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.
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…
$ npx skills add scenario-labs/skills --skill scenario-blender-sculpting -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-blender-sculpting --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-sculpting .claude/skills/scenario-blender-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-sculpting into .claude/skills/scenario-blender-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-sculpting", 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-sculptingType 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-sculpting -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-blender-sculpting --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-sculpting .agents/skills/scenario-blender-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-sculpting into .agents/skills/scenario-blender-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-sculpting", 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-sculpting -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-blender-sculpting --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-sculpting .cursor/skills/scenario-blender-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-sculpting into .cursor/skills/scenario-blender-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-sculpting", 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-sculpting--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-sculpting -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-blender-sculpting --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-sculpting .gemini/skills/scenario-blender-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-sculpting into .gemini/skills/scenario-blender-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-sculpting", 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-sculptingInstalls 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-sculpting -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-sculpting .github/skills/scenario-blender-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-sculpting into .github/skills/scenario-blender-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-sculpting", 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-sculpting -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-sculpting --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-sculpting .opencode/skills/scenario-blender-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-sculpting into .opencode/skills/scenario-blender-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-sculpting", 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-sculptingA 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.
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.
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 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.
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). 1,912 words, ~5,207 tokens.
.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.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).
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.| Input | Changes | Default when silent |
|---|---|---|
| Who (sex, age, type, attitude) | gonial angle, brow, jaw width, shape language | adult male, neutral basis, stated [added] |
| Style | stylized: exaggeration table; realistic: canon + reference | stylized, "abstracted enough to not be uncanny" (Kaspar) |
| Character cues | hair, costume, props that sell the type | at least hair plus one costume signifier [added] |
| Purpose | still (vertex paint, decimate) vs game or film (retopology) | still; scenario-blender-retopology if animated |
| Delivery framing | detail frequency, expression size | bust fills a 1080 px frame [added] |
| Scale | nothing if sizes are fractions of head height H | H = 0.24 m [added] |
| Channel | headless numpy / Clay, or live GUI brushes | headless blockout; GUI for surface when the bridge is up |
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.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.to_object(name, symmetric=False) for anything asymmetric). GATE: profile beats; eyes not marbles or bags; hair frames the face; stage_report clean.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.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).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.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.
| Value | Number | Source |
|---|---|---|
| Voxel ladder | H/40 blockout, H/65 to H/110 primary, H/130 to H/235 secondary, about H/330 detail | Morren, Abbitt; example |
| Faces from voxel | about 1.5 x area / voxel^2 (voxel_for_faces) | measured, 3 % |
| Example bust faces | H/40 8k, H/110 64k, H/150 103k (with neck) | measured |
| Face gates | shape before 100k; detail about 500k | Abbitt |
| Raw remesh mirror error | max 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 H | example [added] |
| Jaw | bigonial 0.90 to 1.00 x bizygomatic (example 0.93); ramus-to-base angle 124 degrees in the example | Thelen; example [added] |
| Eyes (stylized) | radius 0.064 H, lids 0.012 H thick, upper margin 21 degrees above center | example; 14 degrees read sleepy |
| Hair | clumps 0.065 to 0.115 H radius, rising 0.8 x radius, from the hairline back; base 0.008 to 0.02 H | example [added] |
