/rhysd/actionlint) | workflow lint |
skills/game-engines/roblox/scenario-roblox-tooling/scripts/rbx_tooling.py
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/.github/workflows/ci.yml
- Network accessline 15
env: ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 15
env: ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 16
ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 16
ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 17
LUAU_DEFS_URL: https://raw.githubusercontent.com/JohnnyMorganz/luau-lsp/1.70.1/scripts/globalTypes.d.luau - Network accessline 17
LUAU_DEFS_URL: https://raw.githubusercontent.com/JohnnyMorganz/luau-lsp/1.70.1/scripts/globalTypes.d.luau - Network accessline 27
- name: Install the toolchain pinned in rokit.toml run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 27
- name: Install the toolchain pinned in rokit.toml run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 28
run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" unzip -q "$RUNNER_TEMP/rokit.zip" -d "$RUNNER_TEMP/rokit" - Network accessline 28
run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" unzip -q "$RUNNER_TEMP/rokit.zip" -d "$RUNNER_TEMP/rokit" - Network accessline 29
curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 29
curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 33
- run: wally install - run: rojo sourcemap default.project.json -o sourcemap.json --include-non-scripts - run: curl -sSfL -o globalTypes.d.luau "$LUAU_DEFS_URL" - Network accessline 33
- run: wally install - run: rojo sourcemap default.project.json -o sourcemap.json --include-non-scripts - run: curl -sSfL -o globalTypes.d.luau "$LUAU_DEFS_URL" - Network accessline 34
- run: rojo sourcemap default.project.json -o sourcemap.json --include-non-scripts - run: curl -sSfL -o globalTypes.d.luau "$LUAU_DEFS_URL" - name: Type check, old solver (luau-lsp default) - Network accessline 34
- run: rojo sourcemap default.project.json -o sourcemap.json --include-non-scripts - run: curl -sSfL -o globalTypes.d.luau "$LUAU_DEFS_URL" - name: Type check, old solver (luau-lsp default) - Network accessline 35
- run: curl -sSfL -o globalTypes.d.luau "$LUAU_DEFS_URL" - Network accessline 35
- run: curl -sSfL -o globalTypes.d.luau "$LUAU_DEFS_URL" - Network accessline 69
- name: Install the toolchain pinned in rokit.toml run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 69
- name: Install the toolchain pinned in rokit.toml run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 70
run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" unzip -q "$RUNNER_TEMP/rokit.zip" -d "$RUNNER_TEMP/rokit" - Network accessline 70
run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" unzip -q "$RUNNER_TEMP/rokit.zip" -d "$RUNNER_TEMP/rokit" - Network accessline 71
curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 71
curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Access to secretsline 76
[Credential-related source omitted] - Access to secretsline 76
[Credential-related source omitted] - Access to secretsline 80
[Credential-related source omitted] - Access to secretsline 80
[Credential-related source omitted] - Access to secretsline 87
[Credential-related source omitted] - Access to secretsline 87
[Credential-related source omitted] - Access to secretsline 95
[Credential-related source omitted] - Access to secretsline 95
[Credential-related source omitted]
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/.github/workflows/publish.yml
- Access to secretsline 5
[Credential-related source omitted] - Access to secretsline 5
[Credential-related source omitted] - Network accessline 27
env: ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 27
env: ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 28
ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 28
ROKIT_URL: https://github.com/rojo-rbx/rokit/releases/download/v1.2.0/rokit-1.2.0-linux-x86_64.zip - Network accessline 39
- name: Install the toolchain pinned in rokit.toml run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 39
- name: Install the toolchain pinned in rokit.toml run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 40
run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" unzip -q "$RUNNER_TEMP/rokit.zip" -d "$RUNNER_TEMP/rokit" - Network accessline 40
run: | curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" unzip -q "$RUNNER_TEMP/rokit.zip" -d "$RUNNER_TEMP/rokit" - Network accessline 41
curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Network accessline 41
curl -sSfL -o "$RUNNER_TEMP/rokit.zip" "$ROKIT_URL" - Access to secretsline 47
[Credential-related source omitted] - Access to secretsline 47
[Credential-related source omitted] - Access to secretsline 59
[Credential-related source omitted] - Access to secretsline 59
[Credential-related source omitted] - Access to secretsline 73
[Credential-related source omitted] - Access to secretsline 73
[Credential-related source omitted] - Access to secretsline 79
[Credential-related source omitted] - Access to secretsline 79
[Credential-related source omitted]
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/.gitignore
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/.luaurc
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/.styluaignore
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/tools/check_key.luau
- Access to secretsline 7
[Credential-related source omitted] - Access to secretsline 7
[Credential-related source omitted] - Network accessline 13
local opts = { base = "https://apis.roblox.com", warnDays = 7, scopes = {} } - Network accessline 13
local opts = { base = "https://apis.roblox.com", warnDays = 7, scopes = {} } - Access to secretsline 34
[Credential-related source omitted] - Access to secretsline 34
[Credential-related source omitted] - Access to secretsline 36
[Credential-related source omitted] - Access to secretsline 36
[Credential-related source omitted]
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/tools/cloud_luau.luau
- Access to secretsline 3
[Credential-related source omitted] - Access to secretsline 3
[Credential-related source omitted] - Network accessline 22
local opts = { timeout = "300s", maxWait = 420, base = "https://apis.roblox.com", retries = 6, backoff = 5 } - Network accessline 22
local opts = { timeout = "300s", maxWait = 420, base = "https://apis.roblox.com", retries = 6, backoff = 5 } - Access to secretsline 67
[Credential-related source omitted] - Access to secretsline 67
[Credential-related source omitted] - Access to secretsline 73
[Credential-related source omitted] - Access to secretsline 73
[Credential-related source omitted] - Access to secretsline 74
[Credential-related source omitted] - Access to secretsline 74
[Credential-related source omitted]
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/tools/place_versions.luau
- Access to secretsline 9
[Credential-related source omitted] - Access to secretsline 9
[Credential-related source omitted] - Network accessline 17
local opts = { base = "https://apis.roblox.com" } - Network accessline 17
local opts = { base = "https://apis.roblox.com" } - Access to secretsline 35
[Credential-related source omitted] - Access to secretsline 35
[Credential-related source omitted] - Access to secretsline 41
[Credential-related source omitted] - Access to secretsline 41
[Credential-related source omitted]
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/tools/publish.luau
- Access to secretsline 10
[Credential-related source omitted] - Access to secretsline 10
[Credential-related source omitted] - Network accessline 18
local opts = { base = "https://apis.roblox.com" } - Network accessline 18
local opts = { base = "https://apis.roblox.com" } - Access to secretsline 72
[Credential-related source omitted] - Access to secretsline 72
[Credential-related source omitted] - Access to secretsline 92
[Credential-related source omitted] - Access to secretsline 92
[Credential-related source omitted]
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/tools/restart_servers.luau
- Network accessline 12
local opts = { base = "https://apis.roblox.com", bleed = 10 } - Network accessline 12
local opts = { base = "https://apis.roblox.com", bleed = 10 } - Access to secretsline 57
[Credential-related source omitted] - Access to secretsline 57
[Credential-related source omitted] - Access to secretsline 58
[Credential-related source omitted] - Access to secretsline 58
[Credential-related source omitted]
skills/game-engines/roblox/scenario-roblox-tooling/scripts/template/wally.toml
- Network accessline 2
name = "studio/__NAME__" version = "0.1.0" registry = "https://github.com/UpliftGames/wally-index" - Network accessline 2
name = "studio/__NAME__" version = "0.1.0" registry = "https://github.com/UpliftGames/wally-index" - Network accessline 3
version = "0.1.0" registry = "https://github.com/UpliftGames/wally-index" realm = "shared" - Network accessline 3
version = "0.1.0" registry = "https://github.com/UpliftGames/wally-index" realm = "shared" - Network accessline 4
registry = "https://github.com/UpliftGames/wally-index" - Network accessline 4
registry = "https://github.com/UpliftGames/wally-index"
skills/game-engines/roblox/scenario-roblox-ui/SKILL.md
- Network accessline 17
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 18
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 18
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-ui/references/sources.md
- Network accessline 8
| Source | URL | Best for | | ------------------------ | ----- - Network accessline 8
| Source | URL | Best for | | ------------------------ | ----- - Network accessline 9
| ------------------------ | ----------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------- | | Input Action System | https - Network accessline 9
| ------------------------ | ----------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------- | | Input Action System | https - Network accessline 10
| Input Action System | https://create.roblox.com/docs/input/input-action-system | contexts, Priority 2000 and Sink, bindings, `UIButton`, label resolution, polling analog input | - Network accessline 10
| Input Action System | https://create.roblox.com/docs/input/input-action-system | contexts, Priority 2000 and Sink, bindings, `UIButton`, label resolution, polling analog input | - Network accessline 11
| Gamepad input | https://create.roblox.com/docs/input/gamepad | `PreferredInput` over platform checks | - Network accessline 11
| Gamepad input | https://create.roblox.com/docs/input/gamepad | `PreferredInput` over platform checks | - Network accessline 12
| Position and size | https://create.roblox.com/docs/ui/position-and-size | Scale and Offset, mobile zones, placement relative to `JumpButton` | - Network accessline 12
| Position and size | https://create.roblox.com/docs/ui/position-and-size | Scale and Offset, mobile zones, placement relative to `JumpButton` | - Network accessline 13
| On-screen containers | https://create.roblox.com/docs/ui/on-screen-containers | `ResetOnSpawn`, nested ScreenGuis, `ScreenInsets` | - Network accessline 13
| On-screen containers | https://create.roblox.com/docs/ui/on-screen-containers | `ResetOnSpawn`, nested ScreenGuis, `ScreenInsets` | - Network accessline 14
| List and flex layouts | https://create.roblox.com/docs/ui/list-flex-layouts | flex fill, wraps, grid versus flex, reversed `LayoutOrder` | - Network accessline 14
| List and flex layouts | https://create.roblox.com/docs/ui/list-flex-layouts | flex fill, wraps, grid versus flex, reversed `LayoutOrder` | - Network accessline 15
| UI animation | https://create.roblox.com/docs/ui/animation | tweens, `CanvasGroup` fades, typewriter text | - Network accessline 15
| UI animation | https://create.roblox.com/docs/ui/animation | tweens, `CanvasGroup` fades, typewriter text | - Network accessline 16
| UI styling | https://create.roblox.com/docs/ui/styling | StyleSheets, tokens, themes, query selectors, modified properties | - Network accessline 16
| UI styling | https://create.roblox.com/docs/ui/styling | StyleSheets, tokens, themes, query selectors, modified properties | - Network accessline 17
| Style Editor | https://create.roblox.com/docs/ui/styling/editor | the GUI path for designs | - Network accessline 17
| Style Editor | https://create.roblox.com/docs/ui/styling/editor | the GUI path for designs | - Network accessline 18
| Accessibility guidelines | https://create.roblox.com/docs/production/publishing/accessibility | `PreferredTransparency`, `PreferredTextSize`, `ReducedMotionEnabled` | - Network accessline 18
| Accessibility guidelines | https://create.roblox.com/docs/production/publishing/accessibility | `PreferredTransparency`, `PreferredTextSize`, `ReducedMotionEnabled` | - Network accessline 19
| Automatic translations | https://create.roblox.com/docs/production/localization/automatic-translations | Automatic Text Capture, quota, locked entries | - Network accessline 19
| Automatic translations | https://create.roblox.com/docs/production/localization/automatic-translations | Automatic Text Capture, quota, locked entries | - Network accessline 20
| Add source content | https://create.roblox.com/docs/production/localization/add-source-content | Localization Tools, CSV round trip | - Network accessline 20
| Add source content | https://create.roblox.com/docs/production/localization/add-source-content | Localization Tools, CSV round trip | - Network accessline 21
| Device Simulator | https://create.roblox.com/docs/studio/device-simulator | toolbar, categories, display scaling, Device Manager | - Network accessline 21
| Device Simulator | https://create.roblox.com/docs/studio/device-simulator | toolbar, categories, display scaling, Device Manager | - Network accessline 22
| Controller Emulator | https://create.roblox.com/docs/studio/controller-emulator | emulated gamepads, handhelds, TV remotes | - Network accessline 22
| Controller Emulator | https://create.roblox.com/docs/studio/controller-emulator | emulated gamepads, handhelds, TV remotes | - Network accessline 23
| Console guidelines | https://create.roblox.com/docs/production/publishing/console-guidelines | ten-foot UI, `ViewportDisplaySize` Large, no chat window, few moves per key action | - Network accessline 23
| Console guidelines | https://create.roblox.com/docs/production/publishing/console-guidelines | ten-foot UI, `ViewportDisplaySize` Large, no chat window, few moves per key action | - Network accessline 24
| Input overview | https://create.roblox.com/docs/input | default and Roblox-reserved bindings (keys a rebind must refuse) | - Network accessline 24
| Input overview | https://create.roblox.com/docs/input | default and Roblox-reserved bindings (keys a rebind must refuse) | - Network accessline 25
| Chat window | https://create.roblox.com/docs/chat/chat-window | `ChatWindowConfiguration`: enable, alignment, size | - Network accessline 25
| Chat window | https://create.roblox.com/docs/chat/chat-window | `ChatWindowConfiguration`: enable, alignment, size | - Network accessline 26
| Custom events | https://create.roblox.com/docs/production/analytics/custom-events | server-only, published-only events; 100 events; adoption of a UI component | - Network accessline 26
| Custom events | https://create.roblox.com/docs/production/analytics/custom-events | server-only, published-only events; 100 events; adoption of a UI component | - Network accessline 27
| Custom fields | https://create.roblox.com/docs/production/analytics/custom-fields | `Enum.AnalyticsCustomFieldKeys`, string values | - Network accessline 27
| Custom fields | https://create.roblox.com/docs/production/analytics/custom-fields | `Enum.AnalyticsCustomFieldKeys`, string values | - Network accessline 31
| Class or enum | URL | Best for | | -- - Network accessline 31
| Class or enum | URL | Best for | | -- - Network accessline 32
| --------------------------------------------------------- | ------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------ | | St - Network accessline 32
| --------------------------------------------------------- | ------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------ | | St - Network accessline 33
| StudioDeviceSimulatorService | https://create.roblox.com/docs/reference/engine/classes/StudioDeviceSimulatorService | scripted device presets and orientation | - Network accessline 33
| StudioDeviceSimulatorService | https://create.roblox.com/docs/reference/engine/classes/StudioDeviceSimulatorService | scripted device presets and orientation | - Network accessline 34
| StyleRule, StyleSheet | https://create.roblox.com/docs/reference/engine/classes/StyleRule | selectors, `SelectorError`, priority, transitions | - Network accessline 34
| StyleRule, StyleSheet | https://create.roblox.com/docs/reference/engine/classes/StyleRule | selectors, `SelectorError`, priority, transitions | - Network accessline 35
| InputContext, InputAction, InputBinding, InputActionLabel | https://create.roblox.com/docs/reference/engine/classes/InputBinding | Scriptable bindings, `PreferredBinding`, deprecated `InputAction:Fire` | - Network accessline 35
| InputContext, InputAction, InputBinding, InputActionLabel | https://create.roblox.com/docs/reference/engine/classes/InputBinding | Scriptable bindings, `PreferredBinding`, deprecated `InputAction:Fire` | - Network accessline 36
| GuiService | https://create.roblox.com/docs/reference/engine/classes/GuiService | `TopbarInset`, `ViewportDisplaySize`, `Select`, `SelectedObject`, player preferences | - Network accessline 36
| GuiService | https://create.roblox.com/docs/reference/engine/classes/GuiService | `TopbarInset`, `ViewportDisplaySize`, `Select`, `SelectedObject`, player preferences | - Network accessline 37
| UserInputService | https://create.roblox.com/docs/reference/engine/classes/UserInputService | `PreferredInput` | - Network accessline 37
| UserInputService | https://create.roblox.com/docs/reference/engine/classes/UserInputService | `PreferredInput` | - Network accessline 38
| GuiService.PreferredTextSize, Enum.PreferredTextSize | https://create.roblox.com/docs/reference/engine/classes/GuiService | Medium to Largest, read-only, the `@PreferredTextSize*` selectors (StyleRule) | - Network accessline 38
| GuiService.PreferredTextSize, Enum.PreferredTextSize | https://create.roblox.com/docs/reference/engine/classes/GuiService | Medium to Largest, read-only, the `@PreferredTextSize*` selectors (StyleRule) | - Network accessline 39
| ChatWindowConfiguration | https://create.roblox.com/docs/reference/engine/classes/ChatWindowConfiguration | `AbsolutePosition`, `AbsoluteSize`, `Enabled` | - Network accessline 39
| ChatWindowConfiguration | https://create.roblox.com/docs/reference/engine/classes/ChatWindowConfiguration | `AbsolutePosition`, `AbsoluteSize`, `Enabled` | - Network accessline 40
| SoundGroup | https://create.roblox.com/docs/reference/engine/classes/SoundGroup | `Volume` multiplier, 0 to 10 | - Network accessline 40
| SoundGroup | https://create.roblox.com/docs/reference/engine/classes/SoundGroup | `Volume` multiplier, 0 to 10 | - Network accessline 41
| Enum.ContextActionPriority | https://create.roblox.com/docs/reference/engine/enums/ContextActionPriority | 1000, 2000, 3000 | - Network accessline 41
| Enum.ContextActionPriority | https://create.roblox.com/docs/reference/engine/enums/ContextActionPriority | 1000, 2000, 3000 | - Network accessline 42
| Source repository | https://github.com/Roblox/creator-docs | the YAML behind every reference page | - Network accessline 42
| Source repository | https://github.com/Roblox/creator-docs | the YAML behind every reference page | - Network accessline 46
| Expert | Credential | URL | Best for - Network accessline 46
| Expert | Credential | URL | Best for - Network accessline 47
| ---------------------------------------------------------------------- | ------------------------------------------------------------------------------------ | ------------------------------------------- | -------------------------------- - Network accessline 47
| ---------------------------------------------------------------------- | ------------------------------------------------------------------------------------ | ------------------------------------------- | -------------------------------- - Network accessline 48
| Jasmine and Alex (Roblox Learn) | Roblox product manager, interactivity; player scripts engineer | https://www.youtube.com/watch?v=Fg-Ksoa7b-s | IAS walkthrough, migration by in - Network accessline 48
| Jasmine and Alex (Roblox Learn) | Roblox product manager, interactivity; player scripts engineer | https://www.youtube.com/watch?v=Fg-Ksoa7b-s | IAS walkthrough, migration by in - Network accessline 49
| Jasmine, Alex, host Jeremy (Roblox Learn) | Roblox staff | https://www.youtube.com/watch?v=KnFJl6z5UN0 | IAS priority, Sink, rollout, gap - Network accessline 49
| Jasmine, Alex, host Jeremy (Roblox Learn) | Roblox staff | https://www.youtube.com/watch?v=KnFJl6z5UN0 | IAS priority, Sink, rollout, gap - Network accessline 50
| Roblox product team (Roblox Learn) | Roblox product manager and UI/UX designer | https://www.youtube.com/watch?v=_k1ea0OIKaU | tokens, themes, runtime theme sw - Network accessline 50
| Roblox product team (Roblox Learn) | Roblox product manager and UI/UX designer | https://www.youtube.com/watch?v=_k1ea0OIKaU | tokens, themes, runtime theme sw - Network accessline 51
| Cindering, Nathan "Undone Builder", hosts Dan and Erin (Roblox Learn) | lead developer Cinder Studios; CEO Simple Games (War Simulator) | https://www.youtube.com/watch?v=BsyU-SJ9L-c | mobile hot zones, fewer elements - Network accessline 51
| Cindering, Nathan "Undone Builder", hosts Dan and Erin (Roblox Learn) | lead developer Cinder Studios; CEO Simple Games (War Simulator) | https://www.youtube.com/watch?v=BsyU-SJ9L-c | mobile hot zones, fewer elements - Network accessline 52
| BitwiseAndrea, WooleyWool, ControlCoreAngel, host DSPAV (Roblox Learn) | Roblox accessibility engineer; disabled developers | https://www.youtube.com/watch?v=K1pEI6LVJJA | second channel, color, keys, mot - Network accessline 52
| BitwiseAndrea, WooleyWool, ControlCoreAngel, host DSPAV (Roblox Learn) | Roblox accessibility engineer; disabled developers | https://www.youtube.com/watch?v=K1pEI6LVJJA | second channel, color, keys, mot - Network accessline 53
| Andrea Fletcher, grilme99, kampfkarren, elttob, boatbomber (RDC 2024) | Roblox design systems lead; React maintainer; Fusion author; plugin and tool authors | https://www.youtube.com/watch?v=OHqMLEL5QnY | framework choice, benchmarks, pr - Network accessline 53
| Andrea Fletcher, grilme99, kampfkarren, elttob, boatbomber (RDC 2024) | Roblox design systems lead; React maintainer; Fusion author; plugin and tool authors | https://www.youtube.com/watch?v=OHqMLEL5QnY | framework choice, benchmarks, pr - Network accessline 54
| Leif | YouTube Roblox developer (unverified) | https://www.youtube.com/watch?v=Ezk3vEOvv8o | React Luau bindings, state place - Network accessline 54
| Leif | YouTube Roblox developer (unverified) | https://www.youtube.com/watch?v=Ezk3vEOvv8o | React Luau bindings, state place - Network accessline 55
| Chase Higgins | developer (unverified) | https://www.youtube.com/watch?v=p86bt9ROQfk | Vide sources and effects - Network accessline 55
| Chase Higgins | developer (unverified) | https://www.youtube.com/watch?v=p86bt9ROQfk | Vide sources and effects - Network accessline 56
| Fusion 0.3 showcase | open source showcase (unverified presenter) | https://www.youtube.com/watch?v=3e406QQHt7o | Fusion 0.3 scopes and `peek` - Network accessline 56
| Fusion 0.3 showcase | open source showcase (unverified presenter) | https://www.youtube.com/watch?v=3e406QQHt7o | Fusion 0.3 scopes and `peek` - Network accessline 57
| Itz_FloppyFish | beginner tutorial channel (unverified) | https://www.youtube.com/watch?v=BLZl-0cl2DM | constraints on outer containers, - Network accessline 57
| Itz_FloppyFish | beginner tutorial channel (unverified) | https://www.youtube.com/watch?v=BLZl-0cl2DM | constraints on outer containers, - Network accessline 58
| Stewiepfing | YouTube scripter (unverified) | https://www.youtube.com/watch?v=9kuWl_t1AOE | stroke joins, progress bars, iPa - Network accessline 58
| Stewiepfing | YouTube scripter (unverified) | https://www.youtube.com/watch?v=9kuWl_t1AOE | stroke joins, progress bars, iPa - Network accessline 59
| Stewiepfing | YouTube scripter (unverified) | https://www.youtube.com/watch?v=h-POiqC120Y | per-frame motion, clamped progre - Network accessline 59
| Stewiepfing | YouTube scripter (unverified) | https://www.youtube.com/watch?v=h-POiqC120Y | per-frame motion, clamped progre - Network accessline 60
| BrawlDev | scripting educator since 2016 (unverified) | https://www.youtube.com/watch?v=gsA2_hlvfF0 | legacy CAS buttons (superseded) - Network accessline 60
| BrawlDev | scripting educator since 2016 (unverified) | https://www.youtube.com/watch?v=gsA2_hlvfF0 | legacy CAS buttons (superseded) - Network accessline 61
| BrawlDev | scripting educator (unverified) | https://www.youtube.com/watch?v=jRnyca_BWZQ | list, grid and page layouts - Network accessline 61
| BrawlDev | scripting educator (unverified) | https://www.youtube.com/watch?v=jRnyca_BWZQ | list, grid and page layouts - Network accessline 62
| TwinPlayz | hobbyist creator (unverified) | https://www.youtube.com/watch?v=5-Wo0EHzJtM | console conventions - Network accessline 62
| TwinPlayz | hobbyist creator (unverified) | https://www.youtube.com/watch?v=5-Wo0EHzJtM | console conventions - Network accessline 63
| derpmonster83 | hobbyist developer (unverified) | https://www.youtube.com/watch?v=8nqNw6kSKJ0 | state-scoped IAS contexts - Network accessline 63
| derpmonster83 | hobbyist developer (unverified) | https://www.youtube.com/watch?v=8nqNw6kSKJ0 | state-scoped IAS contexts - Network accessline 64
| Hamorei, presented by Kek | UI designer (unverified) | https://www.youtube.com/watch?v=z16zs2v-FNI | cartoony UI recipe, stroke and r - Network accessline 64
| Hamorei, presented by Kek | UI designer (unverified) | https://www.youtube.com/watch?v=z16zs2v-FNI | cartoony UI recipe, stroke and r - Network accessline 65
| TheDevKing | YouTube educator (unverified) | https://www.youtube.com/watch?v=QWdyxoni7aw | localization basics (2020 paths) - Network accessline 65
| TheDevKing | YouTube educator (unverified) | https://www.youtube.com/watch?v=QWdyxoni7aw | localization basics (2020 paths) - Network accessline 69
| Value | Source | | ---------------------------------------- | ------------------------------------- - Network accessline 69
| Value | Source | | ---------------------------------------- | ------------------------------------- - Network accessline 70
| ---------------------------------------- | -------------------------------------------------------------------------------------------------------------- | | Contrast 4.5:1, 3:1 for large text | WCAG 2 (https://www.w3.org/TR/WCAG22/ - Network accessline 70
| ---------------------------------------- | -------------------------------------------------------------------------------------------------------------- | | Contrast 4.5:1, 3:1 for large text | WCAG 2 (https://www.w3.org/TR/WCAG22/ - Network accessline 71
| Contrast 4.5:1, 3:1 for large text | WCAG 2 (https://www.w3.org/TR/WCAG22/#contrast-minimum) | - Network accessline 71
| Contrast 4.5:1, 3:1 for large text | WCAG 2 (https://www.w3.org/TR/WCAG22/#contrast-minimum) | - Network accessline 72
| 44 pt minimum target, 11 pt minimum text | Apple Human Interface Guidelines (https://developer.apple.com/design/human-interface-guidelines/accessibility) | - Network accessline 72
| 44 pt minimum target, 11 pt minimum text | Apple Human Interface Guidelines (https://developer.apple.com/design/human-interface-guidelines/accessibility) |
skills/game-engines/roblox/scenario-roblox-ui/scripts/rbx_ui.py
skills/game-engines/roblox/scenario-roblox-vfx-audio/SKILL.md
- Network accessline 15
checks audio through `Wire.Connected`, `GetAudibilityFor` and analyzers; a person's ear judges the mix. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install - Network accessline 15
checks audio through `Wire.Connected`, `GetAudibilityFor` and analyzers; a person's ear judges the mix. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install - Network accessline 16
mix. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and fla - Network accessline 16
mix. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and fla - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/roblox/scenario-roblox-vfx-audio/references/sources.md
- Network accessline 9
| Source | Expert, credential | Best for - Network accessline 9
| Source | Expert, credential | Best for - Network accessline 10
| ------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------- | ------------------------------------------------------------------- - Network accessline 10
| ------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------- | ------------------------------------------------------------------- - Network accessline 11
| [How to Make Slash VFX](https://www.youtube.com/watch?v=zlKdwujvP2A) (2026-04-04, 58:09) | Twist VFX, Roblox VFX artist, self-declared non-scripter | layered slash, Speed 0.001 trap, beam semicircle rule, flash durati - Network accessline 11
| [How to Make Slash VFX](https://www.youtube.com/watch?v=zlKdwujvP2A) (2026-04-04, 58:09) | Twist VFX, Roblox VFX artist, self-declared non-scripter | layered slash, Speed 0.001 trap, beam semicircle rule, flash durati - Network accessline 12
| [How to ACTUALLY Use VFX](https://www.youtube.com/watch?v=TkNZETIu0CM) (2026-03-31, 9:24) | Develuper, Roblox dev educator | client versus server effects, server raycast, aura templates, anima - Network accessline 12
| [How to ACTUALLY Use VFX](https://www.youtube.com/watch?v=TkNZETIu0CM) (2026-03-31, 9:24) | Develuper, Roblox dev educator | client versus server effects, server raycast, aura templates, anima - Network accessline 13
| [VFX Scripting Tutorial in under 10 minutes](https://www.youtube.com/watch?v=XXCGWREKpo0) (2025-02-14, 10:49) | MoldySugar, Roblox VFX artist | templates in ReplicatedStorage, emit loop, Emit versus Enabled - Network accessline 13
| [VFX Scripting Tutorial in under 10 minutes](https://www.youtube.com/watch?v=XXCGWREKpo0) (2025-02-14, 10:49) | MoldySugar, Roblox VFX artist | templates in ReplicatedStorage, emit loop, Emit versus Enabled - Network accessline 14
| [VFX Setup: Plugins and Tips](https://www.youtube.com/watch?v=9dQR7FySSLg) (2025-01-08, 6:35) | MoldySugar | Editor Quality Level, plugin multipliers (TimeScale) - Network accessline 14
| [VFX Setup: Plugins and Tips](https://www.youtube.com/watch?v=9dQR7FySSLg) (2025-01-08, 6:35) | MoldySugar | Editor Quality Level, plugin multipliers (TimeScale) - Network accessline 15
| [VFX Guide #1: Particles](https://www.youtube.com/watch?v=xzZeP65SSlA) (2025-04-23, 7:14) | TrendyV2 (Stoic), VFX educator | two-layer flipbook fire, judge in play - Network accessline 15
| [VFX Guide #1: Particles](https://www.youtube.com/watch?v=xzZeP65SSlA) (2025-04-23, 7:14) | TrendyV2 (Stoic), VFX educator | two-layer flipbook fire, judge in play - Network accessline 16
| [VFX Guide #2: Trails and Beams](https://www.youtube.com/watch?v=rIXyQ4RAwws) (2025-11-16, 8:28) | TrendyV2, VFX educator | trail and beam basics, Brightness needs LightInfluence below 1 - Network accessline 16
| [VFX Guide #2: Trails and Beams](https://www.youtube.com/watch?v=rIXyQ4RAwws) (2025-11-16, 8:28) | TrendyV2, VFX educator | trail and beam basics, Brightness needs LightInfluence below 1 - Network accessline 17
| [I learned Roblox VFX the fast way](https://www.youtube.com/watch?v=l8wZp4JHXjw) (2026-03-14, 12:59) | DatBoiEle, builder and educator | flipbook pipeline, beam waterfalls - Network accessline 17
| [I learned Roblox VFX the fast way](https://www.youtube.com/watch?v=l8wZp4JHXjw) (2026-03-14, 12:59) | DatBoiEle, builder and educator | flipbook pipeline, beam waterfalls - Network accessline 18
| [Custom Footstep Sounds and Effects](https://www.youtube.com/watch?v=PNYtTkMidE8) (2022-12-08, 10:49) | GnomeCode, scripting educator | footsteps on animation events, material sets and volumes - Network accessline 18
| [Custom Footstep Sounds and Effects](https://www.youtube.com/watch?v=PNYtTkMidE8) (2022-12-08, 10:49) | GnomeCode, scripting educator | footsteps on animation events, material sets and volumes - Network accessline 19
| [How to use the brand new audio API](https://www.youtube.com/watch?v=FminS9nvqJg) (2024-03-10, 33:13) | Cookie Tech, scripting educator | graph mental model, silent-listener trap, two wires per effect, gro - Network accessline 19
| [How to use the brand new audio API](https://www.youtube.com/watch?v=FminS9nvqJg) (2024-03-10, 33:13) | Cookie Tech, scripting educator | graph mental model, silent-listener trap, two wires per effect, gro - Network accessline 20
| [The capabilities of Roblox's new Audio API](https://www.youtube.com/watch?v=b0hawic22jg) (2024-02-25, 24:43) | BrawlDev, scripting educator | interaction groups, analyzer loudness triggers, voice routing - Network accessline 20
| [The capabilities of Roblox's new Audio API](https://www.youtube.com/watch?v=b0hawic22jg) (2024-02-25, 24:43) | BrawlDev, scripting educator | interaction groups, analyzer loudness triggers, voice routing - Network accessline 21
| [Sounds and Sound Groups](https://www.youtube.com/watch?v=iZlh13mUwtU) (2023-11-27, 23:44) | BrawlDev | legacy Sound placement, SoundGroup volume multiplies - Network accessline 21
| [Sounds and Sound Groups](https://www.youtube.com/watch?v=iZlh13mUwtU) (2023-11-27, 23:44) | BrawlDev | legacy Sound placement, SoundGroup volume multiplies - Network accessline 22
| [How the updated Roblox audio works](https://www.youtube.com/watch?v=LAYhd_j-thI) (2024-03-10, 6:43) | ByteBlox, scripting educator | sources, targets and wires; n + 1 wires - Network accessline 22
| [How the updated Roblox audio works](https://www.youtube.com/watch?v=LAYhd_j-thI) (2024-03-10, 6:43) | ByteBlox, scripting educator | sources, targets and wires; n + 1 wires - Network accessline 26
| Page - Network accessline 26
| Page - Network accessline 27
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 27
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 28
| [Particle emitters](https://create.roblox.com/docs/effects/particle-emitters) - Network accessline 28
| [Particle emitters](https://create.roblox.com/docs/effects/particle-emitters) - Network accessline 29
| [Beams](https://create.roblox.com/docs/effects/beams) - Network accessline 29
| [Beams](https://create.roblox.com/docs/effects/beams) - Network accessline 30
| [Trails](https://create.roblox.com/docs/effects/trails) - Network accessline 30
| [Trails](https://create.roblox.com/docs/effects/trails) - Network accessline 31
| [Audio objects](https://create.roblox.com/docs/audio/objects) - Network accessline 31
| [Audio objects](https://create.roblox.com/docs/audio/objects) - Network accessline 32
| [Audio assets](https://create.roblox.com/docs/audio/assets) - Network accessline 32
| [Audio assets](https://create.roblox.com/docs/audio/assets) - Network accessline 33
| [SoundGroups](https://create.roblox.com/docs/sound/groups) - Network accessline 33
| [SoundGroups](https://create.roblox.com/docs/sound/groups) - Network accessline 34
| [Post-processing effects](https://create.roblox.com/docs/environment/post-processing-effects) - Network accessline 34
| [Post-processing effects](https://create.roblox.com/docs/environment/post-processing-effects) - Network accessline 35
| [Animation events](https://create.roblox.com/docs/animation/events) - Network accessline 35
| [Animation events](https://create.roblox.com/docs/animation/events) - Network accessline 36
| [Network Simulator](https://create.roblox.com/docs/studio/network-simulator) - Network accessline 36
| [Network Simulator](https://create.roblox.com/docs/studio/network-simulator) - Network accessline 37
| [Asset Manager](https://create.roblox.com/docs/projects/assets/manager) - Network accessline 37
| [Asset Manager](https://create.roblox.com/docs/projects/assets/manager) - Network accessline 38
| Engine reference: [ParticleEmitter](https://create.roblox.com/docs/reference/engine/classes/ParticleEmitter), [Beam](https://create.roblox.com/docs/reference/engine/classes/Beam), [Trail](https://create.roblox.com/docs/reference/engine/cl - Network accessline 38
| Engine reference: [ParticleEmitter](https://create.roblox.com/docs/reference/engine/classes/ParticleEmitter), [Beam](https://create.roblox.com/docs/reference/engine/classes/Beam), [Trail](https://create.roblox.com/docs/reference/engine/cl - Network accessline 42
- [Audio API general availability](https://devforum.roblox.com/t/3153454) (2024-09-10): the Audio - Network accessline 42
- [Audio API general availability](https://devforum.roblox.com/t/3153454) (2024-09-10): the Audio - Network accessline 43
API leaves beta. - [AudioPlayer volume change](https://devforum.roblox.com/t/3907391) (2025-08-29): internal volume doubled; recheck levels. - Network accessline 43
API leaves beta. - [AudioPlayer volume change](https://devforum.roblox.com/t/3907391) (2025-08-29): internal volume doubled; recheck levels. - Network accessline 44
- [AudioPlayer volume change](https://devforum.roblox.com/t/3907391) (2025-08-29): internal volume - Network accessline 44
- [AudioPlayer volume change](https://devforum.roblox.com/t/3907391) (2025-08-29): internal volume
skills/game-engines/roblox/scenario-roblox-vfx-audio/scripts/rbx_vfx_audio.py
skills/game-engines/unity/scenario-unity-2d/SKILL.md
- Network accessline 13
([`references/procedures.md`](references/procedures.md)). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#in - Network accessline 13
([`references/procedures.md`](references/procedures.md)). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#in - Network accessline 14
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unity/scenario-unity-2d/references/sources.md
- Network accessline 10
| Source | Author, credential - Network accessline 10
| Source | Author, credential - Network accessline 11
| ------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------ - Network accessline 11
| ------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------ - Network accessline 12
| Unity e-book "2D game art, animation, and lighting for artists", Unity 6.3 LTS edition (2026) | Jarek Majewski, art director of Unity's 2D samples (Dragon Crashers, Happy Harvest, Gem Hu - Network accessline 12
| Unity e-book "2D game art, animation, and lighting for artists", Unity 6.3 LTS edition (2026) | Jarek Majewski, art director of Unity's 2D samples (Dragon Crashers, Happy Harvest, Gem Hu - Network accessline 13
| Unity 6.3 Manual, Pixel Perfect Camera in URP (4 pages) | Unity Technologies - Network accessline 13
| Unity 6.3 Manual, Pixel Perfect Camera in URP (4 pages) | Unity Technologies - Network accessline 14
| Unity 6.3 Manual, 2D physics (body types, Physics 2D settings, Platform Effector 2D, Composite Collider 2D, LowLevelPhysics2D intro and workflow) | Unity Technologies - Network accessline 14
| Unity 6.3 Manual, 2D physics (body types, Physics 2D settings, Platform Effector 2D, Composite Collider 2D, LowLevelPhysics2D intro and workflow) | Unity Technologies - Network accessline 15
| 2D Tilemap Extras 6.0 package docs (9 pages) | Unity Technologies - Network accessline 15
| 2D Tilemap Extras 6.0 package docs (9 pages) | Unity Technologies - Network accessline 16
| "Sprite Atlas best practices in Unity 6" (hXlpnwD-TgY, 2026) | Unity official channel (presenter not named) - Network accessline 16
| "Sprite Atlas best practices in Unity 6" (hXlpnwD-TgY, 2026) | Unity official channel (presenter not named) - Network accessline 17
| "The state of 2D in Unity" Unite 2025 (SdrMgxChrRQ) | Rus Scammell [?], Unity 2D product strategy - Network accessline 17
| "The state of 2D in Unity" Unite 2025 (SdrMgxChrRQ) | Rus Scammell [?], Unity 2D product strategy - Network accessline 18
| "Enhance a top-down game with URP 2D lights" GDC 2023 (YhrwKF_i-BI) | Matt Dondelinger (Unity developer advocate); slides by Rus Scammell, Guillaume Saby, Eduar - Network accessline 18
| "Enhance a top-down game with URP 2D lights" GDC 2023 (YhrwKF_i-BI) | Matt Dondelinger (Unity developer advocate); slides by Rus Scammell, Guillaume Saby, Eduar - Network accessline 19
| "Pixel Perfect Lights and Particles" (2qeNu2QApAM, 2020) | Unity official channel - Network accessline 19
| "Pixel Perfect Lights and Particles" (2qeNu2QApAM, 2020) | Unity official channel - Network accessline 23
| Source | Author, credential | URL - Network accessline 23
| Source | Author, credential | URL - Network accessline 24
| ----------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- | ------------------------------------------------------- - Network accessline 24
| ----------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- | ------------------------------------------------------- - Network accessline 25
| Ultimate 2D Controller, MIT source (repo) | Tarodev (Matthew J. Spencer), Unity educator, about 105k subscribers (professional credentials unverified) | https://github.com/Matthew-J-Spencer/Ultimate-2D-Contro - Network accessline 25
| Ultimate 2D Controller, MIT source (repo) | Tarodev (Matthew J. Spencer), Unity educator, about 105k subscribers (professional credentials unverified) | https://github.com/Matthew-J-Spencer/Ultimate-2D-Contro - Network accessline 26
| "Ultimate 2D Platformer Controller" (3sWTzMsmdx8, 2022) | Tarodev | https://www.youtube.com/watch?v=3sWTzMsmdx8 - Network accessline 26
| "Ultimate 2D Platformer Controller" (3sWTzMsmdx8, 2022) | Tarodev | https://www.youtube.com/watch?v=3sWTzMsmdx8 - Network accessline 27
| "Why Does Celeste Feel So Good to Play?" (yorTG9at90g, 2019) | Mark Brown (GMTK), with Maddy Thorson and Noel Berry (Celeste creators) | https://www.youtube.com/watch?v=yorTG9at90g - Network accessline 27
| "Why Does Celeste Feel So Good to Play?" (yorTG9at90g, 2019) | Mark Brown (GMTK), with Maddy Thorson and Noel Berry (Celeste creators) | https://www.youtube.com/watch?v=yorTG9at90g - Network accessline 28
| "Improve your Platformer's Jump (and Wall Jump)" (2S3g8CgBG1g, 2022) | Dawnosaur, indie developer (COSMOS; credentials unverified) | https://www.youtube.com/watch?v=2S3g8CgBG1g - Network accessline 28
| "Improve your Platformer's Jump (and Wall Jump)" (2S3g8CgBG1g, 2022) | Dawnosaur, indie developer (COSMOS; credentials unverified) | https://www.youtube.com/watch?v=2S3g8CgBG1g - Network accessline 29
| "The art of screenshake" (AJdEqssNZ-U, 2013) | Jan Willem Nijman, Vlambeer co-founder (Nuclear Throne, Luftrausers) | https://www.youtube.com/watch?v=AJdEqssNZ-U - Network accessline 29
| "The art of screenshake" (AJdEqssNZ-U, 2013) | Jan Willem Nijman, Vlambeer co-founder (Nuclear Throne, Luftrausers) | https://www.youtube.com/watch?v=AJdEqssNZ-U - Network accessline 30
| "Camera like Hollow Knight with Cinemachine" (9dzBrLUIF8g, 2023) | Sasquatch B Studios (indie studio; presenter credentials unverified) | https://www.youtube.com/watch?v=9dzBrLUIF8g - Network accessline 30
| "Camera like Hollow Knight with Cinemachine" (9dzBrLUIF8g, 2023) | Sasquatch B Studios (indie studio; presenter credentials unverified) | https://www.youtube.com/watch?v=9dzBrLUIF8g - Network accessline 31
| "EVERYTHING you need to know to LIGHT your 2D Game" (1h-hSlffawM, 2024) | Sasquatch B Studios | https://www.youtube.com/watch?v=1h-hSlffawM - Network accessline 31
| "EVERYTHING you need to know to LIGHT your 2D Game" (1h-hSlffawM, 2024) | Sasquatch B Studios | https://www.youtube.com/watch?v=1h-hSlffawM - Network accessline 32
| "ALL THE WAYS you can animate your 2D characters" (IXwEsV8yXk4, 2025) | Sasquatch B Studios | https://www.youtube.com/watch?v=IXwEsV8yXk4 - Network accessline 32
| "ALL THE WAYS you can animate your 2D characters" (IXwEsV8yXk4, 2025) | Sasquatch B Studios | https://www.youtube.com/watch?v=IXwEsV8yXk4 - Network accessline 33
| "2D Animation in Unity" (hkaysu1Z-N8, 2018) | Brackeys (Asbjørn Thirslund), reference educator | https://www.youtube.com/watch?v=hkaysu1Z-N8 - Network accessline 33
| "2D Animation in Unity" (hkaysu1Z-N8, 2018) | Brackeys (Asbjørn Thirslund), reference educator | https://www.youtube.com/watch?v=hkaysu1Z-N8 - Network accessline 34
| "TILEMAPS in Unity" (ryISV_nH8qw, 2018) | Brackeys | https://www.youtube.com/watch?v=ryISV_nH8qw - Network accessline 34
