Canghe Comic
freestylefly/canghe-skills
Knowledge comic creator supporting multiple art styles and tones.
A skill your agent uses 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…
$ npx skills add scenario-labs/skills --skill scenario-blender-previs-storyboard -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-blender-previs-storyboard --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-previs-storyboard .claude/skills/scenario-blender-previs-storyboard && 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-previs-storyboard" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-previs-storyboard into .claude/skills/scenario-blender-previs-storyboard/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-previs-storyboard", 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-previs-storyboardType 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-previs-storyboard -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-blender-previs-storyboard --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-previs-storyboard .agents/skills/scenario-blender-previs-storyboard && 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-previs-storyboard" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-previs-storyboard into .agents/skills/scenario-blender-previs-storyboard/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-previs-storyboard", 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-previs-storyboard -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-blender-previs-storyboard --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-previs-storyboard .cursor/skills/scenario-blender-previs-storyboard && 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-previs-storyboard" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-previs-storyboard into .cursor/skills/scenario-blender-previs-storyboard/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-previs-storyboard", 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-previs-storyboard--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-previs-storyboard -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-blender-previs-storyboard --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-previs-storyboard .gemini/skills/scenario-blender-previs-storyboard && 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-previs-storyboard" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-previs-storyboard into .gemini/skills/scenario-blender-previs-storyboard/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-previs-storyboard", 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-previs-storyboardInstalls 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-previs-storyboard -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-previs-storyboard .github/skills/scenario-blender-previs-storyboard && 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-previs-storyboard" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-previs-storyboard into .github/skills/scenario-blender-previs-storyboard/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-previs-storyboard", 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-previs-storyboard -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-previs-storyboard --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-previs-storyboard .opencode/skills/scenario-blender-previs-storyboard && 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-previs-storyboard" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-previs-storyboard into .opencode/skills/scenario-blender-previs-storyboard/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-previs-storyboard", 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-previs-storyboardA skill your agent uses 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…
Scenario Blender Previs Storyboard is an agent skill from scenario-labs/skills. 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.
Its SKILL.md is about 5k 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 Media & Creative, covering Comics and storyboards. 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.
9 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 Previs Storyboard loads about 5k tokens when it runs, and up to ~23k if it reads all its reference files. Until then it costs about 132 tokens; SKILL.md has 2,023 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). 2,023 words, ~4,957 tokens.
.claude/skills/scenario-blender-previs-storyboard/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.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, 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).
Toolkit: 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.
Which skill. This one: story previs and animatics judged by a director and an editor. text-image-to-blender-blockout instead when the playblast guides a render-to-real video model (Seedance): saturated color identities, no lens jump on a cut, eased moves, a hand-off sheet; an approved animatic that must become a video guide is rebuilt there. Shared: metric Z-up, roots at the feet, one camera per shot bound to a marker, to_track_quat('-Z','Y') look-at. Strokes: scenario-blender-grease-pencil. Animation after layout: scenario-blender-animation. Real rigs: scenario-blender-rigging.
