Agent skill

Scenario Blender Sculpting

by scenario-labs in scenario-labs/skills

A skill your agent uses 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…

MITAuto-check passedData & Analytics

Install Scenario Blender Sculpting

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

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-blender-sculpting --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-sculpting .claude/skills/scenario-blender-sculpting && 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-sculpting
GitHub stars
946
Token cost
~5.2k tokens
SKILL.md length
1,912 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 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…

  • Works in 7 steps: Design table. G = S.head_guides(H), a… → Blockout (voxel H/40). Default for… → Primary forms (H/100 to H/110). Rebuild… → …
  • Sculpting in Blender through Python: sculpt a head
  • 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 Sculpting is an agent skill from scenario-labs/skills. 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.

Its SKILL.md is about 5.2k 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 Data & Analytics, covering Web scraping. It works with Blender and Python. 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

  • Sculpting in Blender through Python: sculpt a head
  • Cartoon character
  • A realistic portrait
  • Block out from primitives

Example prompts

  • “/scenario-blender-sculpting”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Design table. G = S.head_guides(H), a STYLE dict (the one or two exaggerations), the cue list, and the landmark points of the planes…
  2. Blockout (voxel H/40). Default for heads: Clay. Cranium ellipsoid clipped by skull side and front-taper half-spaces; a jaw sd_round_box…
  3. Primary forms (H/100 to H/110). Rebuild the Clay at the finer voxel with landmarks: sockets (sphere 1.1 x eyeball, smaller than the lids)…
  4. Secondary (H/130 to H/150, remesh_stage). Lines with crease_line (mouth, under-lip, lid rim) on surfaces facing the projection; nostrils…
  5. Surface finish (client quality): live GUI. Real Clay Strips, Scrape, Crease Polish, Smooth 0.2 via bx_gui (fixed and verified: strokes…
  6. Expression. Neutral symmetric basis; sc = S.Sculptor(head, symmetry_x=False), move_feature the corner, cheek, lower lid, opposite brow…
  7. Final render. S.final_render(objs, path, direction, lens=90, res=1600) (cavity, framed on real vertices) from front, profile…

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 Sculpting loads about 5.2k tokens when it runs, and up to ~28k if it reads all its reference files. Until then it costs about 135 tokens; SKILL.md has 1,912 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~135
When it runs · the whole SKILL.md, loaded when a task matches
~5.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~28k

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). 1,912 words, ~5,207 tokens.

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

Sculpting (heads and characters, Blender 5.2)

Expert sculpting is structure first and surface last: masses blocked with stated planes and corners, proportions locked at low resolution, every stage judged by eye through a long lens, and appeal as the final test, not the mesh numbers. The agent builds blockout and primary forms headless (scripts/bx_sculpt.py: smooth-blend Clay, plane cuts, numpy brushes) and does client-quality surface work with Blender's real brushes in a live GUI session (bx_gui). If a sibling skill named here is missing from your available skills, 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)

  • Planes are stated, not found. Thelen cuts plane borders with Draw Sharp and re-cuts them whenever a face "looks off"; Naydenov simplifies into planes, then smooths; Reinhardt uses Scrape, Trim and Line Project for clean cuts. Executable form: give the plane (point + normal) to Clay half-space clips or plane_cut / corner_cut. A flatten or scrape dab fits its plane to the ball under it, so it follows the ball.
  • The jaw is a block with a gonial corner, the cheekbone a mass with its own lower plane. Zarins: the gonial angle is the age and sex dial, steep in adult males; the widest face point is the top of the zygomatic arch. Naydenov: the cheekbone runs from the ear down and forward, only its lower edge shows. Thelen: bone plus tissue, never razor sharp.
  • Fix mass upstream; planes only restate. If re-cutting planes does not fix the look, the problem is mass or proportion (Thelen's diagnostic). Measured: plane cuts on a balloon jaw flipped the form metric but rendered as a gem facet; rebuilding the jaw block fixed it.
  • Low resolution as long as possible. Abbitt: smoothing is strong only on big polygons; Thelen: lock proportions coarse. Symmetrize after every remesh (Keelan Jon), then a global relax (Kaspar FDscc66fC90 00:11:55).
  • Indicate small landmarks early (nostrils, brows, eyes): Yan found a too-wide nose from the nostrils (vB7kPWjBgQI 00:05:11).
  • Stylize by consistent exaggeration (Yan: pick it in minute one, make neighbors follow; a long face needs a smaller skull, not a stretch).
  • A concept head needs its cues. Thelen: hair makes a male head read better (00:48:58); Naydenov: hair changes the read a lot (00:53:05). An "adventurer" with no hair or costume reads as a bald mannequin.
  • Asymmetry and expression live on a shape key; the basis stays neutral and symmetric (Kaspar f-mx-Jfx9lA 00:09:44; Thelen 00:38:27). Expression tests expose proportion errors; fix them in the neutral (Kaspar 00:10:49).