| "TILEMAPS in Unity" (ryISV_nH8qw, 2018) | Brackeys | https://www.youtube.com/watch?v=ryISV_nH8qw - Network accessline 35
| "TOP DOWN MOVEMENT" (whzomFgjT50, 2019) | Brackeys | https://www.youtube.com/watch?v=whzomFgjT50 - Network accessline 35
| "TOP DOWN MOVEMENT" (whzomFgjT50, 2019) | Brackeys | https://www.youtube.com/watch?v=whzomFgjT50 - Network accessline 36
| "Things You Didn't Know about Unity Tilemaps" (HbKbxN6Oo6I, 2021) | Tamara Makes Games (indie educator, unverified) | https://www.youtube.com/watch?v=HbKbxN6Oo6I - Network accessline 36
| "Things You Didn't Know about Unity Tilemaps" (HbKbxN6Oo6I, 2021) | Tamara Makes Games (indie educator, unverified) | https://www.youtube.com/watch?v=HbKbxN6Oo6I - Network accessline 37
| "How to animate your Photoshop characters" (vLDK0eHwsho, 2021) | Tarodev | https://www.youtube.com/watch?v=vLDK0eHwsho - Network accessline 37
| "How to animate your Photoshop characters" (vLDK0eHwsho, 2021) | Tarodev | https://www.youtube.com/watch?v=vLDK0eHwsho
skills/game-engines/unity/scenario-unity-2d/scripts/ut_2d.py
skills/game-engines/unity/scenario-unity-animation/SKILL.md
- Network accessline 14
Cinemachine 3.1.7, Animation Rigging 1.4.1, Timeline 1.8.12. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills - Network accessline 14
Cinemachine 3.1.7, Animation Rigging 1.4.1, Timeline 1.8.12. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills - Network accessline 15
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 16
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/game-engines/unity/scenario-unity-animation/references/sources.md
- Network accessline 21
| Source | Credential | URL - Network accessline 21
| Source | Credential | URL - Network accessline 22
| --------------------------------------------------------------------------------------------------------------------- | -------------------------------------- | ----------------------------------------------------------------------------- - Network accessline 22
| --------------------------------------------------------------------------------------------------------------------- | -------------------------------------- | ----------------------------------------------------------------------------- - Network accessline 23
| Unity 6.3 Manual: How Root Motion works, Scripting Root Motion, Mecanim performance; Scripting API AnimatorController | Unity Technologies | https://docs.unity3d.com/6000.3/Documentation/Manual/RootMotion.html , .../Sc - Network accessline 23
| Unity 6.3 Manual: How Root Motion works, Scripting Root Motion, Mecanim performance; Scripting API AnimatorController | Unity Technologies | https://docs.unity3d.com/6000.3/Documentation/Manual/RootMotion.html , .../Sc - Network accessline 24
| Unity 6.3 Manual: PlayableGraph and six examples | Unity Technologies | https://docs.unity3d.com/6000.3/Documentation/Manual/Playables-Graph.html - Network accessline 24
| Unity 6.3 Manual: PlayableGraph and six examples | Unity Technologies | https://docs.unity3d.com/6000.3/Documentation/Manual/Playables-Graph.html - Network accessline 25
| Cinemachine 3.1 manual: Upgrade from 2.x, What's new, Brain, State-Driven Camera | Unity Technologies | https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/Cinemachin - Network accessline 25
| Cinemachine 3.1 manual: Upgrade from 2.x, What's new, Brain, State-Driven Camera | Unity Technologies | https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/Cinemachin - Network accessline 26
| Animation Rigging 1.3 manual: Rigging Workflow | Unity Technologies | https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/Rigg - Network accessline 26
| Animation Rigging 1.3 manual: Rigging Workflow | Unity Technologies | https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/Rigg - Network accessline 27
| "Wait, I've changed my mind": State Machine Transition interruptions (blog, 2016) | Catherine Proulx, Unity animation team | https://unity.com/blog/engine-platform/state-machine-transition-interruptions - Network accessline 27
| "Wait, I've changed my mind": State Machine Transition interruptions (blog, 2016) | Catherine Proulx, Unity animation team | https://unity.com/blog/engine-platform/state-machine-transition-interruptions - Network accessline 28
| Extending Timeline: a practical guide (blog, 2018) | Ciro Continisio, Unity | https://unity.com/blog/engine-platform/extending-timeline-practical-guide - Network accessline 28
| Extending Timeline: a practical guide (blog, 2018) | Ciro Continisio, Unity | https://unity.com/blog/engine-platform/extending-timeline-practical-guide - Network accessline 32
| Id | Expert, credential | URL | Best for | Best timestamps - Network accessline 32
| Id | Expert, credential | URL | Best for | Best timestamps - Network accessline 33
| ----------- | ------------------------------------------------------------- | ------------------------------------------- | ---------------------------------------------------------------------------------------- | ----------------------- - Network accessline 33
| ----------- | ------------------------------------------------------------- | ------------------------------------------- | ---------------------------------------------------------------------------------------- | ----------------------- - Network accessline 34
| gsEe0_o_934 | Ciro Continisio, Lead Evangelist EMEA, Unity (Unite Now 2020) | https://www.youtube.com/watch?v=gsEe0_o_934 | Timeline for gameplay: Signals, custom markers, AI command track, Timeline-driven levels | [00:13:13] Signals, [00 - Network accessline 34
| gsEe0_o_934 | Ciro Continisio, Lead Evangelist EMEA, Unity (Unite Now 2020) | https://www.youtube.com/watch?v=gsEe0_o_934 | Timeline for gameplay: Signals, custom markers, AI command track, Timeline-driven levels | [00:13:13] Signals, [00 - Network accessline 35
| XTVzs4B1d7I | Unity, Cinemachine 3.1 series part 1 (2025) | https://www.youtube.com/watch?v=XTVzs4B1d7I | camera types, procedural vs animated, blends, hints, Sequencer, State-Driven | [00:03:10], [00:03:42], - Network accessline 35
| XTVzs4B1d7I | Unity, Cinemachine 3.1 series part 1 (2025) | https://www.youtube.com/watch?v=XTVzs4B1d7I | camera types, procedural vs animated, blends, hints, Sequencer, State-Driven | [00:03:10], [00:03:42], - Network accessline 36
| u0a1F6BlczE | Unity, Cinemachine 3.1 series part 4 (2025) | https://www.youtube.com/watch?v=u0a1F6BlczE | player camera choice, CM2 upgrade clicks, obstacles, ClearShot, RTS camera | [00:02:07] rig choice, - Network accessline 36
| u0a1F6BlczE | Unity, Cinemachine 3.1 series part 4 (2025) | https://www.youtube.com/watch?v=u0a1F6BlczE | player camera choice, CM2 upgrade clicks, obstacles, ClearShot, RTS camera | [00:02:07] rig choice, - Network accessline 37
| 4xd37R1spKw | Adam Myhre (git-amend), credentials unverified | https://www.youtube.com/watch?v=4xd37R1spKw | CM3.1 components, Save During Play, upgrade breakage, events, custom spline dolly | [00:03:00], [00:07:18], - Network accessline 37
| 4xd37R1spKw | Adam Myhre (git-amend), credentials unverified | https://www.youtube.com/watch?v=4xd37R1spKw | CM3.1 components, Save During Play, upgrade breakage, events, custom spline dolly | [00:03:00], [00:07:18], - Network accessline 38
| fQzKJO-0dS8 | Adam Myhre (git-amend) | https://www.youtube.com/watch?v=fQzKJO-0dS8 | code-only animation system with Playables, one-shot blends | [00:03:09], [00:06:26], - Network accessline 38
| fQzKJO-0dS8 | Adam Myhre (git-amend) | https://www.youtube.com/watch?v=fQzKJO-0dS8 | code-only animation system with Playables, one-shot blends | [00:03:09], [00:06:26], - Network accessline 39
| V9_Z6hUOG_8 | Adam Myhre (git-amend) | https://www.youtube.com/watch?v=V9_Z6hUOG_8 | Mixamo import AssetPostprocessor from a reference model | [00:05:04], [00:07:37], - Network accessline 39
| V9_Z6hUOG_8 | Adam Myhre (git-amend) | https://www.youtube.com/watch?v=V9_Z6hUOG_8 | Mixamo import AssetPostprocessor from a reference model | [00:05:04], [00:07:37], - Network accessline 40
| W0eRZGS6dhQ | Nicky Boccuzzi (iHeartGameDev), software engineer (80.lv) | https://www.youtube.com/watch?v=W0eRZGS6dhQ | layers, masks, additive reference pose, Sync and Timing, IK Pass | [00:05:04], [00:05:33], - Network accessline 40
| W0eRZGS6dhQ | Nicky Boccuzzi (iHeartGameDev), software engineer (80.lv) | https://www.youtube.com/watch?v=W0eRZGS6dhQ | layers, masks, additive reference pose, Sync and Timing, IK Pass | [00:05:04], [00:05:33], - Network accessline 41
| BEZHVYk6Fa4 | Nicky Boccuzzi (iHeartGameDev) | https://www.youtube.com/watch?v=BEZHVYk6Fa4 | Humanoid avatars and retargeting traps | [00:04:14], [00:07:22], - Network accessline 41
| BEZHVYk6Fa4 | Nicky Boccuzzi (iHeartGameDev) | https://www.youtube.com/watch?v=BEZHVYk6Fa4 | Humanoid avatars and retargeting traps | [00:04:14], [00:07:22], - Network accessline 42
| _J8RPIaO2Lc | Nicky Boccuzzi (iHeartGameDev) | https://www.youtube.com/watch?v=_J8RPIaO2Lc | 2D blend tree types, graph units, Unity's tree warnings | [00:06:46], [00:08:13], - Network accessline 42
| _J8RPIaO2Lc | Nicky Boccuzzi (iHeartGameDev) | https://www.youtube.com/watch?v=_J8RPIaO2Lc | 2D blend tree types, graph units, Unity's tree warnings | [00:06:46], [00:08:13], - Network accessline 43
| mNxEetKzc04 | Ketra Games, credentials unverified | https://www.youtube.com/watch?v=mNxEetKzc04 | root motion into a CharacterController, idle out of the tree | [00:02:31], [00:07:21], - Network accessline 43
| mNxEetKzc04 | Ketra Games, credentials unverified | https://www.youtube.com/watch?v=mNxEetKzc04 | root motion into a CharacterController, idle out of the tree | [00:02:31], [00:07:21], - Network accessline 44
| luBBz5oeR4Q | Hugo Cardoso (Code Monkey), shipped Steam games | https://www.youtube.com/watch?v=luBBz5oeR4Q | aim rig, solve order, rig-specific axes, off-hand IK | [00:03:31], [00:06:20], - Network accessline 44
| luBBz5oeR4Q | Hugo Cardoso (Code Monkey), shipped Steam games | https://www.youtube.com/watch?v=luBBz5oeR4Q | aim rig, solve order, rig-specific axes, off-hand IK | [00:03:31], [00:06:20], - Network accessline 45
| Htl7ysv10Qs | Asbjørn Thirslund (Brackeys), Unity-sponsored | https://www.youtube.com/watch?v=Htl7ysv10Qs | Animation Rigging setup, head limits, rig per region (head-first example contradicted) | [00:04:17], [00:06:58], - Network accessline 45
| Htl7ysv10Qs | Asbjørn Thirslund (Brackeys), Unity-sponsored | https://www.youtube.com/watch?v=Htl7ysv10Qs | Animation Rigging setup, head limits, rig per region (head-first example contradicted) | [00:04:17], [00:06:58], - Network accessline 46
| KPoeNZZ6H4s | t3ssel8r, indie developer (3.1M views, SoME2) | https://www.youtube.com/watch?v=KPoeNZZ6H4s | second-order dynamics (f, zeta, r), stability bound | [00:04:26], [00:05:28], - Network accessline 46
| KPoeNZZ6H4s | t3ssel8r, indie developer (3.1M views, SoME2) | https://www.youtube.com/watch?v=KPoeNZZ6H4s | second-order dynamics (f, zeta, r), stability bound | [00:04:26], [00:05:28], - Network accessline 47
| nBkiSJ5z-hE | Lost Relic Games (Blood And Mead) | https://www.youtube.com/watch?v=nBkiSJ5z-hE | code-driven Animator states for sprites | [00:02:42], [00:04:18], - Network accessline 47
| nBkiSJ5z-hE | Lost Relic Games (Blood And Mead) | https://www.youtube.com/watch?v=nBkiSJ5z-hE | code-driven Animator states for sprites | [00:02:42], [00:04:18],
skills/game-engines/unity/scenario-unity-animation/scripts/ut_animation.py
skills/game-engines/unity/scenario-unity-architecture/SKILL.md
- Network accessline 13
without a mouse. Target: Unity 6000.3.21f1, Input System 1.20.0, Test Framework 1.6.0, macOS. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https: - Network accessline 13
without a mouse. Target: Unity 6000.3.21f1, Input System 1.20.0, Test Framework 1.6.0, macOS. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https: - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/game-engines/unity/scenario-unity-architecture/references/sources.md
- Network accessline 12
| `tests/code/unity-architecture/` (run 2026-09-24) | live tests in Unity 6000.3.21f1, macOS 26.5.1, Apple Silicon: EditMode and PlayMode suites, double Play, audits, headless merge, macOS player runs - Network accessline 12
| `tests/code/unity-architecture/` (run 2026-09-24) | live tests in Unity 6000.3.21f1, macOS 26.5.1, Apple Silicon: EditMode and PlayMode suites, double Play, audits, headless merge, macOS player runs - Network accessline 14
| Unity Manual, "Upgrade to Unity 6.4" (fetched 2026-09-24) | https://docs.unity3d.com/6000.4/Documentation/Manual/UpgradeGuideUnity64.html, "Changed OnDisable behavior" - Network accessline 14
| Unity Manual, "Upgrade to Unity 6.4" (fetched 2026-09-24) | https://docs.unity3d.com/6000.4/Documentation/Manual/UpgradeGuideUnity64.html, "Changed OnDisable behavior" - Network accessline 18
| Expert, credential | Source | URL - Network accessline 18
| Expert, credential | Source | URL - Network accessline 19
| ----------------------------------------------------------------- | --------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------- - Network accessline 19
| ----------------------------------------------------------------- | --------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------- - Network accessline 20
| Ryan Hipple, Principal Engineer, Schell Games (Unite Austin 2017) | Game Architecture with Scriptable Objects (note `raQ3iHhE_Kk`) | https://www.youtube.com/watch?v=raQ3iHhE_Kk - Network accessline 20
| Ryan Hipple, Principal Engineer, Schell Games (Unite Austin 2017) | Game Architecture with Scriptable Objects (note `raQ3iHhE_Kk`) | https://www.youtube.com/watch?v=raQ3iHhE_Kk - Network accessline 21
| Code Monkey (Hugo Cardoso), indie developer, course author | Be CAREFUL with Scriptable Objects! (`5a-ztc5gcFw`) | https://www.youtube.com/watch?v=5a-ztc5gcFw - Network accessline 21
| Code Monkey (Hugo Cardoso), indie developer, course author | Be CAREFUL with Scriptable Objects! (`5a-ztc5gcFw`) | https://www.youtube.com/watch?v=5a-ztc5gcFw - Network accessline 22
| Unity (official, Unity Learn, 2026) | Getting Started with Awaitables (`eXkFPoEp3BA`) | https://www.youtube.com/watch?v=eXkFPoEp3BA - Network accessline 22
| Unity (official, Unity Learn, 2026) | Getting Started with Awaitables (`eXkFPoEp3BA`) | https://www.youtube.com/watch?v=eXkFPoEp3BA - Network accessline 23
| Unity Technologies (6.3 Manual) | Awaitable and async (note `doc-awaitable-async`) | https://docs.unity3d.com/6000.3/Documentation/Manual/async-await-support.html - Network accessline 23
| Unity Technologies (6.3 Manual) | Awaitable and async (note `doc-awaitable-async`) | https://docs.unity3d.com/6000.3/Documentation/Manual/async-await-support.html - Network accessline 24
| Unity Technologies (6.3 Manual) | Execution order, Enter Play Mode, domain and scene reload (note `doc-script-lifecycle`) | https://docs.unity3d.com/6000.3/Documentation/Manual/domain-reloading.html - Network accessline 24
| Unity Technologies (6.3 Manual) | Execution order, Enter Play Mode, domain and scene reload (note `doc-script-lifecycle`) | https://docs.unity3d.com/6000.3/Documentation/Manual/domain-reloading.html - Network accessline 25
| Unity Technologies (package manual 1.20) | Input System workflows, rebinding, save and load (note `doc-input-system-1-20`) | https://docs.unity3d.com/Packages/com.unity.inputsystem@1.20/manual/Workflows.ht - Network accessline 25
| Unity Technologies (package manual 1.20) | Input System workflows, rebinding, save and load (note `doc-input-system-1-20`) | https://docs.unity3d.com/Packages/com.unity.inputsystem@1.20/manual/Workflows.ht - Network accessline 26
| samyam (Sam Yam), Unity educator | Complete and Persistent Control Rebinding (`csqVa2Vimao`) | https://www.youtube.com/watch?v=csqVa2Vimao - Network accessline 26
| samyam (Sam Yam), Unity educator | Complete and Persistent Control Rebinding (`csqVa2Vimao`) | https://www.youtube.com/watch?v=csqVa2Vimao - Network accessline 27
| Unity (official Input System series, 2025) | Input Actions Editor (`TiTKAseu17A`); Input System Scripting (`Cd2Erk_bsRY`) | https://www.youtube.com/watch?v=TiTKAseu17A ; https://www.youtube.com/watch?v=Cd - Network accessline 27
| Unity (official Input System series, 2025) | Input Actions Editor (`TiTKAseu17A`); Input System Scripting (`Cd2Erk_bsRY`) | https://www.youtube.com/watch?v=TiTKAseu17A ; https://www.youtube.com/watch?v=Cd - Network accessline 28
| git-amend (Adam Myhre), Unity Insider (self-reported) | Unity Git Smart Merge and Worktrees (`F0Qk-Cyw6PA`) | https://www.youtube.com/watch?v=F0Qk-Cyw6PA - Network accessline 28
| git-amend (Adam Myhre), Unity Insider (self-reported) | Unity Git Smart Merge and Worktrees (`F0Qk-Cyw6PA`) | https://www.youtube.com/watch?v=F0Qk-Cyw6PA - Network accessline 29
| git-amend | Build Your Own Dependency Injection (`PJcBJ60C970`) | https://www.youtube.com/watch?v=PJcBJ60C970 - Network accessline 29
| git-amend | Build Your Own Dependency Injection (`PJcBJ60C970`) | https://www.youtube.com/watch?v=PJcBJ60C970 - Network accessline 30
| git-amend | Build a Better Finite State Machine (`NnH6ZK5jt7o`) | https://www.youtube.com/watch?v=NnH6ZK5jt7o - Network accessline 30
| git-amend | Build a Better Finite State Machine (`NnH6ZK5jt7o`) | https://www.youtube.com/watch?v=NnH6ZK5jt7o - Network accessline 31
| Jason Weimann, founder Unity3D College | Composition or Inheritance? (`8TIkManpEu4`); Six Design Patterns (`hQE8lQk9ikE`) | https://www.youtube.com/watch?v=8TIkManpEu4 ; https://www.youtube.com/watch?v=hQ - Network accessline 31
| Jason Weimann, founder Unity3D College | Composition or Inheritance? (`8TIkManpEu4`); Six Design Patterns (`hQE8lQk9ikE`) | https://www.youtube.com/watch?v=8TIkManpEu4 ; https://www.youtube.com/watch?v=hQ - Network accessline 32
| Tarodev, indie developer, educator | Async Await vs Coroutines (`WY-mk-ZGAq8`); Architecture for Noobs (`tE1qH8OxO2Y`) | https://www.youtube.com/watch?v=WY-mk-ZGAq8 ; https://www.youtube.com/watch?v=tE - Network accessline 32
| Tarodev, indie developer, educator | Async Await vs Coroutines (`WY-mk-ZGAq8`); Architecture for Noobs (`tE1qH8OxO2Y`) | https://www.youtube.com/watch?v=WY-mk-ZGAq8 ; https://www.youtube.com/watch?v=tE - Network accessline 33
| Game Dev Guide (Matt), educator | 11 Lesser Known Unity Editor Tricks (`mCKeSNdO_S0`) | https://www.youtube.com/watch?v=mCKeSNdO_S0 - Network accessline 33
| Game Dev Guide (Matt), educator | 11 Lesser Known Unity Editor Tricks (`mCKeSNdO_S0`) | https://www.youtube.com/watch?v=mCKeSNdO_S0 - Network accessline 34
| Unity Technologies (6.3 Manual) + Tim Pettersen (2016 article) | .meta files, version control, Smart Merge (note `doc-version-control`) | https://docs.unity3d.com/6000.3/Documentation/Manual/SmartMerge.html - Network accessline 34
| Unity Technologies (6.3 Manual) + Tim Pettersen (2016 article) | .meta files, version control, Smart Merge (note `doc-version-control`) | https://docs.unity3d.com/6000.3/Documentation/Manual/SmartMerge.html - Network accessline 35
| Unity (e-book excerpt) | Organizing your project (note `doc-project-organization`) | https://unity.com/how-to/organizing-your-project - Network accessline 35
| Unity (e-book excerpt) | Organizing your project (note `doc-project-organization`) | https://unity.com/how-to/organizing-your-project - Network accessline 36
| Unity Technologies (6.3 Manual) | Prefabs, overrides, variants (note `doc-prefabs-scenes`) | https://docs.unity3d.com/6000.3/Documentation/Manual/PrefabInstanceOverrides.htm - Network accessline 36
| Unity Technologies (6.3 Manual) | Prefabs, overrides, variants (note `doc-prefabs-scenes`) | https://docs.unity3d.com/6000.3/Documentation/Manual/PrefabInstanceOverrides.htm
skills/game-engines/unity/scenario-unity-architecture/scripts/ut_arch.py
skills/game-engines/unity/scenario-unity-expert/SKILL.md
- Network accessline 14
macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 14
macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 15
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unity/scenario-unity-expert/references/live-channels.md
- Network accessline 65
**What was installed here, and how.** Unity's installer (`curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash`, - Network accessline 65
**What was installed here, and how.** Unity's installer (`curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash`, - Network accessline 66
(`curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash`, - Network accessline 66
(`curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash`, - Network accessline 87
- `unity status --format json` listed the BATCH editor as `ready` on port 7800 (the unity-cli skill says batch editors are not listed: not true for beta.11 + 0.7.0-exp.1). `unity pipeline list` reported the server reachable at `http://1 - Network accessline 87
- `unity status --format json` listed the BATCH editor as `ready` on port 7800 (the unity-cli skill says batch editors are not listed: not true for beta.11 + 0.7.0-exp.1). `unity pipeline list` reported the server reachable at `http://1 - Network accessline 88
says batch editors are not listed: not true for beta.11 + 0.7.0-exp.1). `unity pipeline list` reported the server reachable at `http://127.0.0.1:7800`, Safe Mode instances 0. - `unity command --format json` listed 151 commands in 19 group - Network accessline 88
says batch editors are not listed: not true for beta.11 + 0.7.0-exp.1). `unity pipeline list` reported the server reachable at `http://127.0.0.1:7800`, Safe Mode instances 0. - `unity command --format json` listed 151 commands in 19 group - Network accessline 89
reported the server reachable at `http://127.0.0.1:7800`, Safe Mode instances 0. - Network accessline 89
reported the server reachable at `http://127.0.0.1:7800`, Safe Mode instances 0. - Dangerous shell operationline 99
- `unity command eval 'return Application.unityVersion;'` (Roslyn, in memory): 0.46 to 1.1 s for the - Dangerous shell operationline 99
- `unity command eval 'return Application.unityVersion;'` (Roslyn, in memory): 0.46 to 1.1 s for the
skills/game-engines/unity/scenario-unity-expert/references/sources.md
- Network accessline 19
| Expert, credential | Source | URL - Network accessline 19
| Expert, credential | Source | URL - Network accessline 20
| ---------------------------------------------------- | --------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------- - Network accessline 20
| ---------------------------------------------------- | --------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------- - Network accessline 21
| Unity Technologies (official agent skill) | unity-cli skill, `references/build-run-test.md`, `integration-advanced.md` (note `doc-unity-cli-agent-tooling`) | https://github.com/Unity-Technologies/skills/blob/main/skills/unity-c - Network accessline 21
| Unity Technologies (official agent skill) | unity-cli skill, `references/build-run-test.md`, `integration-advanced.md` (note `doc-unity-cli-agent-tooling`) | https://github.com/Unity-Technologies/skills/blob/main/skills/unity-c - Network accessline 22
| Unity (AI Assistant 2.18 docs) | "AI client integration with Unity (MCP)" | https://docs.unity3d.com/Packages/com.unity.ai.assistant@2.18/manual/ - Network accessline 22
| Unity (AI Assistant 2.18 docs) | "AI client integration with Unity (MCP)" | https://docs.unity3d.com/Packages/com.unity.ai.assistant@2.18/manual/ - Network accessline 23
| Unity Technologies (6.3 Manual) | command line arguments, batch mode, command-line builds (note `doc-command-line-batchmode-ci`) | https://docs.unity3d.com/6000.3/Documentation/Manual/EditorCommandLin - Network accessline 23
| Unity Technologies (6.3 Manual) | command line arguments, batch mode, command-line builds (note `doc-command-line-batchmode-ci`) | https://docs.unity3d.com/6000.3/Documentation/Manual/EditorCommandLin - Network accessline 24
| GameCI (community, docs v4) | GitHub Actions activation, test runner, builder | https://game.ci/docs/ - Network accessline 24
| GameCI (community, docs v4) | GitHub Actions activation, test runner, builder | https://game.ci/docs/ - Network accessline 25
| Unity Technologies (6.3 Manual) | Test Framework 1.6 (note `doc-test-framework`) | https://docs.unity3d.com/6000.3/Documentation/Manual/test-framework/r - Network accessline 25
| Unity Technologies (6.3 Manual) | Test Framework 1.6 (note `doc-test-framework`) | https://docs.unity3d.com/6000.3/Documentation/Manual/test-framework/r - Network accessline 26
| Unity Technologies (6.3 Scripting API) | BuildPipeline, Build Profiles, BuildReport (note `doc-build-scripting-build-profiles`) | https://docs.unity3d.com/6000.3/Documentation/ScriptReference/BuildPi - Network accessline 26
| Unity Technologies (6.3 Scripting API) | BuildPipeline, Build Profiles, BuildReport (note `doc-build-scripting-build-profiles`) | https://docs.unity3d.com/6000.3/Documentation/ScriptReference/BuildPi - Network accessline 27
| Unity Technologies (6.3 Manual) | editor scripting and asset pipeline (note `doc-editor-scripting-asset-pipeline`) | https://docs.unity3d.com/6000.3/Documentation/Manual/AssetDatabaseCus - Network accessline 27
| Unity Technologies (6.3 Manual) | editor scripting and asset pipeline (note `doc-editor-scripting-asset-pipeline`) | https://docs.unity3d.com/6000.3/Documentation/Manual/AssetDatabaseCus - Network accessline 28
| Unity Technologies | Addressables 2.9 manual (note `doc-addressables`) | https://docs.unity3d.com/Packages/com.unity.addressables@2.9/manual/m - Network accessline 28
| Unity Technologies | Addressables 2.9 manual (note `doc-addressables`) | https://docs.unity3d.com/Packages/com.unity.addressables@2.9/manual/m - Network accessline 29
| Unity (Unite Seoul 2026) | "Unity command-line interface (CLI)" (note `DgNrgZeJOxQ`) | https://www.youtube.com/watch?v=DgNrgZeJOxQ - Network accessline 29
| Unity (Unite Seoul 2026) | "Unity command-line interface (CLI)" (note `DgNrgZeJOxQ`) | https://www.youtube.com/watch?v=DgNrgZeJOxQ - Network accessline 30
| Code Monkey (Hugo Cardoso, 606k subs, 9 Steam games) | "How to setup Unity with AI Agents and CLI!" (note `ppFshgFOgXU`) | https://www.youtube.com/watch?v=ppFshgFOgXU - Network accessline 30
| Code Monkey (Hugo Cardoso, 606k subs, 9 Steam games) | "How to setup Unity with AI Agents and CLI!" (note `ppFshgFOgXU`) | https://www.youtube.com/watch?v=ppFshgFOgXU - Network accessline 31
| git-amend (2026) | custom MCP tools (note `VPjo-M6mPkE`); Unity CLI + GitHub Actions (note `4FbE0G8kcxk`) | https://www.youtube.com/watch?v=VPjo-M6mPkE - Network accessline 31
| git-amend (2026) | custom MCP tools (note `VPjo-M6mPkE`); Unity CLI + GitHub Actions (note `4FbE0G8kcxk`) | https://www.youtube.com/watch?v=VPjo-M6mPkE - Network accessline 32
| Freya Holmér (tool developer, Shapes) | Tool dev course part 1 (note `pZ45O2hg_30`) | https://www.youtube.com/watch?v=pZ45O2hg_30 - Network accessline 32
| Freya Holmér (tool developer, Shapes) | Tool dev course part 1 (note `pZ45O2hg_30`) | https://www.youtube.com/watch?v=pZ45O2hg_30 - Network accessline 33
| Javier Abud Chavez (Unity asset pipeline team) | AssetDatabase refresh internals (note `S2P9n5U9xVw`) | https://www.youtube.com/watch?v=S2P9n5U9xVw - Network accessline 33
| Javier Abud Chavez (Unity asset pipeline team) | AssetDatabase refresh internals (note `S2P9n5U9xVw`) | https://www.youtube.com/watch?v=S2P9n5U9xVw - Network accessline 34
| Thom Hopper (Unity PM) | Build Profiles in Unity 6 (note `BlVsi2cSJ88`) | https://www.youtube.com/watch?v=BlVsi2cSJ88 - Network accessline 34
| Thom Hopper (Unity PM) | Build Profiles in Unity 6 (note `BlVsi2cSJ88`) | https://www.youtube.com/watch?v=BlVsi2cSJ88 - Network accessline 35
| Warnecke and Fine (Unity Test Framework team) | UTF API patterns (note `wTiF2D0_vKA`) | https://www.youtube.com/watch?v=wTiF2D0_vKA - Network accessline 35
| Warnecke and Fine (Unity Test Framework team) | UTF API patterns (note `wTiF2D0_vKA`) | https://www.youtube.com/watch?v=wTiF2D0_vKA - Network accessline 36
| Olle Axelsson (Piktiv, Valheim) | asset streaming postmortem (note `Fzu2Das_1FU`) | https://www.youtube.com/watch?v=Fzu2Das_1FU - Network accessline 36
| Olle Axelsson (Piktiv, Valheim) | asset streaming postmortem (note `Fzu2Das_1FU`) | https://www.youtube.com/watch?v=Fzu2Das_1FU
skills/game-engines/unity/scenario-unity-expert/references/toolkit-map.md
- Dangerous shell operationline 89
| `eval(P, code, via="auto")` | auto: `unity command eval '<code>' --project-path P` (Pipeline, Roslyn in memory) when the CLI reaches the editor; else the bridge: wr - Dangerous shell operationline 89
| `eval(P, code, via="auto")` | auto: `unity command eval '<code>' --project-path P` (Pipeline, Roslyn in memory) when the CLI reaches the editor; else the bridge: wr - Dangerous shell operationline 92
| `find_cli`, `cli(args)`, `cli_status`, `pipeline_list`, `pipeline_install`, `cli_command`, `cli_eval` | `unity <args> --format json` with `UNITY_NO_CONSENT_PROMPT`, `UNITY_NO_UPDATE_CHECK`, `UNITY_NO_CRASH_REPORT`, `UNITY_NO_PAGER`; `unit - Dangerous shell operationline 92
| `find_cli`, `cli(args)`, `cli_status`, `pipeline_list`, `pipeline_install`, `cli_command`, `cli_eval` | `unity <args> --format json` with `UNITY_NO_CONSENT_PROMPT`, `UNITY_NO_UPDATE_CHECK`, `UNITY_NO_CRASH_REPORT`, `UNITY_NO_PAGER`; `unit
skills/game-engines/unity/scenario-unity-expert/scripts/ut_env.py
skills/game-engines/unity/scenario-unity-expert/scripts/ut_live.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Dangerous shell operationline 9
domain job live; eval() compiles a C# snippet (a script recompile: seconds, not ms). - Dangerous shell operationline 9
domain job live; eval() compiles a C# snippet (a script recompile: seconds, not ms). - Dangerous shell operationline 11
`unity command eval '<C#>'` (200 to 600 ms, no recompile, per Unity's unity-cli skill). - Dangerous shell operationline 11
`unity command eval '<C#>'` (200 to 600 ms, no recompile, per Unity's unity-cli skill). - Network accessline 54
"community": [ {"repo": "CoplayDev/unity-mcp", "stars": 14461, "license": "MIT", "note": "most starred; Git URL " "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main, needs Python 3.10+ via uv [unverified]"}, - Network accessline 54
"community": [ {"repo": "CoplayDev/unity-mcp", "stars": 14461, "license": "MIT", "note": "most starred; Git URL " "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main, needs Python 3.10+ via uv [unverified]"}, - Network accessline 55
{"repo": "CoplayDev/unity-mcp", "stars": 14461, "license": "MIT", "note": "most starred; Git URL " "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main, needs Python 3.10+ via uv [unverified]"}, {"repo": "Ivan - Network accessline 55
{"repo": "CoplayDev/unity-mcp", "stars": 14461, "license": "MIT", "note": "most starred; Git URL " "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main, needs Python 3.10+ via uv [unverified]"}, {"repo": "Ivan - Network accessline 56
"https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main, needs Python 3.10+ via uv [unverified]"}, - Network accessline 56
"https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main, needs Python 3.10+ via uv [unverified]"}, - Dangerous shell operationline 160
def eval(project, code, timeout=300, usings=None, keep=False, via="auto"): - Dangerous shell operationline 160
def eval(project, code, timeout=300, usings=None, keep=False, via="auto"): - Access to secretsline 305
[Credential-related source omitted] - Access to secretsline 305
[Credential-related source omitted] - Access to secretsline 322
[Credential-related source omitted] - Access to secretsline 322
[Credential-related source omitted] - Dangerous shell operationline 383
"""`unity command eval '<C#>'` when the editor exposes eval (discover with cli_command()).""" - Dangerous shell operationline 383
"""`unity command eval '<C#>'` when the editor exposes eval (discover with cli_command()).""" - Dangerous shell operationline 391
bridge an editor holds it and serves the AgentKit bridge: call()/eval() - Dangerous shell operationline 391
bridge an editor holds it and serves the AgentKit bridge: call()/eval()
skills/game-engines/unity/scenario-unity-expert/scripts/ut_review.py
skills/game-engines/unity/scenario-unity-expert/scripts/ut_run.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 46
[Credential-related source omitted] - Access to secretsline 46
[Credential-related source omitted] - Access to secretsline 47
[Credential-related source omitted] - Access to secretsline 47
[Credential-related source omitted] - Access to secretsline 104
[Credential-related source omitted] - Access to secretsline 104
[Credential-related source omitted]
skills/game-engines/unity/scenario-unity-expert/scripts/ut_stat.py
skills/game-engines/unity/scenario-unity-gameplay/SKILL.md
- Network accessline 13
(Survival Kids, Very Very Valet), with jobs and tests run in 6000.3.21f1. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenari - Network accessline 13
(Survival Kids, Very Very Valet), with jobs and tests run in 6000.3.21f1. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenari - Network accessline 14
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 15
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/game-engines/unity/scenario-unity-gameplay/references/sources.md
- Network accessline 14
| Source - Network accessline 14
| Source - Network accessline 15
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 15
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 16
| Unity 6.3 Manual, physics optimization (18 pages: fixed timestep, manual simulation, query-only, transform sync, static colliders, layer matrix, broad phase, collider cost, mesh cooking, sleeping, solver iterations, CCD modes, callbacks, - Network accessline 16
| Unity 6.3 Manual, physics optimization (18 pages: fixed timestep, manual simulation, query-only, transform sync, static colliders, layer matrix, broad phase, collider cost, mesh cooking, sleeping, solver iterations, CCD modes, callbacks, - Network accessline 17
| AI Navigation 2.0 package manual (11 pages) - Network accessline 17
| AI Navigation 2.0 package manual (11 pages) - Network accessline 18
| Unity 6.3 C# Job System manual + Entities 1.4 manual (12 pages) - Network accessline 18
| Unity 6.3 C# Job System manual + Entities 1.4 manual (12 pages) - Network accessline 19
| Netcode for GameObjects 2.7 manual (9 pages) - Network accessline 19
| Netcode for GameObjects 2.7 manual (9 pages) - Network accessline 20
| Gabriel Gambetta, Fast-Paced Multiplayer I to IV - Network accessline 20
| Gabriel Gambetta, Fast-Paced Multiplayer I to IV - Network accessline 21
| Unity 6.3 Manual, audio (8 pages: overview, mixer, AudioSource, listener, clip import) - Network accessline 21
| Unity 6.3 Manual, audio (8 pages: overview, mixer, AudioSource, listener, clip import)
skills/game-engines/unity/scenario-unity-gameplay/scripts/ut_gameplay.py
skills/game-engines/unity/scenario-unity-mobile/SKILL.md
- Network accessline 13
orders. Target: Unity 6000.3.21f1, URP 17.3, Input System 1.20, macOS with Xcode 26.6. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://githu - Network accessline 13
orders. Target: Unity 6000.3.21f1, URP 17.3, Input System 1.20, macOS with Xcode 26.6. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://githu - Network accessline 14
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 15
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
skills/game-engines/unity/scenario-unity-mobile/references/sources.md
- Network accessline 10
| Source | Who | URL - Network accessline 10
| Source | Who | URL - Network accessline 11
| ------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------ | --------------------------------------------- - Network accessline 11
| ------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------ | --------------------------------------------- - Network accessline 12
| Optimize your game performance for mobile, XR, and the web (Unity 6 e-book, 2024) | Unity Accelerate Solutions | https://unity.com/resources/mobile-xr-web-gam - Network accessline 12
| Optimize your game performance for mobile, XR, and the web (Unity 6 e-book, 2024) | Unity Accelerate Solutions | https://unity.com/resources/mobile-xr-web-gam - Network accessline 13
| Unity 6.3 Manual: texture format by platform, URP performance, Adaptive Performance | Unity | https://docs.unity3d.com/6000.3/Documentation - Network accessline 13
| Unity 6.3 Manual: texture format by platform, URP performance, Adaptive Performance | Unity | https://docs.unity3d.com/6000.3/Documentation - Network accessline 14
| Unity 6.3 Manual: URP asset and Universal Renderer reference | Unity | https://docs.unity3d.com/6000.3/Documentation - Network accessline 14
| Unity 6.3 Manual: URP asset and Universal Renderer reference | Unity | https://docs.unity3d.com/6000.3/Documentation - Network accessline 15
| Unity 6.3 Manual: Android build and Google Play delivery | Unity | https://docs.unity3d.com/6000.3/Documentation - Network accessline 15
| Unity 6.3 Manual: Android build and Google Play delivery | Unity | https://docs.unity3d.com/6000.3/Documentation - Network accessline 16
| Unity 6.3 Manual: iOS build, Xcode project, privacy manifest | Unity | https://docs.unity3d.com/6000.3/Documentation - Network accessline 16
| Unity 6.3 Manual: iOS build, Xcode project, privacy manifest | Unity | https://docs.unity3d.com/6000.3/Documentation - Network accessline 17
| Input System 1.20 manual + 6.3 Scripting API (Screen.safeArea, Screen.cutouts) + Device Simulator | Unity | https://docs.unity3d.com/Packages/com.unity.i - Network accessline 17
| Input System 1.20 manual + 6.3 Scripting API (Screen.safeArea, Screen.cutouts) + Device Simulator | Unity | https://docs.unity3d.com/Packages/com.unity.i - Network accessline 18
| LevelPlay SDK for Unity 9.x and Unity IAP 5.x | Unity (docs.unity.com) | https://docs.unity.com/en-us/grow/levelplay/s - Network accessline 18
| LevelPlay SDK for Unity 9.x and Unity IAP 5.x | Unity (docs.unity.com) | https://docs.unity.com/en-us/grow/levelplay/s - Network accessline 23
| Id | Expert, credential | URL | Best for - Network accessline 23
| Id | Expert, credential | URL | Best for - Network accessline 24
| ----------- | ----------------------------------------------------------------------------------------------------- | ------------------------------------------- | -------------------------------------------------------------------------- - Network accessline 24
| ----------- | ----------------------------------------------------------------------------------------------------- | ------------------------------------------- | -------------------------------------------------------------------------- - Network accessline 25
| pezwIhA0e04 | Otto Oliveira, Joseph Burchett, Neil Skinner (Unity Android team and partner engineering), Unite 2024 | https://www.youtube.com/watch?v=pezwIhA0e04 | ANR mechanics, signatures, pause handlers, SDK staggering, symbols, Unity - Network accessline 25
| pezwIhA0e04 | Otto Oliveira, Joseph Burchett, Neil Skinner (Unity Android team and partner engineering), Unite 2024 | https://www.youtube.com/watch?v=pezwIhA0e04 | ANR mechanics, signatures, pause handlers, SDK staggering, symbols, Unity - Network accessline 26
| szS2KMxZsl4 | Unity developer advocacy with the IAP team (Gem Hunter UGS), June 2026 | https://www.youtube.com/watch?v=szS2KMxZsl4 | IAP 5 order of operations, iOS recovered-purchase gap, dedupe, grant then - Network accessline 26
| szS2KMxZsl4 | Unity developer advocacy with the IAP team (Gem Hunter UGS), June 2026 | https://www.youtube.com/watch?v=szS2KMxZsl4 | IAP 5 order of operations, iOS recovered-purchase gap, dedupe, grant then - Network accessline 27
| ptvjumIHxYg | Håkan Sidenvall and Cristiana Moraru (Input System team), Unite 2024 | https://www.youtube.com/watch?v=ptvjumIHxYg | project-wide actions, on-screen controls as a virtual gamepad, Constant Ph - Network accessline 27
| ptvjumIHxYg | Håkan Sidenvall and Cristiana Moraru (Input System team), Unite 2024 | https://www.youtube.com/watch?v=ptvjumIHxYg | project-wide actions, on-screen controls as a virtual gamepad, Constant Ph - Network accessline 28
| 2J0kDtUGlrY | Unity tutorial team (companion to the e-book), 6000.0.9f1 | https://www.youtube.com/watch?v=2J0kDtUGlrY | a full measured optimization pass with visible Inspector values; PC qualit - Network accessline 28
| 2J0kDtUGlrY | Unity tutorial team (companion to the e-book), 6000.0.9f1 | https://www.youtube.com/watch?v=2J0kDtUGlrY | a full measured optimization pass with visible Inspector values; PC qualit - Network accessline 29
| MKnLPA5hnPA | LlamAcademy (Chris Kurhan, indie, Llama Survival) | https://www.youtube.com/watch?v=MKnLPA5hnPA | floating joystick on EnhancedTouch finger events - Network accessline 29
| MKnLPA5hnPA | LlamAcademy (Chris Kurhan, indie, Llama Survival) | https://www.youtube.com/watch?v=MKnLPA5hnPA | floating joystick on EnhancedTouch finger events - Network accessline 30
| GTaXWgKz0e8 | LlamAcademy (Chris Kurhan) | https://www.youtube.com/watch?v=GTaXWgKz0e8 | first Google Play release: keystore, version code, IL2CPP/ARM64, tracks, d - Network accessline 30
| GTaXWgKz0e8 | LlamAcademy (Chris Kurhan) | https://www.youtube.com/watch?v=GTaXWgKz0e8 | first Google Play release: keystore, version code, IL2CPP/ARM64, tracks, d - Network accessline 31
| 7ioIHn1tmIM | LlamAcademy (Chris Kurhan) | https://www.youtube.com/watch?v=7ioIHn1tmIM | shipped-game phone costs: mesh combining to assets, GPU vertex animation, - Network accessline 31
| 7ioIHn1tmIM | LlamAcademy (Chris Kurhan) | https://www.youtube.com/watch?v=7ioIHn1tmIM | shipped-game phone costs: mesh combining to assets, GPU vertex animation, - Network accessline 32
| PLQ4ywB13eg | Chema Damak (Unity technical evangelist), Unite Now 2020 | https://www.youtube.com/watch?v=PLQ4ywB13eg | anchors and pivots, safe-area panel, simulator scenario extensions - Network accessline 32
| PLQ4ywB13eg | Chema Damak (Unity technical evangelist), Unite Now 2020 | https://www.youtube.com/watch?v=PLQ4ywB13eg | anchors and pivots, safe-area panel, simulator scenario extensions - Network accessline 33
| d5O4Uw6gPBI | Unity (Adaptive Performance with Samsung), 2021 | https://www.youtube.com/watch?v=d5O4Uw6gPBI | indexer and scalers, bounded max level, simulated thermal states - Network accessline 33
| d5O4Uw6gPBI | Unity (Adaptive Performance with Samsung), 2021 | https://www.youtube.com/watch?v=d5O4Uw6gPBI | indexer and scalers, bounded max level, simulated thermal states - Network accessline 34
| j4YAY36xjwE | Mark Harkness and Ian Dundore (Unity Enterprise Support), Unite Europe 2016 | https://www.youtube.com/watch?v=j4YAY36xjwE | import rules in AssetPostprocessor, heap growth, startup costs, string mic - Network accessline 34
| j4YAY36xjwE | Mark Harkness and Ian Dundore (Unity Enterprise Support), Unite Europe 2016 | https://www.youtube.com/watch?v=j4YAY36xjwE | import rules in AssetPostprocessor, heap growth, startup costs, string mic - Network accessline 35
| j0DN9P8e7dc | GameDevLuuk (indie, shipped a Switch game) | https://www.youtube.com/watch?v=j0DN9P8e7dc | build-size loop from the Build Report, Max Size blur test - Network accessline 35
| j0DN9P8e7dc | GameDevLuuk (indie, shipped a Switch game) | https://www.youtube.com/watch?v=j0DN9P8e7dc | build-size loop from the Build Report, Max Size blur test - Network accessline 36
| ILv7GzDgteQ | Creauctopus (solo, 8 Android games, about 3M installs) | https://www.youtube.com/watch?v=ILv7GzDgteQ | monetization pacing heuristics - Network accessline 36
| ILv7GzDgteQ | Creauctopus (solo, 8 Android games, about 3M installs) | https://www.youtube.com/watch?v=ILv7GzDgteQ | monetization pacing heuristics - Network accessline 37
| GvIpY8yE4UY | YT Code Master (small channel, Feb 2026, LevelPlay 9.3.0) | https://www.youtube.com/watch?v=GvIpY8yE4UY | LevelPlay dashboards and Unity-side order; bidding; validation call remova - Network accessline 37
| GvIpY8yE4UY | YT Code Master (small channel, Feb 2026, LevelPlay 9.3.0) | https://www.youtube.com/watch?v=GvIpY8yE4UY | LevelPlay dashboards and Unity-side order; bidding; validation call remova - Network accessline 38
| 4MOOitENQVg | samyam (Input System educator, sponsored by Unity), 2022 | https://www.youtube.com/watch?v=4MOOitENQVg | Touchscreen control tree, Value vs Pass Through, EnhancedTouch alias - Network accessline 38
