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v1.0.0

scenario-godot-3d-world

by @scenario-labs0 pulls
URLopenbooklet.com/s/scenario-godot-3d-world
Pinnedopenbooklet.com/s/[email protected]
APIGET /api/v1/skills/scenario-godot-3d-world

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.

21 skills from this reposcenario-labs/skills
scenario-godot-3d-worldviewing
scenario-blender-animationskills/dcc/blender/scenario-blender-animation/SKILL.md

Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert review.

scenario-blender-expertskills/dcc/blender/scenario-blender-expert/SKILL.md

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 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.

scenario-blender-previs-storyboardskills/dcc/blender/scenario-blender-previs-storyboard/SKILL.md

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.

scenario-blender-riggingskills/dcc/blender/scenario-blender-rigging/SKILL.md

Use when rigging a character, creature or prop in Blender through Python: "rig this character", Rigify metarig fitting or generation errors, automatic weights or "Bone Heat Weighting failed", weight painting fixes, clothes that do not follow, IK/FK switch, foot roll, twist bones, drivers and custom properties, corrective shape keys, a stylized face rig, a mechanical or hard-surface rig, or testing how a rig deforms.

scenario-blender-sculptingskills/dcc/blender/scenario-blender-sculpting/SKILL.md

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.

scenario-elevenlabsskills/scenario-elevenlabs/SKILL.md

Use when generating or transforming audio with ElevenLabs models on Scenario via MCP: text-to-speech with inline emotion tags, music from a prompt or sectioned songs, sound effects and loops, dubbing audio or video into another language, re-voicing a recording with a preset or cloned voice, or isolating speech from noise. Keywords: ElevenLabs, Eleven v3, Multilingual v2, Turbo 2.5, Music v2, Sound Effects 2, Dubbing, Voice Changer, Speech to Speech, Voice Isolator, TTS, SFX, localization.

scenario-game-assetsskills/scenario-game-assets/SKILL.md

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.

scenario-godot-animationskills/game-engines/godot/scenario-godot-animation/SKILL.md

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.

scenario-godot-gameplayskills/game-engines/godot/scenario-godot-gameplay/SKILL.md

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.

scenario-godot-multiplayerskills/game-engines/godot/scenario-godot-multiplayer/SKILL.md

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.

scenario-identity-libraryskills/scenario-identity-library/SKILL.md

Use when a named character or prop must become a reusable identity in Scenario: creating a character or prop from a brief or interview, building its approved image collection (character: <name> or props: <name>), assembling a character sheet or turnaround, or generating new images of an established one. Triggers include create a new character, design a prop, character sheet, turnaround, more images of this character. Keywords: character design, identity, library, collection, grid.

scenario-ideogramskills/scenario-ideogram/SKILL.md

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.

scenario-klingskills/scenario-kling/SKILL.md

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.

scenario-maya-animationskills/dcc/maya/scenario-maya-animation/SKILL.md

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.

scenario-maya-deformationskills/dcc/maya/scenario-maya-deformation/SKILL.md

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.

scenario-maya-groomskills/dcc/maya/scenario-maya-groom/SKILL.md

Use when grooming hair or fur in Maya with XGen (Interactive Groom splines or legacy descriptions): scalp hair, eyebrows, eyelashes, fur, guides, clumps, noise, parting, density maps, a fill layer, aiStandardHair shading, noisy or flickering hair renders, hair that must move (Linear Wire, nHair, Alembic caches), or a groom for Unreal (groom Alembic, cards). Also when XGen hair looks CG, clumps look uniform, the scalp shows through, or an XGen script fails.

scenario-maya-lighting-renderingskills/dcc/maya/scenario-maya-lighting-rendering/SKILL.md

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.

scenario-maya-modelingskills/dcc/maya/scenario-maya-modeling/SKILL.md

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.

scenario-maya-pipeline-scriptingskills/dcc/maya/scenario-maya-pipeline-scripting/SKILL.md

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.

scenario-product-shotsskills/scenario-product-shots/SKILL.md

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.

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