Establish first

InputChangesDefault when silent
Who (sex, age, type, attitude)gonial angle, brow, jaw width, shape languageadult male, neutral basis, stated [added]
Stylestylized: exaggeration table; realistic: canon + referencestylized, "abstracted enough to not be uncanny" (Kaspar)
Character cueshair, costume, props that sell the typeat least hair plus one costume signifier [added]
Purposestill (vertex paint, decimate) vs game or film (retopology)still; scenario-blender-retopology if animated
Delivery framingdetail frequency, expression sizebust fills a 1080 px frame [added]
Scalenothing if sizes are fractions of head height HH = 0.24 m [added]
Channelheadless numpy / Clay, or live GUI brushesheadless blockout; GUI for surface when the bridge is up

Workflow

  1. Design table. G = S.head_guides(H), a STYLE dict (the one or two exaggerations), the cue list, and the landmark points of the planes: gonion, chin bottom, cheekbone. GATE: written down.
  2. Blockout (voxel H/40). Default for heads: Clay. Cranium ellipsoid clipped by skull side and front-taper half-spaces; a jaw sd_round_box BEHIND the mouth mound, clipped by side, underside and ramus planes through the gonion; a square chin block; cheekbone ellipsoids along the ear-to-cheek line with a lower plane; mouth mound; brow ridges; nose; neck leaning about 15 degrees; ears; frontal box around the eyes. Blend big masses at 0.08 to 0.15 H, clip edges at 0.02 to 0.03 H. Option: union_remesh of primitives (rounded_box is a Catmull-Clark blob that reads as a ball: never use it for a jaw). GATE: 1 component; lower_face_report(head, H)["ball"] False; silhouette plus 90 mm renders show a jawline and gonial corner in profile and three-quarter; the exaggeration visible.
  3. Primary forms (H/100 to H/110). Rebuild the Clay at the finer voxel with landmarks: sockets (sphere 1.1 x eyeball, smaller than the lids), thin shell lids around separate eyeballs (Keelan Jon's lids from the eyeball, amVAlpxHp8k 00:37:05), nose wings tucked in, ear bowls, neck muscles. Hair and costume as separate Clay objects (to_object(name, symmetric=False) for anything asymmetric). GATE: profile beats; eyes not marbles or bags; hair frames the face; stage_report clean.
  4. Secondary (H/130 to H/150, remesh_stage). Lines with crease_line (mouth, under-lip, lid rim) on surfaces facing the projection; nostrils from below. Restate planes with corner_cut / plane_cut only where the mass is right and moves stay small. GATE: under 100k faces (Abbitt), no scratches, cracks or rims in 90 mm renders.
  5. Surface finish (client quality): live GUI. Real Clay Strips, Scrape, Crease Polish, Smooth 0.2 via bx_gui (fixed and verified: strokes raycast onto the mesh and pass object-space locations; set_view(frame=obj) first, view_distance a few head heights). Headless numpy strokes suit blockout and primary forms, not polish. Multires only on a settled clean base (Henning Cmi0KoFtc-4 00:16:04).
  6. Expression. Neutral symmetric basis; sc = S.Sculptor(head, symmetry_x=False), move_feature the corner, cheek, lower lid, opposite brow; S.write_shape_key(head, "Smirk", sc.co). Size the corner move to the delivery framing (Numbers). Voxel remesh drops keys: last step.
  7. Final render. S.final_render(objs, path, direction, lens=90, res=1600) (cavity, framed on real vertices) from front, profile, three-quarter, neutral and expression; open every image.