| 4MOOitENQVg | samyam (Input System educator, sponsored by Unity), 2022 | https://www.youtube.com/watch?v=4MOOitENQVg | Touchscreen control tree, Value vs Pass Through, EnhancedTouch alias - Network accessline 39
| UXl_C3ZnRLc | Coco Code (tutorial channel) | https://www.youtube.com/watch?v=UXl_C3ZnRLc | Play Console checklist order, internal testing, promote release - Network accessline 39
| UXl_C3ZnRLc | Coco Code (tutorial channel) | https://www.youtube.com/watch?v=UXl_C3ZnRLc | Play Console checklist order, internal testing, promote release
skills/game-engines/unity/scenario-unity-mobile/scripts/ut_mobile.py
skills/game-engines/unity/scenario-unity-performance/SKILL.md
- Network accessline 14
for size. Target: Unity 6000.3.21f1, URP 17.3, macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs - Network accessline 14
for size. Target: Unity 6000.3.21f1, URP 17.3, macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs - Network accessline 15
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 16
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/game-engines/unity/scenario-unity-performance/references/sources.md
- Network accessline 12
| Id | Expert, credential | Title, year, URL - Network accessline 12
| Id | Expert, credential | Title, year, URL - Network accessline 13
| ----------- | ---------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- - Network accessline 13
| ----------- | ---------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- - Network accessline 14
| _cV1B2hqXGI | Peter Hall, Senior Manager Software Engineering, Unity Profiler and Optimization team | "Boosting your game performance with Unity 6 Profiling tools", Unite 2024, https://www.youtube.com/watch?v=_cV1B2hq - Network accessline 14
| _cV1B2hqXGI | Peter Hall, Senior Manager Software Engineering, Unity Profiler and Optimization team | "Boosting your game performance with Unity 6 Profiling tools", Unite 2024, https://www.youtube.com/watch?v=_cV1B2hq - Network accessline 15
| Oc6T4hh5gaI | Oliver Schnabel and Elad Damian Nachman, Senior Technical Product Managers, Unity graphics | "Graphics rendering: Getting the best performance with Unity 6", Unite 2024, https://www.youtube.com/watch?v=Oc6T4h - Network accessline 15
| Oc6T4hh5gaI | Oliver Schnabel and Elad Damian Nachman, Senior Technical Product Managers, Unity graphics | "Graphics rendering: Getting the best performance with Unity 6", Unite 2024, https://www.youtube.com/watch?v=Oc6T4h - Network accessline 16
| 0y3erF2tzbI | Richard Fine, Principal Software Developer, Unity | "Understanding Unity memory", Unite 2025, https://www.youtube.com/watch?v=0y3erF2tzbI - Network accessline 16
| 0y3erF2tzbI | Richard Fine, Principal Software Developer, Unity | "Understanding Unity memory", Unite 2025, https://www.youtube.com/watch?v=0y3erF2tzbI - Network accessline 17
| CmD8MVGkDxQ | Nicolas Borromeo, Senior Software Development Consultant, Unity; author of Hands-On Unity Game Development | "Performance tips & tricks from a Unity consultant", Unite 2024, https://www.youtube.com/watch?v=CmD8MVGkDxQ - Network accessline 17
| CmD8MVGkDxQ | Nicolas Borromeo, Senior Software Development Consultant, Unity; author of Hands-On Unity Game Development | "Performance tips & tricks from a Unity consultant", Unite 2024, https://www.youtube.com/watch?v=CmD8MVGkDxQ - Network accessline 18
| NAVbI1HIzCE | Jason Booth, 25+ years (Harmonix, KSP2, The Walking Dead: March to War), creator of MicroSplat | "Practical Optimizations", 2023, https://www.youtube.com/watch?v=NAVbI1HIzCE - Network accessline 18
| NAVbI1HIzCE | Jason Booth, 25+ years (Harmonix, KSP2, The Walking Dead: March to War), creator of MicroSplat | "Practical Optimizations", 2023, https://www.youtube.com/watch?v=NAVbI1HIzCE - Network accessline 19
| 6mNj3M1il_c | Tarodev (Matthew Spencer), Unity educator | "How To Render 2 Million Objects At 120 FPS", 2023, https://www.youtube.com/watch?v=6mNj3M1il_c - Network accessline 19
| 6mNj3M1il_c | Tarodev (Matthew Spencer), Unity educator | "How To Render 2 Million Objects At 120 FPS", 2023, https://www.youtube.com/watch?v=6mNj3M1il_c - Network accessline 20
| Xd4UhJufTx4 | Tarodev (Matthew Spencer) | "Unity Code Optimization - Do you know them all?", 2022, https://www.youtube.com/watch?v=Xd4UhJufTx4 - Network accessline 20
| Xd4UhJufTx4 | Tarodev (Matthew Spencer) | "Unity Code Optimization - Do you know them all?", 2022, https://www.youtube.com/watch?v=Xd4UhJufTx4 - Network accessline 21
| ham_w48aRJ4 | git-amend (Adam Myhre), advanced Unity educator | "Visualizing Memory and Garbage Collection in Unity", 2025, https://www.youtube.com/watch?v=ham_w48aRJ4 - Network accessline 21
| ham_w48aRJ4 | git-amend (Adam Myhre), advanced Unity educator | "Visualizing Memory and Garbage Collection in Unity", 2025, https://www.youtube.com/watch?v=ham_w48aRJ4 - Network accessline 22
| 2gP-2rQ3o_Q | Code Monkey | "Project Auditor walkthrough", 2026, https://www.youtube.com/watch?v=2gP-2rQ3o_Q - Network accessline 22
| 2gP-2rQ3o_Q | Code Monkey | "Project Auditor walkthrough", 2026, https://www.youtube.com/watch?v=2gP-2rQ3o_Q - Network accessline 23
| Uuzd39AjFWQ | Unity tutorial team | "Memory Profiler Walkthrough & Tutorial", 2024, https://www.youtube.com/watch?v=Uuzd39AjFWQ - Network accessline 23
| Uuzd39AjFWQ | Unity tutorial team | "Memory Profiler Walkthrough & Tutorial", 2024, https://www.youtube.com/watch?v=Uuzd39AjFWQ - Network accessline 24
| xjsqv8nj0cw | Unity tutorial team | "Unity Profiler Walkthrough & Tutorial", 2024, https://www.youtube.com/watch?v=xjsqv8nj0cw - Network accessline 24
| xjsqv8nj0cw | Unity tutorial team | "Unity Profiler Walkthrough & Tutorial", 2024, https://www.youtube.com/watch?v=xjsqv8nj0cw - Network accessline 25
| mRh2DA1Uzo8 | Jason Weimann, Unity educator | "The RIGHT way to Pool in Unity", 2021, https://www.youtube.com/watch?v=mRh2DA1Uzo8 - Network accessline 25
| mRh2DA1Uzo8 | Jason Weimann, Unity educator | "The RIGHT way to Pool in Unity", 2021, https://www.youtube.com/watch?v=mRh2DA1Uzo8 - Network accessline 26
| A0b2MfHCCfU | SpeedTutor (Matt), Unity tutorial creator | "Mesh LOD is Magic (Unity 6 Tutorial)", 2025, https://www.youtube.com/watch?v=A0b2MfHCCfU - Network accessline 26
| A0b2MfHCCfU | SpeedTutor (Matt), Unity tutorial creator | "Mesh LOD is Magic (Unity 6 Tutorial)", 2025, https://www.youtube.com/watch?v=A0b2MfHCCfU - Network accessline 30
| Id | Document - Network accessline 30
| Id | Document - Network accessline 31
| --------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 31
| --------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 32
| doc-profiling-guide-p1/p2 | "Ultimate guide to profiling Unity games (Unity 6 edition)", Unity e-book, 2025 (Cannavan, Duffy, Hall, Krogh-Jacobsen, McGreal, Schmitz, Harris), https://unity.com/resources/ultimate-guide-to-profiling - Network accessline 32
| doc-profiling-guide-p1/p2 | "Ultimate guide to profiling Unity games (Unity 6 edition)", Unity e-book, 2025 (Cannavan, Duffy, Hall, Krogh-Jacobsen, McGreal, Schmitz, Harris), https://unity.com/resources/ultimate-guide-to-profiling - Network accessline 33
| doc-console-pc-optimization | "Optimize your game performance for consoles and PCs (Unity 6 edition)", Unity e-book, 2024, https://unity.com/resources/console-pc-game-performance-optimization-unity-6 - Network accessline 33
| doc-console-pc-optimization | "Optimize your game performance for consoles and PCs (Unity 6 edition)", Unity e-book, 2024, https://unity.com/resources/console-pc-game-performance-optimization-unity-6
skills/game-engines/unity/scenario-unity-performance/scripts/ut_perf.py
skills/game-engines/unity/scenario-unity-pipeline-automation/SKILL.md
- Network accessline 12
hand twice, nothing is trusted without a count, a test or a frame, and a second run changes nothing. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it - Network accessline 12
hand twice, nothing is trusted without a count, a test or a frame, and a second run changes nothing. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it - Network accessline 13
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 13
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 14
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 14
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/unity/scenario-unity-pipeline-automation/references/sources.md
- Network accessline 26
| Expert, credential | Source | URL | Best for - Network accessline 26
| Expert, credential | Source | URL | Best for - Network accessline 27
| ---------------------------------------------------------------------------- | -------------------------------------------------------------------------------- | ------------------------------------------- | ------------------------------ - Network accessline 27
| ---------------------------------------------------------------------------- | -------------------------------------------------------------------------------- | ------------------------------------------- | ------------------------------ - Network accessline 28
| Olle Axelsson, senior consultant at Piktiv (Valheim ports and optimization) | "Asset streaming in Valheim", Unite 2025 (note `Fzu2Das_1FU`) | https://www.youtube.com/watch?v=Fzu2Das_1FU | packing by loading condition, - Network accessline 28
| Olle Axelsson, senior consultant at Piktiv (Valheim ports and optimization) | "Asset streaming in Valheim", Unite 2025 (note `Fzu2Das_1FU`) | https://www.youtube.com/watch?v=Fzu2Das_1FU | packing by loading condition, - Network accessline 29
| Javier Abud Chavez, Unity asset pipeline engineer | "AssetDatabase.Refresh() refresher", Unite Copenhagen 2019 (note `S2P9n5U9xVw`) | https://www.youtube.com/watch?v=S2P9n5U9xVw | determinism, import dependenci - Network accessline 29
| Javier Abud Chavez, Unity asset pipeline engineer | "AssetDatabase.Refresh() refresher", Unite Copenhagen 2019 (note `S2P9n5U9xVw`) | https://www.youtube.com/watch?v=S2P9n5U9xVw | determinism, import dependenci - Network accessline 30
| Thom Hopper, Unity staff technical PM (platforms) | "Build Profiles in Unity 6", Unite 2024 (note `BlVsi2cSJ88`) | https://www.youtube.com/watch?v=BlVsi2cSJ88 | profiles as assets, switch cos - Network accessline 30
| Thom Hopper, Unity staff technical PM (platforms) | "Build Profiles in Unity 6", Unite 2024 (note `BlVsi2cSJ88`) | https://www.youtube.com/watch?v=BlVsi2cSJ88 | profiles as assets, switch cos - Network accessline 31
| Christian Warnecke and Richard Fine, Unity Test Framework developers | "QA your code: the new Unity Test Framework", Unite 2019 (note `wTiF2D0_vKA`) | https://www.youtube.com/watch?v=wTiF2D0_vKA | TestRunnerApi, parametric cont - Network accessline 31
| Christian Warnecke and Richard Fine, Unity Test Framework developers | "QA your code: the new Unity Test Framework", Unite 2019 (note `wTiF2D0_vKA`) | https://www.youtube.com/watch?v=wTiF2D0_vKA | TestRunnerApi, parametric cont - Network accessline 32
| Freya Holmér, tool and shader developer (Shapes, Shader Forge) | "Intro to tool dev in Unity" part 1, 2020 (note `pZ45O2hg_30`) | https://www.youtube.com/watch?v=pZ45O2hg_30 | asset vs instance data, serial - Network accessline 32
| Freya Holmér, tool and shader developer (Shapes, Shader Forge) | "Intro to tool dev in Unity" part 1, 2020 (note `pZ45O2hg_30`) | https://www.youtube.com/watch?v=pZ45O2hg_30 | asset vs instance data, serial - Network accessline 33
| Code Monkey (Hugo Cardoso), indie developer, 9 Steam games, 606k subscribers | "How to use Addressables" 2022 (note `C6i_JiRoIfk`) | https://www.youtube.com/watch?v=C6i_JiRoIfk | hard-reference cost measured, - Network accessline 33
| Code Monkey (Hugo Cardoso), indie developer, 9 Steam games, 606k subscribers | "How to use Addressables" 2022 (note `C6i_JiRoIfk`) | https://www.youtube.com/watch?v=C6i_JiRoIfk | hard-reference cost measured, - Network accessline 34
| Code Monkey | "Build awesome tools with custom editors" 2020 (note `bMuTsAma4tk`) | https://www.youtube.com/watch?v=bMuTsAma4tk | SerializedObject inspector, un - Network accessline 34
| Code Monkey | "Build awesome tools with custom editors" 2020 (note `bMuTsAma4tk`) | https://www.youtube.com/watch?v=bMuTsAma4tk | SerializedObject inspector, un - Network accessline 35
| Code Monkey | "How to setup Unity with AI agents and CLI" 2026 (note `ppFshgFOgXU`) | https://www.youtube.com/watch?v=ppFshgFOgXU | wrong-project targeting, style - Network accessline 35
| Code Monkey | "How to setup Unity with AI agents and CLI" 2026 (note `ppFshgFOgXU`) | https://www.youtube.com/watch?v=ppFshgFOgXU | wrong-project targeting, style - Network accessline 36
| Unity (official tutorial) | "Scalable art assets: 6 tips" 2024 (note `qZ5NmyoxKRk`) | https://www.youtube.com/watch?v=qZ5NmyoxKRk | presets vs postprocessors vs S - Network accessline 36
| Unity (official tutorial) | "Scalable art assets: 6 tips" 2024 (note `qZ5NmyoxKRk`) | https://www.youtube.com/watch?v=qZ5NmyoxKRk | presets vs postprocessors vs S - Network accessline 37
| Unity Technologies | "Unity command-line interface (CLI)", Unite Seoul 2026 (note `DgNrgZeJOxQ`) | https://www.youtube.com/watch?v=DgNrgZeJOxQ | named commands over eval, test - Network accessline 37
| Unity Technologies | "Unity command-line interface (CLI)", Unite Seoul 2026 (note `DgNrgZeJOxQ`) | https://www.youtube.com/watch?v=DgNrgZeJOxQ | named commands over eval, test - Network accessline 38
| git-amend (Adam Myhre), Unity educator | "DevOps for game devs: new Unity CLI + GitHub Actions" 2026 (note `4FbE0G8kcxk`) | https://www.youtube.com/watch?v=4FbE0G8kcxk | CLI CI steps, seat limits, lic - Network accessline 38
| git-amend (Adam Myhre), Unity educator | "DevOps for game devs: new Unity CLI + GitHub Actions" 2026 (note `4FbE0G8kcxk`) | https://www.youtube.com/watch?v=4FbE0G8kcxk | CLI CI steps, seat limits, lic - Network accessline 39
| git-amend | "Build custom Unity MCP tools for coding agents" 2026 (note `VPjo-M6mPkE`) | https://www.youtube.com/watch?v=VPjo-M6mPkE | narrow validated tools vs gene - Network accessline 39
| git-amend | "Build custom Unity MCP tools for coding agents" 2026 (note `VPjo-M6mPkE`) | https://www.youtube.com/watch?v=VPjo-M6mPkE | narrow validated tools vs gene - Network accessline 40
| DebugDevin, Unity educator (4.6k subscribers) | "Automate Unity with GitHub Actions" 2024 (note `gUZ9YXrJOAo`) | https://www.youtube.com/watch?v=gUZ9YXrJOAo | GameCI matrix, `fail-fast: fal - Network accessline 40
| DebugDevin, Unity educator (4.6k subscribers) | "Automate Unity with GitHub Actions" 2024 (note `gUZ9YXrJOAo`) | https://www.youtube.com/watch?v=gUZ9YXrJOAo | GameCI matrix, `fail-fast: fal - Network accessline 41
| Charles Amat, Infallible Code (71k subscribers) | "Unit tests in Unity" 2020 (note `PDYB32qAsLU`) | https://www.youtube.com/watch?v=PDYB32qAsLU | testable structure, Edit vs Pl - Network accessline 41
| Charles Amat, Infallible Code (71k subscribers) | "Unit tests in Unity" 2020 (note `PDYB32qAsLU`) | https://www.youtube.com/watch?v=PDYB32qAsLU | testable structure, Edit vs Pl - Network accessline 45
| Source | Note | URL - Network accessline 45
| Source | Note | URL - Network accessline 46
| --------------------------------------------------------------------------------------------- | ------------------------------------- | ------------------------------------------------------------------------------------------------------ - Network accessline 46
| --------------------------------------------------------------------------------------------- | ------------------------------------- | ------------------------------------------------------------------------------------------------------ - Network accessline 47
| Unity 6.3 Manual and Scripting API: editor scripting and asset pipeline | `doc-editor-scripting-asset-pipeline` | https://docs.unity3d.com/6000.3/Documentation/Manual/AssetDatabaseCustomizingWorkflow.html - Network accessline 47
| Unity 6.3 Manual and Scripting API: editor scripting and asset pipeline | `doc-editor-scripting-asset-pipeline` | https://docs.unity3d.com/6000.3/Documentation/Manual/AssetDatabaseCustomizingWorkflow.html - Network accessline 48
| Unity 6.3 Scripting API: Undo.RecordObject | same | https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Undo.RecordObject.html - Network accessline 48
| Unity 6.3 Scripting API: Undo.RecordObject | same | https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Undo.RecordObject.html - Network accessline 49
| Addressables 2.9 manual | `doc-addressables` | https://docs.unity3d.com/Packages/com.unity.addressables@2.9/manual/memory-assets.html - Network accessline 49
| Addressables 2.9 manual | `doc-addressables` | https://docs.unity3d.com/Packages/com.unity.addressables@2.9/manual/memory-assets.html - Network accessline 50
| Unity 6.3 Manual: command line and batch mode; GameCI v4 docs | `doc-command-line-batchmode-ci` | https://docs.unity3d.com/6000.3/Documentation/Manual/EditorCommandLineArguments.html ; https://game.ci - Network accessline 50
| Unity 6.3 Manual: command line and batch mode; GameCI v4 docs | `doc-command-line-batchmode-ci` | https://docs.unity3d.com/6000.3/Documentation/Manual/EditorCommandLineArguments.html ; https://game.ci - Network accessline 51
| Unity 6.3 Scripting API: BuildPipeline, Build Profiles, BuildReport | `doc-build-scripting-build-profiles` | https://docs.unity3d.com/6000.3/Documentation/ScriptReference/BuildPipeline.BuildPlayer.html - Network accessline 51
| Unity 6.3 Scripting API: BuildPipeline, Build Profiles, BuildReport | `doc-build-scripting-build-profiles` | https://docs.unity3d.com/6000.3/Documentation/ScriptReference/BuildPipeline.BuildPlayer.html - Network accessline 52
| Unity 6.3 Manual: Test Framework 1.6 | `doc-test-framework` | https://docs.unity3d.com/6000.3/Documentation/Manual/test-framework/reference-command-line.html - Network accessline 52
| Unity 6.3 Manual: Test Framework 1.6 | `doc-test-framework` | https://docs.unity3d.com/6000.3/Documentation/Manual/test-framework/reference-command-line.html - Network accessline 53
| Unity-Technologies/skills: unity-cli skill (CLI 1.0.0-beta.10) and AI Assistant 2.18 MCP page | `doc-unity-cli-agent-tooling` | https://github.com/Unity-Technologies/skills/blob/main/skills/unity-cli/SKILL.md - Network accessline 53
| Unity-Technologies/skills: unity-cli skill (CLI 1.0.0-beta.10) and AI Assistant 2.18 MCP page | `doc-unity-cli-agent-tooling` | https://github.com/Unity-Technologies/skills/blob/main/skills/unity-cli/SKILL.md
skills/game-engines/unity/scenario-unity-pipeline-automation/scripts/ut_pipeline.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 954
- name: Install the Unity CLI (beta) and the editor run: | curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash - Network accessline 954
- name: Install the Unity CLI (beta) and the editor run: | curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash - Network accessline 955
run: | curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash echo "$HOME/.unity/bin" >> "$GITHUB_PATH" - Network accessline 955
run: | curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash echo "$HOME/.unity/bin" >> "$GITHUB_PATH" - Network accessline 956
curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash - Network accessline 956
curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash
skills/game-engines/unity/scenario-unity-rendering-lighting/SKILL.md
- Network accessline 12
Unity 6000.3.21f1 on an Apple M5 Max (Metal) on 2026-09-24. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills# - Network accessline 12
Unity 6000.3.21f1 on an Apple M5 Max (Metal) on 2026-09-24. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills# - Network accessline 13
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unity/scenario-unity-rendering-lighting/references/sources.md
- Network accessline 9
| Id | Expert, credential | URL | Best for - Network accessline 9
| Id | Expert, credential | URL | Best for - Network accessline 10
| ----- | --------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------- | ---------------------------------------------- - Network accessline 10
| ----- | --------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------- | ---------------------------------------------- - Network accessline 11
| PYD | Pierre Yves Donzallaz, Unity senior rendering and lighting artist (Crysis, Ryse, GTA V, RDR2); Unite Now 2020, HDRP | https://www.youtube.com/watch?v=yqCHiZrgKzs | exposure first, EV and light-unit anchors, vol - Network accessline 11
| PYD | Pierre Yves Donzallaz, Unity senior rendering and lighting artist (Crysis, Ryse, GTA V, RDR2); Unite Now 2020, HDRP | https://www.youtube.com/watch?v=yqCHiZrgKzs | exposure first, EV and light-unit anchors, vol - Network accessline 12
| PYD22 | same, Unite 2022, HDRP Sponza (frames reviewed) | https://www.youtube.com/watch?v=DlxuvvYZO4Q | sky leak in interiors, mirror audit, reflectio - Network accessline 12
| PYD22 | same, Unite 2022, HDRP Sponza (frames reviewed) | https://www.youtube.com/watch?v=DlxuvvYZO4Q | sky leak in interiors, mirror audit, reflectio - Network accessline 13
| CC | Ciro Continisio, Unity EMEA lead evangelist; Unite Now 2020, URP + GPU lightmapper | https://www.youtube.com/watch?v=hMnetI4-dNY | bake settings split by cost, shadow distance, - Network accessline 13
| CC | Ciro Continisio, Unity EMEA lead evangelist; Unite Now 2020, URP + GPU lightmapper | https://www.youtube.com/watch?v=hMnetI4-dNY | bake settings split by cost, shadow distance, - Network accessline 14
| APV24 | Rémi Chapelain, Maxime Grange (senior technical artists), David Llewelyn (senior product designer), Unity; Unite 2024 (frames reviewed) | https://www.youtube.com/watch?v=IpVuIZYFRg4 | APV setup, density zoning, leak ladder, memory - Network accessline 14
| APV24 | Rémi Chapelain, Maxime Grange (senior technical artists), David Llewelyn (senior product designer), Unity; Unite 2024 (frames reviewed) | https://www.youtube.com/watch?v=IpVuIZYFRg4 | APV setup, density zoning, leak ladder, memory - Network accessline 15
| U25 | Unity graphics product team (lead PM graphics, platform and pipeline leads); Unite 2025, 6.3 LTS | https://www.youtube.com/watch?v=K3-wPnhmDi4 | 6.3 renderer choice, Render Graph Viewer bandw - Network accessline 15
| U25 | Unity graphics product team (lead PM graphics, platform and pipeline leads); Unite 2025, 6.3 LTS | https://www.youtube.com/watch?v=K3-wPnhmDi4 | 6.3 renderer choice, Render Graph Viewer bandw - Network accessline 16
| KB | Kyle Banks, solo developer of Farewell North (Steam, Switch, Xbox, PS5); URP 6.0 (frames reviewed) | https://www.youtube.com/watch?v=1agSNKuAfTM | emotion-first look, gray after bake, grading g - Network accessline 16
| KB | Kyle Banks, solo developer of Farewell North (Steam, Switch, Xbox, PS5); URP 6.0 (frames reviewed) | https://www.youtube.com/watch?v=1agSNKuAfTM | emotion-first look, gray after bake, grading g - Network accessline 17
| RK | Ryan Keeble, technical artist, Mighty Games; GCAP 2021, URP on Quest 2 | https://www.youtube.com/watch?v=bl0vKZkzNOs | tile-based bandwidth costs, bloom cost, HDR-ed - Network accessline 17
| RK | Ryan Keeble, technical artist, Mighty Games; GCAP 2021, URP on Quest 2 | https://www.youtube.com/watch?v=bl0vKZkzNOs | tile-based bandwidth costs, bloom cost, HDR-ed - Network accessline 18
| URPS | Unity official tutorial (Nik Lever e-book companion); Unity 6.0 (frames reviewed) | https://www.youtube.com/watch?v=HCXCmHgV7Sk | which asset renders, template defaults, pole s - Network accessline 18
| URPS | Unity official tutorial (Nik Lever e-book companion); Unity 6.0 (frames reviewed) | https://www.youtube.com/watch?v=HCXCmHgV7Sk | which asset renders, template defaults, pole s - Network accessline 19
| BP | Brackeys; URP 2019.3 | https://www.youtube.com/watch?v=9tjYz6Ab0oc | map of URP overrides, tonemapper with HDR, LGG - Network accessline 19
| BP | Brackeys; URP 2019.3 | https://www.youtube.com/watch?v=9tjYz6Ab0oc | map of URP overrides, tonemapper with HDR, LGG - Network accessline 20
| BL | Brackeys; Built-in 2018 (outdated UI) | https://www.youtube.com/watch?v=VnG2gOKV9dw | bake-and-fix loop: seams, banding, bleeding - Network accessline 20
| BL | Brackeys; Built-in 2018 (outdated UI) | https://www.youtube.com/watch?v=VnG2gOKV9dw | bake-and-fix loop: seams, banding, bleeding - Network accessline 21
| SBS | Sasquatch B Studios (indie educators); URP 14 2D (frames reviewed) | https://www.youtube.com/watch?v=xxM6AUHqTMA | override list, LUT after tonemapping in LDR, b - Network accessline 21
| SBS | Sasquatch B Studios (indie educators); URP 14 2D (frames reviewed) | https://www.youtube.com/watch?v=xxM6AUHqTMA | override list, LUT after tonemapping in LDR, b - Network accessline 22
| FFS | Fist Full of Shrimp (VR educator); URP 2022 | https://www.youtube.com/watch?v=zdHu69-_jrY | Two Sided shadow casting, bias symptoms; its c - Network accessline 22
| FFS | Fist Full of Shrimp (VR educator); URP 2022 | https://www.youtube.com/watch?v=zdHu69-_jrY | Two Sided shadow casting, bias symptoms; its c
skills/game-engines/unity/scenario-unity-rendering-lighting/scripts/AgentKit/Lighting/LightingCapture.cs
- Network accessline 163
foreach (var g in UnityEngine.Rendering.RenderGraphModule.RenderGraph.GetRegisteredRenderGraphs()) { var nc = LightingUtil.GetField(g, "nativeCompiler"); - Network accessline 163
foreach (var g in UnityEngine.Rendering.RenderGraphModule.RenderGraph.GetRegisteredRenderGraphs()) { var nc = LightingUtil.GetField(g, "nativeCompiler"); - Network accessline 164
{ var nc = LightingUtil.GetField(g, "nativeCompiler"); var ctx = LightingUtil.GetField(nc, "contextData"); - Network accessline 164
{ var nc = LightingUtil.GetField(g, "nativeCompiler"); var ctx = LightingUtil.GetField(nc, "contextData"); - Network accessline 165
var nc = LightingUtil.GetField(g, "nativeCompiler"); - Network accessline 165
var nc = LightingUtil.GetField(g, "nativeCompiler");
skills/game-engines/unity/scenario-unity-rendering-lighting/scripts/ut_lighting.py
skills/game-engines/unity/scenario-unity-shaders/SKILL.md
- Network accessline 15
Target: 6000.3.21f1, URP 17.3, Shader Graph 17.3, Metal on Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenari - Network accessline 15
Target: 6000.3.21f1, URP 17.3, Shader Graph 17.3, Metal on Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenari - Network accessline 16
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 17
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/game-engines/unity/scenario-unity-shaders/references/expert-notes.md
- Network accessline 94
- Blit once and set `resourceData.cameraColor = destination` (Blit, "Avoid blitting back"); fewer passes is the optimization; `AddUnsafePass` forfeits merging; framebuffer fetch (`SetInputAttachment`, `LOAD_FRAMEBUFFER_X_INPUT`) keeps T - Network accessline 94
- Blit once and set `resourceData.cameraColor = destination` (Blit, "Avoid blitting back"); fewer passes is the optimization; `AddUnsafePass` forfeits merging; framebuffer fetch (`SetInputAttachment`, `LOAD_FRAMEBUFFER_X_INPUT`) keeps T - Network accessline 95
passes is the optimization; `AddUnsafePass` forfeits merging; framebuffer fetch (`SetInputAttachment`, `LOAD_FRAMEBUFFER_X_INPUT`) keeps TBDR passes merged (Optimize). - A pass nobody reads is culled; `AllowPassCulling(false)` is for debu - Network accessline 95
passes is the optimization; `AddUnsafePass` forfeits merging; framebuffer fetch (`SetInputAttachment`, `LOAD_FRAMEBUFFER_X_INPUT`) keeps TBDR passes merged (Optimize). - A pass nobody reads is culled; `AllowPassCulling(false)` is for debu
skills/game-engines/unity/scenario-unity-shaders/references/sources.md
- Network accessline 23
| Source | URL - Network accessline 23
| Source | URL - Network accessline 24
| ------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ - Network accessline 24
| ------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ - Network accessline 25
| Unity 6.3 Manual, Writing custom shaders in URP (note `doc-urp-custom-shaders`) | https://docs.unity3d.com/6000.3/Documentation/Manual/urp/writing-custom-shaders-urp.html - Network accessline 25
| Unity 6.3 Manual, Writing custom shaders in URP (note `doc-urp-custom-shaders`) | https://docs.unity3d.com/6000.3/Documentation/Manual/urp/writing-custom-shaders-urp.html - Network accessline 26
| Unity 6.3 Manual, Render graph, renderer features, Full Screen Pass (note `doc-urp-render-graph`) | https://docs.unity3d.com/6000.3/Documentation/Manual/urp/render-graph.html - Network accessline 26
| Unity 6.3 Manual, Render graph, renderer features, Full Screen Pass (note `doc-urp-render-graph`) | https://docs.unity3d.com/6000.3/Documentation/Manual/urp/render-graph.html - Network accessline 27
| Shader Graph 17.3 manual (note `doc-shadergraph-custom-function`) | https://docs.unity3d.com/Packages/com.unity.shadergraph@17.3/manual/Custom-Function-Node.html - Network accessline 27
| Shader Graph 17.3 manual (note `doc-shadergraph-custom-function`) | https://docs.unity3d.com/Packages/com.unity.shadergraph@17.3/manual/Custom-Function-Node.html - Network accessline 28
| Unity 6.3 Manual, compute shaders (note `doc-compute-shaders`) | https://docs.unity3d.com/6000.3/Documentation/Manual/class-ComputeShader.html - Network accessline 28
| Unity 6.3 Manual, compute shaders (note `doc-compute-shaders`) | https://docs.unity3d.com/6000.3/Documentation/Manual/class-ComputeShader.html - Network accessline 29
| Unity 6.3 Manual, variants, stripping, PSO (note `doc-shader-variants`, part 2) | https://docs.unity3d.com/6000.3/Documentation/Manual/shader-variant-stripping.html (also `shader-conditionals-choose-a-type.html`, `SL-Mul - Network accessline 29
| Unity 6.3 Manual, variants, stripping, PSO (note `doc-shader-variants`, part 2) | https://docs.unity3d.com/6000.3/Documentation/Manual/shader-variant-stripping.html (also `shader-conditionals-choose-a-type.html`, `SL-Mul - Network accessline 33
| Expert, credential | Source | URL - Network accessline 33
| Expert, credential | Source | URL - Network accessline 34
| ------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------- - Network accessline 34
| ------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------- - Network accessline 35
| Attilio Carotenuto, Technical Lead at Unity | "Unity Shader Variants Optimization and Troubleshooting Tips" (blog, 2024-05-28; note `doc-shader-variants`, part 1) | https://unity.com/blog/engine-platform/shader-variants-o - Network accessline 35
| Attilio Carotenuto, Technical Lead at Unity | "Unity Shader Variants Optimization and Troubleshooting Tips" (blog, 2024-05-28; note `doc-shader-variants`, part 1) | https://unity.com/blog/engine-platform/shader-variants-o - Network accessline 36
| Cyanilux, URP shader author recommended on Unity Discussions | "Writing Shader Code in Universal RP (v2)" (2021, updated 2022; note `doc-cyanilux-urp-shader-code`) | https://www.cyanilux.com/tutorials/urp-shader-code/ - Network accessline 36
| Cyanilux, URP shader author recommended on Unity Discussions | "Writing Shader Code in Universal RP (v2)" (2021, updated 2022; note `doc-cyanilux-urp-shader-code`) | https://www.cyanilux.com/tutorials/urp-shader-code/
skills/game-engines/unity/scenario-unity-shaders/scripts/ut_shaders.py
skills/game-engines/unity/scenario-unity-ui/SKILL.md
- Network accessline 13
counters. Target: Unity 6000.3.21f1, uGUI 2.0 (TextMeshPro inside), UI Toolkit, Input System 1.20. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (h - Network accessline 13
counters. Target: Unity 6000.3.21f1, uGUI 2.0 (TextMeshPro inside), UI Toolkit, Input System 1.20. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (h - Network accessline 14
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 14
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 15
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 15
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/game-engines/unity/scenario-unity-ui/references/sources.md
- Network accessline 10
| Source | URL - Network accessline 10
| Source | URL - Network accessline 11
| --------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- - Network accessline 11
| --------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- - Network accessline 12
| Comparison of UI systems in Unity (6.3 Manual) | https://docs.unity3d.com/6000.3/Documentation/Manual/UI-system-compare.html - Network accessline 12
| Comparison of UI systems in Unity (6.3 Manual) | https://docs.unity3d.com/6000.3/Documentation/Manual/UI-system-compare.html - Network accessline 13
| Designing UI for Multiple Resolutions (uGUI 2.0) | https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/HOWTO-UIMultiResolution.html - Network accessline 13
| Designing UI for Multiple Resolutions (uGUI 2.0) | https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/HOWTO-UIMultiResolution.html - Network accessline 14
| Optimization tips for Unity UI (Unity e-book excerpt, 2020 LTS era text) | https://unity.com/how-to/unity-ui-optimization-tips - Network accessline 14
| Optimization tips for Unity UI (Unity e-book excerpt, 2020 LTS era text) | https://unity.com/how-to/unity-ui-optimization-tips - Network accessline 15
| Best practices for managing elements (UI Toolkit, 6.3 Manual) | https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-best-practices-for-managing-elements.html - Network accessline 15
| Best practices for managing elements (UI Toolkit, 6.3 Manual) | https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-best-practices-for-managing-elements.html - Network accessline 16
| Get started with runtime binding + Create a runtime binding in C# (6.3 Manual) | https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-get-started-runtime-binding.html , https://docs.unity3d - Network accessline 16
| Get started with runtime binding + Create a runtime binding in C# (6.3 Manual) | https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-get-started-runtime-binding.html , https://docs.unity3d - Network accessline 17
| Fallback font assets (TextMesh Pro, uGUI 2.0) | https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/TextMeshPro/FontAssetsFallback.html - Network accessline 17
| Fallback font assets (TextMesh Pro, uGUI 2.0) | https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/TextMeshPro/FontAssetsFallback.html - Network accessline 18
| Panel Settings properties reference (6.3 Manual) | https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-Runtime-Panel-Settings.html - Network accessline 18
| Panel Settings properties reference (6.3 Manual) | https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-Runtime-Panel-Settings.html - Network accessline 19
| Upgrade to Unity 6.3, "USS parser library upgrade" | https://docs.unity3d.com/6000.3/Documentation/Manual/UpgradeGuideUnity63.html - Network accessline 19
| Upgrade to Unity 6.3, "USS parser library upgrade" | https://docs.unity3d.com/6000.3/Documentation/Manual/UpgradeGuideUnity63.html - Network accessline 20
| UI Test Framework package 6.3.0 (built in; docs in the editor's BuiltInPackages/com.unity.ui.test-framework/Documentation~) | https://docs.unity3d.com/Packages/com.unity.ui.test-framework@1.0/manual/index.html - Network accessline 20
| UI Test Framework package 6.3.0 (built in; docs in the editor's BuiltInPackages/com.unity.ui.test-framework/Documentation~) | https://docs.unity3d.com/Packages/com.unity.ui.test-framework@1.0/manual/index.html - Network accessline 25
| Id | Expert, credential | Date | URL | Best for - Network accessline 25
| Id | Expert, credential | Date | URL | Best for - Network accessline 26
| ----------- | ---------------------------------------------------------------------------- | ------- | ------------------------------------------- | ----------------------------------------------------------------------------------------- - Network accessline 26
| ----------- | ---------------------------------------------------------------------------- | ------- | ------------------------------------------- | ----------------------------------------------------------------------------------------- - Network accessline 27
| bECmaYIvZJg | Nicolas Borromeo, Senior Software Development Consultant, Unity (Unite 2024) | 2024-10 | https://www.youtube.com/watch?v=bECmaYIvZJg | UI Toolkit batching, vertex budget, dynamic atlas, masks, usage hints, bindings cost, dea - Network accessline 27
| bECmaYIvZJg | Nicolas Borromeo, Senior Software Development Consultant, Unity (Unite 2024) | 2024-10 | https://www.youtube.com/watch?v=bECmaYIvZJg | UI Toolkit batching, vertex budget, dynamic atlas, masks, usage hints, bindings cost, dea - Network accessline 28
| eH-PdFKgctE | Andy Touch, Product Content Evangelist, Unity (Unite 2017 Seoul) | 2017-06 | https://www.youtube.com/watch?v=eH-PdFKgctE | uGUI batching rules, UI Profiler, Sprite Atlas, masks, Shadow/Outline vs TMP, dirtying ch - Network accessline 28
| eH-PdFKgctE | Andy Touch, Product Content Evangelist, Unity (Unite 2017 Seoul) | 2017-06 | https://www.youtube.com/watch?v=eH-PdFKgctE | uGUI batching rules, UI Profiler, Sprite Atlas, masks, Shadow/Outline vs TMP, dirtying ch - Network accessline 29
| 1OwQflHq5kg | Christina Creates Games, indie developer, uGUI e-book author (unverified) | 2024-06 | https://www.youtube.com/watch?v=1OwQflHq5kg | canvas render modes, Overlay invisible to cameras, raycasters on decoration, world-space - Network accessline 29
| 1OwQflHq5kg | Christina Creates Games, indie developer, uGUI e-book author (unverified) | 2024-06 | https://www.youtube.com/watch?v=1OwQflHq5kg | canvas render modes, Overlay invisible to cameras, raycasters on decoration, world-space - Network accessline 30
| HTQV4mukZ2M | Christina Creates Games (as above) | 2025-09 | https://www.youtube.com/watch?v=HTQV4mukZ2M | layout groups, Layout Element, Content Size Fitter, size resolution, pivot growth, ratio - Network accessline 30
| HTQV4mukZ2M | Christina Creates Games (as above) | 2025-09 | https://www.youtube.com/watch?v=HTQV4mukZ2M | layout groups, Layout Element, Content Size Fitter, size resolution, pivot growth, ratio - Network accessline 31
| HwdweCX5aMI | Game Dev Guide (Matt Gambell) | 2020-02 | https://www.youtube.com/watch?v=HwdweCX5aMI | palette discipline, bad vs good mock-up, header/body layout, blur panel - Network accessline 31
| HwdweCX5aMI | Game Dev Guide (Matt Gambell) | 2020-02 | https://www.youtube.com/watch?v=HwdweCX5aMI | palette discipline, bad vs good mock-up, header/body layout, blur panel - Network accessline 32
| 6DcwHPxCE54 | Game Dev Guide (Matt Gambell) | 2024-04 | https://www.youtube.com/watch?v=6DcwHPxCE54 | UI Toolkit runtime menu, USS transitions, UxmlElement controls, custom USS properties, bi - Network accessline 32
| 6DcwHPxCE54 | Game Dev Guide (Matt Gambell) | 2024-04 | https://www.youtube.com/watch?v=6DcwHPxCE54 | UI Toolkit runtime menu, USS transitions, UxmlElement controls, custom USS properties, bi - Network accessline 33
| I1JcytXwXM4 | Tarodev (Matthew Spencer), Unity educator | 2023-08 | https://www.youtube.com/watch?v=I1JcytXwXM4 | UI Toolkit built in C#, one USS sheet, variables, transitions, Debugger part classes - Network accessline 33
| I1JcytXwXM4 | Tarodev (Matthew Spencer), Unity educator | 2023-08 | https://www.youtube.com/watch?v=I1JcytXwXM4 | UI Toolkit built in C#, one USS sheet, variables, transitions, Debugger part classes - Network accessline 34
| lF26yGJbsQk | Tarodev | 2021-09 | https://www.youtube.com/watch?v=lF26yGJbsQk | uGUI menu build order, anchor presets, 9-slice, TMP - Network accessline 34
| lF26yGJbsQk | Tarodev | 2021-09 | https://www.youtube.com/watch?v=lF26yGJbsQk | uGUI menu build order, anchor presets, 9-slice, TMP - Network accessline 35
| u3YdlUW1nx0 | Sasquatch B Studios (Brandon and Nikki), indie studio shipping on Steam | 2023-06 | https://www.youtube.com/watch?v=u3YdlUW1nx0 | mouse/keyboard/gamepad parity, hover selects, first selection one frame late, last select - Network accessline 35
| u3YdlUW1nx0 | Sasquatch B Studios (Brandon and Nikki), indie studio shipping on Steam | 2023-06 | https://www.youtube.com/watch?v=u3YdlUW1nx0 | mouse/keyboard/gamepad parity, hover selects, first selection one frame late, last select - Network accessline 36
| 6ztY9-IX3Qg | Jason Weimann, professional developer and educator | 2020-01 | https://www.youtube.com/watch?v=6ztY9-IX3Qg | UI as an additive scene, event binding, register-then-initialize, unbind - Network accessline 36
| 6ztY9-IX3Qg | Jason Weimann, professional developer and educator | 2020-01 | https://www.youtube.com/watch?v=6ztY9-IX3Qg | UI as an additive scene, event binding, register-then-initialize, unbind - Network accessline 37
| g2a4ZK8cEso | git-amend (Adam Myhre), architecture educator | 2024-02 | https://www.youtube.com/watch?v=g2a4ZK8cEso | UI Toolkit binding through a view model, MVC split - Network accessline 37
| g2a4ZK8cEso | git-amend (Adam Myhre), architecture educator | 2024-02 | https://www.youtube.com/watch?v=g2a4ZK8cEso | UI Toolkit binding through a view model, MVC split - Network accessline 38
| NFn74l2WA_8 | Imphenzia, indie developer since 2011 (Line War) | 2023-04 | https://www.youtube.com/watch?v=NFn74l2WA_8 | Localization package, TMP multi-script fallbacks, padding rule, RTL failure - Network accessline 38
| NFn74l2WA_8 | Imphenzia, indie developer since 2011 (Line War) | 2023-04 | https://www.youtube.com/watch?v=NFn74l2WA_8 | Localization package, TMP multi-script fallbacks, padding rule, RTL failure - Network accessline 39
| BLfNP4Sc_iA | Brackeys (Asbjørn Thirslund), reference Unity educator | 2020-02 | https://www.youtube.com/watch?v=BLfNP4Sc_iA | HUD bar (display Slider, gradient), world-space billboard - Network accessline 39
| BLfNP4Sc_iA | Brackeys (Asbjørn Thirslund), reference Unity educator | 2020-02 | https://www.youtube.com/watch?v=BLfNP4Sc_iA | HUD bar (display Slider, gradient), world-space billboard - Network accessline 40
| _UadeZn6kI8 | Code Monkey (Hugo Cardoso), 8 Steam games, educator | 2025-09 | https://www.youtube.com/watch?v=_UadeZn6kI8 | uGUI vs UI Toolkit routing, team-size argument - Network accessline 40
| _UadeZn6kI8 | Code Monkey (Hugo Cardoso), 8 Steam games, educator | 2025-09 | https://www.youtube.com/watch?v=_UadeZn6kI8 | uGUI vs UI Toolkit routing, team-size argument - Network accessline 50
Unity Discussions thread "Mixing unity UI (uGUI) and UI Toolkit. Sorting order not working?", 2022-08-05, https://discussions.unity.com/t/mixing-unity-ui-ugui-and-ui-toolkit-sorting-order-not-working/890201 - Network accessline 50
Unity Discussions thread "Mixing unity UI (uGUI) and UI Toolkit. Sorting order not working?", 2022-08-05, https://discussions.unity.com/t/mixing-unity-ui-ugui-and-ui-toolkit-sorting-order-not-working/890201 - Network accessline 51
2022-08-05, https://discussions.unity.com/t/mixing-unity-ui-ugui-and-ui-toolkit-sorting-order-not-working/890201 (input order measured here; drawing not observable headless). - Network accessline 51
2022-08-05, https://discussions.unity.com/t/mixing-unity-ui-ugui-and-ui-toolkit-sorting-order-not-working/890201 (input order measured here; drawing not observable headless). - Network accessline 52
https://discussions.unity.com/t/mixing-unity-ui-ugui-and-ui-toolkit-sorting-order-not-working/890201 - Network accessline 52
https://discussions.unity.com/t/mixing-unity-ui-ugui-and-ui-toolkit-sorting-order-not-working/890201
skills/game-engines/unity/scenario-unity-ui/scripts/ut_ui.py
skills/game-engines/unity/scenario-unity-vfx/SKILL.md
- Network accessline 13
17.3, VFX Graph 17.3.0, macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unatt - Network accessline 13
17.3, VFX Graph 17.3.0, macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unatt - Network accessline 14
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unity/scenario-unity-vfx/references/sources.md
- Network accessline 10
| Id | Expert, credential | Title, year, URL - Network accessline 10
| Id | Expert, credential | Title, year, URL - Network accessline 11
| ----------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------- - Network accessline 11
| ----------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------- - Network accessline 12
| BOE8osaPzOY | Jason Keyser, former Riot Games VFX artist, founder of VFX Apprentice | Artistic Principles of VFX #1: Gameplay, 2018, https://www.youtub - Network accessline 12
| BOE8osaPzOY | Jason Keyser, former Riot Games VFX artist, founder of VFX Apprentice | Artistic Principles of VFX #1: Gameplay, 2018, https://www.youtub - Network accessline 13
