Agent skill

Scenario Blender Hair

by scenario-labs in 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.

MITAuto-check passedGame Development

Install Scenario Blender Hair

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-blender-hair -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-blender-hair --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-hair .claude/skills/scenario-blender-hair && rm -rf skills-src

Use ~/.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/

Facts

Skill name
scenario-blender-hair
GitHub stars
946
Token cost
~4.7k tokens
SKILL.md length
1,897 words
Files
6 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

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.

  • Works in 9 steps: Prepare the surface.… → Plan flow and objects. Turn the… → Guides. hair = H.new_groom(surface), P,… → …
  • Fur in Blender with hair curves
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 4 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Blender Hair is an agent skill from scenario-labs/skills. 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.

Its SKILL.md is about 4.7k 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 Game 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.

When your agent uses it

  • Fur in Blender with hair curves
  • Such as a character hairstyle
  • Procedural fur in geometry nodes
  • Hair cards and mesh hair for games

Example prompts

  • “/scenario-blender-hair”

Requirements

  • Python 3
  • Node.js

Workflow steps

9 steps, taken from the first numbered list in SKILL.md.

  1. Prepare the surface. H.uv_report(surface): stacked UVs make curves ignore the rig, UDIMs are fine, an unmerged mirror seam needs UV Merge…
  2. Plan flow and objects. Turn the draw-over into regions (vertex groups) with one flow direction each. Schmidbauer: one curves object per…
  3. Guides. hair = H.new_groom(surface), P, N = H.sample_roots(surface, spacing, mask=...), H.add_guides(hair, P, N, length, points=2…
  4. Density. Add Set Hair Curve Profile first, then Interpolate Hair Curves with a Density Mask. Bystedt paints 50% gray and 100% at the part…
  5. Procedural layers, each masked, A/B-tested by toggling show_viewport and rendering.
  6. Part and hairline (human). Leave Part by Mesh Islands on (default): in the test, 21% of children near the part crossed it with islands off…
  7. Shading and render. Use H.hair_material(name, "CYCLES", melanin=(root, tip)) or "EEVEE" with explicit colors, then H.setup_render(scene…
  8. Deformation. Key 2 or 3 extreme poses and render each frame from the same camera. GATE: no bald spots or clipping in any pose.
  9. Games: cards. Run H.add_cards(hair, width, material=H.card_material(...)), then convert a copy with object.convert(target='MESH') and…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    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.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenario Blender Hair loads about 4.7k tokens when it runs, and up to ~23k if it reads all its reference files. Until then it costs about 127 tokens; SKILL.md has 1,897 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~127
When it runs · the whole SKILL.md, loaded when a task matches
~4.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~23k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,897 words, ~4,677 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-blender-hair/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
scenario-blender-hair
description
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.
license
MIT

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, 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).

Stance (the expert delta)

  • Guides get 2 points until every direction is right (Schmidbauer). More points make combing tangle and clip. Use 3 for short fur, 8 only for long hair. Bystedt resamples long human hair to 15 points before shaping.
  • Space guides evenly, and always mask Interpolate (Schmidbauer). Children spawn over the whole surface, and a child far from any guide "does whatever". Gaps turn into bald spots that grow under deformation.
  • Density is counted per square meter and must be huge. Radius drops with it (Thommes). Long fur uses 1,000,000/m² at about 0.2 mm radius. Work at a Viewport Amount of 4%.
  • Randomize per curve, not per point (Thommes). Give 80% of strands no frizz. Strays are 10% of curves with strong noise.
  • Trim with Replace Length off plus a Random Offset (Schmidbauer, Thommes). It is the cheapest realism gain. Mask it, or short-fur regions lose their guides and go bald.
  • Grow a human hairstyle on a separate hair cap split along the part (Bystedt): body topology stops mattering, interpolation stops crossing the part. The part still needs extra density and a 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).
  • Judge renders at full density, and in pose (Thommes, Schmidbauer). A harsh mesh deformation "looks ten times worse" in the hair.

Establish first

InputChangesDefault when the brief is silent
TargetCycles strands vs EEVEE or game cardsCycles strands (Principled Hair BSDF)
Subjecthuman hairstyle (hair cap, part) vs animal fur (body mesh, landmarks)follow the reference
Length classpoints per guide, clump and curl layersshort fur: 3 points, long: 8, long human: 15
Deformationanimated means Hair Dynamics (Animation) stays last, and you check in poseanimated
Budgetrender curves, card trianglessay the number: evaluated curves at full density
Referencesame subspecies, season, ideally the same individual (Schmidbauer)ask for it; draw landmarks and flow first

Finish topology and non-overlapping UVs before grooming (hair binds to UV space) and apply scale: density counts the mesh's local area (verified).