P.audit refuses a camera moving inside a still shot, keys between block starts and a non-Workbench engine.| Input | Changes | Default when silent |
|---|---|---|
| Format | every composition (Charge: lock it first) | 1920x1080, 24 fps, stills at 50 % |
| Treatment | shot count, runtime | theater pass, then cinematic |
| Method | agent has no tablet | 3D previs with mannequins; drawn boards only on provided art; Rigify proxies only on request (P.rigify_proxy, Rigify is off under --factory-startup: P.ensure_rigify() first) |
| Mood or director style | lens, height, motion per shot | neutral grammar, deviations stated per shot |
| Runtime budget | durations | about 1.6 to 1.9 s per beat for a cinematic cut (derived from Hjalti's slide: 25 beats, 8 shots, 40 to 47 s) |
| Journeys | screen direction | out left to right, back right to left (Charge) |
| Deliverable | outputs | shot list, contact sheet, floor plan, animatic MP4 clean plus burn-in, versioned .blend |
P.shot_list(BEATS, SHOTS) raises on a missing, duplicated or reordered beat.P.setup_scene (format, Workbench, grays, Standard view transform); P.prop for real-scale set pieces; P.mannequin for characters (root at the feet with eye_height, four pivot controls as the layout subset). Grays, one pop color for the hero (Renato: red). GATE: scale reads next to a door (2.1 m) and counter (1.0 m).cam shared, fit="all", 35 mm, mean eye height) framing the action's extremes; one block per beat group. GATE: in the P.audit rows every subject's head_in and feet_in is true at every block; theater edit timed.intent, size, lens, height, dur. P.floor_plan with the action line and journey paths before judging cameras. GATE: one side of the line; journeys follow the direction rule.sc.frame_set(f) (holds the previous pose), set only what changes, P.key_block(all_movables, f); cheats go through the same keys; then P.make_stepped. GATE: P.stepped_report == {}; the cheat check at neighboring shots.P.build_shots places each camera from size, lens and eye height (or explicit loc/aim), sets an opaque passepartout (Charge: see only the composition; P.passepartout(sc) for other cameras) and binds a marker at its first frame. P.ab_lens on key shots before posing further. GATE: P.audit(...)["problems"] == [].P.contact_sheet and open it. Characters merging with a dim set: P.fog_for_shot(sc, t, chars) (Hjalti: depth fog for readability, not lighting; behind the subjects, keyed to that shot), P.values_at hero vs backdrop. GATE: the visual list under Quality gates (in S6 only the pictures caught the occlusions and the cut-off wide).P.render_stills, then P.animatic (image strips held dur seconds, push on stills, live shots as scene strips, sounds, burn_in). One continuous action from several angles (Pablo, Story Tools): a live shot plus cover=True shots become one scene strip soft-split per camera; retime with P.retime_cut (the marker follows), never by moving keys. GATE: runtime within budget; frames pulled from the MP4 match the cut list.02_blend/02_edit) and new version numbers; nothing overwritten.| Value | Relative to | Source |
|---|---|---|
| 10 frames per shot block, 20 only when justified; starts on 10, 20, 30 | previs timeline | Charge |
| Shots named in tens (sh010, sh020) | markers | Hjalti on screen |
| 35 mm theater frame; about 60 mm for an isolating key shot | 36 mm sensor | Hjalti |
| F-stop 5.6, clip 0.01 to 200 m on the camera rig | Hjalti's rig | Hjalti |
| 13 / 22 / 25 s theater vs 47 / 40 s cinematic | same script | Hjalti slide 00:46:01 |
| 3 poses for an anger burst (anticipation, overshoot, settle) | one beat | Hjalti |
| 6 fps boarding, retimed in the edit | board scene | BouncyBrain |
| Eye tolerance 0.15 m; drawing breaks past 70 degrees from camera | audit thresholds | [added] |
| Visible height = subject height x 4 / 2 / 1.15 / 0.8 / 0.6 / 0.4 / 0.25 / 0.12 | ews, wide, full, mws, medium, mcu, cu, ecu | [added] |
| Distance = visible height x lens / sensor height (20.25 mm at 16:9) | lens swap at equal size: d2 = d1 x f2 / f1 | [added] |
| Handheld NOISE 0.010 to 0.018 rad, 18 to 26 frame scale | camera rotation | blockout skill; peak-to-peak measured 0.66 x strength |
| Choice | Reads as | Source |
|---|---|---|
| Eye level, medium lens, centered, static | neutral; the start for every A/B | Dillon, Hjalti |
| Low or tucked in a corner | hidden observer | Dillon |
| Wide lens from far, then a quick zoom in | being watched; someone fixing on a target | Dillon |
| Extreme wide lens close up | "not okay", distortion | Dillon |
| Long lens | informational, flat, isolates, intensifies a two-character moment | Dillon, Hjalti, Spitfire |
| Top view; dolly zoom (linear keys) | pressure from above; loss of control | Dillon |
| Off-center from behind | isolation | Dillon |
| Side-on movement | the most neutral screen motion | Dillon |
| Tilt or move ending on a detail | that detail becomes the subject | Hjalti |
| Faceless framing, longer shots, significant object at the edge carried by sound | routine | Dillon |
Moves that feel physical (Dillon): handheld noise when a watcher or a groggy body holds the camera, a camera operator's quick zoom, the camera dropping with the character's shoulders, less motion for laziness, more for urgency; a product shot is the stillest shot. Hjalti pulls focus across a handoff (dof.focus_object). Cuts: one side of the action line; an over-the-shoulder uses the shoulder the camera already occupies, and a jump cut can mean elided routine time (Dillon); a POV sits just off the line on the camera side [added, S6].