Inside every stage: render, name ONE weakest link, fix it, re-render (Yan). A metric that passes while the render looks wrong means the render wins.

Numbers

ValueNumberSource
Voxel ladderH/40 blockout, H/65 to H/110 primary, H/130 to H/235 secondary, about H/330 detailMorren, Abbitt; example
Faces from voxelabout 1.5 x area / voxel^2 (voxel_for_faces)measured, 3 %
Example bust facesH/40 8k, H/110 64k, H/150 103k (with neck)measured
Face gatesshape before 100k; detail about 500kAbbitt
Raw remesh mirror errormax 0.67 to 0.75 voxel, mean 0.05 to 0.07 voxel (nearest vertex)measured
Clay blends (head)masses 0.08 to 0.15 H, plane clips 0.02 to 0.03 H, lids 0.012 Hexample [added]
Jawbigonial 0.90 to 1.00 x bizygomatic (example 0.93); ramus-to-base angle 124 degrees in the exampleThelen; example [added]
Eyes (stylized)radius 0.064 H, lids 0.012 H thick, upper margin 21 degrees above centerexample; 14 degrees read sleepy
Hairclumps 0.065 to 0.115 H radius, rising 0.8 x radius, from the hairline back; base 0.008 to 0.02 Hexample [added]
Corner move that readsabout 1/8 of mouth width (8 mm on 65 mm, 0.03 H); invisible at 1/30measured
Pixels per mmbust fills 1080 px: 2.8; bust 270 px tall: 0.75measured (framing)
Smooth strength0.2 (5.2 default 0.7)Henning
Crease resolutionat least 3 to 4 vertices across the radiusRyan King
Review lens85 to 95 mm perspectiveMorren, Kaspar, Naydenov, Yan
Landmarkseye line 0.5 H; nose bottom halfway brow to chin; lip parting 1/3 nose to chin; ear nose base to brow; width H/1.5; mouth corners under eye centers; canthal tilt about 8 degrees; neck about 15 degrees forwardAbbitt, Naydenov, Thelen
Show full SKILL.md (686 more words)Show less

Quality gates

  • Measurable: S.stage_report(obj, voxel) (components 1, non_manifold 0, stretch p95/median under 2.5, mirror_max under 1e-4 before asymmetry). S.lower_face_report(head, H): ball True means the lower face fits one sphere within 10 % and twice as well as a plane (calibrated: the three E2 balloon jaws 0.057 to 0.082, the baseline 0.18 to 0.20, the v2 example 0.23 to 0.26). S.profile_rhythm(obj): chin out, in, lips out, in, nose out (a nose hanging below the nose base hides the lip beats). sc.planarity(c, r) for a stated plane.
  • Visual (the gate): S.long_lens_render or final_render at 85 to 95 mm from front, profile, three-quarter and below, plus bx_review.review(..., modes=("silhouette", "matcap")) for the ortho silhouette. Order: silhouette, big planes (cavity off, or mode="flat"), below and above, lines, character read at thumbnail size. Rubric: references/critique.md.

