Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper…
$ npx skills add scenario-labs/skills --skill scenario-maya-deformation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-maya-deformation --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/maya/scenario-maya-deformation .claude/skills/scenario-maya-deformation && 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-maya-deformation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-deformation into .claude/skills/scenario-maya-deformation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-deformation", 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/maya/scenario-maya-deformationType 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-maya-deformation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-maya-deformation --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/maya/scenario-maya-deformation .agents/skills/scenario-maya-deformation && 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-maya-deformation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-deformation into .agents/skills/scenario-maya-deformation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-deformation", 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-maya-deformation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-maya-deformation --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/maya/scenario-maya-deformation .cursor/skills/scenario-maya-deformation && 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-maya-deformation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-deformation into .cursor/skills/scenario-maya-deformation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-deformation", 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/maya/scenario-maya-deformation--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-maya-deformation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-maya-deformation --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/maya/scenario-maya-deformation .gemini/skills/scenario-maya-deformation && 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-maya-deformation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-deformation into .gemini/skills/scenario-maya-deformation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-deformation", 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-maya-deformationInstalls 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-maya-deformation -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/maya/scenario-maya-deformation .github/skills/scenario-maya-deformation && 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-maya-deformation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-deformation into .github/skills/scenario-maya-deformation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-deformation", 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-maya-deformation -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-maya-deformation --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/maya/scenario-maya-deformation .opencode/skills/scenario-maya-deformation && 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-maya-deformation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-deformation into .opencode/skills/scenario-maya-deformation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-deformation", 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-maya-deformationA skill your agent uses when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper…
Scenario Maya Deformation is an agent skill from scenario-labs/skills. Use when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper wrist, collapsing elbow or shoulder, volume loss, clothes poking through), when mirroring, copying or capping skin weights for Unreal or Unity, building blend shapes, corrective shapes or pose space deformation (Pose Editor on IK-driven joints), a face rig with shapes or joints, multiple skinClusters, Delta Mush or the ML Deformer, or…
Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).
It sits in Game Development, covering Game development. 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 Maya Deformation loads about 4.9k tokens when it runs, and up to ~34k if it reads all its reference files. Until then it costs about 146 tokens; SKILL.md has 2,079 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). 2,079 words, ~4,893 tokens.
.claude/skills/scenario-maya-deformation/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert deformation is decided before the first weight: joint pivots and edge loops set what skinning can do. Weights are then built region by region, judged in motion at extremes with numbers and renders, and every fault is fixed where it originates. Stance: block rigid, diagnose, smooth and shape, correct what weights cannot, and keep everything regenerable as data. 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-maya-expert (execution channel, review loop, 2027 version traps).
Module scripts/mx_skin.py: weights IO, region blocking, masks, mirror, transfer, ROM generator, deformation metrics, correctives, Skin Tools wrappers. Status (2026-09-24): its pure-Python half ran offline (test_mx_skin_offline.py, all pass); every Maya call is not yet run in Maya (tests: tests/code/maya-deformation/run_all.sh, via mx_run.py).