Measurable: P.audit(sc, table, chars, line=(a, b), travel={name: "right"}, stepped=movables): marker switch at each shot frame and not one frame before, main subject's eye line in frame and not blocked (ray cast names the blocker, fog included), measured vs intended size, height class with an intent for every non-eye camera, one side of the action line (POV and cross exempt), screen direction per journey, block length, two inserts in a row, non-constant keys outside live blocks, opaque passepartout, cost gates; warnings lists lights. Plus the edit runtime, ffprobe streams and duration, and for live shots an edit frame rendered against the previs frame.
Visual (open each image): contact sheet (every beat visible, one focal point per shot, hero readable, cheats and occluders invisible, pose readable from this camera), floor plan (camera side, journeys), A/B sheet (isolation vs context), frames pulled from the MP4 (order, burn-ins, push, live-shot content). Comic timing and sound stay a human call (Hjalti).
| Mistake | Looks like | Fix |
|---|---|---|
| Shots sprinkled over a finished performance | generic coverage, wrong framings | design each shot from its beats (Hjalti) |
| Wide framing that ignores the extremes | the tallest pose or entrance clips | fit="all" and the extremes audit |
| POV from the true eye point | the counter or the character's own head blocks the view | cheat the POV forward and up (S6: 0.6 m forward, 1.72 m high, over the counter); the audit reports the blocker |
| Door or prop between camera and hero | hero hidden in the key frame | swing it away or move the camera; the contact sheet catches it |
| Over-the-shoulder from the far side | line crossed, hero out of frame | stay on the camera side; audit eye line |
| Unkeyed cheat | earlier shot changes | key_block every movable at every block |
| 6 fps board scene as a scene strip in a 24 fps edit | plays 4x fast | export stills or retime |
| Every shot animated, mood lighting, full rigs | slow, the edit fights the moves, nothing judged sooner | stills plus push, live only when the move is the meaning, Workbench grays, mannequins |
| Coverage as separate strips or moved keys | cuts drift from the action | cover=True run, P.retime_cut |
| Fog world-aligned or in front | hero tinted, fog in every shot | P.fog_for_shot (behind the subjects, one shot) |
bpy.ops.render.opengl fails in --background; use Workbench render.render (headless) or a camera-locked viewport in a live session.keyframe_insert() ignores the new-key interpolation preference (keys stay BEZIER) though "Only Insert Available" is on: call P.make_stepped.frame_set on a scene that is not the window scene leaves transforms stale, and a write_still render of such a scene uses the window scene's frame: P.activate, P.render_frame.strips, left_handle/right_handle, content_start; SceneStrip.frame_start and frame_final_* warn (removal in 6.0). Strip.split(frame, split_method='SOFT') splits from data. New scenes default to AgX: set the edit scene to the source view transform.marker.camera = cam binds headless; bpy.ops.marker.camera_bind needs a timeline context.--factory-startup: bpy.ops.object.armature_basic_human_metarig_add raises "could not be found" until P.ensure_rigify().layout. The Storyboarding app template ships an Edit scene with sync on and auto-key off in Edit (pin off in its Storyboarding workspace).references/procedures.md: tested code for every stage (with and without the module) and the trap tests; load before writing code.references/expert-notes.md: each expert's principles, disagreements and deciding conditions, with timestamps; load when choosing a treatment, lens or cut.references/critique.md: the review rubric and the S6 findings; load at every Look gate.references/sources.md: the seven source videos, what each is best for, best timestamps.© 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-previs-storyboard of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Blender Previs Storyboard 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 Previs Storyboard this skillscenario-labs/skills | 946 | — | ~5k | Automated safety check: Pass | MIT | |
