Research Figure
chingswy/Skill-Research-Figure
Generate publication-quality figures for academic papers: LaTeX TikZ method pipelines and Blender 3D renders.
A skill your agent uses 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…
$ npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-blender-geometry-nodes --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-geometry-nodes .claude/skills/scenario-blender-geometry-nodes && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "scenario-blender-geometry-nodes" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-geometry-nodes into .claude/skills/scenario-blender-geometry-nodes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-geometry-nodes", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-geometry-nodesType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-blender-geometry-nodes --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-geometry-nodes .agents/skills/scenario-blender-geometry-nodes && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-blender-geometry-nodes" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-geometry-nodes into .agents/skills/scenario-blender-geometry-nodes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-geometry-nodes", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-blender-geometry-nodes --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-geometry-nodes .cursor/skills/scenario-blender-geometry-nodes && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "scenario-blender-geometry-nodes" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-geometry-nodes into .cursor/skills/scenario-blender-geometry-nodes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-geometry-nodes", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/scenario-labs/skills.git --path skills/dcc/blender/scenario-blender-geometry-nodes--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-blender-geometry-nodes --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-geometry-nodes .gemini/skills/scenario-blender-geometry-nodes && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "scenario-blender-geometry-nodes" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-geometry-nodes into .gemini/skills/scenario-blender-geometry-nodes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-geometry-nodes", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install scenario-labs/skills scenario-blender-geometry-nodesInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-geometry-nodes .github/skills/scenario-blender-geometry-nodes && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "scenario-blender-geometry-nodes" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-geometry-nodes into .github/skills/scenario-blender-geometry-nodes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-geometry-nodes", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-blender-geometry-nodes --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-geometry-nodes .opencode/skills/scenario-blender-geometry-nodes && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "scenario-blender-geometry-nodes" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-geometry-nodes into .opencode/skills/scenario-blender-geometry-nodes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-geometry-nodes", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
scenario-blender-geometry-nodesA skill your agent uses 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…
Scenario Blender Geometry Nodes is an agent skill from scenario-labs/skills. 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.
Its SKILL.md is about 4.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/procedures.md`).
It sits in Development. It works with Blender. The repository describes itself as: 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 licence is MIT.
7 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Scenario Blender Geometry Nodes loads about 4.1k tokens when it runs, and up to ~27k if it reads all its reference files. Until then it costs about 119 tokens; SKILL.md has 1,738 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,738 words, ~4,093 tokens.
.claude/skills/scenario-blender-geometry-nodes/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.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, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); 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.
| Question | Why it changes the plan | Default when silent |
|---|---|---|
| What consumes the result: shader, another modifier, export, physics? | Crossing a boundary needs a named attribute; export may need realized geometry | Named attributes for anything a shader reads; keep instances |
| Does it depend on the previous frame? | Simulation zone and baking vs Scene Time function | Function of time |
| One-off authoring step or reusable asset? | One-off may be applied (Thommes' hair noise); assets never are | Reusable: expose inputs, panels, sensible min/max |
| Scale: element counts, viewport cost | Realize, loops and simulations cost; instances are cheap | Instances, fields, no loops |
| World or object space for directions and ground | Object-local trap | World up, world gravity |
bx_gn.Builder (headless or live, idempotent: a tree of the same name is rebuilt in place). b.node(kind, prop=..., ins={...}) sets properties before inputs, links sources, assigns constants; b.zone(...) pairs zones and adds items; b.join([...]) keeps list order. GATE: b.done() returns (zones paired, every link created).G.attach(obj, tree, inputs={...}) or G.set_inputs(md, {...}); "attr:NAME" switches a field input to an attribute or vertex group. GATE: G.check(md)["ok"], no hard_refs on an asset.G.stats(obj) (counts, attributes per domain, world bbox with instances), G.attribute, G.instance_transforms, G.positions. Then the two robustness probes: rotate the object 90 degrees (world-space effects keep direction) and double the input resolution (trait selections scale, index ones jump). GATE: numbers match the analytic expectation.G.snapshot(objs, path, views=..., frames=...) renders the current scene state with material colors and shadows (floating instances show); bx_review.review for realized meshes. Open every sheet. GATE: references/critique.md visual items pass.G.step(range(...)), or G.bake(obj) for random access; assert bounds, monotonic states, counts, no NaN. GATE: a direct jump to a late frame equals the stepped result only after a bake.tree.is_modifier = True; tree.asset_mark(); drop it on a different object (Thommes' Suzanne test). GATE: works on the second object with no tree edit.Recipes in scripts/bx_gn.py, tested and rendered: scatter_tree (density x mask, world-space slope limit, upright or aligned, pick from object and collection), curve_array_tree (tangent-aligned array, alternating twist makes a chain), growth_tree (repeat-zone extrusion), particle_drop_tree (simulation zone with emission, world gravity, ground bounce). Prefer the shipped Essentials assets (Scatter on Surface, Array, Instance on Elements, Randomize Transforms) when their inputs cover the brief; build your own when you need world-space rules, masks or custom attributes.
