Threejs World Generation
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
A skill your agent uses when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement…
$ npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-blender-uv-baking --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-uv-baking .claude/skills/scenario-blender-uv-baking && 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-uv-baking" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-uv-baking into .claude/skills/scenario-blender-uv-baking/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-uv-baking", 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-uv-bakingType 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-uv-baking -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-blender-uv-baking --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-uv-baking .agents/skills/scenario-blender-uv-baking && 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-uv-baking" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-uv-baking into .agents/skills/scenario-blender-uv-baking/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-uv-baking", 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-uv-baking -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-blender-uv-baking --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-uv-baking .cursor/skills/scenario-blender-uv-baking && 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-uv-baking" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-uv-baking into .cursor/skills/scenario-blender-uv-baking/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-uv-baking", 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-uv-baking--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-uv-baking -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-blender-uv-baking --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-uv-baking .gemini/skills/scenario-blender-uv-baking && 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-uv-baking" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-uv-baking into .gemini/skills/scenario-blender-uv-baking/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-uv-baking", 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-uv-bakingInstalls 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-uv-baking -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-uv-baking .github/skills/scenario-blender-uv-baking && 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-uv-baking" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-uv-baking into .github/skills/scenario-blender-uv-baking/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-uv-baking", 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-uv-baking -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-uv-baking --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-uv-baking .opencode/skills/scenario-blender-uv-baking && 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-uv-baking" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-uv-baking into .opencode/skills/scenario-blender-uv-baking/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-uv-baking", 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-uv-bakingA skill your agent uses when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement…
Scenario Blender Uv Baking is an agent skill from scenario-labs/skills. Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently fails.
Its SKILL.md is about 4.3k 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.
10 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 Uv Baking loads about 4.3k tokens when it runs, and up to ~22k if it reads all its reference files. Until then it costs about 117 tokens; SKILL.md has 1,780 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). 1,780 words, ~4,272 tokens.
.claude/skills/scenario-blender-uv-baking/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Expert-level UVs put seams where the texturing method can afford them, set texel density before texture size, and pack with pixel-true padding. Expert bakes measure their projection distances instead of guessing, and are judged in pixels and under a raking light, never eyeballed once. Every stage below has a measurable gate that scripts/bx_uvbake.py computes. 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).
cut_to_disks test-unwraps it and cuts only if it stretches [added; cutting everything folded the sheep's big islands].method=. On Suzanne, Minimum Stretch gives the most even density (spread 1.38), Angle Based the best angles, and Conformal fails by area (5.89). On flat hard-surface islands all three converge. unwrap(method="BEST") picks per island and rejects islands that fold over themselves.max_ray_distance counts from the extruded start. The adaptive bake keeps, per texel, the smallest extrusion that hits a front face. On the sheep it cut inverted texels from 7.5% to 1.2% [verified].| Input | Changes | Default when the brief is silent |
|---|---|---|
| Target | seams, symmetry, UDIM vs sets, triangulation | game engine, one 0-1 set per material |