Common mistakes

MistakeWhat it looks likeFix
rounded_box or ellipsoid jaw, heavy smoothingballoon lower face: cheek, jaw, jowl one sphereClay jaw block with stated planes; lower_face_report gate
Flatten or scrape dabs to "make planes"facets that follow the ballstated planes: Clay clips, plane_cut, corner_cut
Plane cuts on a wrong massgem facet with a rim, metric passesmove or rebuild the mass first, then cut
Jaw block with its front ahead of the moutha mask or slab over the lower facejaw behind the mound; front belongs to mound and chin
Tall jaw block, small blenda panel edge across the cheeklow block, 0.15 H blend upward
Socket wider than the lidsring groove, eye bagssocket 1.1 x eyeball, lid blend 0.012 H
Lids reaching behind the eye equatorsealed pocket, 3 componentsclip lids at the eye center plane
Uniform hair offset, or clumps on a thick caphelmet ledge, beanie with wormsthin base, clumps make the volume
Clumps starting behind the hairlinebare headband over the foreheadstart clumps at the hairline
Symmetrizing asymmetric partsswept hair mirrored, center seamto_object(..., symmetric=False)
Crease projected across a grazing surfaceparallel crackscrease only surfaces facing the view; skip it
Smile sculpted into the basisasymmetry cannot be removedneutral basis, write_shape_key
Corner moved 1 to 2 mmexpression invisibleabout 1/8 of mouth width, check pixels
No hair or costumebald mannequincue list in stage 0
Detail before proportionslines on a wrong skullstay coarse until the gates pass
Stroke snapped with nearest from far awaygroove on the nose tipon_surface(p, view)
Mask survived the remesha region refuses every brushremesh_stage clears it
GUI strokes with the view zoomed outwhole mesh flattenedbx_gui.set_view(frame=obj), check view_distance
Hairline as one tilted cuta garrison cap from the side, vertical wall at the fronthairline as a function of azimuth (sideburn, over the ear, down to the nape), quiff ramp from the hairline over about 0.12 H [eval]
Mirrored eyesno gaze, a staring or blank attitudetwo aimed eyeballs; lid margin and brow angle are attitude dials (level brows for a neutral basis) [eval]
Feature attached at two pointsa nose that floats in profile, see-through gapsray-grid silhouette-hole probe per view; give a big nose a side wall to the cheek; bx_audit self-intersections after the last remesh [eval]

Blender 5.2 notes

  • Headless CRASH (segfault): sculpt.symmetrize, sculpt.mesh_filter, paint.mask_flood_fill, sculpt.mask_filter, sculpt.face_sets_create, sculpt.face_sets_init, object.voxel_remesh in Sculpt Mode. Poll fails: sculpt.brush_stroke, sculpt.set_pivot_position, sculpt.detail_flood_fill, trim gestures. Work: paint_mask_extract, brush.asset_activate, Edit Mode mesh.symmetrize, quadriflow_remesh, multires ops.
  • OpenVDB ships with Blender 5.2 (import openvdb): FloatGrid.copyFromArray + convertToQuads mesh the Clay.
  • Brushes are Essentials assets; Flatten, Fill, Scrape are one Plane type; size is a diameter; Draw Sharp defaults to SUBTRACT. sculpt_tool is sculpt_brush_type.
  • Voxel remesh output is flat shaded (shade_smooth()), keeps attributes (mask included), drops shape keys.
  • NumPy 2 in Blender: np.ptp(a), not a.ptp().

References

  • references/procedures.md: tested code for every stage (Clay recipe, planes, form check, hair, lids, expression, final render, crash matrix, brush table, GUI recipe); load before writing any sculpt script.
  • references/expert-notes.md: principles by expert with timestamps; load when designing a character or choosing methods.
  • references/critique.md: stage rubric with blockers; load at every gate.
  • references/sources.md: the 27 source videos with best timestamps.
  • Example: tests/code/blender-sculpting/stylized_head_blockout.py (13 s, renders in stylized_head/stage_N/); comparison: tests/code/blender-sculpting/compare/compare_sheet.png.

© 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-sculpting of scenario-labs/skills.

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

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Blender Sculpting 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 Sculpting compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Blender Sculpting this skillscenario-labs/skills946—~5.2kAutomated safety check: PassMIT
Boss Zhipin Scrapereatmoreduck/boss-zhipin-scraper1.5k—~2.6kAutomated safety check: PassMIT
Crawl4AI Web Scrapingsmallnest/goclaw5991 repos~2.5kAutomated safety check: PassMIT
Axyusukebe/ax7191 repos~918Automated safety check: PassMIT
Google Maps ScraperMahanaicoach/google-maps-scraper-kit1.3k—~2.8kAutomated safety check: PassMIT
Python Executorcortega26/chile-hub1132 repos~1.5kAutomated safety check: PassMIT

Similar skills

  • Boss Zhipin Scraper

    eatmoreduck/boss-zhipin-scraper

    Scrape BOSS直聘 (job listing site) via Chrome CDP. An agent skill from eatmoreduck/boss-zhipin-scraper.