| Value | What it is relative to | Source |
|---|---|---|
| Melt sim: 300 K ambient, 2000 K source, heating 0.05, cooling 0.01 per frame | per-step Mix factors; small because they accumulate | Thommes BCON23 |
| Blur Attribute weight 0.5; smooth 5 iterations; melt mask 500 to 2000 K | heat diffusion and softening | Thommes BCON23 |
| Drip 0.01 per frame along -Z; normal mix 0.1 (0.5 "looks like baking bread") | per-step offset | Thommes BCON23 |
| Tearing threshold 1 = tears as soon as longer than rest (too sensitive); reinforce 10; base random 1 to 1.1; Voronoi mode | edge length ratio | Thommes BCON26 |
| Sewing ramp: rest length x factor 1 to 0 over 1 s of accumulated Delta Time | avoids snapping | Thommes BCON26 |
| Threads on tears: about 2 cm, 3 points each | performance cap | Thommes BCON26 |
| Cloth asset defaults: Substeps 5, Constraint Steps 15, Collision Radius 0.01, Tearing Threshold 1.2 | read from the 5.2.1 asset | digest [verified] |
| Gizmo position = size x 0.5 for a centered grid; random factor 0.2 to 1 on the SECOND input | keeps drags glued | Thommes BCON24 |
| Stack: box origin at its bottom; random scale XY 1 to 1.5, Z 0.05 to 0.3 | Accumulate Field Trailing | Matrix video |
| Flatten regions: island min 5 faces; proximity falloff 0 to 0.2 m, Smoother Step; Volume to Mesh threshold about 0.5 | Erindale exercise | Erindale |
| Realize Instances: Realize All off, Depth 1 | flattens one hierarchy level | Thommes BCON24 |
Measurable (code):
G.check(md): ok (no invalid link, no ERROR warning, zones paired), hard_refs empty for assets, Warning nodes you added report as expected.G.attribute).G.time_eval(obj) for hot trees; flag repeat or for-each zones in them.Visual (G.snapshot, bx_review): scatter density reads natural and nothing floats or sinks; arrays follow the curve without flips; growth has no self-intersection at the base; simulation strip shows motion then rest; shader-driven attributes checked at render resolution. Gizmo feel is GUI only.
| Mistake | What it looks like | Fix |
|---|---|---|
tree.links.new across trees | returns None, nothing links, no error | Builder.link raises; never reuse a bound links.new after switching trees |
Setting md.properties.inputs.<id>.value only | result unchanged | obj.update_tag() (or G.set_inputs) |
| Random Value with its implicit ID inside a for-each zone | red link, output silently wrong; md.node_warnings empty | zone Index into ID; G.check lists invalid_links |
| Same Seed on two Random Value nodes | scale and rotation move together (correlation 1.0 [verified]) | offset seeds (seed + k) |
| State not wired Simulation Input to Output | value resets each frame | wire every state item through |
| Custom attribute inside Cloth or Hair Dynamics | resets every step, no warning | list it in Extra Sim Attributes |
| Hard-referenced controller object in an asset | works once, breaks on reuse | Object socket on the Group Input |
| Coupled fields updated by two nodes | velocity computed from the already-moved position | one Capture Attribute for both |
| Join order assumed = link order | new elements inserted first, solver or ids break | b.join([state, new]) |
| Local direction used as world | effect rotates with the object | Self Object matrix conversion |
| Closure signature by auto-population | ERROR "Closure does not have output" | create both item lists, same names |
md.properties.inputs.<Socket_N>.value (old md["Socket_N"] raises TypeError), then obj.update_tag().Mode = 'Matrix', Resample Curve Mode, Custom Force Mode, Custom Effector Stage (menu Socket_1; a string input is also named Stage, Socket_2).node.inputs["A"] on a Mix returns the available socket in 5.2.1; duplicate enabled names (Cloth's two Gravity) still need identifiers. bx_gn.sock raises with the identifiers.obj.bound_box ignores instances; the instance point cloud's position attribute reads zeros, use instance_transform [verified]. md.execution_time stays 0.0 headless.simulation_nodes_cache_calculate_to_frame returns PASS_THROUGH headless and computes nothing; simulation_nodes_cache_bake works (packed) [verified].GeometryNodeXPBDSolver exist; modal node tools do not (experimental builds only).