Workflow

TaskHeadlessLive session
Curves object, surface binding, guides as data, snap, subdivide or resample, asset modifiers, inputs, masks, counts, renders, cardsyes (scripts/bx_hair.py)yes, same code in Object Mode
Enter Sculpt Curves, activate the 11 curve brushes, set brush settings, sculpt_curves.select_randomn/ayes (bx_gui.activate_brush("SCULPT_CURVES", "Comb"))
Comb, Add, Density, Grow/Shrink, Pull Tips strokesnono. sculpt_curves.brush_stroke has no exec, so bx_gui.stroke("SCULPT_CURVES", ...) returns PASS_THROUGH and changes nothing. Set the brush up and ask the user to stroke, or use the substitutes below.
  1. Prepare the surface. H.uv_report(surface): stacked UVs make curves ignore the rig, UDIMs are fine, an unmerged mirror seam needs UV Merge by Distance (Schmidbauer). Humans: a hair cap split into islands along the part. Animals: separate the mouth interior. Masks: vertex groups (fast) or textures (detail on low-poly meshes). GATE: overlap_faces == 0, scale applied, one mask per region.
  2. Plan flow and objects. Turn the draw-over into regions (vertex groups) with one flow direction each. Schmidbauer: one curves object per landmark (face, cheeks, ears, neck, body, tail, feet) for performance. Thommes: one object with masks. Bystedt: split front and back where combing one disturbs the other. GATE: written list of regions, flows, objects.
  3. Guides. hair = H.new_groom(surface), P, N = H.sample_roots(surface, spacing, mask=...), H.add_guides(hair, P, N, length, points=2, flow=..., flow_blend=...) (snaps, writes surface_uv_coordinate). Later: H.subdivide_guides or H.resample_guides(hair, 15). Brush substitutes: a direction field for Comb, droop for gravity, delete and re-add guides for Density and Add; Bystedt's "grow long, comb, shrink back" is long guides plus Trim. GATE: in H.groom_report, roots_off_surface and spacing_gaps_2x are 0 and length_outliers is 0. A guides-only render shows every direction right.
  4. Density. Add Set Hair Curve Profile first, then Interpolate Hair Curves with a Density Mask. Bystedt paints 50% gray and 100% at the part, then remaps. The 5.2 Interpolate also takes a Mask Texture image. GATE: H.count(hair) (full density) is within budget, root_area_fraction is well under 0.5, and a render shows no bald spots.
  5. Procedural layers, each masked, A/B-tested by toggling show_viewport and rendering.
    • Long fur (Thommes, preset H.FUR_STACK_LONG, applied with H.build_stack): Noise, Curl, strays, Frizz with negative shape, Clump, Clump 2, final Frizz (Cumulative off), Trim, Rotate.
    • Animal (Schmidbauer): Trim, Clump (cheeks, Tip Spread, Clump Offset), low Frizz, each with its own vertex group.
    • Human (Bystedt): Noise on guides (Cumulative off, Offset per Curve on), Roll at the tip only, then per population Interpolate, Profile, Clump on the groomed guides; wide and thin layers need different seeds.
    • Per-curve randomness: H.random_curve_mask(hair, "frizz_mask", 0.8) then input "attr:frizz_mask"; root-to-tip ramps: H.along_curve_attr. GATE: each layer earns its place in an A/B render.
  6. Part and hairline (human). Leave Part by Mesh Islands on (default): in the test, 21% of children near the part crossed it with islands off and 0% with islands on. For the lift, H.distance_weights(cap, "part_lift", "part", radius, "bump") feeds Displace Hair Curves (Surface Normal on, small distance, Shape near 0, Factor attr:part_lift). GATE: in a top view there is no scalp gap at the part and the crown is not flat.
  7. Shading and render. Use H.hair_material(name, "CYCLES", melanin=(root, tip)) or "EEVEE" with explicit colors, then H.setup_render(scene, engine, close_up). GATE: H.review([surface, hair], out, engine) passes references/critique.md.
  8. Deformation. Key 2 or 3 extreme poses and render each frame from the same camera. GATE: no bald spots or clipping in any pose.
  9. Games: cards. Run H.add_cards(hair, width, material=H.card_material(...)), then convert a copy with object.convert(target='MESH') and export glTF. Put a textured hair cap under the cards. GATE: triangles within budget, UVs in the half tile for cards, roots on the scalp.
Show full SKILL.md (835 more words)Show less