| YZWKdw03Gls | Nikola Damjanov, VFX artist, Nordeus (Spellsouls, shipped mobile PvP) | Unite Europe 2017: The Real-time VFX of Spellsouls, 2017, https:/ - Network accessline 13
| YZWKdw03Gls | Nikola Damjanov, VFX artist, Nordeus (Spellsouls, shipped mobile PvP) | Unite Europe 2017: The Real-time VFX of Spellsouls, 2017, https:/ - Network accessline 14
| 20WjQIFl85o | Fred Moreau (Senior Technical Product Manager, VFX and shader tools, Unity) and Orson Favrel (Senior VFX Technical Artist, Unity; ex Ready At Dawn, DONTNOD) | Achieve your vision faster with technical artist tools in Unity 6 - Network accessline 14
| 20WjQIFl85o | Fred Moreau (Senior Technical Product Manager, VFX and shader tools, Unity) and Orson Favrel (Senior VFX Technical Artist, Unity; ex Ready At Dawn, DONTNOD) | Achieve your vision faster with technical artist tools in Unity 6 - Network accessline 15
| uNzLQjpg6UE | Orson Favrel, Unity (10 years VFX lead and artist before Unity) | VFX Graph: Six-way lighting workflow, GDC 2023, https://www.youtu - Network accessline 15
| uNzLQjpg6UE | Orson Favrel, Unity (10 years VFX lead and artist before Unity) | VFX Graph: Six-way lighting workflow, GDC 2023, https://www.youtu - Network accessline 16
| DKVdg8DsIVY | Unity (official tutorial) | VFX Graph Learning Templates, 2024, https://www.youtube.com/watch - Network accessline 16
| DKVdg8DsIVY | Unity (official tutorial) | VFX Graph Learning Templates, 2024, https://www.youtube.com/watch - Network accessline 17
| xenW67bXTgM | Gabriel Aguiar, game VFX artist, Udemy VFX instructor | Unity 2018 Game VFX: Projectile/Bullet Raycast Tutorial, 2018, ht - Network accessline 17
| xenW67bXTgM | Gabriel Aguiar, game VFX artist, Udemy VFX instructor | Unity 2018 Game VFX: Projectile/Bullet Raycast Tutorial, 2018, ht - Network accessline 18
| adgeiUNlajY | Gabriel Aguiar | Easy Explosions: Particle System vs VFX Graph, 2023, https://www. - Network accessline 18
| adgeiUNlajY | Gabriel Aguiar | Easy Explosions: Particle System vs VFX Graph, 2023, https://www. - Network accessline 19
| w3Xzzs1TWpk | Gabriel Aguiar | Unity VFX Graph: Meteor Rain (Trails and Trigger Events), 2021, h - Network accessline 19
| w3Xzzs1TWpk | Gabriel Aguiar | Unity VFX Graph: Meteor Rain (Trails and Trigger Events), 2021, h - Network accessline 20
| wvK6MNlmCCE | Gabriel Aguiar | Unity Shader Graph: Stylized Trails, 2021, https://www.youtube.co - Network accessline 20
| wvK6MNlmCCE | Gabriel Aguiar | Unity Shader Graph: Stylized Trails, 2021, https://www.youtube.co - Network accessline 21
| qh3TEYUN6cA | Gabriel Aguiar | Unity VFX Graph: Ground Slash, 2021, https://www.youtube.com/watc - Network accessline 21
| qh3TEYUN6cA | Gabriel Aguiar | Unity VFX Graph: Ground Slash, 2021, https://www.youtube.com/watc - Network accessline 22
| 5Mw6NpSEb2o | Sirhaian, VFX artist at Riot Games for 8 years | Unity VFX Tutorials 08: Basics (Fire), 2018, https://www.youtube. - Network accessline 22
| 5Mw6NpSEb2o | Sirhaian, VFX artist at Riot Games for 8 years | Unity VFX Tutorials 08: Basics (Fire), 2018, https://www.youtube. - Network accessline 23
| 5SosGQwPXdY | Hovl Studio, Unity Asset Store VFX publisher | Game VFX tutorial: Sword Slash, 2020, https://www.youtube.com/wat - Network accessline 23
| 5SosGQwPXdY | Hovl Studio, Unity Asset Store VFX publisher | Game VFX tutorial: Sword Slash, 2020, https://www.youtube.com/wat - Network accessline 24
| KaNDezgsg4M | Simon Trümpler, VFX artist at Wild Sheep Studio, author of the Textures for VFX database | How to (Not) Create Textures for VFX, GDC 2022, https://www.youtu - Network accessline 24
| KaNDezgsg4M | Simon Trümpler, VFX artist at Wild Sheep Studio, author of the Textures for VFX database | How to (Not) Create Textures for VFX, GDC 2022, https://www.youtu - Network accessline 25
| FEA1wTMJAR0 | Brackeys (Asbjørn Thirslund), Unity educator | Everything to know about the PARTICLE SYSTEM, 2018, https://www.y - Network accessline 25
| FEA1wTMJAR0 | Brackeys (Asbjørn Thirslund), Unity educator | Everything to know about the PARTICLE SYSTEM, 2018, https://www.y - Network accessline 26
| LhvnIOlmXMM | Code Monkey, Unity educator | Make Awesome Effects with Visual Effect Graph, 2020, https://www. - Network accessline 26
| LhvnIOlmXMM | Code Monkey, Unity educator | Make Awesome Effects with Visual Effect Graph, 2020, https://www. - Network accessline 30
| Source | URL (local copy) - Network accessline 30
| Source | URL (local copy) - Network accessline 31
| --------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- - Network accessline 31
| --------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- - Network accessline 32
| Unity 6.3 Manual: Choosing your particle system solution; Particle System custom vertex streams; Apply GPU instancing | https://docs.unity3d.com/6000.3/Documentation/Manual/ChoosingYourParticleSystem.html , .../PartSysVertexStreams.html , - Network accessline 32
| Unity 6.3 Manual: Choosing your particle system solution; Particle System custom vertex streams; Apply GPU instancing | https://docs.unity3d.com/6000.3/Documentation/Manual/ChoosingYourParticleSystem.html , .../PartSysVertexStreams.html , - Network accessline 33
| Fred Moreau, "Shuriken Particles and Shader Graph" (Unity Discussions, Posts 1 to 11, 2025 to 2026) | https://discussions.unity.com/t/shuriken-particles-shader-graph/1669355 ; examples https://github.com/FredMoreau/Shuri - Network accessline 33
| Fred Moreau, "Shuriken Particles and Shader Graph" (Unity Discussions, Posts 1 to 11, 2025 to 2026) | https://discussions.unity.com/t/shuriken-particles-shader-graph/1669355 ; examples https://github.com/FredMoreau/Shuri - Network accessline 34
| Unity Technical Content Team, "Getting started with the VFX Graph in Unity 6" (e-book excerpt, 2025) | https://discussions.unity.com/t/getting-started-with-the-vfx-graph-in-unity-6/1617550 (`sources/docs/vfx__getting-star - Network accessline 34
| Unity Technical Content Team, "Getting started with the VFX Graph in Unity 6" (e-book excerpt, 2025) | https://discussions.unity.com/t/getting-started-with-the-vfx-graph-in-unity-6/1617550 (`sources/docs/vfx__getting-star - Network accessline 35
| VFX Graph 17.3 manual: performance panels, bounds, instancing, project settings | https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.3/manual/performance-debug-panel.html , .../visual-ef - Network accessline 35
| VFX Graph 17.3 manual: performance panels, bounds, instancing, project settings | https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.3/manual/performance-debug-panel.html , .../visual-ef - Network accessline 36
| VFX Graph 17.3 manual: Component API, Events, GPU Event, Output Event Handlers, Property Binders, ExposedProperty | https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.3/manual/ComponentAPI.html (and siblings) (`sources/d - Network accessline 36
| VFX Graph 17.3 manual: Component API, Events, GPU Event, Output Event Handlers, Property Binders, ExposedProperty | https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.3/manual/ComponentAPI.html (and siblings) (`sources/d - Network accessline 37
| VFX Graph 17.3 manual: complex shapes, SDF, SDF Bake Tool and API, Point Caches | https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.3/manual/representing-complex-shapes.html (and siblin - Network accessline 37
| VFX Graph 17.3 manual: complex shapes, SDF, SDF Bake Tool and API, Point Caches | https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.3/manual/representing-complex-shapes.html (and siblin - Network accessline 38
| pCache open format | https://github.com/peeweek/pcache - Network accessline 38
| pCache open format | https://github.com/peeweek/pcache
skills/game-engines/unity/scenario-unity-vfx/scripts/ut_vfx.py
skills/game-engines/unity/scenario-unity-web/SKILL.md
- Network accessline 14
17.3, Chrome headless on macOS. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, procee - Network accessline 14
17.3, Chrome headless on macOS. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, procee - Network accessline 15
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unity/scenario-unity-web/references/expert-notes.md
- Network accessline 36
because WebGL still has the reach [~00:10:10], [~00:10:49]. The fallback is "automatic and silent", including on plain HTTP or `file://` (forum, 6.6 announcement). Observed (P7): the same WebGPU-first build ran `WebGPU` on `http://local - Network accessline 36
because WebGL still has the reach [~00:10:10], [~00:10:49]. The fallback is "automatic and silent", including on plain HTTP or `file://` (forum, 6.6 announcement). Observed (P7): the same WebGPU-first build ran `WebGPU` on `http://local - Network accessline 37
silent", including on plain HTTP or `file://` (forum, 6.6 announcement). Observed (P7): the same WebGPU-first build ran `WebGPU` on `http://localhost` and `OpenGLES3` on `http://<LAN IP>` in Chrome 153 (no `navigator.gpu` in an insecure - Network accessline 37
silent", including on plain HTTP or `file://` (forum, 6.6 announcement). Observed (P7): the same WebGPU-first build ran `WebGPU` on `http://localhost` and `OpenGLES3` on `http://<LAN IP>` in Chrome 153 (no `navigator.gpu` in an insecure - Network accessline 38
WebGPU-first build ran `WebGPU` on `http://localhost` and `OpenGLES3` on `http://<LAN IP>` in - Network accessline 38
WebGPU-first build ran `WebGPU` on `http://localhost` and `OpenGLES3` on `http://<LAN IP>` in - Network accessline 116
Unity's precompressed files again (Nginx `gzip off`, IIS `doStaticCompression="false"`). - **Brotli decodes natively only over HTTPS** in Chrome and Firefox. Observed in Chrome 153: `http://localhost` decodes Brotli (a potentially trustwo - Network accessline 116
Unity's precompressed files again (Nginx `gzip off`, IIS `doStaticCompression="false"`). - **Brotli decodes natively only over HTTPS** in Chrome and Firefox. Observed in Chrome 153: `http://localhost` decodes Brotli (a potentially trustwo - Network accessline 117
- **Brotli decodes natively only over HTTPS** in Chrome and Firefox. Observed in Chrome 153: `http://localhost` decodes Brotli (a potentially trustworthy origin), `http://<LAN IP>` fails every `.br` request with `net::ERR_CONTENT_DECODI - Network accessline 117
- **Brotli decodes natively only over HTTPS** in Chrome and Firefox. Observed in Chrome 153: `http://localhost` decodes Brotli (a potentially trustworthy origin), `http://<LAN IP>` fails every `.br` request with `net::ERR_CONTENT_DECODI - Network accessline 118
`http://localhost` decodes Brotli (a potentially trustworthy origin), `http://<LAN IP>` fails - Network accessline 118
`http://localhost` decodes Brotli (a potentially trustworthy origin), `http://<LAN IP>` fails
skills/game-engines/unity/scenario-unity-web/references/gui-paths.md
- Network accessline 123
`butler push <folder> <user>/<game>:html5` [not run here: needs an itch.io account]. - **Own host / CDN**: upload `Build/`, `TemplateData/`, `StreamingAssets/`, `index.html`; set headers per `ut_web.headers_table()`; check with `curl -sI` - Network accessline 123
`butler push <folder> <user>/<game>:html5` [not run here: needs an itch.io account]. - **Own host / CDN**: upload `Build/`, `TemplateData/`, `StreamingAssets/`, `index.html`; set headers per `ut_web.headers_table()`; check with `curl -sI` - Network accessline 124
- **Own host / CDN**: upload `Build/`, `TemplateData/`, `StreamingAssets/`, `index.html`; set headers per `ut_web.headers_table()`; check with `curl -sI`. - **CrazyGames / Poki**: portal SDK packages and their inspectors (Poki Inspector) - Network accessline 124
- **Own host / CDN**: upload `Build/`, `TemplateData/`, `StreamingAssets/`, `index.html`; set headers per `ut_web.headers_table()`; check with `curl -sI`. - **CrazyGames / Poki**: portal SDK packages and their inspectors (Poki Inspector) - Network accessline 125
headers per `ut_web.headers_table()`; check with `curl -sI`. - Network accessline 125
headers per `ut_web.headers_table()`; check with `curl -sI`.
skills/game-engines/unity/scenario-unity-web/references/procedures.md
- Network accessline 315
// contract: submit(name, score) -> value or Promise of {rank} submit: function (name, score) { return fetch("https://api.example-studio.com/scores", { - Network accessline 315
// contract: submit(name, score) -> value or Promise of {rank} submit: function (name, score) { return fetch("https://api.example-studio.com/scores", { - Network accessline 316
submit: function (name, score) { return fetch("https://api.example-studio.com/scores", { method: "POST", - Network accessline 316
submit: function (name, score) { return fetch("https://api.example-studio.com/scores", { method: "POST", - Network accessline 317
return fetch("https://api.example-studio.com/scores", { - Network accessline 317
return fetch("https://api.example-studio.com/scores", { - Network accessline 371
root = P + "/Builds/Web-br" srv = ut_web.serve(root) # http://localhost:<port>/ - Network accessline 371
root = P + "/Builds/Web-br" srv = ut_web.serve(root) # http://localhost:<port>/ - Network accessline 372
srv = ut_web.serve(root) # http://localhost:<port>/ - Network accessline 372
srv = ut_web.serve(root) # http://localhost:<port>/ - Network accessline 429
| no `Content-Encoding` | Brotli | same `SyntaxError`, then "Unable to parse ...framework.js.br! ... verify that web server is sending .br files with HTTP R - Network accessline 429
| no `Content-Encoding` | Brotli | same `SyntaxError`, then "Unable to parse ...framework.js.br! ... verify that web server is sending .br files with HTTP R - Network accessline 430
| right encodings, `.wasm` as `application/octet-stream` | Brotli | loads, but "wasm streaming compile failed: ... Incorrect response MIME type. Expected 'application/wasm'" and the warning - Network accessline 430
| right encodings, `.wasm` as `application/octet-stream` | Brotli | loads, but "wasm streaming compile failed: ... Incorrect response MIME type. Expected 'application/wasm'" and the warning - Network accessline 431
| right headers, `http://<LAN IP>` | Brotli | every `.br` fails with `net::ERR_CONTENT_DECODING_FAILED` (Chrome refuses Brotli on an insecure origin), banner "Unable t - Network accessline 431
| right headers, `http://<LAN IP>` | Brotli | every `.br` fails with `net::ERR_CONTENT_DECODING_FAILED` (Chrome refuses Brotli on an insecure origin), banner "Unable t - Network accessline 499
srv = ut_web.serve(P + "/Builds/Web-webgpu", host="0.0.0.0") try: secure = ut_web.browser_check(srv.url + "index.html", init_script=ut_web.MOCK_LEADERBOARD_JS) # http://localhost - Network accessline 499
srv = ut_web.serve(P + "/Builds/Web-webgpu", host="0.0.0.0") try: secure = ut_web.browser_check(srv.url + "index.html", init_script=ut_web.MOCK_LEADERBOARD_JS) # http://localhost - Network accessline 500
try: secure = ut_web.browser_check(srv.url + "index.html", init_script=ut_web.MOCK_LEADERBOARD_JS) # http://localhost insecure = ut_web.browser_check(srv.url_for(ip) + "index.html", init_script=ut_web.MOCK_LEADERBOARD_ - Network accessline 500
try: secure = ut_web.browser_check(srv.url + "index.html", init_script=ut_web.MOCK_LEADERBOARD_JS) # http://localhost insecure = ut_web.browser_check(srv.url_for(ip) + "index.html", init_script=ut_web.MOCK_LEADERBOARD_ - Network accessline 501
secure = ut_web.browser_check(srv.url + "index.html", init_script=ut_web.MOCK_LEADERBOARD_JS) # http://localhost - Network accessline 501
secure = ut_web.browser_check(srv.url + "index.html", init_script=ut_web.MOCK_LEADERBOARD_JS) # http://localhost - Network accessline 512
**Live test:** `test_10_webgpu_fallback`. **Result (pass):** `SetGraphicsAPIs` accepted `WebGPU` on 6.3 with no `ProjectSettings.asset` edit (the 6.0 unlock in Cam Ayres' video is not needed). Same build: `http://localhost` ran **WebGPU** ( - Network accessline 512
**Live test:** `test_10_webgpu_fallback`. **Result (pass):** `SetGraphicsAPIs` accepted `WebGPU` on 6.3 with no `ProjectSettings.asset` edit (the 6.0 unlock in Cam Ayres' video is not needed). Same build: `http://localhost` ran **WebGPU** ( - Network accessline 513
6.3 with no `ProjectSettings.asset` edit (the 6.0 unlock in Cam Ayres' video is not needed). Same build: `http://localhost` ran **WebGPU** (secure context), `http://<LAN IP>` ran **OpenGLES3**, with no error, no warning and identical frames - Network accessline 513
6.3 with no `ProjectSettings.asset` edit (the 6.0 unlock in Cam Ayres' video is not needed). Same build: `http://localhost` ran **WebGPU** (secure context), `http://<LAN IP>` ran **OpenGLES3**, with no error, no warning and identical frames - Network accessline 514
build: `http://localhost` ran **WebGPU** (secure context), `http://<LAN IP>` ran **OpenGLES3**, with - Network accessline 514
build: `http://localhost` ran **WebGPU** (secure context), `http://<LAN IP>` ran **OpenGLES3**, with - Network accessline 679
the live one: rollback is a pointer change). Stratton pushes editor to players in 8 to 9 minutes with GitHub Actions and Cloudflare Pages (FYsVftoLBP8 [00:21:40]). 2. Before upload: `header_audit` against a staging URL (`curl -sI` equiva - Network accessline 679
the live one: rollback is a pointer change). Stratton pushes editor to players in 8 to 9 minutes with GitHub Actions and Cloudflare Pages (FYsVftoLBP8 [00:21:40]). 2. Before upload: `header_audit` against a staging URL (`curl -sI` equiva - Network accessline 680
with GitHub Actions and Cloudflare Pages (FYsVftoLBP8 [00:21:40]). 2. Before upload: `header_audit` against a staging URL (`curl -sI` equivalent), `browser_check` smoke test (API, zero errors, `gameplay_start`), `budget_check`. - Network accessline 680
with GitHub Actions and Cloudflare Pages (FYsVftoLBP8 [00:21:40]). 2. Before upload: `header_audit` against a staging URL (`curl -sI` equivalent), `browser_check` smoke test (API, zero errors, `gameplay_start`), `budget_check`. - Network accessline 681
2. Before upload: `header_audit` against a staging URL (`curl -sI` equivalent), `browser_check` - Network accessline 681
2. Before upload: `header_audit` against a staging URL (`curl -sI` equivalent), `browser_check`
skills/game-engines/unity/scenario-unity-web/references/sources.md
- Network accessline 11
| Bundle (local file) | URL (entry page) - Network accessline 11
| Bundle (local file) | URL (entry page) - Network accessline 12
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------------- - Network accessline 12
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------------- - Network accessline 13
| Build, deploy and server configuration: Web build settings, Build folder, Apache, Nginx, Node.js and IIS samples, caching, templates, Web Player settings (`web__build-deploy-server.md` + `.tables.md`) | https://docs.unity3 - Network accessline 13
| Build, deploy and server configuration: Web build settings, Build folder, Apache, Nginx, Node.js and IIS samples, caching, templates, Web Player settings (`web__build-deploy-server.md` + `.tables.md`) | https://docs.unity3 - Network accessline 14
| Distribution size and stripping, recommended settings, mobile web, texture compression, profiling and debugging, plus the Unity 6 optimization e-book pages 92 to 96 (`web__optimization-size-mobile.md` + `.tables.md`) | https://docs.unity3 - Network accessline 14
| Distribution size and stripping, recommended settings, mobile web, texture compression, profiling and debugging, plus the Unity 6 optimization e-book pages 92 to 96 (`web__optimization-size-mobile.md` + `.tables.md`) | https://docs.unity3 - Network accessline 15
| Technical limitations, browser compatibility, memory, .NET API support, WebAssembly 2023, audio, video, input, canvas size, device access, networking (`web__platform-limits-memory.md` + `.tables.md`) | https://docs.unity3 - Network accessline 15
| Technical limitations, browser compatibility, memory, .NET API support, WebAssembly 2023, audio, video, input, canvas size, device access, networking (`web__platform-limits-memory.md` + `.tables.md`) | https://docs.unity3 - Network accessline 16
| Interaction with browser scripting: `.jslib`, `.jspre`, JS to C#, C# to JS, callbacks, deprecated calls, Emscripten native plug-ins (`web__browser-scripting-interop.md` + `.tables.md`) | https://docs.unity3 - Network accessline 16
| Interaction with browser scripting: `.jslib`, `.jspre`, JS to C#, C# to JS, callbacks, deprecated calls, Emscripten native plug-ins (`web__browser-scripting-interop.md` + `.tables.md`) | https://docs.unity3 - Network accessline 17
| WebGL 2 and WebGPU pages plus two Unity Discussions threads by the Web Graphics team (Brendan Duncan, dnach) (`web__webgpu.md`) | https://docs.unity3 - Network accessline 17
| WebGL 2 and WebGPU pages plus two Unity Discussions threads by the Web Graphics team (Brendan Duncan, dnach) (`web__webgpu.md`) | https://docs.unity3 - Network accessline 22
| Source | Credentials | URL | Best for - Network accessline 22
| Source | Credentials | URL | Best for - Network accessline 23
| ------------------------------------------------------------------------------ | ----------------------------------------------------- | -------------------------------------------------------- | ------------------------------------------ - Network accessline 23
| ------------------------------------------------------------------------------ | ----------------------------------------------------- | -------------------------------------------------------- | ------------------------------------------ - Network accessline 24
| CrazyGames: Unity optimization tips, technical requirements, first-frame guide | CrazyGames developer relations (50M+ monthly players) | https://docs.crazygames.com/resources/optimization-tips/ | 20 / 50 MB initial download to `gameplaySt - Network accessline 24
| CrazyGames: Unity optimization tips, technical requirements, first-frame guide | CrazyGames developer relations (50M+ monthly players) | https://docs.crazygames.com/resources/optimization-tips/ | 20 / 50 MB initial download to `gameplaySt - Network accessline 25
| Poki: Unity SDK and build optimization | Poki developer relations | https://sdk.poki.com/unity | compression Disabled (Poki compresses), `c - Network accessline 25
| Poki: Unity SDK and build optimization | Poki developer relations | https://sdk.poki.com/unity | compression Disabled (Poki compresses), `c - Network accessline 29
| Id | Title, speaker | Credentials | URL - Network accessline 29
| Id | Title, speaker | Credentials | URL - Network accessline 30
| ----------- | ------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------- | --------------------------------------- - Network accessline 30
| ----------- | ------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------- | --------------------------------------- - Network accessline 31
| FYsVftoLBP8 | Level up your Web builds (Unite 2025), Josh Loveridge | Founder and Managing Director, Stratton Studios; Unity web games with 50M+ players | https://www.youtube.com/watch?v=FYsVfto - Network accessline 31
| FYsVftoLBP8 | Level up your Web builds (Unite 2025), Josh Loveridge | Founder and Managing Director, Stratton Studios; Unity web games with 50M+ players | https://www.youtube.com/watch?v=FYsVfto - Network accessline 32
| 3bu4WZUCGYc | Better in a browser (Unite 2024), Ben Craven, Brendan Duncan, Josh Loveridge | Unity Web product owner; Unity WebGL/WebGPU back-end lead; Stratton founder | https://www.youtube.com/watch?v=3bu4WZU - Network accessline 32
| 3bu4WZUCGYc | Better in a browser (Unite 2024), Ben Craven, Brendan Duncan, Josh Loveridge | Unity Web product owner; Unity WebGL/WebGPU back-end lead; Stratton founder | https://www.youtube.com/watch?v=3bu4WZU - Network accessline 33
| LlE35onVdmQ | Instantly get your Unity game to more players on the web (Unite 2023), Ben Craven, Anthony Bowker | Unity Web platform product and engineering managers | https://www.youtube.com/watch?v=LlE35on - Network accessline 33
| LlE35onVdmQ | Instantly get your Unity game to more players on the web (Unite 2023), Ben Craven, Anthony Bowker | Unity Web platform product and engineering managers | https://www.youtube.com/watch?v=LlE35on - Network accessline 34
| vBKl9miz4i4 | 3D on the Web 2026: Unity WebGPU (Khronos), Brendan Duncan | Unity Web Graphics engineer | https://www.youtube.com/watch?v=vBKl9mi - Network accessline 34
| vBKl9miz4i4 | 3D on the Web 2026: Unity WebGPU (Khronos), Brendan Duncan | Unity Web Graphics engineer | https://www.youtube.com/watch?v=vBKl9mi - Network accessline 35
| bF_eUuxGEcA | Unity 6: Building to WebGPU, Cam Ayres | Staff Solutions Architect, Unity | https://www.youtube.com/watch?v=bF_eUux - Network accessline 35
| bF_eUuxGEcA | Unity 6: Building to WebGPU, Cam Ayres | Staff Solutions Architect, Unity | https://www.youtube.com/watch?v=bF_eUux - Network accessline 36
| u7TQJWmZ_rk | What's new in 6.6, Unity | official release overview | https://www.youtube.com/watch?v=u7TQJWm - Network accessline 36
| u7TQJWmZ_rk | What's new in 6.6, Unity | official release overview | https://www.youtube.com/watch?v=u7TQJWm - Network accessline 37
| 3g0N__K7Wlo | Send data from JavaScript to Unity WebGL, Code Monkey (Hugo Cardoso) | indie developer (7 Steam games), educator | https://www.youtube.com/watch?v=3g0N__K - Network accessline 37
| 3g0N__K7Wlo | Send data from JavaScript to Unity WebGL, Code Monkey (Hugo Cardoso) | indie developer (7 Steam games), educator | https://www.youtube.com/watch?v=3g0N__K - Network accessline 38
| 8iApGVX--B0 | Unity 6 Web build to itch.io, Max O'Didily | tutorial creator (unverified) | https://www.youtube.com/watch?v=8iApGVX - Network accessline 38
| 8iApGVX--B0 | Unity 6 Web build to itch.io, Max O'Didily | tutorial creator (unverified) | https://www.youtube.com/watch?v=8iApGVX - Network accessline 39
| F-NzcSQLiJs | Unity WebGL on phones with local HTTPS, Makaka Games (Andrei Sirota) | Asset Store publisher (self-introduced) | https://www.youtube.com/watch?v=F-NzcSQ - Network accessline 39
| F-NzcSQLiJs | Unity WebGL on phones with local HTTPS, Makaka Games (Andrei Sirota) | Asset Store publisher (self-introduced) | https://www.youtube.com/watch?v=F-NzcSQ - Network accessline 40
| 7O21c8BzEzM | Reduce your Unity build size, Jason Weimann | professional Unity developer, Unity3D College | https://www.youtube.com/watch?v=7O21c8B - Network accessline 40
| 7O21c8BzEzM | Reduce your Unity build size, Jason Weimann | professional Unity developer, Unity3D College | https://www.youtube.com/watch?v=7O21c8B
skills/game-engines/unity/scenario-unity-web/scripts/ut_web.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 352
ctx.check_hostname = False ctx.verify_mode = ssl.CERT_NONE import http.client as hc - Network accessline 352
ctx.check_hostname = False ctx.verify_mode = ssl.CERT_NONE import http.client as hc - Network accessline 353
ctx.verify_mode = ssl.CERT_NONE import http.client as hc conn = hc.HTTPSConnection(u.hostname, u.port or 443, timeout=20, context=ctx) - Network accessline 353
ctx.verify_mode = ssl.CERT_NONE import http.client as hc conn = hc.HTTPSConnection(u.hostname, u.port or 443, timeout=20, context=ctx) - Network accessline 354
import http.client as hc - Network accessline 354
import http.client as hc - Network accessline 355
conn = hc.HTTPSConnection(u.hostname, u.port or 443, timeout=20, context=ctx) else: import http.client as hc - Network accessline 355
conn = hc.HTTPSConnection(u.hostname, u.port or 443, timeout=20, context=ctx) else: import http.client as hc - Network accessline 356
else: import http.client as hc conn = hc.HTTPConnection(u.hostname, u.port or 80, timeout=20) - Network accessline 356
else: import http.client as hc conn = hc.HTTPConnection(u.hostname, u.port or 80, timeout=20) - Network accessline 357
import http.client as hc - Network accessline 357
import http.client as hc
skills/game-engines/unity/scenario-unity-world-building/SKILL.md
- Network accessline 15
Navigation 2.0.14. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool s - Network accessline 15
Navigation 2.0.14. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool s - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unity/scenario-unity-world-building/references/sources.md
- Network accessline 23
| Expert, credential | Source - Network accessline 23
| Expert, credential | Source - Network accessline 24
| ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ - Network accessline 24
| ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ - Network accessline 25
| Unity Technologies (6.3 Manual, Terrain Tools 5.3) | Terrain manual: create, heightmaps, trees, details, settings reference, Toolbox, brush masks, erosion, stamp (note `doc-terrain-manual`) - Network accessline 25
| Unity Technologies (6.3 Manual, Terrain Tools 5.3) | Terrain manual: create, heightmaps, trees, details, settings reference, Toolbox, brush masks, erosion, stamp (note `doc-terrain-manual`) - Network accessline 26
| Unity Technologies (package docs) | ProBuilder 6.1 manual and scripting API; Polybrush 1.2 (note `doc-probuilder-polybrush`) - Network accessline 26
| Unity Technologies (package docs) | ProBuilder 6.1 manual and scripting API; Polybrush 1.2 (note `doc-probuilder-polybrush`) - Network accessline 27
| Unity Technologies (6.3 Manual and Scripting API, Addressables 2.7) | multi-scene editing, LoadSceneAsync, allowSceneActivation, UnloadSceneAsync, SetActiveScene, backgroundLoadingPriority (note `doc-multi-scene-streamin - Network accessline 27
| Unity Technologies (6.3 Manual and Scripting API, Addressables 2.7) | multi-scene editing, LoadSceneAsync, allowSceneActivation, UnloadSceneAsync, SetActiveScene, backgroundLoadingPriority (note `doc-multi-scene-streamin - Network accessline 28
| Unity Technologies with professional level designers (Christo Nobbs and others), 2023 | "Introduction to Game Level Design" e-book, 2022 LTS (note `doc-level-design-ebook`) - Network accessline 28
| Unity Technologies with professional level designers (Christo Nobbs and others), 2023 | "Introduction to Game Level Design" e-book, 2022 LTS (note `doc-level-design-ebook`) - Network accessline 29
| Jasper Flick, Catlike Coding | Procedural Meshes 1 and 2 (note `doc-catlike-procedural-meshes`) - Network accessline 29
| Jasper Flick, Catlike Coding | Procedural Meshes 1 and 2 (note `doc-catlike-procedural-meshes`) - Network accessline 33
| Expert, credential | Source | URL - Network accessline 33
| Expert, credential | Source | URL - Network accessline 34
| -------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- | ---------------------------------------- - Network accessline 34
| -------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- | ---------------------------------------- - Network accessline 35
| Manesh Mistry, Lead Programmer, ustwo games (Monument Valley, Alba) | "Making Alba: How to build a performant open-world game", Unite 2022, 131k views (note `YOtDVv5-0A4`) | https://www.youtube.com/watch?v=YOtDVv5- - Network accessline 35
| Manesh Mistry, Lead Programmer, ustwo games (Monument Valley, Alba) | "Making Alba: How to build a performant open-world game", Unite 2022, 131k views (note `YOtDVv5-0A4`) | https://www.youtube.com/watch?v=YOtDVv5- - Network accessline 36
| Adam Robinson-Yu, solo developer, IGF 2020 Seumas McNally Grand Prize | "Crafting A Tiny Open World: A Short Hike Postmortem", GDC 2020, 516k views (note `ZW8gWgpptI8`) | https://www.youtube.com/watch?v=ZW8gWgpp - Network accessline 36
| Adam Robinson-Yu, solo developer, IGF 2020 Seumas McNally Grand Prize | "Crafting A Tiny Open World: A Short Hike Postmortem", GDC 2020, 516k views (note `ZW8gWgpptI8`) | https://www.youtube.com/watch?v=ZW8gWgpp - Network accessline 37
| Jane Ng, environment artist, Campo Santo (Firewatch; lead artist on The Cave) | "The Art of Firewatch", GDC 2015 recreation, 90k views (note `ZYnS3kKTcGg`) | https://www.youtube.com/watch?v=ZYnS3kKT - Network accessline 37
| Jane Ng, environment artist, Campo Santo (Firewatch; lead artist on The Cave) | "The Art of Firewatch", GDC 2015 recreation, 90k views (note `ZYnS3kKTcGg`) | https://www.youtube.com/watch?v=ZYnS3kKT - Network accessline 38
| Unity (official), e-book companion | "ProBuilder for gray-boxing in Unity", 2023, 130k views (note `YsBniZ5ya7k`) | https://www.youtube.com/watch?v=YsBniZ5y - Network accessline 38
| Unity (official), e-book companion | "ProBuilder for gray-boxing in Unity", 2023, 130k views (note `YsBniZ5ya7k`) | https://www.youtube.com/watch?v=YsBniZ5y - Network accessline 39
| Unity (official) | "How to build beautiful landscapes in Unity using Terrain Tools", 2021, 272k views (note `smnLYvF40s4`) | https://www.youtube.com/watch?v=smnLYvF4 - Network accessline 39
| Unity (official) | "How to build beautiful landscapes in Unity using Terrain Tools", 2021, 272k views (note `smnLYvF40s4`) | https://www.youtube.com/watch?v=smnLYvF4 - Network accessline 40
| Christina Creates Games, indie developer (Moon Veil), 15+ years of design (unverified) | "How to design levels with modular asset packs in Unity", 2025, 19k views (note `0o-QnNs-stc`) | https://www.youtube.com/watch?v=0o-QnNs- - Network accessline 40
| Christina Creates Games, indie developer (Moon Veil), 15+ years of design (unverified) | "How to design levels with modular asset packs in Unity", 2025, 19k views (note `0o-QnNs-stc`) | https://www.youtube.com/watch?v=0o-QnNs- - Network accessline 41
| Unity (official), demo by a Unity evangelist | "How to work with multiple scenes in Unity", 2020, 259k views (note `zObWVOv1GlE`) | https://www.youtube.com/watch?v=zObWVOv1 - Network accessline 41
| Unity (official), demo by a Unity evangelist | "How to work with multiple scenes in Unity", 2020, 259k views (note `zObWVOv1GlE`) | https://www.youtube.com/watch?v=zObWVOv1 - Network accessline 42
| Sebastian Lague, reference educator for procedural generation | "Procedural Landmass Generation E03: Octaves", 2016, 388k views (note `MRNFcywkUSA`) | https://www.youtube.com/watch?v=MRNFcywk - Network accessline 42
| Sebastian Lague, reference educator for procedural generation | "Procedural Landmass Generation E03: Octaves", 2016, 388k views (note `MRNFcywkUSA`) | https://www.youtube.com/watch?v=MRNFcywk - Network accessline 43
| Sebastian Lague | "Procedural Landmass Generation E07: Endless terrain", 2016, 259k views (note `xlSkYjiE-Ck`) | https://www.youtube.com/watch?v=xlSkYjiE - Network accessline 43
| Sebastian Lague | "Procedural Landmass Generation E07: Endless terrain", 2016, 259k views (note `xlSkYjiE-Ck`) | https://www.youtube.com/watch?v=xlSkYjiE - Network accessline 44
| Sebastian Lague | "Coding Adventure: Hydraulic Erosion", 2019, 978k views (note `eaXk97ujbPQ`) | https://www.youtube.com/watch?v=eaXk97uj - Network accessline 44
| Sebastian Lague | "Coding Adventure: Hydraulic Erosion", 2019, 978k views (note `eaXk97ujbPQ`) | https://www.youtube.com/watch?v=eaXk97uj - Network accessline 45
| DV Gen, indie developer (unverified) | "Why I'm Using Wave Function Collapse for Procedural Terrain", 2022, 1.2M views (note `20KHNA9jTsE`) | https://www.youtube.com/watch?v=20KHNA9j - Network accessline 45
| DV Gen, indie developer (unverified) | "Why I'm Using Wave Function Collapse for Procedural Terrain", 2022, 1.2M views (note `20KHNA9jTsE`) | https://www.youtube.com/watch?v=20KHNA9j - Network accessline 46
| Game Dev Guide (Matt), Unity educator | "How To Build Roads Procedurally In Unity with the Splines Package", 2023, 123k views (note `ZiHH_BvjoGk`) | https://www.youtube.com/watch?v=ZiHH_Bvj - Network accessline 46
| Game Dev Guide (Matt), Unity educator | "How To Build Roads Procedurally In Unity with the Splines Package", 2023, 123k views (note `ZiHH_BvjoGk`) | https://www.youtube.com/watch?v=ZiHH_Bvj - Network accessline 47
| Vazgriz, indie developer (open-source DungeonGenerator) | "Procedurally Generated 3D Dungeons", 2021, 338k views (note `rBY2Dzej03A`) | https://www.youtube.com/watch?v=rBY2Dzej - Network accessline 47
| Vazgriz, indie developer (open-source DungeonGenerator) | "Procedurally Generated 3D Dungeons", 2021, 338k views (note `rBY2Dzej03A`) | https://www.youtube.com/watch?v=rBY2Dzej
skills/game-engines/unity/scenario-unity-world-building/scripts/ut_world.py
skills/game-engines/unreal/scenario-unreal-animation/SKILL.md
- Network accessline 13
AnimBPs instead of drawing graphs, measures contact numerically, then looks at frames. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://githu - Network accessline 13
AnimBPs instead of drawing graphs, measures contact numerically, then looks at frames. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://githu - Network accessline 14
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 15
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
skills/game-engines/unreal/scenario-unreal-animation/references/sources.md
- Network accessline 9
| Source | Expert, credential - Network accessline 9
| Source | Expert, credential - Network accessline 10
| --------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 10
| --------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 11
| The Future of Animation Retargeting (Unreal Fest Orlando 2025, UE 5.4 to 5.6) | Greg Richardson, Epic senior technical product manager for retargeting and Sequencer - Network accessline 11
| The Future of Animation Retargeting (Unreal Fest Orlando 2025, UE 5.4 to 5.6) | Greg Richardson, Epic senior technical product manager for retargeting and Sequencer - Network accessline 12
| Game Animation Sample Walkthrough (Inside Unreal, UE 5.4) | Epic GASP team: Caleb (senior technical designer, animation), Sam (principal animation programmer), Tony (gameplay animator); surnames g - Network accessline 12
| Game Animation Sample Walkthrough (Inside Unreal, UE 5.4) | Epic GASP team: Caleb (senior technical designer, animation), Sam (principal animation programmer), Tony (gameplay animator); surnames g - Network accessline 13
| Motion Matching and the Game Animation Sample (Unreal Fest 2024, UE 5.4) | Jose, Epic lead animation engineer (surname garbled) - Network accessline 13
| Motion Matching and the Game Animation Sample (Unreal Fest 2024, UE 5.4) | Jose, Epic lead animation engineer (surname garbled) - Network accessline 14
| Embracing Motion Matching: Using a Little to Get a Lot (Unreal Fest Bali 2025, UE 5.5 to 5.6) | Dustin DeVoe, Epic senior technical animator - Network accessline 14
| Embracing Motion Matching: Using a Little to Get a Lot (Unreal Fest Bali 2025, UE 5.5 to 5.6) | Dustin DeVoe, Epic senior technical animator - Network accessline 15
| Creating Performant MetaHumans (Unreal Fest Bali 2025, UE 5.5 and 5.6) | Dustin DeVoe, Epic senior technical animator (MetaHuman team work) - Network accessline 15
| Creating Performant MetaHumans (Unreal Fest Bali 2025, UE 5.5 and 5.6) | Dustin DeVoe, Epic senior technical animator (MetaHuman team work) - Network accessline 16
| UE5 Character and Animation Optimizations (Unreal Fest 2024, UE 5.3 to 5.4) | Matthew Lake, technical animator on PS5 titles, author of a technical animation book - Network accessline 16
| UE5 Character and Animation Optimizations (Unreal Fest 2024, UE 5.3 to 5.4) | Matthew Lake, technical animator on PS5 titles, author of a technical animation book - Network accessline 17
| Animation Techniques in UE 5.8 (Unreal Fest Chicago 2026 lab, 5.8.0) | Sir Wade Neistadt, professional animator and trainer - Network accessline 17
| Animation Techniques in UE 5.8 (Unreal Fest Chicago 2026 lab, 5.8.0) | Sir Wade Neistadt, professional animator and trainer - Network accessline 18
| Real-World Animation and Rigging Challenges in Production (Unreal Fest Chicago 2026, UE 5.7 to 5.8) | Stéphane Biava, Epic solution architect - Network accessline 18
| Real-World Animation and Rigging Challenges in Production (Unreal Fest Chicago 2026, UE 5.7 to 5.8) | Stéphane Biava, Epic solution architect - Network accessline 19
| Exploring the Power of Control Rig in UE 5.4 (Unreal Fest Gold Coast 2024) | Epic senior technical animator, LEGO Fortnite, ex-Weta creature TD (name uncertain in captions) - Network accessline 19
| Exploring the Power of Control Rig in UE 5.4 (Unreal Fest Gold Coast 2024) | Epic senior technical animator, LEGO Fortnite, ex-Weta creature TD (name uncertain in captions) - Network accessline 20
| MetaHuman Framework and ML for Next-Gen Character Deformation (GDC 2023) | Raffaele Fragapane, MetaHuman senior technical product manager; Matt Stoneham, Epic Advanced Character Team - Network accessline 20
| MetaHuman Framework and ML for Next-Gen Character Deformation (GDC 2023) | Raffaele Fragapane, MetaHuman senior technical product manager; Matt Stoneham, Epic Advanced Character Team - Network accessline 21
| Tips and Tricks for Cloth Dynamics (Unreal Fest Bali 2025, UE 5.6) | Epic Games China technical artist, Chaos licensee support (name uncertain in captions) - Network accessline 21
| Tips and Tricks for Cloth Dynamics (Unreal Fest Bali 2025, UE 5.6) | Epic Games China technical artist, Chaos licensee support (name uncertain in captions) - Network accessline 25
| Page bundle | URL | Be - Network accessline 25
| Page bundle | URL | Be - Network accessline 26
| ------------------------------------------------------------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------- | -- - Network accessline 26
| ------------------------------------------------------------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------- | -- - Network accessline 27
| Animation Optimization, Graphing in AnimBPs, Linking, Lyra, Budget Allocator, Compression | https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-optimization-in-unreal-engine | th - Network accessline 27
| Animation Optimization, Graphing in AnimBPs, Linking, Lyra, Budget Allocator, Compression | https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-optimization-in-unreal-engine | th - Network accessline 28
| Motion Matching, Motion Matching Debugging, Game Animation Sample | https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-matching-in-unreal-engine | sc - Network accessline 28
| Motion Matching, Motion Matching Debugging, Game Animation Sample | https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-matching-in-unreal-engine | sc - Network accessline 29
| FBX Skeletal Mesh and Animation Pipelines, Import Options, Interchange, Root Motion | https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine | im - Network accessline 29
| FBX Skeletal Mesh and Animation Pipelines, Import Options, Interchange, Root Motion | https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine | im - Network accessline 30
| IK Rig Retargeting; Retargeting Operation Stack in UE 5.8 | https://dev.epicgames.com/documentation/en-us/unreal-engine/ik-rig-animation-retargeting-in-unreal-engine | op - Network accessline 30
| IK Rig Retargeting; Retargeting Operation Stack in UE 5.8 | https://dev.epicgames.com/documentation/en-us/unreal-engine/ik-rig-animation-retargeting-in-unreal-engine | op - Network accessline 31
| Control Rig, Full-Body IK, Solve Directions, Modular Control Rigs, Python for rigging and animating | https://dev.epicgames.com/documentation/en-us/unreal-engine/control-rig-in-unreal-engine | FB - Network accessline 31
| Control Rig, Full-Body IK, Solve Directions, Modular Control Rigs, Python for rigging and animating | https://dev.epicgames.com/documentation/en-us/unreal-engine/control-rig-in-unreal-engine | FB - Network accessline 32
| MetaHuman platform, LODs, LODSync, MetaHuman component, project settings, Creator Python, Mesh to MetaHuman, 5.8 upgrade | https://dev.epicgames.com/documentation/en-us/metahuman/platform-support-and-lod-specifications-for-metahumans | pl - Network accessline 32
| MetaHuman platform, LODs, LODSync, MetaHuman component, project settings, Creator Python, Mesh to MetaHuman, 5.8 upgrade | https://dev.epicgames.com/documentation/en-us/metahuman/platform-support-and-lod-specifications-for-metahumans | pl - Network accessline 33
| ML Deformer Framework; Clothing Tool; Panel Cloth Editor; Groom Asset Editor | https://dev.epicgames.com/documentation/en-us/unreal-engine/ml-deformer-framework-in-unreal-engine | tr - Network accessline 33
| ML Deformer Framework; Clothing Tool; Panel Cloth Editor; Groom Asset Editor | https://dev.epicgames.com/documentation/en-us/unreal-engine/ml-deformer-framework-in-unreal-engine | tr - Network accessline 34
| Unreal Engine 5.8 Release Notes (animation, MetaHuman, Mover, pipeline excerpts) | https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes | fe - Network accessline 34