<DATAFILES>/assets/nodes/geometry_nodes_essentials.blend, geometry_nodes_dynamics_assets.blend, procedural_hair_node_assets.blend (G.append_group(name, library)).references/expert-notes.md: Thommes, Erindale and Johnny Matthews principles with timestamps; load when designing a system or an asset.references/procedures.md: tested code: raw-bpy procedures A to H (attribute pipeline, float simulation, repeat expand, for-each, closures, matrix stacking, gizmos, cloth) and the bx_gn recipes and physics tests; load before writing any tree.references/critique.md: the rubric to judge a tree, an asset and a simulation; load at every gate.references/sources.md: the eight source videos, what each is best for, best timestamps.scripts/bx_gn.py: builder, modifier, evaluation, simulation, snapshot helpers and recipes (docstrings list the traps).© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-geometry-nodes of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Blender Geometry Nodes next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Blender Geometry Nodes this skillscenario-labs/skills | 946 | — | ~4.1k | Automated safety check: Pass | MIT | |
| Research Figurechingswy/Skill-Research-Figure | 179 | — | ~5k | Automated safety check: Pass | None | |
| Blender Python AddonMindrally/skills | 271 | — | ~2.2k | Automated safety check: Pass | Apache-2.0 | |
| Game Art PipelinePersonalJarvis/PersonalJarvis | 159 | — | ~566 | Automated safety check: Pass | Apache-2.0 | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 | |
| 3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max | 709 | — | ~2.8k | Automated safety check: Pass | MIT |
chingswy/Skill-Research-Figure
Generate publication-quality figures for academic papers: LaTeX TikZ method pipelines and Blender 3D renders.
Mindrally/skills
Best practices for writing Blender Python add-ons using the bpy API, covering operators, panels, properties, registration, and API-safe scripting.
PersonalJarvis/PersonalJarvis
Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout.
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
scenario-labs/skills
A skill your agent uses 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…
scenario-labs/skills
A skill your agent uses 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.
scenario-labs/skills
A skill your agent uses 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…
scenario-labs/skills
A skill your agent uses 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…
scenario-labs/skills
A skill your agent uses 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…
scenario-labs/skills
A skill your agent uses 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…
Works with
Categories
A skill your agent uses 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…. Scenario Blender Geometry Nodes is an agent skill from scenario-labs/skills.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos.
Scenario Blender Geometry Nodes fits situations like: debugging Geometry Nodes; live: procedural modeling; scattering objects on a surface; arrays along a curve.
Run `npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a claude-code`. Or copy the skill folder (skills/dcc/blender/scenario-blender-geometry-nodes in scenario-labs/skills) into .claude/skills/scenario-blender-geometry-nodes in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a codex`. Or copy the skill folder (skills/dcc/blender/scenario-blender-geometry-nodes in scenario-labs/skills) into .agents/skills/scenario-blender-geometry-nodes in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-blender-geometry-nodes -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-blender-geometry-nodes, .gemini/skills/scenario-blender-geometry-nodes, .github/skills/scenario-blender-geometry-nodes and .opencode/skills/scenario-blender-geometry-nodes in your project.
Going by SKILL.md and its folder, Scenario Blender Geometry Nodes needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Scenario Blender Geometry Nodes is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.1k tokens (SKILL.md is roughly 16k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 23k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Blender Geometry Nodes: Research Figure (chingswy/Skill-Research-Figure, 179 stars), Blender Python Addon (Mindrally/skills, 271 stars), Game Art Pipeline (PersonalJarvis/PersonalJarvis, 159 stars) and Threejs World Generation (calesthio/OpenMontage, 66k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.