| Canghe Comicfreestylefly/canghe-skills | 461 | 8 repos | ~3.2k | Automated safety check: Pass | None | |
| Tutti UI Systemtutti-os/tutti | 3.8k | — | ~2.7k | Automated safety check: Pass | Apache-2.0 | |
| 3D Animation Short Generatortl2012tl/comfyUI-llama-TE | 241 | 4 repos | ~3.7k | Automated safety check: Pass | None | |
| Text to PNG Card Casterlijigang/ljg-skills | 7.5k | — | ~1.9k | Automated safety check: Pass | MIT | |
| H3 Cinematic Directorjtydhr88/ComfyTV | 1.1k | — | ~2.7k | Automated safety check: Pass | MIT |
freestylefly/canghe-skills
Knowledge comic creator supporting multiple art styles and tones.
tutti-os/tutti
A skill your agent uses when working with @tutti-os/ui-system components, replacing local UI with shared components, querying component ids or metadata, promoting UI into shared base or business…
tl2012tl/comfyUI-llama-TE
Create complete stylized 3D animated shorts from a story idea through an ordered production workflow covering project brief, story outline, character and environment cards, standardized shot…
lijigang/ljg-skills
Turns text, URLs or local files into tall PNG cards through HTML typography, with four modes: long reading card, full-text layout, comic and whiteboard.
jtydhr88/ComfyTV
Convert approved scripts, shot briefs, storyboards, keyframes, character sheets, scene assets, prop sheets, and sound briefs into director-level storyboards and production-ready MiniMax H3 prompts.
kangarooking/kangarooking-skills
Create a scroll-controlled cinematic product website with rich motion (动效网站) from product materials, reference pages or videos, and brand assets.
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 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…. Scenario Blender Previs Storyboard is an agent skill from scenario-labs/skills. 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.
Scenario Blender Previs Storyboard fits situations like: turning a script; story into previs; an animatic in Blender: beats to shot list; camera and lens per shot.
Run `npx skills add scenario-labs/skills --skill scenario-blender-previs-storyboard -a claude-code`. Or copy the skill folder (skills/dcc/blender/scenario-blender-previs-storyboard in scenario-labs/skills) into .claude/skills/scenario-blender-previs-storyboard in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-blender-previs-storyboard -a codex`. Or copy the skill folder (skills/dcc/blender/scenario-blender-previs-storyboard in scenario-labs/skills) into .agents/skills/scenario-blender-previs-storyboard 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-previs-storyboard -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-previs-storyboard, .gemini/skills/scenario-blender-previs-storyboard, .github/skills/scenario-blender-previs-storyboard and .opencode/skills/scenario-blender-previs-storyboard in your project.
Going by SKILL.md and its folder, Scenario Blender Previs Storyboard 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 Previs Storyboard is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5k tokens (SKILL.md is roughly 20k 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.
Skills that share tags, products or a category with Scenario Blender Previs Storyboard: Canghe Comic (freestylefly/canghe-skills, 461 stars), Tutti UI System (tutti-os/tutti, 3.8k stars), 3D Animation Short Generator (tl2012tl/comfyUI-llama-TE, 241 stars) and Text to PNG Card Caster (lijigang/ljg-skills, 7.5k 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.