Numbers

ItemValueRelative to, source
Guide points2 while placing, 3 short fur, 8 long hairSchmidbauer [00:20:24], [00:21:34]
Long human hairresample to 15 pointsBystedt [00:08:38]
Add brush lengthabout 0.01 m for fur (default 0.3 m)Schmidbauer [00:17:59]
Density, human layer5,000 per m² per clump populationBystedt [00:17:28]
Density, long fur1,000,000/m², radius 0.2 mm, viewport 4%Thommes [00:09:02], [00:16:44]
Density mappart 1.0, base 0.5, bald 0; ramp black stop just above 0.5Bystedt [00:22:04], [00:23:46]
Wide clumpsShape about 0.3, reduced Factor, groomed guidesBystedt [00:19:47]
CurlRadius 2 cm, Curl Start 1, Random Offset 0.5, Guide Distance 1 cm, Guide Mask 0.2Thommes [00:12:04], [00:14:18]
Sub-clumpsGuide Distance 1 mm, Mask 0.1; layer 2: 4 mm, 0.25, Clump Offset 5 mmThommes [00:16:12], [00:31:01]
Frizz2 mm, negative Shape; final: -0.2, Cumulative off, on 20% of curvesThommes [00:15:04], [00:32:08], [00:26:03]
Strays10% of curves, Noise distance 5 mmThommes [00:30:28]
Trim, RotateReplace Length off, Random Offset 5 mm; Rotate random 5°Thommes [00:22:20]
Card subdivision1 per 20 cm of card lengthBystedt g_ZIOafq4QU [00:05:08]
Card and tube profilearc: 1 segment flat, 3 preferred; tube: flat spiral, resolution 6, 1 turn, height 0Matsumoto [00:19:54], [00:22:40]
Card UV widthcards use half the tile of tubesMatsumoto [00:31:27]
Coverage sanitydensity × π × radius²: 0.13 for Thommes' fur[added] check

Quality gates

In code:

python
import sys; sys.path.append("<skills>/scenario-blender-hair/scripts"); import bx_hair as H
print(H.uv_report(surface))                 # overlap_faces == 0
rep = H.groom_report(hair); print(H.verdict(rep))   # [] or a list of fixes
print(H.count(hair))                        # full-density curves and points vs budget
print(H.card_stats(hair))                   # cards: tris, UV range

groom_report checks attachment UVs, roots on the surface, spacing gaps, length dents (over 50% off neighbors), Hair Dynamics last, Trim Replace Length, unmasked Frizz or Noise, missing Density Mask, radius vs density, Strand display, and a Cycles hair shader under EEVEE.

Visually: H.review(objs, out, engine, views=("front", "threequarter", "top")) renders a lit full-density sheet with Thommes' rig (warm top fill, side key, cool rim, dark bluish world). Score it with references/critique.md: bald spots, part coverage, clumps, strays, length variation, tips, root-to-tip color, highlights.

Common mistakes

MistakeWhat it looks likeFix
Guides at the brush default of 8 points while blockingtangles, clipping, fights while combing2 points, raise later (Schmidbauer)
Interpolate without a Density Maskhair in the mouth or eyes, drifting children far from guidesvertex-group mask; separate the mouth interior
Uneven guide spacingbald spots, worse in posesample_roots spacing; check spacing_gaps_2x
High density at default radiusa solid mass or "a mess"Profile first, about 0.2 mm at 1M/m² (Thommes)
Trim at defaultsevery strand becomes 1 m longReplace Length off (Thommes)
Positive Frizz on curls or clumpscurl tips destroyed, fuzzy clump tipsnegative Shape, Cumulative Offset off on the final Frizz
Duplicated layer with the same seedwide and thin clumps stack identicallychange seed and frequency (Bystedt)
Straight tips"bad CG hair"Roll Hair Curves at the tip only (Bystedt)
Surface edited after groomingfloating or sunken rootssnap_to_surface(hair, "DEFORM"), or NEAREST after topology changes
Judging at 4% viewport densityuniform clumps and equal lengths unnoticedrender at full density
Principled Hair BSDF in EEVEEdark and flat (measured 0.09 vs 0.26 center luminance)Principled BSDF with explicit colors
Scripting a Comb strokenothing happens, PASS_THROUGHwrite positions, or hand the stroke to the user