| Unreal Engine 5.8 Release Notes (animation, MetaHuman, Mover, pipeline excerpts) | https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes | fe
skills/game-engines/unreal/scenario-unreal-animation/scripts/ue_anim.py
skills/game-engines/unreal/scenario-unreal-cinematics/SKILL.md
- Network accessline 12
one template graph, hand linear EXRs, an edit and a color note to the grade. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scen - Network accessline 12
one template graph, hand linear EXRs, an edit and a color note to the grade. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scen - Network accessline 13
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 14
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/game-engines/unreal/scenario-unreal-cinematics/references/sources.md
- Network accessline 11
| Code | Source | Expert and credential - Network accessline 11
| Code | Source | Expert and credential - Network accessline 12
| ------ | ----------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- - Network accessline 12
| ------ | ----------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- - Network accessline 13
| SI | "Shoot Your Shot: Cinematic Pipeline Dating Advice", Unreal Fest Orlando 2025 (UE 5.6, 5.7 previewed) | Thomas Kilkenny (Senior Technical Product Manager, shot and cinematic pipeline) and Jeff Douglas (tools programmer, wrote CAT - Network accessline 13
| SI | "Shoot Your Shot: Cinematic Pipeline Dating Advice", Unreal Fest Orlando 2025 (UE 5.6, 5.7 previewed) | Thomas Kilkenny (Senior Technical Product Manager, shot and cinematic pipeline) and Jeff Douglas (tools programmer, wrote CAT - Network accessline 14
| SPI | "Automate and Expand Sequencer's Functionality with Python", Unreal Fest Orlando 2025 | Daniel Orozco Garcia, real-time pipeline TD, Sony Pictures Imageworks (KPop Demon Hunters layout tools); verified - Network accessline 14
| SPI | "Automate and Expand Sequencer's Functionality with Python", Unreal Fest Orlando 2025 | Daniel Orozco Garcia, real-time pipeline TD, Sony Pictures Imageworks (KPop Demon Hunters layout tools); verified - Network accessline 15
| BLUR | "Crafting an Episode for Secret Level with Unreal Engine", Unreal Fest Seattle 2024 (UE 5.0 to 5.3) | Blur Studio production team (creative, UE tech, rigging, animation, CG supervisors); verified - Network accessline 15
| BLUR | "Crafting an Episode for Secret Level with Unreal Engine", Unreal Fest Seattle 2024 (UE 5.0 to 5.3) | Blur Studio production team (creative, UE tech, rigging, animation, CG supervisors); verified - Network accessline 16
| GLITCH | "Learnings from The Amazing Digital Circus and Murder Drones", Unreal Fest Gold Coast 2024 | Glitch Productions: Mark Humphrey (lead rigger, TA), Armen Hawk (lighting and rendering lead); verified - Network accessline 16
| GLITCH | "Learnings from The Amazing Digital Circus and Murder Drones", Unreal Fest Gold Coast 2024 | Glitch Productions: Mark Humphrey (lead rigger, TA), Armen Hawk (lighting and rendering lead); verified - Network accessline 17
| SW-L | "Level Management: Sub-Levels, Spawnables, Possessables in UE5" (UE 5.6, A-COM sample) | Sir Wade Neistadt, animator and trainer, with Epic Games; verified official channel - Network accessline 17
| SW-L | "Level Management: Sub-Levels, Spawnables, Possessables in UE5" (UE 5.6, A-COM sample) | Sir Wade Neistadt, animator and trainer, with Epic Games; verified official channel - Network accessline 18
| SW-P | "Unreal Engine 5: Animation Cinematic Production Overview" (UE 5.6) | Sir Wade Neistadt with Epic Games; verified - Network accessline 18
| SW-P | "Unreal Engine 5: Animation Cinematic Production Overview" (UE 5.6) | Sir Wade Neistadt with Epic Games; verified - Network accessline 19
| SW-C | "Advanced UE5 Cinematic Workflow: Camera Rigs and Custom Viewports" (UE 5.6) | Sir Wade Neistadt with Epic Games; verified - Network accessline 19
| SW-C | "Advanced UE5 Cinematic Workflow: Camera Rigs and Custom Viewports" (UE 5.6) | Sir Wade Neistadt with Epic Games; verified - Network accessline 20
| JT | "Why Every Shot in Obsession was Storyboarded (in Unreal 5)" | Josh Toonen, founder of Unreal for VFX (self-described decade of Hollywood VFX; unverified) - Network accessline 20
| JT | "Why Every Shot in Obsession was Storyboarded (in Unreal 5)" | Josh Toonen, founder of Unreal for VFX (self-described decade of Hollywood VFX; unverified) - Network accessline 21
| WF-C | "The 2026 Unreal Engine to DaVinci Resolve Guide: ACES and sRGB" | William Faucher, VFX artist and UE educator (self-described Epic ambassador; unverified) - Network accessline 21
| WF-C | "The 2026 Unreal Engine to DaVinci Resolve Guide: ACES and sRGB" | William Faucher, VFX artist and UE educator (self-described Epic ambassador; unverified) - Network accessline 22
| WF-R | "The 2025 Guide to Rendering in Unreal Engine 5" (legacy MRQ UI) | William Faucher (credits Comly's article) - Network accessline 22
| WF-R | "The 2025 Guide to Rendering in Unreal Engine 5" (legacy MRQ UI) | William Faucher (credits Comly's article) - Network accessline 23
| SC | "How to render layers using the new Unreal Engine Movie Render Graph" (UE 5.4) | Shaun Comly, Epic Games staff; verified - Network accessline 23
| SC | "How to render layers using the new Unreal Engine Movie Render Graph" (UE 5.4) | Shaun Comly, Epic Games staff; verified - Network accessline 24
| VP | "State of Virtual Production", Unreal Fest Chicago 2026 (UE 5.8) | Ryan Mayeda (Lead Technical Product Manager, VP) and Thomas Kilkenny, Epic Games; verified - Network accessline 24
| VP | "State of Virtual Production", Unreal Fest Chicago 2026 (UE 5.8) | Ryan Mayeda (Lead Technical Product Manager, VP) and Thomas Kilkenny, Epic Games; verified - Network accessline 28
| Code | Page | URL - Network accessline 28
| Code | Page | URL - Network accessline 29
| ------------ | ------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- - Network accessline 29
| ------------ | ------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------- - Network accessline 30
| dmrq | "Demystifying Movie Render Queue", Shaun Comly with Matt Hoffman (MRQ developer), Epic staff tutorial, tagged 4.27 to 5.5 | https://dev.epicgames.com/community/learning/tutorials/GxdV/unreal-engine-demystifying-movie-render - Network accessline 30
| dmrq | "Demystifying Movie Render Queue", Shaun Comly with Matt Hoffman (MRQ developer), Epic staff tutorial, tagged 4.27 to 5.5 | https://dev.epicgames.com/community/learning/tutorials/GxdV/unreal-engine-demystifying-movie-render - Network accessline 31
| seq-py | Python Scripting in Sequencer + 5.8 API digests | https://dev.epicgames.com/documentation/en-us/unreal-engine/python-scripting-in-sequencer-in-unreal - Network accessline 31
| seq-py | Python Scripting in Sequencer + 5.8 API digests | https://dev.epicgames.com/documentation/en-us/unreal-engine/python-scripting-in-sequencer-in-unreal - Network accessline 32
| shots | Sequences, Shots, and Takes | https://dev.epicgames.com/documentation/en-us/unreal-engine/sequences-shots-and-takes-in-unreal-eng - Network accessline 32
| shots | Sequences, Shots, and Takes | https://dev.epicgames.com/documentation/en-us/unreal-engine/sequences-shots-and-takes-in-unreal-eng - Network accessline 33
| bind | Spawnables, track rebinding, custom bindings | https://dev.epicgames.com/documentation/en-us/unreal-engine/spawn-temporary-actors-in-unreal-engine - Network accessline 33
| bind | Spawnables, track rebinding, custom bindings | https://dev.epicgames.com/documentation/en-us/unreal-engine/spawn-temporary-actors-in-unreal-engine - Network accessline 34
| tips | Cinematic Workflow Tips; Event Tracks | https://dev.epicgames.com/documentation/en-us/unreal-engine/cinematic-workflow-tips-for-sequencer-i - Network accessline 34
| tips | Cinematic Workflow Tips; Event Tracks | https://dev.epicgames.com/documentation/en-us/unreal-engine/cinematic-workflow-tips-for-sequencer-i - Network accessline 35
| mrq-cli | Command Line Rendering; MRQ to MRG transition; Programming a Render in MRG; MRG Callback Scripts | https://dev.epicgames.com/documentation/en-us/unreal-engine/using-command-line-rendering-with-move- - Network accessline 35
| mrq-cli | Command Line Rendering; MRQ to MRG transition; Programming a Render in MRG; MRG Callback Scripts | https://dev.epicgames.com/documentation/en-us/unreal-engine/using-command-line-rendering-with-move- - Network accessline 36
| mrg | Movie Render Pipeline; MRG Nodes; Cinematic Rendering Image Quality Settings | https://dev.epicgames.com/documentation/en-us/unreal-engine/movie-render-graph-nodes-in-unreal-engi - Network accessline 36
| mrg | Movie Render Pipeline; MRG Nodes; Cinematic Rendering Image Quality Settings | https://dev.epicgames.com/documentation/en-us/unreal-engine/movie-render-graph-nodes-in-unreal-engi - Network accessline 37
| cam | Cinematic Cameras; Camera Rig Rail and Crane | https://dev.epicgames.com/documentation/en-us/unreal-engine/cinematic-cameras-in-unreal-engine - Network accessline 37
| cam | Cinematic Cameras; Camera Rig Rail and Crane | https://dev.epicgames.com/documentation/en-us/unreal-engine/cinematic-cameras-in-unreal-engine - Network accessline 38
| cons | Animation Constraint Tools | https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-constraint-tools-in-unreal-en - Network accessline 38
| cons | Animation Constraint Tools | https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-constraint-tools-in-unreal-en - Network accessline 39
| take | Take Recorder | https://dev.epicgames.com/documentation/en-us/unreal-engine/take-recorder-in-unreal-engine - Network accessline 39
| take | Take Recorder | https://dev.epicgames.com/documentation/en-us/unreal-engine/take-recorder-in-unreal-engine - Network accessline 40
| pt | Path Tracer | https://dev.epicgames.com/documentation/en-us/unreal-engine/path-tracer-in-unreal-engine - Network accessline 40
| pt | Path Tracer | https://dev.epicgames.com/documentation/en-us/unreal-engine/path-tracer-in-unreal-engine - Network accessline 41
| expo | Exposure, post process and color | https://dev.epicgames.com/documentation/en-us/unreal-engine/auto-exposure-in-unreal-engine - Network accessline 41
| expo | Exposure, post process and color | https://dev.epicgames.com/documentation/en-us/unreal-engine/auto-exposure-in-unreal-engine - Network accessline 42
| rn54 to rn58 | UE 5.4 to 5.8 release notes (excerpts in `sources/docs/versions__ue-5.x-release-notes.md`) | https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes?applica - Network accessline 42
| rn54 to rn58 | UE 5.4 to 5.8 release notes (excerpts in `sources/docs/versions__ue-5.x-release-notes.md`) | https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes?applica
skills/game-engines/unreal/scenario-unreal-cinematics/scripts/cine_render_callbacks.py
skills/game-engines/unreal/scenario-unreal-cinematics/scripts/ue_cine.py
skills/game-engines/unreal/scenario-unreal-expert/SKILL.md
- Network accessline 13
the map to the team. Target: UE 5.8 on macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills# - Network accessline 13
the map to the team. Target: UE 5.8 on macOS Apple Silicon. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills# - Network accessline 14
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unreal/scenario-unreal-expert/references/sources.md
- Network accessline 14
| Source | Who - Network accessline 14
| Source | Who - Network accessline 15
| -------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------- - Network accessline 15
| -------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------- - Network accessline 16
| "Getting Started with MCP in UE 5.8", Epic Education webinar (2026), https://www.youtube.com/watch?v=k0tgmrBuIJc | Sam Deiter, senior Unreal Engine instructor at Epic Games; a second trainer introduced as "Ed" - Network accessline 16
| "Getting Started with MCP in UE 5.8", Epic Education webinar (2026), https://www.youtube.com/watch?v=k0tgmrBuIJc | Sam Deiter, senior Unreal Engine instructor at Epic Games; a second trainer introduced as "Ed" - Network accessline 17
| "From Words to Worlds: Integrating MCP into the Unreal Editor", Unreal Fest Chicago 2026, https://www.youtube.com/watch?v=lDf_y-YPELo | Epic's Unreal MCP and PCG team (Nathan, JS, Quinton; surnames unverified) - Network accessline 17
| "From Words to Worlds: Integrating MCP into the Unreal Editor", Unreal Fest Chicago 2026, https://www.youtube.com/watch?v=lDf_y-YPELo | Epic's Unreal MCP and PCG team (Nathan, JS, Quinton; surnames unverified) - Network accessline 18
| "Python in Unreal Engine", Inside Unreal (2019, UE 4.22), https://www.youtube.com/watch?v=0guOMTiwmhk | Jamie Dale (Epic, engineer of the Python Editor Script Plugin) and Aaron Carlisle (Epic) - Network accessline 18
| "Python in Unreal Engine", Inside Unreal (2019, UE 4.22), https://www.youtube.com/watch?v=0guOMTiwmhk | Jamie Dale (Epic, engineer of the Python Editor Script Plugin) and Aaron Carlisle (Epic) - Network accessline 19
| "Bringing Unreal Engine into a Classic CG Pipeline with Python", Unreal Fest Bali 2025 (UE 5.5), https://www.youtube.com/watch?v=MjjkWH0eT3U | Christophe Bardoux, M2 Animation (role unverified) - Network accessline 19
| "Bringing Unreal Engine into a Classic CG Pipeline with Python", Unreal Fest Bali 2025 (UE 5.5), https://www.youtube.com/watch?v=MjjkWH0eT3U | Christophe Bardoux, M2 Animation (role unverified) - Network accessline 20
| "Getting Started with Unreal Engine and Remote Control API", Unreal Fest 2022 (UE 5.1), https://www.youtube.com/watch?v=XapljWLWnsk | Warren Drones (name as spoken), technical product manager, broadcast team, Epic - Network accessline 20
| "Getting Started with Unreal Engine and Remote Control API", Unreal Fest 2022 (UE 5.1), https://www.youtube.com/watch?v=XapljWLWnsk | Warren Drones (name as spoken), technical product manager, broadcast team, Epic - Network accessline 21
| "Accelerating Your In-Editor Workflows with Editor Utilities", GDC 2024 (UE 5.4), https://www.youtube.com/watch?v=m6mJ9r7ytks | Matt Oztalay, senior developer relations technical artist, Epic - Network accessline 21
| "Accelerating Your In-Editor Workflows with Editor Utilities", GDC 2024 (UE 5.4), https://www.youtube.com/watch?v=m6mJ9r7ytks | Matt Oztalay, senior developer relations technical artist, Epic - Network accessline 22
| "Profiling with Purpose", Unreal Fest Stockholm (5.6 era), https://www.youtube.com/watch?v=C-AjCqjKRSs | Ari Arnbjörnsson and Matt Oztalay, Epic Technical Developer Relations - Network accessline 22
| "Profiling with Purpose", Unreal Fest Stockholm (5.6 era), https://www.youtube.com/watch?v=C-AjCqjKRSs | Ari Arnbjörnsson and Matt Oztalay, Epic Technical Developer Relations - Network accessline 23
| "Maximizing Your Game's Performance in Unreal Engine", Unreal Fest 2022, https://www.youtube.com/watch?v=GuIav71867E | Ari Arnbjörnsson, Epic (per the profiling digest) - Network accessline 23
| "Maximizing Your Game's Performance in Unreal Engine", Unreal Fest 2022, https://www.youtube.com/watch?v=GuIav71867E | Ari Arnbjörnsson, Epic (per the profiling digest) - Network accessline 24
| "Optimizing GPU Performance for Far Far West", https://www.youtube.com/watch?v=3qgd4glfIR0 | Tom Looman, UE5 instructor and consultant (self-described former Epic engineer) - Network accessline 24
| "Optimizing GPU Performance for Far Far West", https://www.youtube.com/watch?v=3qgd4glfIR0 | Tom Looman, UE5 instructor and consultant (self-described former Epic engineer) - Network accessline 25
| "Practical Test Automation in Unreal Engine", Inside Unreal (5.5), https://www.youtube.com/watch?v=KuIWCzujtag | Andrew Fray, test-automation consultant, former programming lead - Network accessline 25
| "Practical Test Automation in Unreal Engine", Inside Unreal (5.5), https://www.youtube.com/watch?v=KuIWCzujtag | Andrew Fray, test-automation consultant, former programming lead - Network accessline 26
| "Import Customization through the Interchange Framework", Unreal Fest 2024, https://www.youtube.com/watch?v=Oq6KbrqkGnw | Epic technical product manager, content pipeline (name unverified) - Network accessline 26
| "Import Customization through the Interchange Framework", Unreal Fest 2024, https://www.youtube.com/watch?v=Oq6KbrqkGnw | Epic technical product manager, content pipeline (name unverified) - Network accessline 27
| "Apple Platform Workflows with Unreal Engine", Unreal Fest 2024, https://www.youtube.com/watch?v=uxdEt9XXKb8 | Josh Adams, platform engineer at Epic for about 20 years - Network accessline 27
| "Apple Platform Workflows with Unreal Engine", Unreal Fest 2024, https://www.youtube.com/watch?v=uxdEt9XXKb8 | Josh Adams, platform engineer at Epic for about 20 years - Network accessline 28
| "PCG Introduction, Use Cases and Production Best Practices", Unreal Fest Stockholm 2025, https://www.youtube.com/watch?v=TbNZ4GKaTow | Epic Games PCG team (speaker names unverified) - Network accessline 28
| "PCG Introduction, Use Cases and Production Best Practices", Unreal Fest Stockholm 2025, https://www.youtube.com/watch?v=TbNZ4GKaTow | Epic Games PCG team (speaker names unverified) - Network accessline 29
| "2025 Guide to Rendering in UE5", https://www.youtube.com/watch?v=fVg5ihB8Wdc | William Faucher, cinematic lighting artist and Unreal educator (credentials unverified in the m - Network accessline 29
| "2025 Guide to Rendering in UE5", https://www.youtube.com/watch?v=fVg5ihB8Wdc | William Faucher, cinematic lighting artist and Unreal educator (credentials unverified in the m - Network accessline 30
| "Glitch: The Amazing Digital Circus and Murder Drones learnings", https://www.youtube.com/watch?v=uzTo5vQchkk | Glitch Productions (indie animation studio, verified via the session description) - Network accessline 30
| "Glitch: The Amazing Digital Circus and Murder Drones learnings", https://www.youtube.com/watch?v=uzTo5vQchkk | Glitch Productions (indie animation studio, verified via the session description) - Network accessline 31
| "Sequencer Python layout tools", https://www.youtube.com/watch?v=moQTQzAOFVA | Daniel Orozco, Sony Pictures Imageworks (verified via the session description) - Network accessline 31
| "Sequencer Python layout tools", https://www.youtube.com/watch?v=moQTQzAOFVA | Daniel Orozco, Sony Pictures Imageworks (verified via the session description) - Network accessline 32
| "Blueprints vs C++: how they fit together", https://www.youtube.com/watch?v=VMZftEVDuCE | Alex Forsythe, independent Unreal educator (credential unverified) - Network accessline 32
| "Blueprints vs C++: how they fit together", https://www.youtube.com/watch?v=VMZftEVDuCE | Alex Forsythe, independent Unreal educator (credential unverified) - Network accessline 33
| "Fortnite systemic shader reduction", Unreal Fest Chicago 2026, https://www.youtube.com/watch?v=wobQ8ZKQpbc | Epic rendering team with Fortnite tech art (speaker names not in the description) - Network accessline 33
| "Fortnite systemic shader reduction", Unreal Fest Chicago 2026, https://www.youtube.com/watch?v=wobQ8ZKQpbc | Epic rendering team with Fortnite tech art (speaker names not in the description) - Network accessline 34
| "Profiling Unreal Engine on Mobile with Platform-Native Tools", Unreal Fest Chicago 2026, https://www.youtube.com/watch?v=ufPtQEtk-RQ | Paul, technical product manager for mobile platforms, Epic - Network accessline 34
| "Profiling Unreal Engine on Mobile with Platform-Native Tools", Unreal Fest Chicago 2026, https://www.youtube.com/watch?v=ufPtQEtk-RQ | Paul, technical product manager for mobile platforms, Epic
skills/game-engines/unreal/scenario-unreal-expert/references/toolkit-map.md
- Network accessline 89
| Toolkit call | Engine call, command or cvar - Network accessline 89
| Toolkit call | Engine call, command or cvar - Network accessline 90
| ------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 90
| ------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 91
| `RemoteControl().info()` | `GET http://127.0.0.1:30010/remote/info` - Network accessline 91
| `RemoteControl().info()` | `GET http://127.0.0.1:30010/remote/info` - Network accessline 96
| `.console(cmd)` | `/remote/object/call` on `/Script/Engine.Default__KismetSystemLibrary`, function `ExecuteConsoleCommand` - Network accessline 96
| `.console(cmd)` | `/remote/object/call` on `/Script/Engine.Default__KismetSystemLibrary`, function `ExecuteConsoleCommand` - Dangerous shell operationline 97
| `PythonRemote().open()/exec(code)/call(module, fn)` | Python Remote Execution (Project Settings > Plugins > Python > Enable Remote Execution): UDP multicast discovery 239.0.0.1:6766, TCP command channel on 127.0.0.1:6776, command - Dangerous shell operationline 97
| `PythonRemote().open()/exec(code)/call(module, fn)` | Python Remote Execution (Project Settings > Plugins > Python > Enable Remote Execution): UDP multicast discovery 239.0.0.1:6766, TCP command channel on 127.0.0.1:6776, command - Network accessline 97
| `PythonRemote().open()/exec(code)/call(module, fn)` | Python Remote Execution (Project Settings > Plugins > Python > Enable Remote Execution): UDP multicast discovery 239.0.0.1:6766, TCP command channel on 127.0.0.1:6776, command - Network accessline 97
| `PythonRemote().open()/exec(code)/call(module, fn)` | Python Remote Execution (Project Settings > Plugins > Python > Enable Remote Execution): UDP multicast discovery 239.0.0.1:6766, TCP command channel on 127.0.0.1:6776, command - Network accessline 98
| `McpHttp().health()` | JSON-RPC `initialize`, `notifications/initialized`, `tools/list` by HTTP POST to `http://127.0.0.1:8000/mcp` (SSE replies parsed) - Network accessline 98
| `McpHttp().health()` | JSON-RPC `initialize`, `notifications/initialized`, `tools/list` by HTTP POST to `http://127.0.0.1:8000/mcp` (SSE replies parsed)
skills/game-engines/unreal/scenario-unreal-expert/scripts/ue_audit.py
skills/game-engines/unreal/scenario-unreal-expert/scripts/ue_env.py
skills/game-engines/unreal/scenario-unreal-expert/scripts/ue_remote.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 167
def __init__(self, host="127.0.0.1", port=30010, timeout=10.0): self.base = "http://%s:%d" % (host, int(port)) - Network accessline 167
def __init__(self, host="127.0.0.1", port=30010, timeout=10.0): self.base = "http://%s:%d" % (host, int(port)) - Network accessline 168
self.base = "http://%s:%d" % (host, int(port)) - Network accessline 168
self.base = "http://%s:%d" % (host, int(port)) - Network accessline 171
def request(self, route, verb="PUT", body=None, hint=None): data = None if body is None else json.dumps(body).encode("utf-8") req = urllib.request.Request(self.base + route, data=data, method=verb, - Network accessline 171
def request(self, route, verb="PUT", body=None, hint=None): data = None if body is None else json.dumps(body).encode("utf-8") req = urllib.request.Request(self.base + route, data=data, method=verb, - Network accessline 172
data = None if body is None else json.dumps(body).encode("utf-8") req = urllib.request.Request(self.base + route, data=data, method=verb, headers={"Content-Type": "application/json"}) - Network accessline 172
data = None if body is None else json.dumps(body).encode("utf-8") req = urllib.request.Request(self.base + route, data=data, method=verb, headers={"Content-Type": "application/json"}) - Network accessline 173
req = urllib.request.Request(self.base + route, data=data, method=verb, - Network accessline 173
req = urllib.request.Request(self.base + route, data=data, method=verb, - Network accessline 174
headers={"Content-Type": "application/json"}) try: with urllib.request.urlopen(req, timeout=self.timeout) as r: - Network accessline 174
headers={"Content-Type": "application/json"}) try: with urllib.request.urlopen(req, timeout=self.timeout) as r: - Network accessline 175
try: with urllib.request.urlopen(req, timeout=self.timeout) as r: raw = r.read().decode("utf-8", "replace") - Network accessline 175
try: with urllib.request.urlopen(req, timeout=self.timeout) as r: raw = r.read().decode("utf-8", "replace") - Network accessline 176
with urllib.request.urlopen(req, timeout=self.timeout) as r: - Network accessline 176
with urllib.request.urlopen(req, timeout=self.timeout) as r: - Network accessline 372
def _udp_socket(self): s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP) - Network accessline 372
def _udp_socket(self): s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP) - Network accessline 373
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP) - Network accessline 373
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP) - Network accessline 457
node = found[0] self.remote = node self._listener = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 457
node = found[0] self.remote = node self._listener = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 458
self.remote = node self._listener = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self._listener.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) - Network accessline 458
self.remote = node self._listener = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self._listener.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) - Network accessline 459
self._listener = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Network accessline 459
self._listener = socket.socket(socket.AF_INET, socket.SOCK_STREAM) - Dangerous shell operationline 509
def exec(self, code, mode=EXEC_FILE, unattended=True): - Dangerous shell operationline 509
def exec(self, code, mode=EXEC_FILE, unattended=True): - Network accessline 567
MCP_URL = "http://127.0.0.1:8000/mcp" - Network accessline 567
MCP_URL = "http://127.0.0.1:8000/mcp" - Network accessline 612
if self.session: headers["Mcp-Session-Id"] = self.session req = urllib.request.Request(self.url, data=json.dumps(msg).encode("utf-8"), - Network accessline 612
if self.session: headers["Mcp-Session-Id"] = self.session req = urllib.request.Request(self.url, data=json.dumps(msg).encode("utf-8"), - Network accessline 613
headers["Mcp-Session-Id"] = self.session req = urllib.request.Request(self.url, data=json.dumps(msg).encode("utf-8"), headers=headers, method="POST") - Network accessline 613
headers["Mcp-Session-Id"] = self.session req = urllib.request.Request(self.url, data=json.dumps(msg).encode("utf-8"), headers=headers, method="POST") - Network accessline 614
req = urllib.request.Request(self.url, data=json.dumps(msg).encode("utf-8"), - Network accessline 614
req = urllib.request.Request(self.url, data=json.dumps(msg).encode("utf-8"), - Network accessline 615
headers=headers, method="POST") with urllib.request.urlopen(req, timeout=self.timeout) as r: sid = r.headers.get("Mcp-Session-Id") - Network accessline 615
headers=headers, method="POST") with urllib.request.urlopen(req, timeout=self.timeout) as r: sid = r.headers.get("Mcp-Session-Id") - Network accessline 616
with urllib.request.urlopen(req, timeout=self.timeout) as r: - Network accessline 616
with urllib.request.urlopen(req, timeout=self.timeout) as r:
skills/game-engines/unreal/scenario-unreal-expert/scripts/ue_review.py
skills/game-engines/unreal/scenario-unreal-expert/scripts/ue_run.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 223
[Credential-related source omitted] - Access to secretsline 223
[Credential-related source omitted] - Access to secretsline 562
[Credential-related source omitted] - Access to secretsline 562
[Credential-related source omitted] - Access to secretsline 598
[Credential-related source omitted] - Access to secretsline 598
[Credential-related source omitted] - Access to secretsline 619
[Credential-related source omitted] - Access to secretsline 619
[Credential-related source omitted]
skills/game-engines/unreal/scenario-unreal-expert/scripts/ue_stat.py
skills/game-engines/unreal/scenario-unreal-gameplay/SKILL.md
- Network accessline 13
which surface each piece lands on and escalates only the residue. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/s - Network accessline 13
which surface each piece lands on and escalates only the residue. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/s - Network accessline 14
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 15
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/game-engines/unreal/scenario-unreal-gameplay/references/sources.md
- Network accessline 10
| Source | Expert and credential - Network accessline 10
| Source | Expert and credential - Network accessline 11
| ---------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 11
| ---------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 12
| The Unreal Engine Game Framework: From int main() to BeginPlay (2020, UE4) | Alex Forsythe, independent Unreal educator (credential unverified; community-canonical, 284k views) - Network accessline 12
| The Unreal Engine Game Framework: From int main() to BeginPlay (2020, UE4) | Alex Forsythe, independent Unreal educator (credential unverified; community-canonical, 284k views) - Network accessline 13
| Multiplayer in Unreal Engine: How to Understand Network Replication (2020, UE4) | Alex Forsythe - Network accessline 13
| Multiplayer in Unreal Engine: How to Understand Network Replication (2020, UE4) | Alex Forsythe - Network accessline 14
| Blueprints vs. C++: How They Fit Together (2021, UE4) | Alex Forsythe - Network accessline 14
| Blueprints vs. C++: How They Fit Together (2021, UE4) | Alex Forsythe - Network accessline 15
| Lyra Starter Game Overview (State of Unreal 2022, UE 5.0) | Michael Noland (Principal Engine Programmer, Epic) and Simone Lombardo (Senior Tech Artist and Gameplay Designer, Epic) - Network accessline 15
| Lyra Starter Game Overview (State of Unreal 2022, UE 5.0) | Michael Noland (Principal Engine Programmer, Epic) and Simone Lombardo (Senior Tech Artist and Gameplay Designer, Epic) - Network accessline 16
| Gameplay Ability System: Game Designer Examples (Unreal Fest Bali 2025) | Epic Technical Developer Relations engineer, gameplay systems; captions "Shikong", sample repo owner ZKShao-EpicGames, so likely Zhi Ka - Network accessline 16
| Gameplay Ability System: Game Designer Examples (Unreal Fest Bali 2025) | Epic Technical Developer Relations engineer, gameplay systems; captions "Shikong", sample repo owner ZKShao-EpicGames, so likely Zhi Ka - Network accessline 17
| The Player Was Here: Persisting World State and Actor LOD Systems (Unreal Fest Chicago 2026, UE 5.8) | same speaker as above - Network accessline 17
| The Player Was Here: Persisting World State and Actor LOD Systems (Unreal Fest Chicago 2026, UE 5.8) | same speaker as above - Network accessline 18
| Unlearning OOP: Data-Oriented Gameplay with ECS and Mass Entity (Unreal Fest Chicago 2026, 5.8 era) | senior engineer on the Mass framework, Epic (name unverified) - Network accessline 18
| Unlearning OOP: Data-Oriented Gameplay with ECS and Mass Entity (Unreal Fest Chicago 2026, 5.8 era) | senior engineer on the Mass framework, Epic (name unverified) - Network accessline 19
| Myth-Busting "Best Practices" in Unreal Engine (Unreal Fest Seattle 2024, UE 5.4) | Ari Arnbjörnsson, Technical Developer Relations, Epic - Network accessline 19
| Myth-Busting "Best Practices" in Unreal Engine (Unreal Fest Seattle 2024, UE 5.4) | Ari Arnbjörnsson, Technical Developer Relations, Epic - Network accessline 20
| Making Better Blueprints (Unreal Fest 2022, UE 5.0) | Epic technical account manager, Southeast Asia (name not captured) - Network accessline 20
| Making Better Blueprints (Unreal Fest 2022, UE 5.0) | Epic technical account manager, Southeast Asia (name not captured) - Network accessline 21
| State Tree Deep Dive (Unreal Fest Seattle 2024, UE 5.4/5.5) | Mikko Mononen, Principal AI Engineer, Epic - Network accessline 21
| State Tree Deep Dive (Unreal Fest Seattle 2024, UE 5.4/5.5) | Mikko Mononen, Principal AI Engineer, Epic - Network accessline 22
| Crafting Scalable AI for a AAA Souls-Like (Unreal Fest Stockholm 2025, shipped on 5.3) | Bruno (surname not captured), Senior AI Programmer, CI Games (Lords of the Fallen) - Network accessline 22
| Crafting Scalable AI for a AAA Souls-Like (Unreal Fest Stockholm 2025, shipped on 5.3) | Bruno (surname not captured), Senior AI Programmer, CI Games (Lords of the Fallen) - Network accessline 23
| UI Performance and Invalidation Debugging (Unreal Fest Chicago 2026, 5.8 era) | Cody Albert, Senior Software Engineer, Technical Developer Relations, Epic - Network accessline 23
| UI Performance and Invalidation Debugging (Unreal Fest Chicago 2026, 5.8 era) | Cody Albert, Senior Software Engineer, Technical Developer Relations, Epic - Network accessline 24
| Getting Started with MCP in Unreal Engine 5.8 (Epic Education webinar, 2026) | Sam Deiter, senior Unreal Engine instructor, Epic - Network accessline 24
| Getting Started with MCP in Unreal Engine 5.8 (Epic Education webinar, 2026) | Sam Deiter, senior Unreal Engine instructor, Epic
skills/game-engines/unreal/scenario-unreal-gameplay/scripts/ue_gameplay.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Dangerous shell operationline 1252
rm = float(dash_speed) * float(dash_duration) - Dangerous shell operationline 1252
rm = float(dash_speed) * float(dash_duration) - Dangerous shell operationline 1267
return {"expected_cm": round(rm + coast, 2), "root_motion_cm": round(rm, 2), - Dangerous shell operationline 1267
return {"expected_cm": round(rm + coast, 2), "root_motion_cm": round(rm, 2),
skills/game-engines/unreal/scenario-unreal-gameplay/scripts/ue_gameplay_cpp.py
skills/game-engines/unreal/scenario-unreal-lighting-rendering/SKILL.md
- Network accessline 12
the system that owns it. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from - Network accessline 12
the system that owns it. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from - Network accessline 13
it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 14
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unreal/scenario-unreal-lighting-rendering/references/sources.md
- Network accessline 7
| Source | Expert and credential - Network accessline 7
| Source | Expert and credential - Network accessline 8
| -------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 8
| -------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 9
| You're Probably Lighting Wrong: Physically Based Lighting in UE5 (Unreal Fest Gold Coast 2024) | Sean Gobey, Senior Technical Artist, Gameloft Brisbane (title slide; not verified externally); Q&A with two people who appear to be Epic - Network accessline 9
| You're Probably Lighting Wrong: Physically Based Lighting in UE5 (Unreal Fest Gold Coast 2024) | Sean Gobey, Senior Technical Artist, Gameloft Brisbane (title slide; not verified externally); Q&A with two people who appear to be Epic - Network accessline 10
| Lighting Interiors in Unreal Engine 5 | William Faucher, VFX and cinematic lighting artist, educator (credentials unverified) - Network accessline 10
| Lighting Interiors in Unreal Engine 5 | William Faucher, VFX and cinematic lighting artist, educator (credentials unverified) - Network accessline 11
| Lumen Explained, Important Tips for UE5 | William Faucher - Network accessline 11
| Lumen Explained, Important Tips for UE5 | William Faucher - Network accessline 12
| Lighting a Night-Time Exterior in Unreal | William Faucher - Network accessline 12
| Lighting a Night-Time Exterior in Unreal | William Faucher - Network accessline 13
| Demystifying the Skylight | William Faucher - Network accessline 13
| Demystifying the Skylight | William Faucher - Network accessline 14
| Volumetric Cloud Secrets | William Faucher (method credited to Chris Murphy) - Network accessline 14
| Volumetric Cloud Secrets | William Faucher (method credited to Chris Murphy) - Network accessline 15
| Path Tracer Explained | William Faucher - Network accessline 15
| Path Tracer Explained | William Faucher - Network accessline 16
| The 2025 Guide to Rendering in UE5 | William Faucher (credits Matt Workman, Dylan Brown, Shaun Comly) - Network accessline 16
| The 2025 Guide to Rendering in UE5 | William Faucher (credits Matt Workman, Dylan Brown, Shaun Comly) - Network accessline 17
| Lighting in UE5: Scaling for Quality and Performance (Unreal Fest Bali 2025) | Alexis Argyriou, The Bureau Consulting, 15 years in games (Ubisoft, NetEase, Tencent), verified per session description - Network accessline 17
| Lighting in UE5: Scaling for Quality and Performance (Unreal Fest Bali 2025) | Alexis Argyriou, The Bureau Consulting, 15 years in games (Ubisoft, NetEase, Tencent), verified per session description - Network accessline 18
| The Artistic and Technical Approach to Lighting in Fortnite: Battle Royale (Unreal Fest Bali 2025) | Paul Oakley, Lighting Art Director at Epic Games (verified) - Network accessline 18
| The Artistic and Technical Approach to Lighting in Fortnite: Battle Royale (Unreal Fest Bali 2025) | Paul Oakley, Lighting Art Director at Epic Games (verified) - Network accessline 19
| MegaLights: Stochastic Direct Lighting in Unreal Engine 5 (SIGGRAPH 2025 Advances) | Krzysztof Narkowicz (Engineering Fellow, Epic, Lumen co-founder) and Tiago Costa (Principal Rendering Programmer, Epic), verified - Network accessline 19
| MegaLights: Stochastic Direct Lighting in Unreal Engine 5 (SIGGRAPH 2025 Advances) | Krzysztof Narkowicz (Engineering Fellow, Epic, Lumen co-founder) and Tiago Costa (Principal Rendering Programmer, Epic), verified - Network accessline 20
| Avowed: A GPU Technical Retrospective (Unreal Fest Orlando 2025) | Matthew Campbell, lead graphics engineer on Avowed, Obsidian (verified) - Network accessline 20
| Avowed: A GPU Technical Retrospective (Unreal Fest Orlando 2025) | Matthew Campbell, lead graphics engineer on Avowed, Obsidian (verified) - Network accessline 21
| How to render layers using the new Movie Render Graph | Shaun Comly, Epic Games staff (verified) - Network accessline 21
| How to render layers using the new Movie Render Graph | Shaun Comly, Epic Games staff (verified) - Network accessline 22
| Demystifying Movie Render Queue (EDC tutorial) | Shaun Comly, Epic staff, with Matt Hoffman (MRQ developer) and others - Network accessline 22
| Demystifying Movie Render Queue (EDC tutorial) | Shaun Comly, Epic staff, with Matt Hoffman (MRQ developer) and others - Network accessline 23
| Lumen Technical Details and Lumen Performance Guide | Epic documentation - Network accessline 23
| Lumen Technical Details and Lumen Performance Guide | Epic documentation - Network accessline 24
| MegaLights | Epic documentation - Network accessline 24
| MegaLights | Epic documentation - Network accessline 25
| Virtual Shadow Maps | Epic documentation - Network accessline 25
| Virtual Shadow Maps | Epic documentation - Network accessline 26
| Sky Atmosphere, Exponential Height Fog, Volumetric Fog, Volumetric Clouds | Epic documentation - Network accessline 26
| Sky Atmosphere, Exponential Height Fog, Volumetric Fog, Volumetric Clouds | Epic documentation - Network accessline 27
| Physical Lighting Units, Auto Exposure, Post Process, Filmic Tonemapper, OpenColorIO | Epic documentation - Network accessline 27
| Physical Lighting Units, Auto Exposure, Post Process, Filmic Tonemapper, OpenColorIO | Epic documentation - Network accessline 28
| Path Tracer | Epic documentation - Network accessline 28
| Path Tracer | Epic documentation - Network accessline 29
| Movie Render Pipeline, MRG Nodes, Cinematic Rendering Image Quality | Epic documentation - Network accessline 29
| Movie Render Pipeline, MRG Nodes, Cinematic Rendering Image Quality | Epic documentation - Network accessline 30
| MRQ Command Line Rendering and MRG Scripting | Epic documentation (5.8 pages, 5.7 Python reference) - Network accessline 30
| MRQ Command Line Rendering and MRG Scripting | Epic documentation (5.8 pages, 5.7 Python reference)
skills/game-engines/unreal/scenario-unreal-lighting-rendering/scripts/ue_light.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Dangerous shell operationline 1213
sm, lm, rm = _norm(m.get("shading_model")), _norm(m.get("lighting_mode")), _norm(m.get("refraction_method")) - Dangerous shell operationline 1213
sm, lm, rm = _norm(m.get("shading_model")), _norm(m.get("lighting_mode")), _norm(m.get("refraction_method"))
skills/game-engines/unreal/scenario-unreal-materials/SKILL.md
- Network accessline 13
instruction count or a pretty preview. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 13
instruction count or a pretty preview. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 14
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 15
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unreal/scenario-unreal-materials/references/procedures.md
skills/game-engines/unreal/scenario-unreal-materials/references/sources.md
- Network accessline 11
| Source | Expert and credential - Network accessline 11
| Source | Expert and credential - Network accessline 12
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------- - Network accessline 12
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------- - Network accessline 13
| "Systemic Shader Reduction: How We Cut Fortnite's Shaders by 68%", Unreal Fest Chicago 2026, UE 5.8. https://www.youtube.com/watch?v=wobQ8ZKQpbc | Jason Nadro (UE Rendering Architecture Lead, Epic) and Jon Lauf (Fortni - Network accessline 13
| "Systemic Shader Reduction: How We Cut Fortnite's Shaders by 68%", Unreal Fest Chicago 2026, UE 5.8. https://www.youtube.com/watch?v=wobQ8ZKQpbc | Jason Nadro (UE Rendering Architecture Lead, Epic) and Jon Lauf (Fortni - Network accessline 14
| "Shader Optimization: True Instruction Cost", Tech Art Aid, 2021. https://www.youtube.com/watch?v=y0QASid1v8w | Oskar Swierad (later Lead Technical Artist, Cyberpunk 2077: Phantom Lib - Network accessline 14
| "Shader Optimization: True Instruction Cost", Tech Art Aid, 2021. https://www.youtube.com/watch?v=y0QASid1v8w | Oskar Swierad (later Lead Technical Artist, Cyberpunk 2077: Phantom Lib - Network accessline 15
| "Everything You Wanted to Know About Substrate (But Are Too Afraid to Ask)", Unreal Fest Stockholm 2025. https://www.youtube.com/watch?v=SqPaL8HS_Lw | Nathaniel Morgan (Principal Technical Artist, Epic; rendering product o - Network accessline 15
| "Everything You Wanted to Know About Substrate (But Are Too Afraid to Ask)", Unreal Fest Stockholm 2025. https://www.youtube.com/watch?v=SqPaL8HS_Lw | Nathaniel Morgan (Principal Technical Artist, Epic; rendering product o - Network accessline 17
| Terrain Shaders episodes 1, 2, 3, 6, 16, 2025 to 2026. -UZlUUQSGgQ, gjOO5g4cgng, 0L5Azq6ugyo, ucuSaiDuqiM, 4q6EekzAUI0 | Ben Cloward - Network accessline 17
| Terrain Shaders episodes 1, 2, 3, 6, 16, 2025 to 2026. -UZlUUQSGgQ, gjOO5g4cgng, 0L5Azq6ugyo, ucuSaiDuqiM, 4q6EekzAUI0 | Ben Cloward - Network accessline 18
| Materials 101 episodes 2, 9, 22 (UE4, 2019 to 2020). fePsD_8p9vM, h95X255NhOo, pXOknekvmwE | Ben Cloward - Network accessline 18
| Materials 101 episodes 2, 9, 22 (UE4, 2019 to 2020). fePsD_8p9vM, h95X255NhOo, pXOknekvmwE | Ben Cloward - Network accessline 19
| "Runtime Virtual Textures: The Ultimate Starter Guide", 2025. https://www.youtube.com/watch?v=RLEPA16QDRw | PrismaticaDev (indie developer of Prismatica, widely followed UE materi - Network accessline 19
| "Runtime Virtual Textures: The Ultimate Starter Guide", 2025. https://www.youtube.com/watch?v=RLEPA16QDRw | PrismaticaDev (indie developer of Prismatica, widely followed UE materi - Network accessline 20
| "Material Layering Systems in Unreal", SDC23. https://www.youtube.com/watch?v=SAr7oPKsgLE | Chris Pollitt (principal technical artist, Sumo Digital) - Network accessline 20
| "Material Layering Systems in Unreal", SDC23. https://www.youtube.com/watch?v=SAr7oPKsgLE | Chris Pollitt (principal technical artist, Sumo Digital) - Network accessline 21
| "Physically Based Cel Shading", 2024. https://www.youtube.com/watch?v=eBS3BOI5KnM | Visual Tech Art (self-described senior technical artist, unverified) - Network accessline 21
| "Physically Based Cel Shading", 2024. https://www.youtube.com/watch?v=eBS3BOI5KnM | Visual Tech Art (self-described senior technical artist, unverified) - Network accessline 22
| "How To Use Toon Shading New In UE5.8", Pitchfork Academy, 2026. https://www.youtube.com/watch?v=iMJJYXHMw4o | "Vylocity" (tutorial creator; studio shipped Skyblocker; credentials un - Network accessline 22
| "How To Use Toon Shading New In UE5.8", Pitchfork Academy, 2026. https://www.youtube.com/watch?v=iMJJYXHMw4o | "Vylocity" (tutorial creator; studio shipped Skyblocker; credentials un - Network accessline 23