import sys; sys.path.insert(0, "<skills>/scenario-maya-deformation/scripts"); import mx_skin as S
S.block_regions composites the same stack and writes once.dagLocalMatrix, since an OPM drive leaves rotate at 0 [added].| Input | Changes | Default when the brief is silent |
|---|---|---|
| Target runtime | influence cap, DQ allowed, correctives as shapes or secondary joints, face shapes or joints | film-style in Maya: no cap while authoring, prune 0.01 at the end [added]; game: the engine's or lead's cap (Numbers) |
| Skeleton (scenario-maya-rigging) | regions, twist chains, mirror rules, how bind joints are driven (constraint or OPM) | bind joints only, rotations zero, L_/R_ names, twist joints in every limb section (3 to 5 in the sources) |
| Mesh (scenario-maya-retopology-uv) | bind method, shells | Heat Map on a watertight single shell with joints inside; Geodesic Voxel for multi-piece or non-manifold |
| Deformation brief | stylized squash (two clusters), clothing, face scope, hero vs background (ML Deformer) | body plus clothing as separate skinned meshes; face = jaw, eyes and lids on joints |
Skin Tools API (S.skin_tools_probe()) | layered or plain path | plain cluster with in-memory layers; real layers only when a person will paint them |
mx_validate.validate(profile="model"), mx_audit.verdict(r, symmetric=True), S.bind_precheck(mesh, joints, method). GATE: no error lines, joints inside, transform frozen, no non-deformer history, X symmetry; face: lips apart, eye joint at the eyeball center (Burton).S.bind(mesh, joints, method, skin_method=0, normalize=1): pass every flag, since cmds and UI defaults differ and the Help contradicts itself on normalizeWeights. GATE: S.weights_verdict(S.audit_weights(...)) clean; S.export_weights_json backup (OpenMaya writes are not undoable).S.block_regions with closest-bone regions, no smoothing; key calisthenics (S.rom_schedule, S.key_rom); S.deformation_test; S.pose_snapshots then mx_review.review headless and look. GATE: raw poses read close to the goal; faults go back to scenario-maya-rigging (pivots) or scenario-maya-retopology-uv (loops) with numbers and images.S.st_add_region_layer and S.st_flood. Tune mask ranges, not vertices. GATE: audit clean, warnings shrink pose by pose, worst poses looked at.S.mirror_skin (or the Skin Tools Mirror tab); clothing and accessories take the body under them (S.copy_nearest, S.remap_by_closest, volume smoothing limited to the shell). GATE: mirror error < 0.01, nothing unmatched, no penetration at rest.error:, every warn: fixed or explained, references/critique.md at 2 or more.S.joint_drive(joint) and pose through the controls when it is driven, then S.solve_pre_corrective from a posed sculpt plus S.corrective_driver, or the Pose Editor in the GUI (controller-driven order above; extremes first; Regularization from 0.01). GATE: 0 at rest, 1 at the pose reached through the controls, residual < 1e-3 cm; ROM rerun.S.split_targets, S.add_split_targets), or a joint face with a zero rest pose (Burton); squash under tweaks as two clusters (multi=True, UV Pin reading cluster 1, group inverse into bindPreMatrix). GATE: split error < 1e-5, counts within budget, double-transform test passes.S.delete_skin_layers, S.prune_and_limit to the target cap, ROM rerun, weights JSON (plus layers JSON), mx_validate.validate(profile="rig"), a new saved version.| Value | Relative to | Source |
|---|---|---|
| Keys every 10 frames, pose on every second key | calisthenics timing | Makauskas [00:03:01] |
| 3 (Makauskas) or 5 (Jao) twist joints | per upper arm or forearm | [00:07:57], [00:17:13] |
| Weight sum 1 within 1e-4 | every vertex, per cluster | normalization (Jao, Help) |
| Prune below 0.01 [added] | per weight; the Help cites 0.008 as insignificant | Help, Prune |
| Influence cap 4 [added], 2 on Burton's Unreal mobile | per vertex, games only | Burton [00:51:55] |
| Edge ratio < 0.7 pinch, > 1.3 stretch [added] | posed vs bind edge length | digest thresholds |
| Section area < 0.7, perimeter < 0.8 [added] | mid-limb cross-section vs bind | candy wrapper; LBS at 50/50, 90 deg twist keeps 0.5 area (measured) |
| Volume change > 10% [added] | region around its bone | Makauskas judges volume by eye |
| Mirror difference < 0.01 [added] | weight of a vertex vs its mirror | |
| Regularization 0.01 to 1.0; 3 neutral poses (neutral, swing, twist) | Pose Editor | Help |
| 30 degree steps; 1,500 to 2,000 poses per body; 12 to 20 per arm | ML Deformer pose data | Widup [00:15:50] [00:37:08] |
| 24 face joints | Burton's current-gen game face | [00:35:45] |
Measurable (headless, mx_run): S.weights_verdict clean at the target cap; S.deformation_test without error: (cross talk is impossible under pure skinning); warnings fixed or explained; mirror error < 0.01; penetration increase 0 for clothing; correctives 0 at rest and 1 at the pose through the controls; split error < 1e-5; S.skin_layers_node(sc) == [] before handoff; re-imported JSON reproduces the weights (diff < 1e-4).