    1.5k GitHub stars~2.6k tokensUpdated today
    Data & AnalyticsAuto-check passed
  • Crawl4AI Web Scraping

    smallnest/goclaw

    Scrapes sites, handles JavaScript-heavy pages and extracts structured data with Crawl4AI, through its crwl CLI or Python SDK, including schema-based extraction without an LLM.

    599 GitHub starsUsed in 1 repo~2.5k tokens
    Data & AnalyticsAuto-check passed
  • Ax

    yusukebe/ax

    Use the ax CLI instead of curl + throwaway parsing scripts whenever you fetch a URL, explore an unknown web page, or extract structured data from HTML.

    719 GitHub starsUsed in 1 repo~918 tokens
    Data & AnalyticsAuto-check passed
  • Google Maps Scraper

    Mahanaicoach/google-maps-scraper-kit

    Scrape Google Maps business listings (name, address, phone, website, rating, reviews, lat/lng, hours, emails) via the local gosom google-maps-scraper REST API.

    1.3k GitHub stars~2.8k tokensUpdated 6 days ago
    Data & AnalyticsAuto-check passed
  • Python Executor

    cortega26/chile-hub

    Execute Python code in a safe sandboxed environment via [inference.sh](https://inference.sh).

    113 GitHub starsUsed in 2 repos~1.5k tokens
    Data & AnalyticsAuto-check passed
  • Scrapling

    Cedriccmh/claude-code-skill-scrapling

    使用 scrapling 进行网页抓取和数据提取。根据目标网站特征自动选择最佳 Fetcher, 生成并执行 Python 脚本完成任务。Use when: (1) 抓取/爬取网页内容或数据(scrape, crawl, fetch page, extract data) (2) 需要绕过 Cloudflare/WAF 等反爬保护 (3) 登录后抓取受保护页面 (4) 解析已有 HTML…

    446 GitHub stars~1.1k tokensUpdated 3 mo ago
    Data & AnalyticsAuto-check passed

More from scenario-labs/skills

All 146 skills in this repo
  • Scenario Blender Grease Pencil

    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…

    946 GitHub stars~4.5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Blender Hair

    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.

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • 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…

    946 GitHub stars~5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Chatgpt Pet Create

    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…

    946 GitHub stars~3.6k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Animation

    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…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Audio

    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…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed

Works with

Questions about Scenario Blender Sculpting

What does Scenario Blender Sculpting do?

A skill your agent uses 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…. Scenario Blender Sculpting is an agent skill from scenario-labs/skills. 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.

When should I use Scenario Blender Sculpting?

Scenario Blender Sculpting fits situations like: sculpting in Blender through Python: sculpt a head; cartoon character; A realistic portrait; block out from primitives.

How do I install Scenario Blender Sculpting in Claude Code?

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

How do I install Scenario Blender Sculpting in Codex?

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

Can I use Scenario Blender Sculpting 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-sculpting -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-sculpting, .gemini/skills/scenario-blender-sculpting, .github/skills/scenario-blender-sculpting and .opencode/skills/scenario-blender-sculpting in your project.

What does Scenario Blender Sculpting need to run?

Going by SKILL.md and its folder, Scenario Blender Sculpting 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 Sculpting 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 Sculpting 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 Sculpting use?

Scenario Blender Sculpting 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 Sculpting use?

About 5.2k tokens (SKILL.md is roughly 21k 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 22k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Blender Sculpting?

Skills that share tags, products or a category with Scenario Blender Sculpting: Boss Zhipin Scraper (eatmoreduck/boss-zhipin-scraper, 1.5k stars), Crawl4AI Web Scraping (smallnest/goclaw, 599 stars), Ax (yusukebe/ax, 719 stars) and Google Maps Scraper (Mahanaicoach/google-maps-scraper-kit, 1.3k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Blender Sculpting?

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.