| Texturing method | seam count and visibility | 3D painting/Substance: seams may show at the back |
| Camera | density and priorities | third person 512 px/m, closest view defines tiles |
| Texture budget | resolution, sets, UDIM count | 2048 per set; texture_size_for decides |
| Deformation | seams off joints, tangent-space normals | character: tangent space, unique UVs |
| High source | Selected to Active vs Multires | separate sculpt: Selected to Active |
| Engine convention | normal green channel | OpenGL (Blender, Unity, glTF); directx=True for Unreal |
island_topology with uv_qa islands: seam flags in files are often leftover retopology marks, so run seams_from_uv_islands (Lampel) before re-unwrapping. GATE: scale 1, bx_audit clean, topology table read.seams_from_sharp(obj, 30, mark_sharp=True). Organic: build part labels (head, ears, limbs, torso front and back, soles, inner mouth and eyelids per the Kaspar and Morren seam maps in references/expert-notes.md), then seams_from_groups(obj, labels). Specific cuts: seam_path(obj, v_a, v_b, view_dirs). Then cut_to_disks(obj, view_dirs=[camera]). GATE: must_cut empty; a checker render shows no seams across hero areas that the brief cannot afford.unwrap(obj, method="BEST"), or the method the island type calls for. GATE: unsolved_faces 0 (the operator returns FINISHED even when it fails), folding_islands empty (else seams_from_groups(..., faces=folding_faces) and unwrap again), angle p95 at most 15 to 20 deg.straighten(obj) before any scaling. GATE: straight stripes in the checker.normalize_texel_density(obj, target, res, weights), then texture_size_for(obj, target). GATE: island spread within 10-20%, or the intended priority ratios.pack(obj, tex_res=res), with scale=False for a strict density and allow_any=True for organic islands. UDIM: pack each region, then move_to_tile. GATE: uv_qa: 0 overlaps, gap at least res/128, border at least gap/2, coverage at least 0.70 or an explained exception.uv_layout_image, checker_review, distortion_review(metric="angle"). Judge with references/critique.md.prepare_low(low, triangulate=game, sharp_from_uv_islands=hard_surface). Check the silhouette against the high (bx_audit.audit(low, high=...)). Explode interpenetrating or moving parts (explode, one axis). Run measure_projection: miss_pct under 2 and wrong_part_pct under 1, else use a cage, explode, or bake per pair.bake_high_to_low(low, highs, out, res=512) first, then the final resolution. It uses adaptive extrusion by default and hides every other object from render. Multires: bake_multires. Extras: bake_id, curvature_from_normal. GATE: sanity[...]["problems"] empty (inverted texels under 2%, notes from 0.2%), 16-bit PNG. If inverted texels remain, run map_problem_review to see where. If sweep_projection shows they do not move with extrusion, fix the geometry (fit, holes, thin parts), not the numbers.bake_review(low, highs, paths, out): the low with maps must read like the high under the raking light. Then hookup_maps. Report measured numbers and what was not verified.| Value | Relative to | Source |
|---|---|---|
| 10.24 / 20.48 / 5.12 / 2.56 px/cm | FPS world / FPS weapon / third person / top-down | Huge Menace [00:12:28] |
| 10-20% density mismatch invisible | between islands or sets | Gambrell [01:36:16] |
| coverage above 70%, 75% studio minimum | one 0-1 tile | Gambrell [01:31:56], Huge Menace [00:16:27] |
| island gap res/128 (8/16/32 px at 1K/2K/4K) | texture resolution | Lampel [00:38:01], On Mars 3D [00:11:18] |
| FRACTION margin m: gap 2m, border m | Blender pack | verified |
| bake margin res/128, 16 px at 2K | texture resolution | On Mars 3D, digest |
| cylinder sides: 6 min, 8 recommended | low poly silhouette | On Mars 3D [00:03:48] |
| samples: 16 for normals, 128 for AO, 1 only while iterating | antialiasing and noise | Gambrell/Marmoset 16, SpeedChar 4x4, verified |
| test bake 512, final 2048 | iteration loop | SpeedChar [00:59:09] |
| AO distance about 0.2 x bbox diagonal (default 10 units) | asset size | [added], verified effect |
| angle error p95 at most 15 deg organic, 3 deg flat | per corner | [added] from 5.2.1 measurements |
| Blender packer on an organic character: 55-62% | 16 px gap at 2K | measured on the sheep (several runs) |
| inverted texels: single pass 7.3-7.8%, adaptive 2.2% (sculpt) / 1.2% (consistent high) | selected to active, sheep | measured |
| 2048 bake, 186k-face high: one pass normal + AO 4.4 s, adaptive 25 s | Metal GPU, headless | measured |
Code: q = uv_qa(obj, res), then uv_verdict(q, "game" or "film", priorities=...). unwrap()["unsolved_faces"] and ["folding_islands"]. measure_projection(). bake_high_to_low()["sanity"] (inverted, exact-flat, non-unit, AO black and white). Cross-check overlaps with bpy.ops.uv.select_overlap() when in doubt; it agreed with the raster on the tests.
Visual: layout PNG (islands, magenta overlaps), color-grid checker from front, side, three-quarter and the production camera (squares square, letters upright, seams hidden), angle and density heat maps, bake_review sheet (high, low, low + maps), map_problem_review when sanity flags pixels.