| Corner move that reads | about 1/8 of mouth width (8 mm on 65 mm, 0.03 H); invisible at 1/30 | measured |
| Pixels per mm | bust fills 1080 px: 2.8; bust 270 px tall: 0.75 | measured (framing) |
| Smooth strength | 0.2 (5.2 default 0.7) | Henning |
| Crease resolution | at least 3 to 4 vertices across the radius | Ryan King |
| Review lens | 85 to 95 mm perspective | Morren, Kaspar, Naydenov, Yan |
| Landmarks | eye 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 forward | Abbitt, Naydenov, Thelen |
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.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.| Mistake | What it looks like | Fix |
|---|---|---|
| rounded_box or ellipsoid jaw, heavy smoothing | balloon lower face: cheek, jaw, jowl one sphere | Clay jaw block with stated planes; lower_face_report gate |
| Flatten or scrape dabs to "make planes" | facets that follow the ball | stated planes: Clay clips, plane_cut, corner_cut |
| Plane cuts on a wrong mass | gem facet with a rim, metric passes | move or rebuild the mass first, then cut |
| Jaw block with its front ahead of the mouth | a mask or slab over the lower face | jaw behind the mound; front belongs to mound and chin |
| Tall jaw block, small blend | a panel edge across the cheek | low block, 0.15 H blend upward |
| Socket wider than the lids | ring groove, eye bags | socket 1.1 x eyeball, lid blend 0.012 H |
| Lids reaching behind the eye equator | sealed pocket, 3 components | clip lids at the eye center plane |
| Uniform hair offset, or clumps on a thick cap | helmet ledge, beanie with worms | thin base, clumps make the volume |
| Clumps starting behind the hairline | bare headband over the forehead | start clumps at the hairline |
| Symmetrizing asymmetric parts | swept hair mirrored, center seam | to_object(..., symmetric=False) |
| Crease projected across a grazing surface | parallel cracks | crease only surfaces facing the view; skip it |
| Smile sculpted into the basis | asymmetry cannot be removed | neutral basis, write_shape_key |
| Corner moved 1 to 2 mm | expression invisible | about 1/8 of mouth width, check pixels |
| No hair or costume | bald mannequin | cue list in stage 0 |
| Detail before proportions | lines on a wrong skull | stay coarse until the gates pass |
| Stroke snapped with nearest from far away | groove on the nose tip | on_surface(p, view) |
| Mask survived the remesh | a region refuses every brush | remesh_stage clears it |
| GUI strokes with the view zoomed out | whole mesh flattened | bx_gui.set_view(frame=obj), check view_distance |
| Hairline as one tilted cut | a garrison cap from the side, vertical wall at the front | hairline 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 eyes | no gaze, a staring or blank attitude | two aimed eyeballs; lid margin and brow angle are attitude dials (level brows for a neutral basis) [eval] |
| Feature attached at two points | a nose that floats in profile, see-through gaps | ray-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] |
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.import openvdb): FloatGrid.copyFromArray + convertToQuads mesh the Clay.size is a diameter; Draw Sharp defaults to SUBTRACT. sculpt_tool is sculpt_brush_type.shade_smooth()), keeps attributes (mask included), drops shape keys.np.ptp(a), not a.ptp().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.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
SKILL.md and 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-sculpting of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Blender Sculpting this skillscenario-labs/skills | 946 | — | ~5.2k | Automated safety check: Pass | MIT | |
| Boss Zhipin Scrapereatmoreduck/boss-zhipin-scraper | 1.5k | — | ~2.6k | Automated safety check: Pass | MIT | |
| Crawl4AI Web Scrapingsmallnest/goclaw | 599 | 1 repos | ~2.5k | Automated safety check: Pass | MIT | |
| Axyusukebe/ax | 719 | 1 repos | ~918 | Automated safety check: Pass | MIT | |
| Google Maps ScraperMahanaicoach/google-maps-scraper-kit | 1.3k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Python Executorcortega26/chile-hub | 113 | 2 repos | ~1.5k | Automated safety check: Pass | MIT |
eatmoreduck/boss-zhipin-scraper
Scrape BOSS直聘 (job listing site) via Chrome CDP. An agent skill from eatmoreduck/boss-zhipin-scraper.
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.
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.
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.
cortega26/chile-hub
Execute Python code in a safe sandboxed environment via [inference.sh](https://inference.sh).
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…
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…
Categories
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.
Scenario Blender Sculpting fits situations like: sculpting in Blender through Python: sculpt a head; cartoon character; A realistic portrait; block out from primitives.
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.
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.
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.
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.
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 Sculpting is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
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.
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.
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.