| "Simple Stylization Techniques in Unreal Engine", GDC 2024. https://www.youtube.com/watch?v=exMzwH7EJUY | Chris Murphy (Senior Technical Artist, Epic Tech Consulting) - Network accessline 23
| "Simple Stylization Techniques in Unreal Engine", GDC 2024. https://www.youtube.com/watch?v=exMzwH7EJUY | Chris Murphy (Senior Technical Artist, Epic Tech Consulting) - Network accessline 27
| Page | Best for - Network accessline 27
| Page | Best for - Network accessline 28
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------- - Network accessline 28
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------- - Network accessline 29
| Overview of Substrate Materials (`materials__substrate-overview.md`), https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-substrate-materials-in-unreal-engine | Defaults, GBuffer formats, operators, parameter blending, - Network accessline 29
| Overview of Substrate Materials (`materials__substrate-overview.md`), https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-substrate-materials-in-unreal-engine | Defaults, GBuffer formats, operators, parameter blending,
skills/game-engines/unreal/scenario-unreal-materials/scripts/ue_materials.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Dangerous shell operationline 1557
rm = str(graph.get("refraction_method", "")).upper() - Dangerous shell operationline 1557
rm = str(graph.get("refraction_method", "")).upper() - Dangerous shell operationline 2520
rm = _enum_value("RefractionMode", "RM_PIXEL_NORMAL_OFFSET" if flat else "RM_INDEX_OF_REFRACTION_FROM_F0") - Dangerous shell operationline 2520
rm = _enum_value("RefractionMode", "RM_PIXEL_NORMAL_OFFSET" if flat else "RM_INDEX_OF_REFRACTION_FROM_F0") - Dangerous shell operationline 2521
if rm is not None: - Dangerous shell operationline 2521
if rm is not None:
skills/game-engines/unreal/scenario-unreal-performance/SKILL.md
- Network accessline 13
proof; most fixes go back to the teammate who owns the content. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ski - Network accessline 13
proof; most fixes go back to the teammate who owns the content. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ski - Network accessline 14
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 15
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/game-engines/unreal/scenario-unreal-performance/references/sources.md
- Network accessline 10
| Code | Expert and credential | Source - Network accessline 10
| Code | Expert and credential | Source - Network accessline 11
| ----- | ------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- - Network accessline 11
| ----- | ------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- - Network accessline 12
| OZ26 | Matt Oztalay, lead technical artist, Epic Games developer relations | "How to Start Your Project at 60 FPS and Keep It There", Unreal Fest Chicago 2026, UE 5.8. https://www.youtube.co - Network accessline 12
| OZ26 | Matt Oztalay, lead technical artist, Epic Games developer relations | "How to Start Your Project at 60 FPS and Keep It There", Unreal Fest Chicago 2026, UE 5.8. https://www.youtube.co - Network accessline 13
| OZ24 | Matt Oztalay, senior technical artist, Epic Games | "Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management", Unreal Fest 2024, UE 5.4. http - Network accessline 13
| OZ24 | Matt Oztalay, senior technical artist, Epic Games | "Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management", Unreal Fest 2024, UE 5.4. http - Network accessline 14
| W4R | Kevin (rendering team lead, Epic Games) and a CD Projekt Red core tech engineer | "The Road to 60 fps in The Witcher 4 UE5 Tech Demo", Unreal Fest Orlando 2025, UE 5.6, PS5. https://www.youtube.c - Network accessline 14
| W4R | Kevin (rendering team lead, Epic Games) and a CD Projekt Red core tech engineer | "The Road to 60 fps in The Witcher 4 UE5 Tech Demo", Unreal Fest Orlando 2025, UE 5.6, PS5. https://www.youtube.c - Network accessline 15
| W4S | Richard Malo, principal engine programmer, Epic Games, with CD Projekt Red | "Streaming Improvements for Dense Worlds in The Witcher 4 UE5 Tech Demo", Unreal Fest Orlando 2025, UE 5.4 to 5.6 - Network accessline 15
| W4S | Richard Malo, principal engine programmer, Epic Games, with CD Projekt Red | "Streaming Improvements for Dense Worlds in The Witcher 4 UE5 Tech Demo", Unreal Fest Orlando 2025, UE 5.4 to 5.6 - Network accessline 16
| NORSE | Ari Arnbjörnsson (programmer, ex lead programmer on Returnal) and Matt Oztalay, Epic Technical Developer Relations | "Profiling with Purpose: Performance Lessons from a Real Unreal Project", Unreal Fest Stockholm 2025, UE 5.6. htt - Network accessline 16
| NORSE | Ari Arnbjörnsson (programmer, ex lead programmer on Returnal) and Matt Oztalay, Epic Technical Developer Relations | "Profiling with Purpose: Performance Lessons from a Real Unreal Project", Unreal Fest Stockholm 2025, UE 5.6. htt - Network accessline 17
| HITCH | Ari Arnbjörnsson, Technical Developer Relations, Epic Games (interviews with 18 studios) | "The Great Hitch Hunt: Tracking Down Every Frame Drop", Unreal Fest Orlando 2025, UE 5.5 and 5.6. https://www.you - Network accessline 17
| HITCH | Ari Arnbjörnsson, Technical Developer Relations, Epic Games (interviews with 18 studios) | "The Great Hitch Hunt: Tracking Down Every Frame Drop", Unreal Fest Orlando 2025, UE 5.5 and 5.6. https://www.you - Network accessline 18
| ARI22 | Ari Arnbjörnsson, Unreal Engine evangelist, Epic Games | "Maximizing Your Game's Performance in Unreal Engine", Unreal Fest 2022, UE 5.0/5.1. https://www.youtube.com/watc - Network accessline 18
| ARI22 | Ari Arnbjörnsson, Unreal Engine evangelist, Epic Games | "Maximizing Your Game's Performance in Unreal Engine", Unreal Fest 2022, UE 5.0/5.1. https://www.youtube.com/watc - Network accessline 19
| KEN | Ken Kuwano, lead software engineer, developer relations, Epic Games Japan | "Mastering Performance Analysis with Unreal Insights", Unreal Fest Bali 2025, UE 5.6. https://www.youtube.com/wat - Network accessline 19
| KEN | Ken Kuwano, lead software engineer, developer relations, Epic Games Japan | "Mastering Performance Analysis with Unreal Insights", Unreal Fest Bali 2025, UE 5.6. https://www.youtube.com/wat - Network accessline 20
| FFW | Tom Looman, UE5 instructor and consultant (former Epic engineer, by his account) | "Optimizing GPU Performance for Far Far West", 2026, UE 5.7, RTX 3060. https://www.youtube.com/watch?v=3qgd4glfIR - Network accessline 20
| FFW | Tom Looman, UE5 instructor and consultant (former Epic engineer, by his account) | "Optimizing GPU Performance for Far Far West", 2026, UE 5.7, RTX 3060. https://www.youtube.com/watch?v=3qgd4glfIR - Network accessline 21
| NIA | Adam Kiraly, senior technical artist, Tanglewood Games (Epic service partner) | "Optimizing Niagara: a Practical Approach to Performant Worlds", Unreal Fest Orlando 2025. https://www.youtube.co - Network accessline 21
| NIA | Adam Kiraly, senior technical artist, Tanglewood Games (Epic service partner) | "Optimizing Niagara: a Practical Approach to Performant Worlds", Unreal Fest Orlando 2025. https://www.youtube.co - Network accessline 22
| MOB | Paul, technical product manager for mobile platforms, Epic Games | "Profiling Unreal Engine on Mobile with Platform-Native Tools", Unreal Fest Chicago 2026, UE 5.8. https://www.you - Network accessline 22
| MOB | Paul, technical product manager for mobile platforms, Epic Games | "Profiling Unreal Engine on Mobile with Platform-Native Tools", Unreal Fest Chicago 2026, UE 5.8. https://www.you - Network accessline 23
| AVW | Matthew Campbell, senior graphics engineer, Obsidian Entertainment (lead graphics engineer on Avowed) | "Avowed: A GPU Technical Retrospective", Unreal Fest Orlando 2025, shipped on UE 5.3.2, Xbox Series S. https://ww - Network accessline 23
| AVW | Matthew Campbell, senior graphics engineer, Obsidian Entertainment (lead graphics engineer on Avowed) | "Avowed: A GPU Technical Retrospective", Unreal Fest Orlando 2025, shipped on UE 5.3.2, Xbox Series S. https://ww - Network accessline 24
| ARG | Alexis Argyriou, The Bureau Consulting (15 years in games, Ubisoft open-world level building) | "Lighting in UE5: Scaling for Quality and Performance", Unreal Fest Bali 2025, UE 5.3. https://www.youtube.com/wa - Network accessline 24
| ARG | Alexis Argyriou, The Bureau Consulting (15 years in games, Ubisoft open-world level building) | "Lighting in UE5: Scaling for Quality and Performance", Unreal Fest Bali 2025, UE 5.3. https://www.youtube.com/wa
skills/game-engines/unreal/scenario-unreal-performance/scripts/ue_perf.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Dangerous shell operationline 1780
rm = s.get("receiver_mask_directional") - Dangerous shell operationline 1780
rm = s.get("receiver_mask_directional") - Dangerous shell operationline 1781
if rm is not None and str(rm).strip() in ("0", "False", "false"): - Dangerous shell operationline 1781
if rm is not None and str(rm).strip() in ("0", "False", "false"):
skills/game-engines/unreal/scenario-unreal-pipeline-automation/SKILL.md
- Network accessline 12
headless; anything visual goes to a screenshot someone actually looks at. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenari - Network accessline 12
headless; anything visual goes to a screenshot someone actually looks at. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenari - Network accessline 13
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 14
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/game-engines/unreal/scenario-unreal-pipeline-automation/references/procedures.md
skills/game-engines/unreal/scenario-unreal-pipeline-automation/references/sources.md
- Network accessline 12
| Source | Who - Network accessline 12
| Source | Who - Network accessline 13
| ------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ - Network accessline 13
| ------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ - Network accessline 14
| Import Customization through the Interchange Framework, Unreal Fest 2024 (UE 5.4), https://www.youtube.com/watch?v=Oq6KbrqkGnw | Epic technical product manager for the content pipeline (import, Dataprep, CAD, glTF - Network accessline 14
| Import Customization through the Interchange Framework, Unreal Fest 2024 (UE 5.4), https://www.youtube.com/watch?v=Oq6KbrqkGnw | Epic technical product manager for the content pipeline (import, Dataprep, CAD, glTF - Network accessline 15
| Python in Unreal Engine, Inside Unreal 2019 (UE 4.22), https://www.youtube.com/watch?v=0guOMTiwmhk | Jamie Dale (engineer of the Python Editor Script Plugin) and Aaron Carlisle (pipelin - Network accessline 15
| Python in Unreal Engine, Inside Unreal 2019 (UE 4.22), https://www.youtube.com/watch?v=0guOMTiwmhk | Jamie Dale (engineer of the Python Editor Script Plugin) and Aaron Carlisle (pipelin - Network accessline 16
| Practical Test Automation in UE, Inside Unreal (published 2026-08, recorded on 5.5), https://www.youtube.com/watch?v=KuIWCzujtag | Andrew Fray, former programming lead (Rollerdrome), test automation consultant (auto - Network accessline 16
| Practical Test Automation in UE, Inside Unreal (published 2026-08, recorded on 5.5), https://www.youtube.com/watch?v=KuIWCzujtag | Andrew Fray, former programming lead (Rollerdrome), test automation consultant (auto - Network accessline 17
| Using Unreal Automation at Riot Games, Unreal Fest Gold Coast 2024, https://www.youtube.com/watch?v=3ftOkc-cA7U | Zack Hamilton, senior software engineer, Riot Games Sydney (Unreal ecosystem team) - Network accessline 17
| Using Unreal Automation at Riot Games, Unreal Fest Gold Coast 2024, https://www.youtube.com/watch?v=3ftOkc-cA7U | Zack Hamilton, senior software engineer, Riot Games Sydney (Unreal ecosystem team) - Network accessline 18
| Setting up a UE Studio the Epic Way, Unreal Fest 2024 (5.4), https://www.youtube.com/watch?v=102O0FOEzNY | Ari Arnbjörnsson, Epic developer relations - Network accessline 18
| Setting up a UE Studio the Epic Way, Unreal Fest 2024 (5.4), https://www.youtube.com/watch?v=102O0FOEzNY | Ari Arnbjörnsson, Epic developer relations - Network accessline 19
| Apple Platform Workflows with UE, Unreal Fest Seattle 2024 (5.4 to 5.5), https://www.youtube.com/watch?v=uxdEt9XXKb8 | Josh Adams, platform engineer at Epic for about 20 years - Network accessline 19
| Apple Platform Workflows with UE, Unreal Fest Seattle 2024 (5.4 to 5.5), https://www.youtube.com/watch?v=uxdEt9XXKb8 | Josh Adams, platform engineer at Epic for about 20 years - Network accessline 20
| Bringing UE into a Classic CG Pipeline with Python, Unreal Fest Bali 2025 (5.5), https://www.youtube.com/watch?v=MjjkWH0eT3U | Christophe Bardoux, CG supervisor, M2 Animation (200+ artists) - Network accessline 20
| Bringing UE into a Classic CG Pipeline with Python, Unreal Fest Bali 2025 (5.5), https://www.youtube.com/watch?v=MjjkWH0eT3U | Christophe Bardoux, CG supervisor, M2 Animation (200+ artists) - Network accessline 21
| Accelerating In-Editor Workflows with Editor Utilities, GDC 2024 (5.4), https://www.youtube.com/watch?v=m6mJ9r7ytks | Matt Oztalay, senior developer relations technical artist, Epic - Network accessline 21
| Accelerating In-Editor Workflows with Editor Utilities, GDC 2024 (5.4), https://www.youtube.com/watch?v=m6mJ9r7ytks | Matt Oztalay, senior developer relations technical artist, Epic - Network accessline 22
| Myth-Busting Best Practices, Unreal Fest Seattle 2024 (5.4), https://www.youtube.com/watch?v=S2olUc9zcB8 (blueprints batch) | Ari Arnbjörnsson with Matt Oztalay's Nanite segment - Network accessline 22
| Myth-Busting Best Practices, Unreal Fest Seattle 2024 (5.4), https://www.youtube.com/watch?v=S2olUc9zcB8 (blueprints batch) | Ari Arnbjörnsson with Matt Oztalay's Nanite segment - Network accessline 23
| How to Start Your Project at 60 FPS and Keep It There, Unreal Fest Chicago 2026 (5.8), https://www.youtube.com/watch?v=DxBKmQ-0kfw (optimization batch) | Matt Oztalay, lead technical artist, Epic developer relations - Network accessline 23
| How to Start Your Project at 60 FPS and Keep It There, Unreal Fest Chicago 2026 (5.8), https://www.youtube.com/watch?v=DxBKmQ-0kfw (optimization batch) | Matt Oztalay, lead technical artist, Epic developer relations - Network accessline 24
| Getting Started with MCP in UE 5.8, Epic Education 2026, https://www.youtube.com/watch?v=k0tgmrBuIJc | Sam Deiter, senior Unreal Engine instructor, Epic; a second trainer "Ed" - Network accessline 24
| Getting Started with MCP in UE 5.8, Epic Education 2026, https://www.youtube.com/watch?v=k0tgmrBuIJc | Sam Deiter, senior Unreal Engine instructor, Epic; a second trainer "Ed" - Network accessline 25
| From Words to Worlds: MCP in the Editor, Unreal Fest Chicago 2026 (5.8), https://www.youtube.com/watch?v=lDf_y-YPELo | Epic MCP and PCG team (Nathan, JS, Quinton; surnames not given) - Network accessline 25
| From Words to Worlds: MCP in the Editor, Unreal Fest Chicago 2026 (5.8), https://www.youtube.com/watch?v=lDf_y-YPELo | Epic MCP and PCG team (Nathan, JS, Quinton; surnames not given) - Network accessline 26
| Getting Started with Remote Control API, Unreal Fest 2022 (5.1), https://www.youtube.com/watch?v=XapljWLWnsk | Warren Drones (name as spoken), technical product manager, Epic broadcast team - Network accessline 26
| Getting Started with Remote Control API, Unreal Fest 2022 (5.1), https://www.youtube.com/watch?v=XapljWLWnsk | Warren Drones (name as spoken), technical product manager, Epic broadcast team - Network accessline 30
| Page | URL - Network accessline 30
| Page | URL - Network accessline 31
| ---------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 31
| ---------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 32
| Interchange Framework, Importing Assets, Import Reference | https://dev.epicgames.com/documentation/en-us/unreal-engine/interchange-framework-in-unreal-engine - Network accessline 32
| Interchange Framework, Importing Assets, Import Reference | https://dev.epicgames.com/documentation/en-us/unreal-engine/interchange-framework-in-unreal-engine - Network accessline 33
| Data Validation | https://dev.epicgames.com/documentation/en-us/unreal-engine/data-validation-in-unreal-engine - Network accessline 33
| Data Validation | https://dev.epicgames.com/documentation/en-us/unreal-engine/data-validation-in-unreal-engine - Network accessline 34
| Automation Test Framework, Python editor tests, Functional Testing, Gauntlet | https://dev.epicgames.com/documentation/en-us/unreal-engine/automation-test-framework-in-unreal-engine - Network accessline 34
| Automation Test Framework, Python editor tests, Functional Testing, Gauntlet | https://dev.epicgames.com/documentation/en-us/unreal-engine/automation-test-framework-in-unreal-engine - Network accessline 35
| Automation Tool, BuildCookRun, Command-Line Arguments | https://dev.epicgames.com/documentation/en-us/unreal-engine/build-operations-cooking-packaging-deploying-and-running-projects-in-unreal-engine - Network accessline 35
| Automation Tool, BuildCookRun, Command-Line Arguments | https://dev.epicgames.com/documentation/en-us/unreal-engine/build-operations-cooking-packaging-deploying-and-running-projects-in-unreal-engine - Network accessline 36
| macOS Development Requirements | https://dev.epicgames.com/documentation/en-us/unreal-engine/macos-development-requirements-for-unreal-engine - Network accessline 36
| macOS Development Requirements | https://dev.epicgames.com/documentation/en-us/unreal-engine/macos-development-requirements-for-unreal-engine - Network accessline 37
| UE 5.8 Release Notes (pipeline excerpt) | https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes - Network accessline 37
| UE 5.8 Release Notes (pipeline excerpt) | https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes - Network accessline 38
| Scripting the Unreal Editor Using Python | https://dev.epicgames.com/documentation/en-us/unreal-engine/scripting-the-unreal-editor-using-python - Network accessline 38
| Scripting the Unreal Editor Using Python | https://dev.epicgames.com/documentation/en-us/unreal-engine/scripting-the-unreal-editor-using-python - Network accessline 39
| Unreal Python API 5.8 (key classes) | https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/?application_version=5.8 - Network accessline 39
| Unreal Python API 5.8 (key classes) | https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/?application_version=5.8 - Network accessline 40
| Unreal MCP | https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-mcp-in-unreal-editor - Network accessline 40
| Unreal MCP | https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-mcp-in-unreal-editor - Network accessline 41
| Remote Control API | https://dev.epicgames.com/documentation/en-us/unreal-engine/remote-control-for-unreal-engine - Network accessline 41
| Remote Control API | https://dev.epicgames.com/documentation/en-us/unreal-engine/remote-control-for-unreal-engine - Network accessline 42
| Editor Utilities and Scriptable Tools | https://dev.epicgames.com/documentation/en-us/unreal-engine/scripting-the-unreal-editor-using-blueprints - Network accessline 42
| Editor Utilities and Scriptable Tools | https://dev.epicgames.com/documentation/en-us/unreal-engine/scripting-the-unreal-editor-using-blueprints - Network accessline 43
| Recommended Asset Naming Conventions; Redirectors | https://dev.epicgames.com/documentation/en-us/unreal-engine/recommended-asset-naming-conventions-in-unreal-engine-projects - Network accessline 43
| Recommended Asset Naming Conventions; Redirectors | https://dev.epicgames.com/documentation/en-us/unreal-engine/recommended-asset-naming-conventions-in-unreal-engine-projects - Network accessline 44
| Source Control, Perforce, Multi-User | https://dev.epicgames.com/documentation/en-us/unreal-engine/source-control-in-unreal-engine - Network accessline 44
| Source Control, Perforce, Multi-User | https://dev.epicgames.com/documentation/en-us/unreal-engine/source-control-in-unreal-engine - Network accessline 45
| Customizing the Datasmith Import Process | https://dev.epicgames.com/documentation/en-us/unreal-engine/customizing-the-datasmith-import-process-in-unreal-engine - Network accessline 45
| Customizing the Datasmith Import Process | https://dev.epicgames.com/documentation/en-us/unreal-engine/customizing-the-datasmith-import-process-in-unreal-engine - Network accessline 46
| Nanite overview; Virtual Shadow Maps (Shadow Depths) | https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine ; https://dev.epicgames.com/documentation/en-us/unreal - Network accessline 46
| Nanite overview; Virtual Shadow Maps (Shadow Depths) | https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine ; https://dev.epicgames.com/documentation/en-us/unreal - Network accessline 50
| Source | URL | Best for - Network accessline 50
| Source | URL | Best for - Network accessline 51
| ------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------- | ------------------------------------------------------ - Network accessline 51
| ------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------- | ------------------------------------------------------ - Network accessline 52
| Allar ue5-style-guide (Michael Allar, Gamemakin; UE4-era) | https://github.com/Allar/ue5-style-guide | naming as law, folder layout, texture and mesh rules - Network accessline 52
| Allar ue5-style-guide (Michael Allar, Gamemakin; UE4-era) | https://github.com/Allar/ue5-style-guide | naming as law, folder layout, texture and mesh rules - Network accessline 53
| Community MCP servers (ChiR24/Unreal_mcp, db-lyon/ue-mcp, tumourlove/monolith, runreal/unreal-mcp, chongdashu/unreal-mcp) | https://github.com/ChiR24/Unreal_mcp (others in the note) | small tool surfaces, created/existed idempotency, writ - Network accessline 53
| Community MCP servers (ChiR24/Unreal_mcp, db-lyon/ue-mcp, tumourlove/monolith, runreal/unreal-mcp, chongdashu/unreal-mcp) | https://github.com/ChiR24/Unreal_mcp (others in the note) | small tool surfaces, created/existed idempotency, writ
skills/game-engines/unreal/scenario-unreal-pipeline-automation/scripts/ue_contact_sheet_job.py
skills/game-engines/unreal/scenario-unreal-pipeline-automation/scripts/ue_pipeline.py
skills/game-engines/unreal/scenario-unreal-pipeline-automation/scripts/ue_pipeline_job.py
skills/game-engines/unreal/scenario-unreal-vfx/SKILL.md
- Network accessline 14
GUI requests. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schema - Network accessline 14
GUI requests. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schema - Network accessline 15
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 16
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/game-engines/unreal/scenario-unreal-vfx/references/procedures.md
- Network accessline 68
dict(name="impact flash + ring", gameplay_critical=True, persistent=False, spawns_per_second=2, live_particles=30), dict(name="impact smoke + sparks", gameplay_critical=False, persistent=False, spawns_per_second=2, live_particles=150, - Network accessline 68
dict(name="impact flash + ring", gameplay_critical=True, persistent=False, spawns_per_second=2, live_particles=30), dict(name="impact smoke + sparks", gameplay_critical=False, persistent=False, spawns_per_second=2, live_particles=150, - Network accessline 69
dict(name="impact smoke + sparks", gameplay_critical=False, persistent=False, spawns_per_second=2, live_particles=150, modules=("Initialize Particle", "Sub UV Animation", "Drag", "Scale Color", "Scale Sprite Size", "Curl Noise")), - Network accessline 69
dict(name="impact smoke + sparks", gameplay_critical=False, persistent=False, spawns_per_second=2, live_particles=150, modules=("Initialize Particle", "Sub UV Animation", "Drag", "Scale Color", "Scale Sprite Size", "Curl Noise")), - Network accessline 70
modules=("Initialize Particle", "Sub UV Animation", "Drag", "Scale Color", "Scale Sprite Size", "Curl Noise")), - Network accessline 70
modules=("Initialize Particle", "Sub UV Animation", "Drag", "Scale Color", "Scale Sprite Size", "Curl Noise")),
skills/game-engines/unreal/scenario-unreal-vfx/references/sources.md
- Network accessline 10
| Source | Expert and credential | URL - Network accessline 10
| Source | Expert and credential | URL - Network accessline 11
| -------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- | --------------- - Network accessline 11
| -------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- | --------------- - Network accessline 12
| Optimizing Niagara: a Practical Approach to Performant Worlds (Unreal Fest Orlando 2025, 46:56) | Adam Kiraly, Senior Technical Artist, Tanglewood Games (Epic service partner: porting, performance); Funko Fusion | https://www.you - Network accessline 12
| Optimizing Niagara: a Practical Approach to Performant Worlds (Unreal Fest Orlando 2025, 46:56) | Adam Kiraly, Senior Technical Artist, Tanglewood Games (Epic service partner: porting, performance); Funko Fusion | https://www.you - Network accessline 13
| Advanced Niagara VFX: Fluids, Simulation Stages and More (Unreal Fest Gold Coast 2024, 36:49) | Xiao Yue, Technical Artist, Developer Relations, Epic Games China; six years of film FX simulation | https://www.you - Network accessline 13
| Advanced Niagara VFX: Fluids, Simulation Stages and More (Unreal Fest Gold Coast 2024, 36:49) | Xiao Yue, Technical Artist, Developer Relations, Epic Games China; six years of film FX simulation | https://www.you - Network accessline 14
| Scalability and Best Practices; Performance Budgeting Using Effect Types; Niagara Debugger (UE 5.8 docs) | Epic Games | https://dev.epi - Network accessline 14
| Scalability and Best Practices; Performance Budgeting Using Effect Types; Niagara Debugger (UE 5.8 docs) | Epic Games | https://dev.epi - Network accessline 15
| Niagara Lightweight Emitters Overview and Quick Start; Niagara Data Channels Overview (UE 5.8 docs) | Epic Games | https://dev.epi - Network accessline 15
| Niagara Lightweight Emitters Overview and Quick Start; Niagara Data Channels Overview (UE 5.8 docs) | Epic Games | https://dev.epi - Network accessline 16
| Overview of Niagara Effects; Niagara Flipbook Baker Quick Start (UE 5.8 docs) | Epic Games | https://dev.epi - Network accessline 16
| Overview of Niagara Effects; Niagara Flipbook Baker Quick Start (UE 5.8 docs) | Epic Games | https://dev.epi - Network accessline 17
| Fluid Simulation Overview; Niagara Fluids Reference; Water System (UE 5.8 docs) | Epic Games | https://dev.epi - Network accessline 17
| Fluid Simulation Overview; Niagara Fluids Reference; Water System (UE 5.8 docs) | Epic Games | https://dev.epi - Network accessline 18
| Unreal Python API 5.8: NiagaraSystem, NiagaraComponent, NiagaraFunctionLibrary, GeometryCollection | Epic Games | https://dev.epi - Network accessline 18
| Unreal Python API 5.8: NiagaraSystem, NiagaraComponent, NiagaraFunctionLibrary, GeometryCollection | Epic Games | https://dev.epi - Network accessline 22
| Source | Expert and credential | URL | Best for - Network accessline 22
| Source | Expert and credential | URL | Best for - Network accessline 23
| ------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | ------------------------------------------- | -------------------------- - Network accessline 23
| ------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------- | ------------------------------------------- | -------------------------- - Network accessline 24
| Artistic Principles of VFX #1 Gameplay (19:38) | Jason Keyser, VFX Apprentice founder, League of Legends VFX artist (identified by the #3 and #5 end cards) | https://www.youtube.com/watch?v=BOE8osaPzOY | gameplay truth, importance - Network accessline 24
| Artistic Principles of VFX #1 Gameplay (19:38) | Jason Keyser, VFX Apprentice founder, League of Legends VFX artist (identified by the #3 and #5 end cards) | https://www.youtube.com/watch?v=BOE8osaPzOY | gameplay truth, importance - Network accessline 25
| #2 Shape (10:59) | Jason Keyser | https://www.youtube.com/watch?v=Wb7r6_L9Fyk | silhouette of the cloud, m - Network accessline 25
| #2 Shape (10:59) | Jason Keyser | https://www.youtube.com/watch?v=Wb7r6_L9Fyk | silhouette of the cloud, m - Network accessline 26
| #3 Value (16:13) | Jason Keyser | https://www.youtube.com/watch?v=3DaBs-7oFhM | value bands, contrast budg - Network accessline 26
| #3 Value (16:13) | Jason Keyser | https://www.youtube.com/watch?v=3DaBs-7oFhM | value bands, contrast budg - Network accessline 27
| #4 Color (23:03) | Jason Keyser | https://www.youtube.com/watch?v=8iTkIDYupu4 | color depth, no 255 satura - Network accessline 27
| #4 Color (23:03) | Jason Keyser | https://www.youtube.com/watch?v=8iTkIDYupu4 | color depth, no 255 satura - Network accessline 28
| #5 Timing (23:09) | Jason Keyser | https://www.youtube.com/watch?v=WLMVpcK0WvA | anticipation, overload, pr - Network accessline 28
| #5 Timing (23:09) | Jason Keyser | https://www.youtube.com/watch?v=WLMVpcK0WvA | anticipation, overload, pr - Network accessline 29
| #6 Composition (19:31) | Sonia Firsova, contract VFX artist on Riot's Project L, VFX Apprentice mentor | https://www.youtube.com/watch?v=zPl0oVanDV0 | focal point per stage, big - Network accessline 29
| #6 Composition (19:31) | Sonia Firsova, contract VFX artist on Riot's Project L, VFX Apprentice mentor | https://www.youtube.com/watch?v=zPl0oVanDV0 | focal point per stage, big - Network accessline 30
| How to (Not) Create Textures for VFX (GDC 2022, 54:34) | Simon Trümpler, VFX artist, Wild Sheep Studio | https://www.youtube.com/watch?v=KaNDezgsg4M | reuse decision tree, licen - Network accessline 30
| How to (Not) Create Textures for VFX (GDC 2022, 54:34) | Simon Trümpler, VFX artist, Wild Sheep Studio | https://www.youtube.com/watch?v=KaNDezgsg4M | reuse decision tree, licen - Network accessline 31
| Crafting Visual Effects in Teamfight Tactics (45:32) | Jonathan Shishido, VFX artist, Teamfight Tactics, Riot | https://www.youtube.com/watch?v=W8A7KgGQjrg | live iteration habits: tes - Network accessline 31
| Crafting Visual Effects in Teamfight Tactics (45:32) | Jonathan Shishido, VFX artist, Teamfight Tactics, Riot | https://www.youtube.com/watch?v=W8A7KgGQjrg | live iteration habits: tes - Network accessline 35
| Source | Expert and credential | URL - Network accessline 35
| Source | Expert and credential | URL - Network accessline 36
| -------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- | ------------------- - Network accessline 36
| -------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- | ------------------- - Network accessline 37
| Dynamic Destruction in UE5 with Chaos (GDC 2025, 46:33) | Cedric Caillaud [?], Lead Physics Programmer, Epic; Jim Van Allen [?], destruction TA at Epic, ex-ILM | https://www.youtube - Network accessline 37
| Dynamic Destruction in UE5 with Chaos (GDC 2025, 46:33) | Cedric Caillaud [?], Lead Physics Programmer, Epic; Jim Van Allen [?], destruction TA at Epic, ex-ILM | https://www.youtube - Network accessline 38
| Tips and Tricks for Chaos Destruction (Unreal Fest Gold Coast 2024, 36:15) | Xiao Yue, Technical Artist, Epic Games China | https://www.youtube - Network accessline 38
| Tips and Tricks for Chaos Destruction (Unreal Fest Gold Coast 2024, 36:15) | Xiao Yue, Technical Artist, Epic Games China | https://www.youtube - Network accessline 39
| Non-Destructive Workflows for Chaos Physics (Unreal Fest Orlando 2025, 43:36) | Cedric Caillaud [?], Lead Physics Programmer, Chaos | https://www.youtube - Network accessline 39
| Non-Destructive Workflows for Chaos Physics (Unreal Fest Orlando 2025, 43:36) | Cedric Caillaud [?], Lead Physics Programmer, Chaos | https://www.youtube - Network accessline 40
| Chaos Destruction docs: Overview, Geometry Collections, Fracturing, Dataflow Quickstart, Fields (UE 5.8) | Epic Games | https://dev.epicgam - Network accessline 40
| Chaos Destruction docs: Overview, Geometry Collections, Fracturing, Dataflow Quickstart, Fields (UE 5.8) | Epic Games | https://dev.epicgam - Network accessline 41
| Physics overview, Sub-Stepping, Chaos Visual Debugger, Vehicles (UE 5.8 docs) | Epic Games | https://dev.epicgam - Network accessline 41
| Physics overview, Sub-Stepping, Chaos Visual Debugger, Vehicles (UE 5.8 docs) | Epic Games | https://dev.epicgam - Network accessline 42
| Chaos Cloth for AAA Games (Unreal Fest Orlando 2025, 45:13) | Alex McAdams (Chaos Cloth programmer, ex-Disney Animation) and Jared Monson (Senior Technical Animator), Epic | https://www.youtube - Network accessline 42
| Chaos Cloth for AAA Games (Unreal Fest Orlando 2025, 45:13) | Alex McAdams (Chaos Cloth programmer, ex-Disney Animation) and Jared Monson (Senior Technical Animator), Epic | https://www.youtube - Network accessline 43
| Embracing Chaos: the Eternal Strands Approach (Unreal Fest Seattle 2024, 32:24) | Yellow Brick Games programmer, 18 years at Ubisoft (name garbled [?]) | https://www.youtube - Network accessline 43
| Embracing Chaos: the Eternal Strands Approach (Unreal Fest Seattle 2024, 32:24) | Yellow Brick Games programmer, 18 years at Ubisoft (name garbled [?]) | https://www.youtube
skills/game-engines/unreal/scenario-unreal-vfx/scripts/ue_vfx.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 55
STATELESS_MODULES = ( "Acceleration Force", "Add Velocity", "Curl Noise", "Noise Vector Field", "Drag", - Network accessline 55
STATELESS_MODULES = ( "Acceleration Force", "Add Velocity", "Curl Noise", "Noise Vector Field", "Drag", - Network accessline 56
"Acceleration Force", "Add Velocity", "Curl Noise", "Noise Vector Field", "Drag", - Network accessline 56
"Acceleration Force", "Add Velocity", "Curl Noise", "Noise Vector Field", "Drag",
skills/game-engines/unreal/scenario-unreal-world-building/SKILL.md
- Network accessline 12
runtime, then proves every choice with a count, a trace or a screenshot. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario - Network accessline 12
runtime, then proves every choice with a count, a trace or a screenshot. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario - Network accessline 13
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 13
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 14
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/game-engines/unreal/scenario-unreal-world-building/references/sources.md
- Network accessline 14
| Source - Network accessline 14
| Source - Network accessline 15
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 15
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 16
| "Runtime PCG in The Witcher 4 Unreal Engine Tech Demo", Unreal Fest Stockholm 2025, 39:34, https://www.youtube.com/watch?v=icIFFlOyob4 - Network accessline 16
| "Runtime PCG in The Witcher 4 Unreal Engine Tech Demo", Unreal Fest Stockholm 2025, 39:34, https://www.youtube.com/watch?v=icIFFlOyob4 - Network accessline 17
| "PCG: Introduction, Use Cases, and Production Best Practices", Unreal Fest Stockholm 2025, 39:37, https://www.youtube.com/watch?v=TbNZ4GKaTow - Network accessline 17
| "PCG: Introduction, Use Cases, and Production Best Practices", Unreal Fest Stockholm 2025, 39:37, https://www.youtube.com/watch?v=TbNZ4GKaTow - Network accessline 18
| "PCG: Advanced Topics and New Features in UE 5.5", Unreal Fest Seattle 2024, 46:31, https://www.youtube.com/watch?v=j3ke6MmcaeY - Network accessline 18
| "PCG: Advanced Topics and New Features in UE 5.5", Unreal Fest Seattle 2024, 46:31, https://www.youtube.com/watch?v=j3ke6MmcaeY - Network accessline 19
| "Lessons Learned from Building a Very Large Open World Game in UE5: Subnautica 2", Unreal Fest Chicago 2026, 37:30, https://www.youtube.com/watch?v=AalP65lrtpo - Network accessline 19
| "Lessons Learned from Building a Very Large Open World Game in UE5: Subnautica 2", Unreal Fest Chicago 2026, 37:30, https://www.youtube.com/watch?v=AalP65lrtpo - Network accessline 20
| "Building Open Worlds in Unreal Engine 5", Unreal Fest 2022, 49:41, https://www.youtube.com/watch?v=EEf07ggFWRw - Network accessline 20
| "Building Open Worlds in Unreal Engine 5", Unreal Fest 2022, 49:41, https://www.youtube.com/watch?v=EEf07ggFWRw - Network accessline 21
| "An Artist's Guide to Using Nanite Tessellation", Unreal Fest 2024, 38:20, https://www.youtube.com/watch?v=6igUsOp8FdA - Network accessline 21
| "An Artist's Guide to Using Nanite Tessellation", Unreal Fest 2024, 38:20, https://www.youtube.com/watch?v=6igUsOp8FdA - Network accessline 22
| "The Future of Nanite Foliage", Unreal Fest Stockholm 2025, 29:07, https://www.youtube.com/watch?v=aZr-mWAzoTg - Network accessline 22
| "The Future of Nanite Foliage", Unreal Fest Stockholm 2025, 29:07, https://www.youtube.com/watch?v=aZr-mWAzoTg - Network accessline 23
| "Introducing Mesh Terrain: Craft Large Complex Worlds", Unreal Fest Chicago 2026, 47:40, https://www.youtube.com/watch?v=QJwTTmNez3k - Network accessline 23
| "Introducing Mesh Terrain: Craft Large Complex Worlds", Unreal Fest Chicago 2026, 47:40, https://www.youtube.com/watch?v=QJwTTmNez3k - Network accessline 24
| "Unreal Engine 5 Landscape Material", 59:49, https://www.youtube.com/watch?v=5ju7wyvZGBI - Network accessline 24
| "Unreal Engine 5 Landscape Material", 59:49, https://www.youtube.com/watch?v=5ju7wyvZGBI - Network accessline 25
| "Fallout 4's Modular Level Design", GDC 2016, 1:01:52, https://www.youtube.com/watch?v=QBAM27YbKZg - Network accessline 25
| "Fallout 4's Modular Level Design", GDC 2016, 1:01:52, https://www.youtube.com/watch?v=QBAM27YbKZg - Network accessline 26
| "Setting up an Unreal Engine Studio the Epic Way", Unreal Fest 2024, 45:09, https://www.youtube.com/watch?v=102O0FOEzNY - Network accessline 26
| "Setting up an Unreal Engine Studio the Epic Way", Unreal Fest 2024, 45:09, https://www.youtube.com/watch?v=102O0FOEzNY - Network accessline 27
| Terrain Shaders series, 2025-2026: Ep1 https://www.youtube.com/watch?v=-UZlUUQSGgQ, Ep3 https://www.youtube.com/watch?v=0L5Azq6ugyo, Ep6 https://www.youtube.com/watch?v=ucuSaiDuqiM, Ep16 https://www.youtube.com/watch?v=4q6EekzAUI0 (also E - Network accessline 27
| Terrain Shaders series, 2025-2026: Ep1 https://www.youtube.com/watch?v=-UZlUUQSGgQ, Ep3 https://www.youtube.com/watch?v=0L5Azq6ugyo, Ep6 https://www.youtube.com/watch?v=ucuSaiDuqiM, Ep16 https://www.youtube.com/watch?v=4q6EekzAUI0 (also E - Network accessline 28
| "World-Aligned Textures", Materials 101 Ep22, https://www.youtube.com/watch?v=pXOknekvmwE - Network accessline 28
| "World-Aligned Textures", Materials 101 Ep22, https://www.youtube.com/watch?v=pXOknekvmwE - Network accessline 29
| "Runtime Virtual Textures: The Ultimate Starter Guide", https://www.youtube.com/watch?v=RLEPA16QDRw - Network accessline 29
| "Runtime Virtual Textures: The Ultimate Starter Guide", https://www.youtube.com/watch?v=RLEPA16QDRw - Network accessline 33
| Page - Network accessline 33
| Page - Network accessline 34
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 34
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Network accessline 35
| World Partition, One File Per Actor, Data Layers, Level Instancing, WP HLOD: https://dev.epicgames.com/documentation/en-us/unreal-engine/world-partition-in-unreal-engine and the four sibling pages (`editor-world__world-partition-ofpa-data - Network accessline 35
| World Partition, One File Per Actor, Data Layers, Level Instancing, WP HLOD: https://dev.epicgames.com/documentation/en-us/unreal-engine/world-partition-in-unreal-engine and the four sibling pages (`editor-world__world-partition-ofpa-data - Network accessline 36
| Landscape technical guide, landscape materials, edit layers: https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-technical-guide-in-unreal-engine and siblings (`editor-world__landscape-technical-materials-editlayers.md`, - Network accessline 36
| Landscape technical guide, landscape materials, edit layers: https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-technical-guide-in-unreal-engine and siblings (`editor-world__landscape-technical-materials-editlayers.md`, - Network accessline 37
| Nanite overview: https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine - Network accessline 37
| Nanite overview: https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine - Network accessline 38
| PCG overview: https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation-overview - Network accessline 38
| PCG overview: https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation-overview - Network accessline 39
| PCG node reference: https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation-framework-node-reference-in-unreal-engine - Network accessline 39
| PCG node reference: https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation-framework-node-reference-in-unreal-engine - Network accessline 40
| Runtime Virtual Texturing: https://dev.epicgames.com/documentation/en-us/unreal-engine/runtime-virtual-texturing-in-unreal-engine - Network accessline 40
| Runtime Virtual Texturing: https://dev.epicgames.com/documentation/en-us/unreal-engine/runtime-virtual-texturing-in-unreal-engine - Network accessline 41
| Water system (`vfx-physics__niagara-fluids-water-system.md`) - Network accessline 41
| Water system (`vfx-physics__niagara-fluids-water-system.md`) - Network accessline 42
| Source control, naming conventions and redirectors (`editor-world__source-control-perforce-multiuser.md`, `editor-world__naming-conventions-redirectors.md`) - Network accessline 42
| Source control, naming conventions and redirectors (`editor-world__source-control-perforce-multiuser.md`, `editor-world__naming-conventions-redirectors.md`) - Network accessline 43
| Allar UE5 style guide, https://github.com/Allar/ue5-style-guide (community) - Network accessline 43
| Allar UE5 style guide, https://github.com/Allar/ue5-style-guide (community)
skills/game-engines/unreal/scenario-unreal-world-building/scripts/ue_world.py
skills/scenario-3d-worlds/SKILL.md
- Network accessline 19
the `scenario-3d` skill; skybox-only work with no splat stage: the `scenario-skyboxes` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https: - Network accessline 19
the `scenario-3d` skill; skybox-only work with no splat stage: the `scenario-skyboxes` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https: - Network accessline 20
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 21
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/scenario-3d/SKILL.md
- Network accessline 15
Blender extension: `scenario-blender`. Connection and the core loop: the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://g - Network accessline 15
Blender extension: `scenario-blender`. Connection and the core loop: the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://g - Network accessline 16
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 17
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 27
| Wait | `jobs_wait` | Any `job_id` returned without assets goes in `job_ids`; never poll `job_get` in a loop | | Preview | `asset_display` - Network accessline 27
| Wait | `jobs_wait` | Any `job_id` returned without assets goes in `job_ids`; never poll `job_get` in a loop | | Preview | `asset_display` - Network accessline 29
| Download | `asset_download` | Returns a URL; save with `curl -L` | - Network accessline 29
| Download | `asset_download` | Returns a URL; save with `curl -L` | - Network accessline 80
`dry_run` it with a placeholder id: file ids resolve before plan access is checked, so it returns 404 and proves nothing. 5. `asset_display` the output `asset_id`, then `asset_download` and `curl -L -o chest.glb "<url>"`. - Network accessline 80
`dry_run` it with a placeholder id: file ids resolve before plan access is checked, so it returns 404 and proves nothing. 5. `asset_display` the output `asset_id`, then `asset_download` and `curl -L -o chest.glb "<url>"`. - Network accessline 81
404 and proves nothing. 5. `asset_display` the output `asset_id`, then `asset_download` and `curl -L -o chest.glb "<url>"`. Omit `format` when `asset_get` shows `properties.format` `glb`: it returns the stored original - Network accessline 81
404 and proves nothing. 5. `asset_display` the output `asset_id`, then `asset_download` and `curl -L -o chest.glb "<url>"`. Omit `format` when `asset_get` shows `properties.format` `glb`: it returns the stored original - Network accessline 82
5. `asset_display` the output `asset_id`, then `asset_download` and `curl -L -o chest.glb "<url>"`. - Network accessline 82
5. `asset_display` the output `asset_id`, then `asset_download` and `curl -L -o chest.glb "<url>"`.