| Mistake | Looks like | Fix |
|---|---|---|
uv.unwrap() without method | Conformal area distortion | pass method= or use unwrap(method="BEST") |
| Trusting FINISHED | closed island keeps its old UVs, repacked | zero the UVs first, check for zero-area faces (unwrap() does it) |
| Re-unwrapping without Seams from Islands | layout lost; retopology marks used as seams | seams_from_uv_islands first |
| Cutting every island to a disk | slits, folded islands | measured cut_to_disks (default) |
| Pack rotation ANY after straightening | tilted grids, jaggy lines | CARDINAL |
| Blender margin 0.005 | padding depends on island scale | FRACTION, gap/(2*res) |
| Target node active but not selected | bake returns CANCELED, no error | select and activate; assert FINISHED |
| Low carries the sculpt as Multires | almost flat normal map | render levels 0 for the bake (bake_high_to_low does it) |
| max_ray shorter than extrusion | 90% exactly flat map | ray = extrusion + inward depth |
| One global extrusion on thin, close parts (ears on a head) | inverted patches, neighbors baked in | adaptive bake (default), explode, or per-pair bakes |
| Other objects render-visible during AO | black AO | hide them from render; the active low never occludes |
| Default AO distance 10 | AO all dark or flat | about 0.2 x asset diagonal |
| Stacked UVs baked in 0-1 | one side's detail on both | unique UVs or offset_stacked |
| Hard edge inside an island | crack lines | seam it, or prepare_low(sharp_from_uv_islands=True) |
| Editing UVs after the bake | seams, tangent mismatch | never; re-bake |
uv.unwrap defaults to CONFORMAL. On failure it keeps the island's old UVs and repacks them. It has use_weights/weight_group (default group "uv_importance"): importance weights with Minimum Stretch. A weighted top half went from 31% to 74% of UV area [verified].BMLoopUV only has uv and pin_uv. A me.uv_layers[...] reference goes stale after an Edit Mode toggle, so keep the name.pack_islands(udim_source="CLOSEST_UDIM") headless packed a region sitting in 1002 back into 1001: pack first, then move. uv.move_on_axis needs a UV editor.use_clear False vs True, EXTEND vs ADJACENT_FACES): pass everything. Selected to Active uses the low's render evaluation (Multires render_levels, shape keys). Multires settings live in scene.render.bake.use_multires with object.bake_image(). A float image saved as PNG is 16-bit. Normal Map node convention OPENGL/DIRECTX (5.1). UDIM tiles need image.tile_add(fill=True).keep_custom_normals.references/expert-notes.md: judgment by expert with timestamps, disagreements and deciding conditions, my 5.2.1 measurements. Load when choosing seams, density or a bake strategy.references/procedures.md: tested pipelines (hard-surface, character, film/UDIM, Multires, bake-fix loop) and raw bpy snippets executed by the tests. Load before writing code.references/critique.md: rubric for seams, stretch, density, packing, bake setup and baked maps, with proxies and severity. Load at every gate.references/sources.md: videos, credentials, URLs, best timestamps, web references.scripts/bx_uvbake.py: the module (docstrings list every function).© 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-uv-baking of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Blender Uv Baking 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 Uv Baking this skillscenario-labs/skills | 946 | — | ~4.3k | Automated safety check: Pass | MIT | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 | |
| 3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max | 709 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 6.5k | — | ~2k | Automated safety check: Pass | MIT | |
| Blender Image To 3Dmajidmanzarpour/blender-game-skills | 135 | — | ~5.7k | Automated safety check: Pass | MIT | |
| Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill | 148 | — | ~2.1k | Automated safety check: Pass | None |
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
zenstory-ai/novel-to-game
Builds a risk-matched whitebox or an approved production game candidate from a game design for its target runtime, with replayable evidence.
scenario-labs/skills
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scenario-labs/skills
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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
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A skill your agent uses when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement…. Scenario Blender Uv Baking is an agent skill from scenario-labs/skills. Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes.
Scenario Blender Uv Baking fits situations like: setting texel density; laying out UDIMs; displacement maps from a sculpt; high poly onto a low poly.
Run `npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -a claude-code`. Or copy the skill folder (skills/dcc/blender/scenario-blender-uv-baking in scenario-labs/skills) into .claude/skills/scenario-blender-uv-baking in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -a codex`. Or copy the skill folder (skills/dcc/blender/scenario-blender-uv-baking in scenario-labs/skills) into .agents/skills/scenario-blender-uv-baking 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-uv-baking -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-uv-baking, .gemini/skills/scenario-blender-uv-baking, .github/skills/scenario-blender-uv-baking and .opencode/skills/scenario-blender-uv-baking in your project.
Going by SKILL.md and its folder, Scenario Blender Uv Baking 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 Uv Baking is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.3k tokens (SKILL.md is roughly 17k 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 Uv Baking: 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.
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.