Blender 5.2 notes

  • Empty Hair and Quick Fur add a pinned Hair Dynamics modifier (Mode Animation or Physics (Experimental)). It replaces the old Surface Deform and moves roots with the deforming surface (shape keys and armature verified). Keep it last.
  • Interpolate has no Surface or UV Map inputs; it reads the curves object's surface. Newer inputs are Part by Mesh Islands, Follow Surface Normal, Mask Texture and Resting Surface (on). With Resting Surface on, Thommes' "Mask modifier on the surface" patch preview has no effect. Use a patch vertex group as the Density Mask instead, or turn Resting Surface off while previewing.
  • Modifier inputs are set with md.properties.inputs.<id>.value or .type = 'ATTRIBUTE'. Headless, evaluation stays stale until obj.update_tag(). H.set_inputs resolves UI names and tags for you. Background evaluation applies Viewport Amount, so use H.count(full=True).
  • Brushes are assets: Snake Hook is Pull Tips, Selection Paint is Select; Add defaults to 8 points, 0.3 m; settings in brush.curves_sculpt_settings.
  • Factory render.hair_type is STRAND: use STRIP with hair_subdiv >= 1. Cycles shapes: RIBBONS, THICK, THICK_LINEAR. "Curves Info" is ShaderNodeHairInfo; Principled Hair offers Chiang and Huang. Hair Curves Noise writes resolution 12, which curves render with since 5.0.
  • Cards: Curve to Mesh has a Scale input (4.5), and Arc Resolution counts points. EEVEE alpha uses surface_render_method = 'DITHERED'. Keep the GeometrySet alive when reading obj.evaluated_geometry().mesh.
  • Quick Fur density scales with object size (MEDIUM on a 10 cm sphere: 80,220/m², 12 points per guide).

References

  • references/expert-notes.md: load for judgment calls, per expert with timestamps (human hairstyle, animal fur, procedural fur, cards, mesh hair).
  • references/procedures.md: load before writing code. It has full tested procedures P1 to P8 with raw bpy equivalents of the bx_hair calls.
  • references/critique.md: load when reviewing a render or report, as the scoring rubric.
  • references/sources.md: load to cite or re-watch a source, with the best timestamps.
  • scripts/bx_hair.py: the toolkit (tested on 5.2.1). Tests are in tests/code/blender-hair/.

© 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

Files

SKILL.md and 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-hair of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/procedures.md
  • references/sources.md
  • scripts/bx_hair.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Blender Hair 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.

Scenario Blender Hair compared with similar skills
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Scenario Blender Hair this skillscenario-labs/skills946—~4.7kAutomated safety check: PassMIT
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3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max709—~2.8kAutomated safety check: PassMIT
Asset Pipelinerehan-remade/universal-modder6.5k—~2kAutomated safety check: PassMIT
Blender Image To 3Dmajidmanzarpour/blender-game-skills135—~5.7kAutomated safety check: PassMIT
Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill148—~2.1kAutomated safety check: PassNone

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Works with

Questions about Scenario Blender Hair

What does Scenario Blender Hair do?

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 Blender Hair is an agent skill from scenario-labs/skills. 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.

When should I use Scenario Blender Hair?

Scenario Blender Hair fits situations like: fur in Blender with hair curves; such as a character hairstyle; procedural fur in geometry nodes; hair cards and mesh hair for games.

How do I install Scenario Blender Hair in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-blender-hair -a claude-code`. Or copy the skill folder (skills/dcc/blender/scenario-blender-hair in scenario-labs/skills) into .claude/skills/scenario-blender-hair in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Blender Hair in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-blender-hair -a codex`. Or copy the skill folder (skills/dcc/blender/scenario-blender-hair in scenario-labs/skills) into .agents/skills/scenario-blender-hair in your project. Codex loads it when a task matches its description.

Can I use Scenario Blender Hair in Cursor, Gemini CLI or GitHub Copilot?

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-hair -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-hair, .gemini/skills/scenario-blender-hair, .github/skills/scenario-blender-hair and .opencode/skills/scenario-blender-hair in your project.

What does Scenario Blender Hair need to run?

Going by SKILL.md and its folder, Scenario Blender Hair needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Blender Hair access the network?

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.

Is Scenario Blender Hair safe to install?

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.

What licence does Scenario Blender Hair use?

Scenario Blender Hair is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Blender Hair use?

About 4.7k tokens (SKILL.md is roughly 19k 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 18k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Blender Hair?

Skills that share tags, products or a category with Scenario Blender Hair: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars), Asset Pipeline (rehan-remade/universal-modder, 6.5k stars) and Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Blender Hair?

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.