skills/scenario-ace-step/SKILL.md
- Network accessline 17
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 17
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-ad-variants/SKILL.md
- Network accessline 14
Connection, discovery, submission and recovery follow `scenario`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/s - Network accessline 14
Connection, discovery, submission and recovery follow `scenario`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/s - Network accessline 15
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 16
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-admin-analytics/README.md
- Network accessline 5
The workflow is grounded in the public [usage tool reference](https://mcp.scenario.com/docs/tools/usage) and the deployed MCP catalog - Network accessline 5
The workflow is grounded in the public [usage tool reference](https://mcp.scenario.com/docs/tools/usage) and the deployed MCP catalog - Network accessline 6
[usage tool reference](https://mcp.scenario.com/docs/tools/usage) and the deployed MCP catalog - Network accessline 6
[usage tool reference](https://mcp.scenario.com/docs/tools/usage) and the deployed MCP catalog
skills/scenario-admin-analytics/SKILL.md
- Network accessline 13
credentials in reporting scripts. Use the `scenario` skill for connection setup. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/ - Network accessline 13
credentials in reporting scripts. Use the `scenario` skill for connection setup. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/ - Network accessline 14
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 15
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 42
an older direct signature after deployment: if the fresh catalog exposes missing fields, use that same read executor with its schema or reconnect. An old host signature does not establish a missing capability. Ground calls in the [public us - Network accessline 42
an older direct signature after deployment: if the fresh catalog exposes missing fields, use that same read executor with its schema or reconnect. An old host signature does not establish a missing capability. Ground calls in the [public us - Network accessline 43
same read executor with its schema or reconnect. An old host signature does not establish a missing capability. Ground calls in the [public usage reference](https://mcp.scenario.com/docs/tools/usage) and live catalog. - Network accessline 43
same read executor with its schema or reconnect. An old host signature does not establish a missing capability. Ground calls in the [public usage reference](https://mcp.scenario.com/docs/tools/usage) and live catalog. - Network accessline 44
capability. Ground calls in the [public usage reference](https://mcp.scenario.com/docs/tools/usage) - Network accessline 44
capability. Ground calls in the [public usage reference](https://mcp.scenario.com/docs/tools/usage) - Network accessline 94
local snapshots. Read [local reporting](references.md) for envelopes, commands, dependencies, supported filters, and cache validation. The [dashboard template](assets/dashboard.html) uses the warm paper, charcoal, and terracotta palette of - Network accessline 94
local snapshots. Read [local reporting](references.md) for envelopes, commands, dependencies, supported filters, and cache validation. The [dashboard template](assets/dashboard.html) uses the warm paper, charcoal, and terracotta palette of - Network accessline 95
supported filters, and cache validation. The [dashboard template](assets/dashboard.html) uses the warm paper, charcoal, and terracotta palette of [Scenario's public site](https://www.scenario.com), with local font fallbacks. - Network accessline 95
supported filters, and cache validation. The [dashboard template](assets/dashboard.html) uses the warm paper, charcoal, and terracotta palette of [Scenario's public site](https://www.scenario.com), with local font fallbacks. - Network accessline 96
warm paper, charcoal, and terracotta palette of [Scenario's public site](https://www.scenario.com), - Network accessline 96
warm paper, charcoal, and terracotta palette of [Scenario's public site](https://www.scenario.com),
skills/scenario-admin-analytics/scripts/analytics.py
skills/scenario-asset-analysis/SKILL.md
- Network accessline 22
this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas a - Network accessline 22
this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas a - Network accessline 23
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 23
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 24
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 24
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-audio/SKILL.md
- Network accessline 13
utilities. Connection and the core generation loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/sce - Network accessline 13
utilities. Connection and the core generation loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/sce - Network accessline 14
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 15
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 25
| Wait | `jobs_wait` | blocks server-side; on timeout re-call with pending_job_ids | - Network accessline 25
| Wait | `jobs_wait` | blocks server-side; on timeout re-call with pending_job_ids | - Network accessline 27
| Save | `asset_download` | the file as produced (WAV, MP3, ...): `curl -L -o out.<ext> "<url>"`, `<ext>` from the `mimeType` it returns, else `ffprobe` | - Network accessline 27
| Save | `asset_download` | the file as produced (WAV, MP3, ...): `curl -L -o out.<ext> "<url>"`, `<ext>` from the `mimeType` it returns, else `ffprobe` | - Network accessline 66
returned pending_job_ids on timeout. 5. `asset_display` asset_id="asset_xxx" to play it inline. 6. `asset_download` with no `format`, then save the returned URL with `curl -L` under the extension - Network accessline 66
returned pending_job_ids on timeout. 5. `asset_display` asset_id="asset_xxx" to play it inline. 6. `asset_download` with no `format`, then save the returned URL with `curl -L` under the extension - Network accessline 67
5. `asset_display` asset_id="asset_xxx" to play it inline. 6. `asset_download` with no `format`, then save the returned URL with `curl -L` under the extension its `mimeType` names. - Network accessline 67
5. `asset_display` asset_id="asset_xxx" to play it inline. 6. `asset_download` with no `format`, then save the returned URL with `curl -L` under the extension its `mimeType` names. - Network accessline 68
6. `asset_download` with no `format`, then save the returned URL with `curl -L` under the extension - Network accessline 68
6. `asset_download` with no `format`, then save the returned URL with `curl -L` under the extension
skills/scenario-blender-2d-animation/README.md
- Network accessline 7
Distilled from the [Blender 2D animation exploration](https://www.scenario.com/explorations/blender-2d-animation/) on - Network accessline 7
Distilled from the [Blender 2D animation exploration](https://www.scenario.com/explorations/blender-2d-animation/) on - Network accessline 8
[Blender 2D animation exploration](https://www.scenario.com/explorations/blender-2d-animation/) on - Network accessline 8
[Blender 2D animation exploration](https://www.scenario.com/explorations/blender-2d-animation/) on
skills/scenario-blender-2d-animation/SKILL.md
- Network accessline 33
Connection, uploads and the core loop: the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills - Network accessline 33
Connection, uploads and the core loop: the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills - Network accessline 34
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 34
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 35
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 35
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-blender-2d-animation/scripts/build_scene.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Dangerous shell operationline 16
import sys; sys.argv = ["blender", "--", "--set", "/abs/SET_DIR", "--live"]; exec(open("/abs/build_scene.py").read()) - Dangerous shell operationline 16
import sys; sys.argv = ["blender", "--", "--set", "/abs/SET_DIR", "--live"]; exec(open("/abs/build_scene.py").read())
skills/scenario-blender-2d-animation/scripts/measure_set.py
skills/scenario-blender-2d-animation/scripts/prep_assets.py
skills/scenario-blender-2d-animation/scripts/reframe_stills.py
skills/scenario-blender-2d-animation/scripts/run_loop.py
skills/scenario-blender-2d-animation/scripts/trace_hulls.py
skills/scenario-blender/SKILL.md
- Network accessline 11
Scenario for Blender is an open-source extension for Blender 5.0 and later, licensed GPL-3.0-or-later and marked experimental in its [README](https://github.com/scenario-labs/blender-plugin). Users install it from the extension - Network accessline 11
Scenario for Blender is an open-source extension for Blender 5.0 and later, licensed GPL-3.0-or-later and marked experimental in its [README](https://github.com/scenario-labs/blender-plugin). Users install it from the extension - Network accessline 12
GPL-3.0-or-later and marked experimental in its [README](https://github.com/scenario-labs/blender-plugin). Users install it from the extension repository `https://blender.scenario.com/repo/index.json` (Edit > Preferences > Get Extensions > - Network accessline 12
GPL-3.0-or-later and marked experimental in its [README](https://github.com/scenario-labs/blender-plugin). Users install it from the extension repository `https://blender.scenario.com/repo/index.json` (Edit > Preferences > Get Extensions > - Network accessline 13
[README](https://github.com/scenario-labs/blender-plugin). Users install it from the extension - Network accessline 13
[README](https://github.com/scenario-labs/blender-plugin). Users install it from the extension - Network accessline 14
repository `https://blender.scenario.com/repo/index.json` (Edit > Preferences > Get Extensions > - Network accessline 14
repository `https://blender.scenario.com/repo/index.json` (Edit > Preferences > Get Extensions > - Network accessline 15
Repositories) or from a ZIP on the [releases page](https://github.com/scenario-labs/blender-plugin/releases); the handbook is [blender.scenario.com](https://blender.scenario.com/). The Scenario API key and secret live in the - Network accessline 15
Repositories) or from a ZIP on the [releases page](https://github.com/scenario-labs/blender-plugin/releases); the handbook is [blender.scenario.com](https://blender.scenario.com/). The Scenario API key and secret live in the - Network accessline 16
[releases page](https://github.com/scenario-labs/blender-plugin/releases); the handbook is - Network accessline 16
[releases page](https://github.com/scenario-labs/blender-plugin/releases); the handbook is - Network accessline 17
[blender.scenario.com](https://blender.scenario.com/). The Scenario API key and secret live in the - Network accessline 17
[blender.scenario.com](https://blender.scenario.com/). The Scenario API key and secret live in the - Network accessline 20
The extension runs a local MCP server, `scenario-blender`, at `http://127.0.0.1:9876/mcp` (JSON-RPC - Network accessline 20
The extension runs a local MCP server, `scenario-blender`, at `http://127.0.0.1:9876/mcp` (JSON-RPC - Network accessline 22
URL to use is the one shown in Scenario > Agents (MCP). Scene tools run on Blender's main thread. Every tool and parameter here comes from the extension's tool reference, [docs/MCP.md](https://github.com/scenario-labs/blender-plugin/blob/ma - Network accessline 22
URL to use is the one shown in Scenario > Agents (MCP). Scene tools run on Blender's main thread. Every tool and parameter here comes from the extension's tool reference, [docs/MCP.md](https://github.com/scenario-labs/blender-plugin/blob/ma - Network accessline 23
Every tool and parameter here comes from the extension's tool reference, [docs/MCP.md](https://github.com/scenario-labs/blender-plugin/blob/main/docs/MCP.md); `tools/list` carries each tool's full guidance. Local names are verb-first (`list - Network accessline 23
Every tool and parameter here comes from the extension's tool reference, [docs/MCP.md](https://github.com/scenario-labs/blender-plugin/blob/main/docs/MCP.md); `tools/list` carries each tool's full guidance. Local names are verb-first (`list - Network accessline 24
[docs/MCP.md](https://github.com/scenario-labs/blender-plugin/blob/main/docs/MCP.md); `tools/list` - Network accessline 24
[docs/MCP.md](https://github.com/scenario-labs/blender-plugin/blob/main/docs/MCP.md); `tools/list` - Network accessline 30
`scenario-blender-export`'s. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed f - Network accessline 30
`scenario-blender-export`'s. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed f - Network accessline 31
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 31
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 32
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 32
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 46
claude mcp add --transport http scenario-blender http://127.0.0.1:9876/mcp \ - Network accessline 46
claude mcp add --transport http scenario-blender http://127.0.0.1:9876/mcp \ - Network accessline 53
[Credential-related source omitted] - Network accessline 53
[Credential-related source omitted] - Access to secretsline 53
[Credential-related source omitted] - Access to secretsline 53
[Credential-related source omitted] - Network accessline 54
[Credential-related source omitted] - Network accessline 54
[Credential-related source omitted] - Access to secretsline 54
[Credential-related source omitted] - Access to secretsline 54
[Credential-related source omitted] - Access to secretsline 55
[Credential-related source omitted] - Access to secretsline 55
[Credential-related source omitted] - Network accessline 58
[Credential-related source omitted] - Network accessline 58
[Credential-related source omitted] - Network accessline 59
[Credential-related source omitted] - Network accessline 59
[Credential-related source omitted] - Access to secretsline 67
[Credential-related source omitted] - Access to secretsline 67
[Credential-related source omitted]
skills/scenario-brand-kit/SKILL.md
- Network accessline 17
`scenario-asset-analysis`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed fro - Network accessline 17
`scenario-asset-analysis`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed fro - Network accessline 18
it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 28
| Logo, traced | An existing raster mark: `recommend` `capability="img2img"`, the prompt saying trace to editable SVG, do not regenerate - Network accessline 28
| Logo, traced | An existing raster mark: `recommend` `capability="img2img"`, the prompt saying trace to editable SVG, do not regenerate - Network accessline 29
| Gate | `asset_analyze` the mark with the spec via `text_inputs`; a drifted wordmark is re-run, never patched - Network accessline 29
| Gate | `asset_analyze` the mark with the spec via `text_inputs`; a drifted wordmark is re-run, never patched - Network accessline 30
| Variants | `asset_get` the mark, save its `url` (`curl -L`) for the stored SVG, recolor locally, `upload_asset` each variant - Network accessline 30
| Variants | `asset_get` the mark, save its `url` (`curl -L`) for the stored SVG, recolor locally, `upload_asset` each variant - Network accessline 74
check is a local parse of the SVG's fills. Fail means re-run with the prompt tightened (`jobs_wait` the new job before re-gating), never an edit of the drifted output. 4. Variants: `asset_get` the winning mark and save its `url` with `cu - Network accessline 74
check is a local parse of the SVG's fills. Fail means re-run with the prompt tightened (`jobs_wait` the new job before re-gating), never an edit of the drifted output. 4. Variants: `asset_get` the winning mark and save its `url` with `cu - Network accessline 75
(`jobs_wait` the new job before re-gating), never an edit of the drifted output. 4. Variants: `asset_get` the winning mark and save its `url` with `curl -L`, which serves the stored SVG verbatim (`asset_download` converts to raster, `for - Network accessline 75
(`jobs_wait` the new job before re-gating), never an edit of the drifted output. 4. Variants: `asset_get` the winning mark and save its `url` with `curl -L`, which serves the stored SVG verbatim (`asset_download` converts to raster, `for - Network accessline 76
4. Variants: `asset_get` the winning mark and save its `url` with `curl -L`, which serves the stored - Network accessline 76
4. Variants: `asset_get` the winning mark and save its `url` with `curl -L`, which serves the stored
skills/scenario-caption-studio/SKILL.md
- Network accessline 21
without being spoken (CTAs, prices, legal supers) is `scenario-text-overlay` territory. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://gith - Network accessline 21
without being spoken (CTAs, prices, legal supers) is `scenario-text-overlay` territory. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://gith - Network accessline 22
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 23
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 23
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
skills/scenario-chatgpt-pet-create/SKILL.md
- Network accessline 25
`scenario-chatgpt-pet-update`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 25
`scenario-chatgpt-pet-update`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 26
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 26
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 27
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 27
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-chatgpt-pet-create/scripts/pet_build.py
skills/scenario-chatgpt-pet-create/scripts/pet_check.py
skills/scenario-chatgpt-pet-create/scripts/pet_common.py
skills/scenario-chatgpt-pet-create/scripts/pet_frames.py
skills/scenario-chatgpt-pet-create/scripts/pet_package.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 85
[Credential-related source omitted] - Access to secretsline 85
[Credential-related source omitted] - Access to secretsline 85
[Credential-related source omitted]
skills/scenario-chatgpt-pet-create/scripts/pet_prepare.py
skills/scenario-chatgpt-pet-create/scripts/pet_preview.py
skills/scenario-chatgpt-pet-update/SKILL.md
- Network accessline 28
scope: the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed f - Network accessline 28
scope: the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed f - Network accessline 29
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 29
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 30
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 30
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 55
1. **Get the sheet.** The user points at `~/.codex/pets/pepper/`: read `pet.json` (`id`, `displayName`, `description`, `spritesheetPath`) and copy the sheet into a work folder. From an asset id: `asset_download` with `format: "png"`, - Network accessline 55
1. **Get the sheet.** The user points at `~/.codex/pets/pepper/`: read `pet.json` (`id`, `displayName`, `description`, `spritesheetPath`) and copy the sheet into a work folder. From an asset id: `asset_download` with `format: "png"`, - Network accessline 56
`displayName`, `description`, `spritesheetPath`) and copy the sheet into a work folder. From an asset id: `asset_download` with `format: "png"`, then `curl -L`. 2. **Read it.** `pet_frames.py split pepper.png --out work/split` prints the - Network accessline 56
`displayName`, `description`, `spritesheetPath`) and copy the sheet into a work folder. From an asset id: `asset_download` with `format: "png"`, then `curl -L`. 2. **Read it.** `pet_frames.py split pepper.png --out work/split` prints the - Network accessline 57
asset id: `asset_download` with `format: "png"`, then `curl -L`. - Network accessline 57
asset id: `asset_download` with `format: "png"`, then `curl -L`.
skills/scenario-consistency/SKILL.md
- Network accessline 16
or prop library, with its sheets: see `scenario-identity-library`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ - Network accessline 16
or prop library, with its sheets: see `scenario-identity-library`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ - Network accessline 17
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 18
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-elevenlabs/SKILL.md
- Network accessline 17
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 17
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-fan-cam/SKILL.md
- Network accessline 19
`scenario-moderation`. Connection and the core loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https:// - Network accessline 19
`scenario-moderation`. Connection and the core loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https:// - Network accessline 20
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 21
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
skills/scenario-formats/SKILL.md
- Network accessline 19
skill. Lettering per format: `scenario-text-overlay`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#instal - Network accessline 19
skill. Lettering per format: `scenario-text-overlay`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#instal - Network accessline 20
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 21
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-game-assets/SKILL.md
- Network accessline 15
belongs to `scenario-sprite-animation`. Connection and core loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https:// - Network accessline 15
belongs to `scenario-sprite-animation`. Connection and core loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https:// - Network accessline 16
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 17
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 58
2x to 8x and beyond). 7. `asset_download` asset_id, format="png" (PNG keeps alpha). Follow redirects: `curl -L -o potion.png "<url>"`. - Network accessline 58
2x to 8x and beyond). 7. `asset_download` asset_id, format="png" (PNG keeps alpha). Follow redirects: `curl -L -o potion.png "<url>"`. - Network accessline 60
`curl -L -o potion.png "<url>"`. - Network accessline 60
`curl -L -o potion.png "<url>"`.
skills/scenario-game-assets/scripts/build_isometric_templates.py
skills/scenario-gemini-image/SKILL.md
- Network accessline 18
models are the audio domain. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed f - Network accessline 18
models are the audio domain. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed f - Network accessline 19
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-gemini-omni/SKILL.md
- Network accessline 21
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 21
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 22
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 23
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 23
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-gpt-image/SKILL.md
- Network accessline 20
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 20
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 21
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 22
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-grok-imagine-image/SKILL.md
- Network accessline 19
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 19
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 20
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 21
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-grok-imagine-video/SKILL.md
- Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-identity-library/SKILL.md
- Network accessline 16
verdicts in `scenario-quality-gate`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, p - Network accessline 16
verdicts in `scenario-quality-gate`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, p - Network accessline 17
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-ideogram/SKILL.md
- Network accessline 22
against another family: `scenario-model-comparison`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install - Network accessline 22
against another family: `scenario-model-comparison`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install - Network accessline 23
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 23
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 24
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 24
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-image-editing/SKILL.md
- Network accessline 15
`scenario`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 15
`scenario`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 135
needs its own run. - Saving a traced SVG with `asset_download`: it comes back rasterized, so take the stored file from `asset_get`'s `url` with `curl -L`. - Network accessline 135
needs its own run. - Saving a traced SVG with `asset_download`: it comes back rasterized, so take the stored file from `asset_get`'s `url` with `curl -L`. - Network accessline 137
`asset_get`'s `url` with `curl -L`. - Network accessline 137
`asset_get`'s `url` with `curl -L`.
skills/scenario-image/SKILL.md
- Network accessline 20
`scenario-multi-reference`. Sprites, icons, and tilesets: see `scenario-game-assets`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github - Network accessline 20
`scenario-multi-reference`. Sprites, icons, and tilesets: see `scenario-game-assets`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github - Network accessline 21
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 22
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
skills/scenario-inspiration/SKILL.md
- Network accessline 13
**widen**, **choose**, **board**. Connection and scope: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https - Network accessline 13
**widen**, **choose**, **board**. Connection and scope: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 14
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 15
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 63
4. **Board.** `collection_create` the winner, then copy in every foreign reference: public assets belong to their own team, and `collection_add_assets` on one returned 403 at authoring time. `asset_download`, `curl -L`, `upload_asset` - Network accessline 63
4. **Board.** `collection_create` the winner, then copy in every foreign reference: public assets belong to their own team, and `collection_add_assets` on one returned 403 at authoring time. `asset_download`, `curl -L`, `upload_asset` - Network accessline 64
belong to their own team, and `collection_add_assets` on one returned 403 at authoring time. `asset_download`, `curl -L`, `upload_asset`. `asset_update` each with its reason, tag the anti-references, hand the collection id to `scenari - Network accessline 64
belong to their own team, and `collection_add_assets` on one returned 403 at authoring time. `asset_download`, `curl -L`, `upload_asset`. `asset_update` each with its reason, tag the anti-references, hand the collection id to `scenari - Network accessline 65
`asset_download`, `curl -L`, `upload_asset`. `asset_update` each with its reason, tag the - Network accessline 65
`asset_download`, `curl -L`, `upload_asset`. `asset_update` each with its reason, tag the
skills/scenario-inspiration/references/moodboard.md
- Network accessline 75
**A public asset from another team cannot join your collection.** `collection_add_assets` on one returned 403 Forbidden at authoring time. It is still a valid `search` seed and `asset_display` renders it, but to board it you need your own c - Network accessline 75
**A public asset from another team cannot join your collection.** `collection_add_assets` on one returned 403 Forbidden at authoring time. It is still a valid `search` seed and `asset_display` renders it, but to board it you need your own c - Network accessline 76
returned 403 Forbidden at authoring time. It is still a valid `search` seed and `asset_display` renders it, but to board it you need your own copy: `asset_download`, `curl -L` the returned URL, then `upload_asset` (multipart: `file_name`, ` - Network accessline 76
returned 403 Forbidden at authoring time. It is still a valid `search` seed and `asset_display` renders it, but to board it you need your own copy: `asset_download`, `curl -L` the returned URL, then `upload_asset` (multipart: `file_name`, ` - Network accessline 77
renders it, but to board it you need your own copy: `asset_download`, `curl -L` the returned URL, - Network accessline 77
renders it, but to board it you need your own copy: `asset_download`, `curl -L` the returned URL,
skills/scenario-inspiration/references/sources.md
- Network accessline 82
Anything from lanes 3 and 4 has to become an asset in your project before it can be boarded or used as a reference. Save the file with `curl -L`, which follows the redirects these hosts use, then take - Network accessline 82
Anything from lanes 3 and 4 has to become an asset in your project before it can be boarded or used as a reference. Save the file with `curl -L`, which follows the redirects these hosts use, then take - Network accessline 83
as a reference. Save the file with `curl -L`, which follows the redirects these hosts use, then take - Network accessline 83
as a reference. Save the file with `curl -L`, which follows the redirects these hosts use, then take
skills/scenario-inspiration/scripts/wildcard.py
skills/scenario-kinetic-music-video/SKILL.md
- Network accessline 26
cut without the engine, see `scenario-seedance-music-video`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills - Network accessline 26
cut without the engine, see `scenario-seedance-music-video`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills - Network accessline 27
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 27
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 28
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 28
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-kinetic-music-video/assets/engine/canvas.js
skills/scenario-kinetic-music-video/assets/engine/core.js
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 411
export async function loadVideo(clip) { if (_vids[clip]) return _vids[clip]; const meta = await (await fetch(`/assets/video/${clip}/meta.json`)).json(); - Network accessline 411
export async function loadVideo(clip) { if (_vids[clip]) return _vids[clip]; const meta = await (await fetch(`/assets/video/${clip}/meta.json`)).json(); - Network accessline 412
if (_vids[clip]) return _vids[clip]; const meta = await (await fetch(`/assets/video/${clip}/meta.json`)).json(); const tex = new THREE.Texture(); - Network accessline 412
if (_vids[clip]) return _vids[clip]; const meta = await (await fetch(`/assets/video/${clip}/meta.json`)).json(); const tex = new THREE.Texture(); - Network accessline 413
const meta = await (await fetch(`/assets/video/${clip}/meta.json`)).json(); - Network accessline 413
const meta = await (await fetch(`/assets/video/${clip}/meta.json`)).json(); - Network accessline 421
i = Math.max(1, Math.min(meta.n, i)); if (cache.has(i)) return cache.get(i); const p = fetch( - Network accessline 421
i = Math.max(1, Math.min(meta.n, i)); if (cache.has(i)) return cache.get(i); const p = fetch( - Network accessline 422
if (cache.has(i)) return cache.get(i); const p = fetch( `/assets/video/${clip}/f_${String(i).padStart(5, "0")}.${meta.ext ?? "jpg"}`, - Network accessline 422
if (cache.has(i)) return cache.get(i); const p = fetch( `/assets/video/${clip}/f_${String(i).padStart(5, "0")}.${meta.ext ?? "jpg"}`, - Network accessline 423
const p = fetch( - Network accessline 423
const p = fetch( - Network accessline 477
i = Math.max(1, Math.min(meta.n, i)); if (mcache.has(i)) return mcache.get(i); const p = fetch(`/assets/video/${clip}/m_${String(i).padStart(5, "0")}.png`) - Network accessline 477
i = Math.max(1, Math.min(meta.n, i)); if (mcache.has(i)) return mcache.get(i); const p = fetch(`/assets/video/${clip}/m_${String(i).padStart(5, "0")}.png`) - Network accessline 478
if (mcache.has(i)) return mcache.get(i); const p = fetch(`/assets/video/${clip}/m_${String(i).padStart(5, "0")}.png`) .then((r) => r.blob()) - Network accessline 478
if (mcache.has(i)) return mcache.get(i); const p = fetch(`/assets/video/${clip}/m_${String(i).padStart(5, "0")}.png`) .then((r) => r.blob()) - Network accessline 479
const p = fetch(`/assets/video/${clip}/m_${String(i).padStart(5, "0")}.png`) - Network accessline 479
const p = fetch(`/assets/video/${clip}/m_${String(i).padStart(5, "0")}.png`) - Network accessline 494
if (meta.track) { try { v.track = await (await fetch(`/assets/video/${clip}/track.json`)).json(); - Network accessline 494
if (meta.track) { try { v.track = await (await fetch(`/assets/video/${clip}/track.json`)).json(); - Network accessline 495
try { v.track = await (await fetch(`/assets/video/${clip}/track.json`)).json(); } catch (e) { - Network accessline 495
try { v.track = await (await fetch(`/assets/video/${clip}/track.json`)).json(); } catch (e) { - Network accessline 496
v.track = await (await fetch(`/assets/video/${clip}/track.json`)).json(); - Network accessline 496
v.track = await (await fetch(`/assets/video/${clip}/track.json`)).json();
skills/scenario-kinetic-music-video/assets/engine/main.js
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 234
if (canvasError) throw canvasError; const [A, L] = await Promise.all([ fetch("/engine/data/audio.json").then((r) => r.json()), - Network accessline 234
if (canvasError) throw canvasError; const [A, L] = await Promise.all([ fetch("/engine/data/audio.json").then((r) => r.json()), - Network accessline 235
const [A, L] = await Promise.all([ fetch("/engine/data/audio.json").then((r) => r.json()), fetch("/engine/data/lyrics.json").then((r) => r.json()), - Network accessline 235
const [A, L] = await Promise.all([ fetch("/engine/data/audio.json").then((r) => r.json()), fetch("/engine/data/lyrics.json").then((r) => r.json()), - Network accessline 236
fetch("/engine/data/audio.json").then((r) => r.json()), - Network accessline 236
fetch("/engine/data/audio.json").then((r) => r.json()), - Network accessline 237
fetch("/engine/data/lyrics.json").then((r) => r.json()), - Network accessline 237
fetch("/engine/data/lyrics.json").then((r) => r.json()),
skills/scenario-kinetic-music-video/assets/engine/plate.js
skills/scenario-kinetic-music-video/assets/engine/roto.js
skills/scenario-kinetic-music-video/assets/engine/scenes/hud.js
skills/scenario-kinetic-music-video/assets/engine/typekit.js
skills/scenario-kinetic-music-video/assets/npm/package-lock.json
- Network accessline 16
"node_modules/opentype.js": { "version": "1.3.4", "resolved": "https://registry.npmjs.org/opentype.js/-/opentype.js-1.3.4.tgz", - Network accessline 16
"node_modules/opentype.js": { "version": "1.3.4", "resolved": "https://registry.npmjs.org/opentype.js/-/opentype.js-1.3.4.tgz", - Network accessline 17
"version": "1.3.4", "resolved": "https://registry.npmjs.org/opentype.js/-/opentype.js-1.3.4.tgz", "integrity": "sha512-d2JE9RP/6uagpQAVtJoF0pJJA/fgai89Cc50Yp0EJHk+eLp6QQ7gBoblsnubRULNY132I0J1QKMJ+JTbMqz4sw==", - Network accessline 17
"version": "1.3.4", "resolved": "https://registry.npmjs.org/opentype.js/-/opentype.js-1.3.4.tgz", "integrity": "sha512-d2JE9RP/6uagpQAVtJoF0pJJA/fgai89Cc50Yp0EJHk+eLp6QQ7gBoblsnubRULNY132I0J1QKMJ+JTbMqz4sw==", - Network accessline 18
"resolved": "https://registry.npmjs.org/opentype.js/-/opentype.js-1.3.4.tgz", - Network accessline 18
"resolved": "https://registry.npmjs.org/opentype.js/-/opentype.js-1.3.4.tgz", - Network accessline 32
"node_modules/playwright": { "version": "1.64.1", "resolved": "https://registry.npmjs.org/playwright/-/playwright-1.64.1.tgz", - Network accessline 32
"node_modules/playwright": { "version": "1.64.1", "resolved": "https://registry.npmjs.org/playwright/-/playwright-1.64.1.tgz", - Network accessline 33
"version": "1.64.1", "resolved": "https://registry.npmjs.org/playwright/-/playwright-1.64.1.tgz", "integrity": "sha512-HCrVhHr5QQuwYoswEUGTb7gGp522yflbv/ST8nF4sFWGuLjQCt17Q/EubpGGSNKYn1tsTCPZxqHhHCfVURu7UA==", - Network accessline 33
"version": "1.64.1", "resolved": "https://registry.npmjs.org/playwright/-/playwright-1.64.1.tgz", "integrity": "sha512-HCrVhHr5QQuwYoswEUGTb7gGp522yflbv/ST8nF4sFWGuLjQCt17Q/EubpGGSNKYn1tsTCPZxqHhHCfVURu7UA==", - Network accessline 34
"resolved": "https://registry.npmjs.org/playwright/-/playwright-1.64.1.tgz", - Network accessline 34
"resolved": "https://registry.npmjs.org/playwright/-/playwright-1.64.1.tgz", - Network accessline 47
"node_modules/playwright-core": { "version": "1.64.1", "resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.64.1.tgz", - Network accessline 47
"node_modules/playwright-core": { "version": "1.64.1", "resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.64.1.tgz", - Network accessline 48
"version": "1.64.1", "resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.64.1.tgz", "integrity": "sha512-BC4s8y6SEVA6Q1rSxZTto8hI1KUI3xXlHGZgvGqP4IqPdI/a6FX9H29IDNz7vKo9l21b6LfYosScPL6M3xxyDQ==", - Network accessline 48
"version": "1.64.1", "resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.64.1.tgz", "integrity": "sha512-BC4s8y6SEVA6Q1rSxZTto8hI1KUI3xXlHGZgvGqP4IqPdI/a6FX9H29IDNz7vKo9l21b6LfYosScPL6M3xxyDQ==", - Network accessline 49
"resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.64.1.tgz", - Network accessline 49
"resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.64.1.tgz", - Network accessline 59
"node_modules/string.prototype.codepointat": { "version": "0.2.1", "resolved": "https://registry.npmjs.org/string.prototype.codepointat/-/string.prototype.codepointat-0.2.1.tgz", - Network accessline 59
"node_modules/string.prototype.codepointat": { "version": "0.2.1", "resolved": "https://registry.npmjs.org/string.prototype.codepointat/-/string.prototype.codepointat-0.2.1.tgz", - Network accessline 60
"version": "0.2.1", "resolved": "https://registry.npmjs.org/string.prototype.codepointat/-/string.prototype.codepointat-0.2.1.tgz", "integrity": "sha512-2cBVCj6I4IOvEnjgO/hWqXjqBGsY+zwPmHl12Srk9IXSZ56Jwwmy+66XO5Iut/oQVR7t5ihYdLB - Network accessline 60
"version": "0.2.1", "resolved": "https://registry.npmjs.org/string.prototype.codepointat/-/string.prototype.codepointat-0.2.1.tgz", "integrity": "sha512-2cBVCj6I4IOvEnjgO/hWqXjqBGsY+zwPmHl12Srk9IXSZ56Jwwmy+66XO5Iut/oQVR7t5ihYdLB - Network accessline 61
"resolved": "https://registry.npmjs.org/string.prototype.codepointat/-/string.prototype.codepointat-0.2.1.tgz", - Network accessline 61
"resolved": "https://registry.npmjs.org/string.prototype.codepointat/-/string.prototype.codepointat-0.2.1.tgz", - Network accessline 65
"node_modules/three": { "version": "0.186.1", "resolved": "https://registry.npmjs.org/three/-/three-0.186.1.tgz", - Network accessline 65
"node_modules/three": { "version": "0.186.1", "resolved": "https://registry.npmjs.org/three/-/three-0.186.1.tgz", - Network accessline 66
"version": "0.186.1", "resolved": "https://registry.npmjs.org/three/-/three-0.186.1.tgz", "integrity": "sha512-blFeqb49wRCSGUGj7gtpfnSGHy2lwDk94RhUmS1c/hTby70kvChbWpkJ4Pm1390LqzzvTmzgXKHPEafJwCb8jA==", - Network accessline 66
"version": "0.186.1", "resolved": "https://registry.npmjs.org/three/-/three-0.186.1.tgz", "integrity": "sha512-blFeqb49wRCSGUGj7gtpfnSGHy2lwDk94RhUmS1c/hTby70kvChbWpkJ4Pm1390LqzzvTmzgXKHPEafJwCb8jA==", - Network accessline 67
"resolved": "https://registry.npmjs.org/three/-/three-0.186.1.tgz", - Network accessline 67
"resolved": "https://registry.npmjs.org/three/-/three-0.186.1.tgz", - Network accessline 71
"node_modules/tiny-inflate": { "version": "1.0.3", "resolved": "https://registry.npmjs.org/tiny-inflate/-/tiny-inflate-1.0.3.tgz", - Network accessline 71
"node_modules/tiny-inflate": { "version": "1.0.3", "resolved": "https://registry.npmjs.org/tiny-inflate/-/tiny-inflate-1.0.3.tgz", - Network accessline 72
"version": "1.0.3", "resolved": "https://registry.npmjs.org/tiny-inflate/-/tiny-inflate-1.0.3.tgz", "integrity": "sha512-pkY1fj1cKHb2seWDy0B16HeWyczlJA9/WW3u3c4z/NiWDsO3DOU5D7nhTLE9CF0yXv/QZFY7sEJmj24dK+Rrqw==", - Network accessline 72
"version": "1.0.3", "resolved": "https://registry.npmjs.org/tiny-inflate/-/tiny-inflate-1.0.3.tgz", "integrity": "sha512-pkY1fj1cKHb2seWDy0B16HeWyczlJA9/WW3u3c4z/NiWDsO3DOU5D7nhTLE9CF0yXv/QZFY7sEJmj24dK+Rrqw==", - Network accessline 73
"resolved": "https://registry.npmjs.org/tiny-inflate/-/tiny-inflate-1.0.3.tgz", - Network accessline 73
"resolved": "https://registry.npmjs.org/tiny-inflate/-/tiny-inflate-1.0.3.tgz",
skills/scenario-kinetic-music-video/assets/npm/package.json
skills/scenario-kinetic-music-video/assets/scene.template.js
skills/scenario-kinetic-music-video/assets/timeline.template.js
skills/scenario-kinetic-music-video/references/pipeline.md
- Network accessline 49
- **Upload references.** Use the multipart flow: `upload_asset(file_name, content_type, kind, file_size)` returns a presigned URL. `curl -fsS -X PUT -T file '<url>'` (no checksum headers), then `upload_asset_complete(upload_id)`. - Network accessline 49
- **Upload references.** Use the multipart flow: `upload_asset(file_name, content_type, kind, file_size)` returns a presigned URL. `curl -fsS -X PUT -T file '<url>'` (no checksum headers), then `upload_asset_complete(upload_id)`. - Network accessline 50
`upload_asset(file_name, content_type, kind, file_size)` returns a presigned URL. `curl -fsS -X PUT -T file '<url>'` (no checksum headers), then `upload_asset_complete(upload_id)`. Inline base64 is only for files under 100 KB. - Network accessline 50
`upload_asset(file_name, content_type, kind, file_size)` returns a presigned URL. `curl -fsS -X PUT -T file '<url>'` (no checksum headers), then `upload_asset_complete(upload_id)`. Inline base64 is only for files under 100 KB. - Network accessline 51
`curl -fsS -X PUT -T file '<url>'` (no checksum headers), then `upload_asset_complete(upload_id)`. - Network accessline 51
`curl -fsS -X PUT -T file '<url>'` (no checksum headers), then `upload_asset_complete(upload_id)`. - Network accessline 88
the schema) gives a GLB for three.js (wireframe → solid reveals, a creature that peels off a page). - Download with `asset_download` → `curl -L`. Always look at the results before going on. - Network accessline 88
the schema) gives a GLB for three.js (wireframe → solid reveals, a creature that peels off a page). - Download with `asset_download` → `curl -L`. Always look at the results before going on. - Network accessline 90
- Download with `asset_download` → `curl -L`. Always look at the results before going on. - Network accessline 90
- Download with `asset_download` → `curl -L`. Always look at the results before going on.
skills/scenario-kinetic-music-video/scripts/audio_analysis.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 27
CKPT = 'models/beat_this-final0.ckpt' CKPT_URL = 'https://cloud.cp.jku.at/public.php/dav/files/7ik4RrBKTS273gp/final0.ckpt' - Network accessline 27
CKPT = 'models/beat_this-final0.ckpt' CKPT_URL = 'https://cloud.cp.jku.at/public.php/dav/files/7ik4RrBKTS273gp/final0.ckpt' - Network accessline 28
CKPT_URL = 'https://cloud.cp.jku.at/public.php/dav/files/7ik4RrBKTS273gp/final0.ckpt' - Network accessline 28
CKPT_URL = 'https://cloud.cp.jku.at/public.php/dav/files/7ik4RrBKTS273gp/final0.ckpt' - Network accessline 42
os.makedirs(os.path.dirname(CKPT), exist_ok=True) try: urllib.request.urlretrieve(CKPT_URL, CKPT + '.part') - Network accessline 42
os.makedirs(os.path.dirname(CKPT), exist_ok=True) try: urllib.request.urlretrieve(CKPT_URL, CKPT + '.part') - Network accessline 43
try: urllib.request.urlretrieve(CKPT_URL, CKPT + '.part') except BaseException: - Network accessline 43
try: urllib.request.urlretrieve(CKPT_URL, CKPT + '.part') except BaseException: - Network accessline 44
urllib.request.urlretrieve(CKPT_URL, CKPT + '.part') - Network accessline 44
urllib.request.urlretrieve(CKPT_URL, CKPT + '.part')
skills/scenario-kinetic-music-video/scripts/audio_paths.py
skills/scenario-kinetic-music-video/scripts/av_sync_check.py
skills/scenario-kinetic-music-video/scripts/beatwarp.py
skills/scenario-kinetic-music-video/scripts/dance_sync_check.py
skills/scenario-kinetic-music-video/scripts/fixmatte.py
skills/scenario-kinetic-music-video/scripts/lipsync_check.py
skills/scenario-kinetic-music-video/scripts/lyrics_align.py
skills/scenario-kinetic-music-video/scripts/matte_fallback.py
skills/scenario-kinetic-music-video/scripts/matte_keyed.py
skills/scenario-kinetic-music-video/scripts/plot_lyrics.py
skills/scenario-kinetic-music-video/scripts/prep_clip.sh
skills/scenario-kinetic-music-video/scripts/prep_video.py
skills/scenario-kinetic-music-video/scripts/render.mjs
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 62
}); page.on("pageerror", (e) => console.log(`[w${wi}] pageerror: ${e.message}`)); await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); - Network accessline 62
}); page.on("pageerror", (e) => console.log(`[w${wi}] pageerror: ${e.message}`)); await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); - Network accessline 63
page.on("pageerror", (e) => console.log(`[w${wi}] pageerror: ${e.message}`)); await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); await page.waitForFunction(() => window.__ready || window.__error, null, { - Network accessline 63
page.on("pageerror", (e) => console.log(`[w${wi}] pageerror: ${e.message}`)); await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); await page.waitForFunction(() => window.__ready || window.__error, null, { - Network accessline 64
await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); - Network accessline 64
await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`);
skills/scenario-kinetic-music-video/scripts/scaffold.sh
- Executable scriptline 1
#!/usr/bin/env bash - Executable scriptline 1
#!/usr/bin/env bash - Dangerous shell operationline 36
[ -x tools/matte ] || swiftc -O tools/matte.swift -o tools/matte || echo "note: swiftc failed (an unaccepted Xcode license is the usual cause: sudo xcodebuild -license accept). Mattes: Scenario background removal + tools/matte_keyed.py, or - Dangerous shell operationline 36
[ -x tools/matte ] || swiftc -O tools/matte.swift -o tools/matte || echo "note: swiftc failed (an unaccepted Xcode license is the usual cause: sudo xcodebuild -license accept). Mattes: Scenario background removal + tools/matte_keyed.py, or - Network accessline 46
fetch_font() { # <path under ofl/> <sha256> <destination> [ -f "$3" ] && return 0 curl -fsSL "https://raw.githubusercontent.com/google/fonts/$FONTS_REV/ofl/$1" -o "$3.part" || { - Network accessline 46
fetch_font() { # <path under ofl/> <sha256> <destination> [ -f "$3" ] && return 0 curl -fsSL "https://raw.githubusercontent.com/google/fonts/$FONTS_REV/ofl/$1" -o "$3.part" || { - Network accessline 47
[ -f "$3" ] && return 0 curl -fsSL "https://raw.githubusercontent.com/google/fonts/$FONTS_REV/ofl/$1" -o "$3.part" || { rm -f "$3.part" - Network accessline 47
[ -f "$3" ] && return 0 curl -fsSL "https://raw.githubusercontent.com/google/fonts/$FONTS_REV/ofl/$1" -o "$3.part" || { rm -f "$3.part" - Network accessline 48
curl -fsSL "https://raw.githubusercontent.com/google/fonts/$FONTS_REV/ofl/$1" -o "$3.part" || { - Network accessline 48
curl -fsSL "https://raw.githubusercontent.com/google/fonts/$FONTS_REV/ofl/$1" -o "$3.part" || { - Dangerous shell operationline 49
rm -f "$3.part" - Dangerous shell operationline 49
rm -f "$3.part" - Dangerous shell operationline 53
rm -f "$3.part" - Dangerous shell operationline 53
rm -f "$3.part"
skills/scenario-kinetic-music-video/scripts/serve.mjs
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 28
return new Promise((res) => { const srv = http.createServer((req, rsp) => { let p = decodeURIComponent(new URL(req.url, "http://x").pathname); - Network accessline 28
return new Promise((res) => { const srv = http.createServer((req, rsp) => { let p = decodeURIComponent(new URL(req.url, "http://x").pathname); - Network accessline 29
const srv = http.createServer((req, rsp) => { let p = decodeURIComponent(new URL(req.url, "http://x").pathname); if (p === "/") p = "/engine/index.html"; - Network accessline 29
const srv = http.createServer((req, rsp) => { let p = decodeURIComponent(new URL(req.url, "http://x").pathname); if (p === "/") p = "/engine/index.html"; - Network accessline 30
let p = decodeURIComponent(new URL(req.url, "http://x").pathname); - Network accessline 30
let p = decodeURIComponent(new URL(req.url, "http://x").pathname);
skills/scenario-kinetic-music-video/scripts/sheet.py
skills/scenario-kinetic-music-video/scripts/still.mjs
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 44
if (m.type() === "error") console.log("console.error:", m.text()); }); await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); - Network accessline 44
if (m.type() === "error") console.log("console.error:", m.text()); }); await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); - Network accessline 45
}); await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); await page.waitForFunction(() => window.__ready || window.__error, null, { - Network accessline 45
}); await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); await page.waitForFunction(() => window.__ready || window.__error, null, { - Network accessline 46
await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`); - Network accessline 46
await page.goto(`http://127.0.0.1:${port}/engine/index.html?${q}`);
skills/scenario-kinetic-music-video/scripts/synth_beat.py
skills/scenario-kinetic-music-video/scripts/track.py
skills/scenario-kling/SKILL.md
- Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-luma-image/SKILL.md
- Network accessline 20
(sizing families, masks, batch fields): the `scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs - Network accessline 20
(sizing families, masks, batch fields): the `scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs - Network accessline 21
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 22
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-luma-video/SKILL.md
- Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-mai-image/SKILL.md
- Network accessline 19
(sizing families, masks, upscales): the `scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ski - Network accessline 19
(sizing families, masks, upscales): the `scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ski - Network accessline 20
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 21
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-meshy/SKILL.md
- Network accessline 20
capture, engine import): the `scenario-3d` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 20
capture, engine import): the `scenario-3d` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 21
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 22
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-minimax-music/SKILL.md
- Network accessline 17
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 17
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-minimax-video/SKILL.md
- Network accessline 21
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 21
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 22
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 23
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 23
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-model-comparison/SKILL.md
- Network accessline 16
`scenario` skill; a rubric for judging output against a brief: `scenario-refine-loop`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://githu - Network accessline 16
`scenario` skill; a rubric for judging output against a brief: `scenario-refine-loop`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://githu - Network accessline 17
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 18
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed
skills/scenario-model-training/SKILL.md
- Network accessline 25
Connection and the core generation loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ - Network accessline 25
Connection and the core generation loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ - Network accessline 26
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 26
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 27
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 27
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-moderation/SKILL.md
- Network accessline 18
provider prohibits. Core loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#ins - Network accessline 18
provider prohibits. Core loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#ins - Network accessline 19
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-motion-loops/SKILL.md
- Network accessline 29
`scenario-video-editing`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from - Network accessline 29
`scenario-video-editing`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from - Network accessline 30
it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 30
it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 31
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 31
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 108
afterwards per `scenario-image-editing`. Price with `dry_run` and wait for the user's go. Unattended, run only within a budget the task states; otherwise stop and report the price. Then `asset_download` with `"format": "png"` and `cur - Network accessline 108
afterwards per `scenario-image-editing`. Price with `dry_run` and wait for the user's go. Unattended, run only within a budget the task states; otherwise stop and report the price. Then `asset_download` with `"format": "png"` and `cur - Network accessline 109
Unattended, run only within a budget the task states; otherwise stop and report the price. Then `asset_download` with `"format": "png"` and `curl -L -o subject.png "<url>"` into the folder of `mascot-loop.html`. - Network accessline 109
Unattended, run only within a budget the task states; otherwise stop and report the price. Then `asset_download` with `"format": "png"` and `curl -L -o subject.png "<url>"` into the folder of `mascot-loop.html`. - Network accessline 110
`asset_download` with `"format": "png"` and `curl -L -o subject.png "<url>"` into the folder of - Network accessline 110
`asset_download` with `"format": "png"` and `curl -L -o subject.png "<url>"` into the folder of
skills/scenario-motion-loops/scripts/render-loop.mjs
- Executable scriptline 1
#!/usr/bin/env node - Executable scriptline 1
#!/usr/bin/env node - Network accessline 232
function serve(root) { const server = http.createServer((req, res) => { const url = new URL(req.url, "http://localhost"); - Network accessline 232
function serve(root) { const server = http.createServer((req, res) => { const url = new URL(req.url, "http://localhost"); - Network accessline 233
const server = http.createServer((req, res) => { const url = new URL(req.url, "http://localhost"); if (url.pathname === "/favicon.ico") { - Network accessline 233
const server = http.createServer((req, res) => { const url = new URL(req.url, "http://localhost"); if (url.pathname === "/favicon.ico") { - Network accessline 234
const url = new URL(req.url, "http://localhost"); - Network accessline 234
const url = new URL(req.url, "http://localhost"); - Network accessline 268
const { chromium } = loadPlaywright(); const server = await serve(path.dirname(input)); const base = `http://127.0.0.1:${server.address().port}/${encodeURIComponent(path.basename(input))}`; - Network accessline 268
const { chromium } = loadPlaywright(); const server = await serve(path.dirname(input)); const base = `http://127.0.0.1:${server.address().port}/${encodeURIComponent(path.basename(input))}`; - Network accessline 269
const server = await serve(path.dirname(input)); const base = `http://127.0.0.1:${server.address().port}/${encodeURIComponent(path.basename(input))}`; const extra = opt.params ? "&" + opt.params.replace(/^[?&]/, "") : ""; - Network accessline 269
const server = await serve(path.dirname(input)); const base = `http://127.0.0.1:${server.address().port}/${encodeURIComponent(path.basename(input))}`; const extra = opt.params ? "&" + opt.params.replace(/^[?&]/, "") : ""; - Network accessline 270
const base = `http://127.0.0.1:${server.address().port}/${encodeURIComponent(path.basename(input))}`; - Network accessline 270
const base = `http://127.0.0.1:${server.address().port}/${encodeURIComponent(path.basename(input))}`;
skills/scenario-multi-reference/SKILL.md
- Network accessline 18
result: `scenario-video`. Refusals: `scenario-moderation`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#i - Network accessline 18
result: `scenario-video`. Refusals: `scenario-moderation`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#i - Network accessline 19
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-orbit-views/SKILL.md
- Network accessline 17
`scenario-skyboxes`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 17
`scenario-skyboxes`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 53
required image, so a quote for the whole chain before the source exists prices against any uploaded picture), then `wait=false` and `jobs_wait`. `asset_download` the GLB and save it with `curl -L`. - Network accessline 53
required image, so a quote for the whole chain before the source exists prices against any uploaded picture), then `wait=false` and `jobs_wait`. `asset_download` the GLB and save it with `curl -L`. - Network accessline 54
uploaded picture), then `wait=false` and `jobs_wait`. `asset_download` the GLB and save it with `curl -L`. 3. Find a skybox model with `search` (target="models", query="skybox", public=true, as - Network accessline 54
uploaded picture), then `wait=false` and `jobs_wait`. `asset_download` the GLB and save it with `curl -L`. 3. Find a skybox model with `search` (target="models", query="skybox", public=true, as - Network accessline 55
`curl -L`. - Network accessline 55
`curl -L`.
skills/scenario-orbit-views/scripts/compose_layout.py
skills/scenario-orbit-views/scripts/match_view.py
skills/scenario-orbit-views/scripts/render_grounded.py
skills/scenario-orbit-views/scripts/studio_shadow.py
skills/scenario-patina-retexture/SKILL.md
- Network accessline 26
`scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool sc - Network accessline 26
`scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool sc - Network accessline 27
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 27
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 28
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 28
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 34
| -------------- | ---------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- | | Scope | `teams_l - Network accessline 34
| -------------- | ---------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- | | Scope | `teams_l - Network accessline 35
| Scope | `teams_list`, `projects_list` | The source asset and the generation destination may live in different projects: pass the right pair on every call | | Fetch the mesh | `asset_g - Network accessline 35
| Scope | `teams_list`, `projects_list` | The source asset and the generation destination may live in different projects: pass the right pair on every call | | Fetch the mesh | `asset_g - Network accessline 36
| Fetch the mesh | `asset_get`, then `asset_download` | `properties.materialCount`, `faceCount`, `hasUVs`, `dimensions`; save with `curl -fL` | - Network accessline 36
| Fetch the mesh | `asset_get`, then `asset_download` | `properties.materialCount`, `faceCount`, `hasUVs`, `dimensions`; save with `curl -fL` | - Network accessline 40
| Generate | `model_run` with `wait=false`, one per family | Fixed `seed` per family; one `jobs_wait` over every `job_id` | | Identify maps | `asset_g - Network accessline 40
| Generate | `model_run` with `wait=false`, one per family | Fixed `seed` per family; one `jobs_wait` over every `job_id` | | Identify maps | `asset_g - Network accessline 41
| Identify maps | `asset_get` on each output | `metadata.type` names the role; never rely on position | | Download | `asset_d - Network accessline 41
| Identify maps | `asset_get` on each output | `metadata.type` names the role; never rely on position | | Download | `asset_d - Network accessline 42
| Download | `asset_download`, then `curl -fL` | `textures/<family>/<role>.png` | - Network accessline 42
| Download | `asset_download`, then `curl -fL` | `textures/<family>/<role>.png` | - Network accessline 126
calls and report the missing scope. `asset_get` on the diorama (an image-to-3D result: 41 materials, no image textures, 78K faces), `asset_download`, then `curl -fL -o work/street.glb "<url>"`. - Network accessline 126
calls and report the missing scope. `asset_get` on the diorama (an image-to-3D result: 41 materials, no image textures, 78K faces), `asset_download`, then `curl -fL -o work/street.glb "<url>"`. - Network accessline 127
materials, no image textures, 78K faces), `asset_download`, then `curl -fL -o work/street.glb "<url>"`. 2. Inventory with `inventory.py`; group the 41 materials into families such as `plaster`, `cedar`, - Network accessline 127
materials, no image textures, 78K faces), `asset_download`, then `curl -fL -o work/street.glb "<url>"`. 2. Inventory with `inventory.py`; group the 41 materials into families such as `plaster`, `cedar`, - Network accessline 128
`curl -fL -o work/street.glb "<url>"`. - Network accessline 128
`curl -fL -o work/street.glb "<url>"`. - Network accessline 140
all fourteen ids until every row is complete. 6. `asset_get` on each output to read `metadata.type`; `asset_display` the smoothness-labeled plaster map to settle polarity; `asset_download` and `curl -fL` every map into - Network accessline 140
all fourteen ids until every row is complete. 6. `asset_get` on each output to read `metadata.type`; `asset_display` the smoothness-labeled plaster map to settle polarity; `asset_download` and `curl -fL` every map into - Network accessline 141
6. `asset_get` on each output to read `metadata.type`; `asset_display` the smoothness-labeled plaster map to settle polarity; `asset_download` and `curl -fL` every map into `textures/<family>/`. - Network accessline 141
6. `asset_get` on each output to read `metadata.type`; `asset_display` the smoothness-labeled plaster map to settle polarity; `asset_download` and `curl -fL` every map into `textures/<family>/`. - Network accessline 142
plaster map to settle polarity; `asset_download` and `curl -fL` every map into - Network accessline 142
plaster map to settle polarity; `asset_download` and `curl -fL` every map into
skills/scenario-patina-retexture/scripts/apply_materials.py
skills/scenario-patina-retexture/scripts/common.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 134
[Credential-related source omitted] - Access to secretsline 134
[Credential-related source omitted] - Access to secretsline 220
[Credential-related source omitted] - Access to secretsline 220
[Credential-related source omitted]
skills/scenario-patina-retexture/scripts/film.py
skills/scenario-patina-retexture/scripts/inventory.py
skills/scenario-patina-retexture/scripts/scene.py
skills/scenario-patina-retexture/scripts/worker.py
skills/scenario-product-shots/SKILL.md
- Network accessline 17
still into an ad: `scenario-video-ads`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended - Network accessline 17
still into an ad: `scenario-video-ads`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended - Network accessline 18
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-quality-gate/SKILL.md
- Network accessline 21
reconnect with `?toolsets=full`. Connection and scope: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/ - Network accessline 21
reconnect with `?toolsets=full`. Connection and scope: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/ - Network accessline 22
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 23
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 23
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/scenario-reel-recast/SKILL.md
- Network accessline 23
`scenario-video-assembly`. Connection and the core loop: `scenario`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-lab - Network accessline 23
`scenario-video-assembly`. Connection and the core loop: `scenario`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-lab - Network accessline 24
is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 24
is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 25
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 25
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-refine-loop/SKILL.md
- Network accessline 16
`scenario-consistency`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 16
`scenario-consistency`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 17
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-report/SKILL.md
- Network accessline 11
Public tracker: `https://github.com/scenario-labs/skills/issues`, forms `bug.yml` and - Network accessline 11
Public tracker: `https://github.com/scenario-labs/skills/issues`, forms `bug.yml` and - Network accessline 19
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 19
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 20
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 21
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 80
the label `bug` or `enhancement`, mirroring the form headings in the body. - Browser only: build `https://github.com/scenario-labs/skills/issues/new?template=bug.yml&summary=...&repro=...`, - Network accessline 80
the label `bug` or `enhancement`, mirroring the form headings in the body. - Browser only: build `https://github.com/scenario-labs/skills/issues/new?template=bug.yml&summary=...&repro=...`, - Network accessline 81
- Browser only: build `https://github.com/scenario-labs/skills/issues/new?template=bug.yml&summary=...&repro=...`, percent-encoding each value. Parameter names are the form field ids: `summary`, `area`, `repro`, - Network accessline 81
- Browser only: build `https://github.com/scenario-labs/skills/issues/new?template=bug.yml&summary=...&repro=...`, percent-encoding each value. Parameter names are the form field ids: `summary`, `area`, `repro`, - Network accessline 82
`https://github.com/scenario-labs/skills/issues/new?template=bug.yml&summary=...&repro=...`, percent-encoding each value. Parameter names are the form field ids: `summary`, `area`, `repro`, `expected`, `actual`, `evidence`, `env`, `freq - Network accessline 82
`https://github.com/scenario-labs/skills/issues/new?template=bug.yml&summary=...&repro=...`, percent-encoding each value. Parameter names are the form field ids: `summary`, `area`, `repro`, `expected`, `actual`, `evidence`, `env`, `freq
skills/scenario-reve/SKILL.md
- Network accessline 18
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-rodin/SKILL.md
- Network accessline 17
`scenario-3d` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 17
`scenario-3d` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-runway/SKILL.md
- Network accessline 15
Connection and the core loop: the `scenario` skill; model-agnostic video work: the `scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to insta - Network accessline 15
Connection and the core loop: the `scenario` skill; model-agnostic video work: the `scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to insta - Network accessline 16
skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and f - Network accessline 16
skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and f - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 17
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/scenario-seedance-drafts/SKILL.md
- Network accessline 25
`scenario`. Music over the finals: `scenario-video-assembly`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skill - Network accessline 25
`scenario`. Music over the finals: `scenario-video-assembly`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skill - Network accessline 26
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 26
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 27
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 27
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
skills/scenario-seedance-music-video/SKILL.md
- Network accessline 17
parameter contract and conditioning traps: see the `scenario-seedance` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/sce - Network accessline 17
parameter contract and conditioning traps: see the `scenario-seedance` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/sce - Network accessline 18
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 19
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/scenario-seedance-music-video/references/shots.md
- Network accessline 57
with no added checksum headers, then `upload_asset_complete`. - `asset_download` returns a download URL for any asset kind; its `format` parameter converts image formats only, so omit it for video and audio. Fetch with `curl -L`: the URL - Network accessline 57
with no added checksum headers, then `upload_asset_complete`. - `asset_download` returns a download URL for any asset kind; its `format` parameter converts image formats only, so omit it for video and audio. Fetch with `curl -L`: the URL - Network accessline 58
- `asset_download` returns a download URL for any asset kind; its `format` parameter converts image formats only, so omit it for video and audio. Fetch with `curl -L`: the URL may redirect. - `asset_get` carries a `url` too, plus measured - Network accessline 58
- `asset_download` returns a download URL for any asset kind; its `format` parameter converts image formats only, so omit it for video and audio. Fetch with `curl -L`: the URL may redirect. - `asset_get` carries a `url` too, plus measured - Network accessline 59
formats only, so omit it for video and audio. Fetch with `curl -L`: the URL may redirect. - Network accessline 59
formats only, so omit it for video and audio. Fetch with `curl -L`: the URL may redirect.
skills/scenario-seedance-music-video/scripts/build.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 15
rather than a copy, so the bit-for-bit guarantee is traded for the sound. """ # MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, - Network accessline 15
rather than a copy, so the bit-for-bit guarantee is traded for the sound. """ # MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, - Network accessline 16
""" # MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, # Copyright (c) 2026 Emmanuel de Maistre. - Network accessline 16
""" # MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, # Copyright (c) 2026 Emmanuel de Maistre. - Network accessline 17
# MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, - Network accessline 17
# MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video,
skills/scenario-seedance-music-video/scripts/song.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 8
what you can actually hear. """ # MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, - Network accessline 8
what you can actually hear. """ # MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, - Network accessline 9
""" # MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, # Copyright (c) 2026 Emmanuel de Maistre. - Network accessline 9
""" # MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, # Copyright (c) 2026 Emmanuel de Maistre. - Network accessline 10
# MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video, - Network accessline 10
# MIT. Ported from https://github.com/edemaistre/scenario-seedance-2-5-music-video,
skills/scenario-seedance-storyboard/SKILL.md
- Network accessline 22
shots: the `scenario-video-editing` and `scenario-video-assembly` skills. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenari - Network accessline 22
shots: the `scenario-video-editing` and `scenario-video-assembly` skills. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenari - Network accessline 23
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 23
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 24
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 24
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/scenario-seedance/SKILL.md
- Network accessline 18
`scenario-seedance-storyboard` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 18
`scenario-seedance-storyboard` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 19
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-seedream/SKILL.md
- Network accessline 17
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 17
`scenario-image` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-side-view-game-kit/SKILL.md
- Network accessline 31
model families: `scenario-video`. Music and sound effects are outside this image skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://gith - Network accessline 31
model families: `scenario-video`. Music and sound effects are outside this image skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://gith - Network accessline 32
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 32
skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 33
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 33
ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 77
Tell the user the price, run (`jobs_wait` with its `job_id` if it returns in progress), `asset_display` both takes; keep one with both poses on model, in a pure side profile (every clip inherits a three-quarter body), and nothing pink - Network accessline 77
Tell the user the price, run (`jobs_wait` with its `job_id` if it returns in progress), `asset_display` both takes; keep one with both poses on model, in a pure side profile (every clip inherits a three-quarter body), and nothing pink - Network accessline 78
`asset_display` both takes; keep one with both poses on model, in a pure side profile (every clip inherits a three-quarter body), and nothing pink or purple, `asset_download` it and `curl -L` it to `fox_two_pose.png`. - Network accessline 78
`asset_display` both takes; keep one with both poses on model, in a pure side profile (every clip inherits a three-quarter body), and nothing pink or purple, `asset_download` it and `curl -L` it to `fox_two_pose.png`. - Network accessline 79
inherits a three-quarter body), and nothing pink or purple, `asset_download` it and `curl -L` it - Network accessline 79
inherits a three-quarter body), and nothing pink or purple, `asset_download` it and `curl -L` it
skills/scenario-side-view-game-kit/references/processing-settings.md
skills/scenario-side-view-game-kit/scripts/process_env.py
skills/scenario-side-view-game-kit/scripts/reframe_stills.py
skills/scenario-side-view-game-kit/scripts/side_sprites.py
skills/scenario-side-view-game-kit/scripts/sprite_cycles.py
skills/scenario-skyboxes/SKILL.md
- Network accessline 16
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 16
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 17
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 18
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/scenario-sonilo/SKILL.md
- Network accessline 17
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 17
`scenario-audio` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-sparc3d/SKILL.md
- Network accessline 18
`scenario-3d` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 18
`scenario-3d` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-sprite-animation/SKILL.md
- Network accessline 18
Connection and the core loop: the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install) - Network accessline 18
Connection and the core loop: the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install) - Network accessline 19
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-sprite-animation/scripts/build_grid_templates.py
skills/scenario-sprite-animation/scripts/cycle_frames.py
skills/scenario-sprite-animation/scripts/cycle_prompts.py
skills/scenario-sprite-animation/scripts/cycle_sheets.py
skills/scenario-storyboards/SKILL.md
- Network accessline 16
Per-model image contracts: `scenario-image`. Lettering: `scenario-text-overlay`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/ - Network accessline 16
Per-model image contracts: `scenario-image`. Lettering: `scenario-text-overlay`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/ - Network accessline 17
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 18
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/scenario-team-admin/SKILL.md
- Network accessline 20
reaches one team and one project has its scope; more than one is a stop-and-list, per the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to inst - Network accessline 20
reaches one team and one project has its scope; more than one is a stop-and-list, per the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to inst - Network accessline 21
skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and f - Network accessline 21
skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and f - Network accessline 22
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 22
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/scenario-text-overlay/SKILL.md
- Network accessline 30
contract lives in `scenario-video-assembly`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unatt - Network accessline 30
contract lives in `scenario-video-assembly`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unatt - Network accessline 31
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 31
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 32
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 32
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-text-overlay/references/payloads.md
- Network accessline 79
{ "html_template": "<link href=\"https://fonts.googleapis.com/css2?family=Cinzel:ital,wght@0,700&display=block\" rel=\"stylesheet\"><div class=\"card\"><h1>{{title}}</h1><p>{{tagline}}</p></div>", - Network accessline 79
{ "html_template": "<link href=\"https://fonts.googleapis.com/css2?family=Cinzel:ital,wght@0,700&display=block\" rel=\"stylesheet\"><div class=\"card\"><h1>{{title}}</h1><p>{{tagline}}</p></div>", - Network accessline 80
"html_template": "<link href=\"https://fonts.googleapis.com/css2?family=Cinzel:ital,wght@0,700&display=block\" rel=\"stylesheet\"><div class=\"card\"><h1>{{title}}</h1><p>{{tagline}}</p></div>", - Network accessline 80
"html_template": "<link href=\"https://fonts.googleapis.com/css2?family=Cinzel:ital,wght@0,700&display=block\" rel=\"stylesheet\"><div class=\"card\"><h1>{{title}}</h1><p>{{tagline}}</p></div>",
skills/scenario-text-overlay/scripts/html_render.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Access to secretsline 62
[Credential-related source omitted] - Access to secretsline 62
[Credential-related source omitted] - Network accessline 78
family_qs = quote_plus(family) return ( "https://fonts.googleapis.com/css2" - Network accessline 78
family_qs = quote_plus(family) return ( "https://fonts.googleapis.com/css2" - Network accessline 79
return ( "https://fonts.googleapis.com/css2" f"?family={family_qs}:ital,wght@{ital},{weight}" - Network accessline 79
return ( "https://fonts.googleapis.com/css2" f"?family={family_qs}:ital,wght@{ital},{weight}" - Network accessline 80
"https://fonts.googleapis.com/css2" - Network accessline 80
"https://fonts.googleapis.com/css2"
skills/scenario-text-overlay/scripts/overlay.py
skills/scenario-text-overlay/scripts/pillow_render.py
- Executable scriptline 1
Executable file - Executable scriptline 1
Executable file - Network accessline 30
def _download(url): request = urllib.request.Request(url, headers={"User-Agent": "python-urllib"}) - Network accessline 30
def _download(url): request = urllib.request.Request(url, headers={"User-Agent": "python-urllib"}) - Network accessline 31
request = urllib.request.Request(url, headers={"User-Agent": "python-urllib"}) - Network accessline 31
request = urllib.request.Request(url, headers={"User-Agent": "python-urllib"}) - Network accessline 32
with urllib.request.urlopen(request, timeout=_FONT_FETCH_TIMEOUT_S) as response: - Network accessline 32
with urllib.request.urlopen(request, timeout=_FONT_FETCH_TIMEOUT_S) as response: - Network accessline 59
) css = _download(css_url).decode("utf-8") match = re.search(r"url\((https://fonts\.gstatic\.com/[^)]+\.ttf)\)", css) - Network accessline 59
) css = _download(css_url).decode("utf-8") match = re.search(r"url\((https://fonts\.gstatic\.com/[^)]+\.ttf)\)", css) - Network accessline 60
css = _download(css_url).decode("utf-8") match = re.search(r"url\((https://fonts\.gstatic\.com/[^)]+\.ttf)\)", css) if match: - Network accessline 60
css = _download(css_url).decode("utf-8") match = re.search(r"url\((https://fonts\.gstatic\.com/[^)]+\.ttf)\)", css) if match: - Network accessline 61
match = re.search(r"url\((https://fonts\.gstatic\.com/[^)]+\.ttf)\)", css) - Network accessline 61
match = re.search(r"url\((https://fonts\.gstatic\.com/[^)]+\.ttf)\)", css)
skills/scenario-text-overlay/scripts/templating.py
skills/scenario-textures/SKILL.md
- Network accessline 16
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 16
Connection and the core generation loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/s - Network accessline 17
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 18
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/scenario-thumbnails/SKILL.md
- Network accessline 15
`scenario-formats`, and a set that must share a look uses `scenario-consistency`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com - Network accessline 15
`scenario-formats`, and a set that must share a look uses `scenario-consistency`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com - Network accessline 16
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool - Network accessline 17
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
skills/scenario-ugc/SKILL.md
- Network accessline 14
the sibling skills named per lane. Connection and the core loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install - Network accessline 14
the sibling skills named per lane. Connection and the core loop: see the `scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install - Network accessline 15
repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and fl - Network accessline 15
repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and fl - Network accessline 16
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 16
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/scenario-veo/SKILL.md
- Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-video-ads/SKILL.md
- Network accessline 16
`scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 16
`scenario` skill in this repo. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 17
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. The full sibling map and how to load a missing one: - Network accessline 17
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. The full sibling map and how to load a missing one: - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 18
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-video-ads/references/dependencies.md
- Network accessline 19
Load a missing sibling with the Scenario MCP `skill_get` tool (`name` set to the sibling), or ask the user to install it ([install options](https://github.com/scenario-labs/skills#install)). Never - Network accessline 19
Load a missing sibling with the Scenario MCP `skill_get` tool (`name` set to the sibling), or ask the user to install it ([install options](https://github.com/scenario-labs/skills#install)). Never - Network accessline 20
the user to install it ([install options](https://github.com/scenario-labs/skills#install)). Never - Network accessline 20
the user to install it ([install options](https://github.com/scenario-labs/skills#install)). Never
skills/scenario-video-assembly/SKILL.md
- Network accessline 15
`scenario-video`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool sc - Network accessline 15
`scenario-video`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool sc - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-video-color-grade/README.md
- Network accessline 7
The skill comes from Scenario's public exploration [One Loop, Twelve Grades](https://www.scenario.com/explorations/video-color-grade/): twelve looks on - Network accessline 7
The skill comes from Scenario's public exploration [One Loop, Twelve Grades](https://www.scenario.com/explorations/video-color-grade/): twelve looks on - Network accessline 8
[One Loop, Twelve Grades](https://www.scenario.com/explorations/video-color-grade/): twelve looks on - Network accessline 8
[One Loop, Twelve Grades](https://www.scenario.com/explorations/video-color-grade/): twelve looks on
skills/scenario-video-color-grade/SKILL.md
- Network accessline 20
for a reel: `scenario-audio`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 20
for a reel: `scenario-audio`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed - Network accessline 21
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 21
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 22
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 22
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-video-color-grade/scripts/grade.py
skills/scenario-video-color-grade/scripts/inspect_frame.py
skills/scenario-video-color-grade/scripts/match.py
skills/scenario-video-color-grade/scripts/media.py
skills/scenario-video-color-grade/scripts/render_looks.py
skills/scenario-video-color-grade/scripts/showreel.py
skills/scenario-video-color-grade/scripts/spatial.py
skills/scenario-video-editing/SKILL.md
- Network accessline 15
loop: `scenario`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool sc - Network accessline 15
loop: `scenario`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool sc - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 16
`skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 17
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-video-to-motion/SKILL.md
- Network accessline 18
`scenario-video-editing` (trimming and resizing the clip). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#i - Network accessline 18
`scenario-video-editing` (trimming and resizing the clip). If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#i - Network accessline 19
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-video/SKILL.md
- Network accessline 17
Connection and the core generation loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ - Network accessline 17
Connection and the core generation loop: see the `scenario` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/ - Network accessline 18
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 19
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas - Network accessline 29
| Generate | `model_run` | `wait=false` for video; `dry_run=true` to estimate cost first - Network accessline 29
| Generate | `model_run` | `wait=false` for video; `dry_run=true` to estimate cost first - Network accessline 31
| Review | `asset_display` / `asset_download` | Display inline; `asset_download` returns the file URL, save it with `curl -L` - Network accessline 31
| Review | `asset_display` / `asset_download` | Display inline; `asset_download` returns the file URL, save it with `curl -L`
skills/scenario-vidu/SKILL.md
- Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 20
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-walkable-room/SKILL.md
- Network accessline 12
(walls behind the camera included) with the room's small objects rebuilt as real 3D models a visitor can pick up, throw, and hear land. Restyle the photo first and the same room comes in several looks. The route follows the open-source [ima - Network accessline 12
(walls behind the camera included) with the room's small objects rebuilt as real 3D models a visitor can pick up, throw, and hear land. Restyle the photo first and the same room comes in several looks. The route follows the open-source [ima - Network accessline 13
can pick up, throw, and hear land. Restyle the photo first and the same room comes in several looks. The route follows the open-source [image-blaster](https://github.com/neilsonnn/image-blaster) pipeline, with every generation on Scenario t - Network accessline 13
can pick up, throw, and hear land. Restyle the photo first and the same room comes in several looks. The route follows the open-source [image-blaster](https://github.com/neilsonnn/image-blaster) pipeline, with every generation on Scenario t - Network accessline 14
The route follows the open-source [image-blaster](https://github.com/neilsonnn/image-blaster) - Network accessline 14
The route follows the open-source [image-blaster](https://github.com/neilsonnn/image-blaster) - Network accessline 31
`scenario-audio` or `scenario-sonilo`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 31
`scenario-audio` or `scenario-sonilo`. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, - Network accessline 32
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 32
skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 33
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 33
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-walkable-room/references/viewer.md
- Network accessline 3
The setup below is the one that shipped, built on three.js with [Spark](https://sparkjs.dev) for - Network accessline 3
The setup below is the one that shipped, built on three.js with [Spark](https://sparkjs.dev) for - Network accessline 4
splats and [Rapier](https://rapier.rs) for physics. Other renderers work if they stream splats by - Network accessline 4
splats and [Rapier](https://rapier.rs) for physics. Other renderers work if they stream splats by
skills/scenario-wan/SKILL.md
- Network accessline 17
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 17
`scenario-video` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from t - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 18
with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 19
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-workflow-authoring/SKILL.md
- Network accessline 24
`scenario-workflows` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed fr - Network accessline 24
`scenario-workflows` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed fr - Network accessline 25
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 25
load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the gap. - Network accessline 26
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag - Network accessline 26
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
skills/scenario-workflow-authoring/scripts/fetch_workflow_examples.py
- Executable scriptline 1
#!/usr/bin/env python3 - Executable scriptline 1
#!/usr/bin/env python3 - Access to secretsline 11
[Credential-related source omitted] - Access to secretsline 11
[Credential-related source omitted] - Access to secretsline 23
[Credential-related source omitted] - Access to secretsline 23
[Credential-related source omitted] - Access to secretsline 145
[Credential-related source omitted] - Access to secretsline 145
[Credential-related source omitted] - Access to secretsline 154
[Credential-related source omitted] - Access to secretsline 154
[Credential-related source omitted] - Access to secretsline 155
[Credential-related source omitted] - Access to secretsline 155
[Credential-related source omitted] - Access to secretsline 158
[Credential-related source omitted] - Access to secretsline 158
[Credential-related source omitted]
skills/scenario-workflows/SKILL.md
- Network accessline 16
`scenario` skill. Creating, editing and publishing graphs: the `scenario-workflow-authoring` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it ( - Network accessline 16
`scenario` skill. Creating, editing and publishing graphs: the `scenario-workflow-authoring` skill. If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it ( - Network accessline 17
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 17
If a sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag the - Network accessline 18
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); - Network accessline 18
(Scenario MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install);
skills/scenario/SKILL.md
- Network accessline 15
- Endpoint: `https://mcp.scenario.com/mcp` (Streamable HTTP). Prefer OAuth: no credentials pass - Network accessline 15
- Endpoint: `https://mcp.scenario.com/mcp` (Streamable HTTP). Prefer OAuth: no credentials pass - Network accessline 109
- `viewer`: lighter payload for hosts rendering the interactive widget. - `json`, `markdown`: metadata and links. 8. `asset_download` returns a file URL, one call per asset; save it with `curl -L` (it may - Network accessline 109
- `viewer`: lighter payload for hosts rendering the interactive widget. - `json`, `markdown`: metadata and links. 8. `asset_download` returns a file URL, one call per asset; save it with `curl -L` (it may - Network accessline 110
- `json`, `markdown`: metadata and links. 8. `asset_download` returns a file URL, one call per asset; save it with `curl -L` (it may redirect). - Network accessline 110
- `json`, `markdown`: metadata and links. 8. `asset_download` returns a file URL, one call per asset; save it with `curl -L` (it may redirect). - Network accessline 111
8. `asset_download` returns a file URL, one call per asset; save it with `curl -L` (it may - Network accessline 111
8. `asset_download` returns a file URL, one call per asset; save it with `curl -L` (it may - Network accessline 116
- `curl` failing with `host_not_allowed` or `CONNECT tunnel failed, response 403` while MCP calls work points at the host's egress policy. A CDN 403 alone does not: fetch a fresh URL first. - [Sandbox network access](https://mcp.sce - Network accessline 116
- `curl` failing with `host_not_allowed` or `CONNECT tunnel failed, response 403` while MCP calls work points at the host's egress policy. A CDN 403 alone does not: fetch a fresh URL first. - [Sandbox network access](https://mcp.sce - Network accessline 117
work points at the host's egress policy. A CDN 403 alone does not: fetch a fresh URL first. - [Sandbox network access](https://mcp.scenario.com/docs/troubleshooting#sandbox-network-access) names the setting. On some hosts it is an o - Network accessline 117
work points at the host's egress policy. A CDN 403 alone does not: fetch a fresh URL first. - [Sandbox network access](https://mcp.scenario.com/docs/troubleshooting#sandbox-network-access) names the setting. On some hosts it is an o - Network accessline 118
- [Sandbox network access](https://mcp.scenario.com/docs/troubleshooting#sandbox-network-access) - Network accessline 118
- [Sandbox network access](https://mcp.scenario.com/docs/troubleshooting#sandbox-network-access) - Network accessline 206
relaunch). - Rules and plan caps: [Relax Mode](https://help.scenario.com/articles/2332232342-relax-mode-keep-generating-after-your-compute-units-run-out). - Network accessline 206
relaunch). - Rules and plan caps: [Relax Mode](https://help.scenario.com/articles/2332232342-relax-mode-keep-generating-after-your-compute-units-run-out). - Network accessline 207
- Rules and plan caps: [Relax Mode](https://help.scenario.com/articles/2332232342-relax-mode-keep-generating-after-your-compute-units-run-out). - **Other 429, including an unfamiliar `actionName`**: never infer its behavior from the nam - Network accessline 207
- Rules and plan caps: [Relax Mode](https://help.scenario.com/articles/2332232342-relax-mode-keep-generating-after-your-compute-units-run-out). - **Other 429, including an unfamiliar `actionName`**: never infer its behavior from the nam - Network accessline 208
[Relax Mode](https://help.scenario.com/articles/2332232342-relax-mode-keep-generating-after-your-compute-units-run-out). - Network accessline 208
[Relax Mode](https://help.scenario.com/articles/2332232342-relax-mode-keep-generating-after-your-compute-units-run-out).
skills/scenario/references/setup.md
- Network accessline 3
Endpoint: `https://mcp.scenario.com/mcp` (Streamable HTTP). Every fact here is also on the public - Network accessline 3
Endpoint: `https://mcp.scenario.com/mcp` (Streamable HTTP). Every fact here is also on the public - Network accessline 4
[connection guide](https://mcp.scenario.com/docs) and - Network accessline 4
[connection guide](https://mcp.scenario.com/docs) and - Network accessline 5
[troubleshooting page](https://mcp.scenario.com/docs/troubleshooting); when they disagree with this - Network accessline 5
[troubleshooting page](https://mcp.scenario.com/docs/troubleshooting); when they disagree with this - Network accessline 10
Clients with native Streamable HTTP support connect to the URL directly; that is the reliable path. `mcp-remote` (`npx mcp-remote@latest https://mcp.scenario.com/mcp`) is a stdio bridge for clients - Network accessline 10
Clients with native Streamable HTTP support connect to the URL directly; that is the reliable path. `mcp-remote` (`npx mcp-remote@latest https://mcp.scenario.com/mcp`) is a stdio bridge for clients - Network accessline 11
`mcp-remote` (`npx mcp-remote@latest https://mcp.scenario.com/mcp`) is a stdio bridge for clients - Network accessline 11
`mcp-remote` (`npx mcp-remote@latest https://mcp.scenario.com/mcp`) is a stdio bridge for clients - Network accessline 33
claude mcp add --transport http scenario https://mcp.scenario.com/mcp - Network accessline 33
claude mcp add --transport http scenario https://mcp.scenario.com/mcp - Network accessline 43
"scenario": { "command": "npx", "args": ["-y", "mcp-remote", "https://mcp.scenario.com/mcp"] - Network accessline 43
"scenario": { "command": "npx", "args": ["-y", "mcp-remote", "https://mcp.scenario.com/mcp"] - Network accessline 44
"command": "npx", "args": ["-y", "mcp-remote", "https://mcp.scenario.com/mcp"] } - Network accessline 44
"command": "npx", "args": ["-y", "mcp-remote", "https://mcp.scenario.com/mcp"] } - Network accessline 45
"args": ["-y", "mcp-remote", "https://mcp.scenario.com/mcp"] - Network accessline 45
"args": ["-y", "mcp-remote", "https://mcp.scenario.com/mcp"] - Network accessline 54
{ "mcpServers": { "scenario": { "url": "https://mcp.scenario.com/mcp" } } } - Network accessline 54
{ "mcpServers": { "scenario": { "url": "https://mcp.scenario.com/mcp" } } } - Network accessline 60
codex mcp add scenario --url https://mcp.scenario.com/mcp - Network accessline 60
codex mcp add scenario --url https://mcp.scenario.com/mcp - Network accessline 63
VS Code: Command Palette, `MCP: Add Server`, HTTP, the URL. Zed: `{ "context_servers": { "scenario": { "url": "https://mcp.scenario.com/mcp" } } }` in settings. - Network accessline 63
VS Code: Command Palette, `MCP: Add Server`, HTTP, the URL. Zed: `{ "context_servers": { "scenario": { "url": "https://mcp.scenario.com/mcp" } } }` in settings. - Network accessline 64
`{ "context_servers": { "scenario": { "url": "https://mcp.scenario.com/mcp" } } }` in settings. - Network accessline 64
`{ "context_servers": { "scenario": { "url": "https://mcp.scenario.com/mcp" } } }` in settings. - Dangerous shell operationline 81
Edit Config, remove the entry and `rm -rf ~/.mcp-auth`, then re-add and restart. - Dangerous shell operationline 81
Edit Config, remove the entry and `rm -rf ~/.mcp-auth`, then re-add and restart. - Dangerous shell operationline 86
app fully and reboot; if it persists, `pkill -f mcp-remote && rm -rf ~/.mcp-auth`; then switch to - Dangerous shell operationline 86
app fully and reboot; if it persists, `pkill -f mcp-remote && rm -rf ~/.mcp-auth`; then switch to - Network accessline 94
Scenario portal (the `api_key_create` catalog tool, read lane, returns that link and nothing else, so calling it puts no secret in the conversation). Wiring one into a client is an operator task done by hand: the [connection guide](https:// - Network accessline 94
Scenario portal (the `api_key_create` catalog tool, read lane, returns that link and nothing else, so calling it puts no secret in the conversation). Wiring one into a client is an operator task done by hand: the [connection guide](https:// - Network accessline 95
so calling it puts no secret in the conversation). Wiring one into a client is an operator task done by hand: the [connection guide](https://mcp.scenario.com/docs#using-an-api-key) carries the header format and the current steps for each cl - Network accessline 95
so calling it puts no secret in the conversation). Wiring one into a client is an operator task done by hand: the [connection guide](https://mcp.scenario.com/docs#using-an-api-key) carries the header format and the current steps for each cl - Network accessline 96
by hand: the [connection guide](https://mcp.scenario.com/docs#using-an-api-key) carries the header - Network accessline 96
by hand: the [connection guide](https://mcp.scenario.com/docs#using-an-api-key) carries the header - Network accessline 109
administration (model access lists, member roles and caps) needs per-user OAuth with a team admin, since the server refuses API keys there. To get an origin allowlisted, contact [support](https://www.scenario.com/contact-us?intent=scenario- - Network accessline 109
administration (model access lists, member roles and caps) needs per-user OAuth with a team admin, since the server refuses API keys there. To get an origin allowlisted, contact [support](https://www.scenario.com/contact-us?intent=scenario- - Network accessline 110
since the server refuses API keys there. To get an origin allowlisted, contact [support](https://www.scenario.com/contact-us?intent=scenario-mcp-issue) with the bare `https` origin (the port if any, no path), whether it is needed on product - Network accessline 110
since the server refuses API keys there. To get an origin allowlisted, contact [support](https://www.scenario.com/contact-us?intent=scenario-mcp-issue) with the bare `https` origin (the port if any, no path), whether it is needed on product - Network accessline 111
[support](https://www.scenario.com/contact-us?intent=scenario-mcp-issue) with the bare `https` - Network accessline 111
[support](https://www.scenario.com/contact-us?intent=scenario-mcp-issue) with the bare `https`
How the signals fit together
Facts from a static read of the files at the pinned commit. They describe what the code does, not why.
Some files could not be read; the facts below still hold.
Signal confidence: 500 facts
- Network access in prose of the SKILL.mdscenario-blender-animation/SKILL.md:13Low confidence
- Network access in prose of the SKILL.mdscenario-blender-animation/SKILL.md:14Low confidence
- Network access in prose of the SKILL.mdscenario-blender-animation/SKILL.md:15Low confidence
- Network access in prose of documentationscenario-blender-animation/references/expert-notes.md:85Low confidence
- Network access in prose of documentationscenario-blender-animation/references/expert-notes.md:86Low confidence
- Network access in prose of documentationscenario-blender-animation/references/expert-notes.md:87Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:8Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:9Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:10Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:11Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:12Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:13Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:14Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:15Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:16Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:17Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:18Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:19Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:20Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:21Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:22Low confidence
- Network access in prose of documentationscenario-blender-animation/references/sources.md:23Low confidence
- Executable script in prose of a file that runsscenario-blender-animation/scripts/bx_anim.py:1Low confidence
- Network access in prose of the SKILL.mdskills/dcc/blender/scenario-blender-blockout/SKILL.md:16Low confidence
- Network access in prose of the SKILL.mdscenario-blender-blockout/SKILL.md:16Low confidence
- Network access in prose of the SKILL.mdskills/dcc/blender/scenario-blender-blockout/SKILL.md:17Low confidence
- Network access in prose of the SKILL.mdscenario-blender-blockout/SKILL.md:17Low confidence
- Network access in prose of the SKILL.mdskills/dcc/blender/scenario-blender-blockout/SKILL.md:18Low confidence
- Network access in prose of the SKILL.mdscenario-blender-blockout/SKILL.md:18Low confidence
- Network access in prose of the SKILL.mdskills/dcc/blender/scenario-blender-blockout/SKILL.md:113Low confidence
- Network access in prose of the SKILL.mdscenario-blender-blockout/SKILL.md:113Low confidence
- Network access in prose of the SKILL.mdskills/dcc/blender/scenario-blender-blockout/SKILL.md:114Low confidence
- Network access in prose of the SKILL.mdscenario-blender-blockout/SKILL.md:114Low confidence
- Network access in prose of documentationskills/dcc/blender/scenario-blender-blockout/references/handoff.md:136Low confidence
- Network access in prose of documentationscenario-blender-blockout/references/handoff.md:136Low confidence
- Network access in prose of documentationskills/dcc/blender/scenario-blender-blockout/references/handoff.md:137Low confidence
- Network access in prose of documentationscenario-blender-blockout/references/handoff.md:137Low confidence
- Network access in prose of documentationskills/dcc/blender/scenario-blender-blockout/references/handoff.md:138Low confidence
- Network access in prose of documentationscenario-blender-blockout/references/handoff.md:138Low confidence
- Executable script in prose of a file that runsskills/dcc/blender/scenario-blender-blockout/scripts/bx_blockout.py:1Low confidence
- Executable script in prose of a file that runsscenario-blender-blockout/scripts/bx_blockout.py:1Low confidence
- Executable script in prose of a file that runsskills/dcc/blender/scenario-blender-blockout/scripts/bx_kits.py:1Low confidence
- Executable script in prose of a file that runsscenario-blender-blockout/scripts/bx_kits.py:1Low confidence
- Executable script in prose of a file that runsskills/dcc/blender/scenario-blender-blockout/scripts/examples/ex1_watchmaker.py:1Low confidence
- Executable script in prose of a file that runsscenario-blender-blockout/scripts/examples/ex1_watchmaker.py:1Low confidence
- Executable script in prose of a file that runsskills/dcc/blender/scenario-blender-blockout/scripts/examples/ex2_saltflat.py:1Low confidence
- Executable script in prose of a file that runsscenario-blender-blockout/scripts/examples/ex2_saltflat.py:1Low confidence
- Executable script in prose of a file that runsskills/dcc/blender/scenario-blender-blockout/scripts/examples/ex3_bridge.py:1Low confidence
- Executable script in prose of a file that runsscenario-blender-blockout/scripts/examples/ex3_bridge.py:1Low confidence
- Executable script in prose of a file that runsskills/dcc/blender/scenario-blender-blockout/scripts/examples/ex4_sky_islands.py:1Low confidence
and 450 more
Only the first 500 facts are listed.
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Native | Manifest .claude-plugin/marketplace.json | .claude/skills/<skill-name>/ |
| Codex | Native | Manifest AGENTS.md | .agents/skills/<skill-name>/ |
| Cursor | Native | Path .cursor/BUGBOT.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Compatible | Standard SKILL.md skills/dcc/blender/scenario-blender-animation/SKILL.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md skills/dcc/blender/scenario-blender-animation/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Compatible | Standard SKILL.md skills/dcc/blender/scenario-blender-animation/SKILL.md | .opencode/skills/<skill-name>/ |
- Native The repository ships a manifest, folder or frontmatter field for this agent.
- Compatible A standard SKILL.md that this agent can read.
- Unknown No evidence either way.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.
Add this badge to your README
It updates every night and links to this page.
[](https://hotskills.dev/skill/scenario-labs-skills/)