Visual: S.pose_snapshots of every ROM pose rendered with mx_review.review (clay and wire, front and three-quarter, same cameras every iteration), or a GUI playblast. Look at shrug and deltoid, elbow crease, wrist twist, fingers, groin and knee while lifting the foot, feet, neck, clothing; faces: mouth corners, cheek squash, lids. Judge with references/critique.md.
| Mistake | What it looks like | Fix |
|---|---|---|
| Smoothing over a bad pivot | wrist bump, neck lump that returns every pose | move the joint (scenario-maya-rigging), re-block (Makauskas) |
| Edge counts read alone | rigid weights show zero pinch while pieces interpenetrate | read folds, collapsed faces and severity (critique.md) |
Editing maximumInfluences on a live cluster | custom weights silently reset | S.prune_and_limit (Help: -mi in edit mode wipes weights) |
copySkinWeights with default flags | closestComponent association, XY mirror plane | pass surfaceAssociation, influenceAssociation, mirrorMode="YZ" |
| Classic tools on a layered cluster | "blocked" errors, or weights overwritten later | S.delete_skin_layers first, or the Skin Tools equivalents |
| Heat Map with end joints outside the mesh | those joints get no weight | move joints inside or use geodesic after the precheck |
| Test animation with combined motions | cannot tell which joint breaks | one motion per segment (rom_schedule) |
| Flood smoothing sparse fingers | sausage fingers, lost knuckles | smooth middle loops, Sharpen (Makauskas) |
| A mesh-level error sculpted as a post corrective | the fix shows near one pose only | pre-deformation (S.solve_pre_corrective): it holds in every pose (Help) |
| Neutral poses created on an IK or constrained joint | the Pose Editor cannot return to neutral or go to a pose | no neutral poses at creation, Driver Settings > Controllers, then Add Neutral Poses (Help) |
Pose reader on .matrix or setAttr on a driven joint | corrective stuck on or off; pose rejected or snapped back | S.corrective_driver (dagLocalMatrix); pose through the controls |
| Closed lips in the neutral | mirror and wrap transfers fail, lips stick | lips slightly parted (Burton); split upper and lower proxies (Jao) |
| Overlapping split shapes | double motion at the corners | vertex ownership, difference shapes (raise not smile), sum test (antCGi) |
| Delta Mush left under an ML Deformer | the ML learns the smoothing | delete it before training (Widup) |
| Pinned controls reading the final mesh | dependency cycle | UV Pin from skinCluster1.outputGeometry (Maya LC) |
mx_validate(profile="rig") clean. From scenario-maya-retopology-uv: mesh frozen at the origin, no history, symmetric, loops across every joint, UVs, face with lips apart and eyes in place.from ngSkinTools2 import api (Developer Help, fetched 2026-09-24; not yet imported): init_layers, Layers, assign_from_closest_joint, flood_weights (acts on the component selection), PaintModeSettings, NamedPaintTarget.MASK, export_json, import_json.performSkinCluster.mel is removed.skinCluster(multi=True); tool lists show the newest cluster first.mlDeformer command (2026), dgaTension for stretch analysis (2026.3), Apply Mesh Compare (2026); Bifrost 3.0 ships with 2027; old experimental rigging modules are incompatible.references/procedures.md: code per stage (P1 to P16) with status and test; when executing.references/expert-notes.md: principles by expert, disagreements; when a decision needs its reasoning.references/critique.md: report reading, region checks, 0 to 3 rubric; before calling a stage done.references/gui-paths.md: Skin Tools, Shape Editor, Pose Editor, ML Deformer menus; in the GUI.references/sources.md: sources, credentials, URLs, timestamps; to trace a claim.© 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 6 other files (scripts, references) in skills/dcc/maya/scenario-maya-deformation of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Maya Deformation 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 Maya Deformation this skillscenario-labs/skills | 946 | — | ~4.9k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
scenario-labs/skills
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scenario-labs/skills
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Categories
A skill your agent uses when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper…. Scenario Maya Deformation is an agent skill from scenario-labs/skills.
Scenario Maya Deformation fits situations like: skinning a character in Maya (bind skin; fix the weights; weight painting; ngSkinTools layers).
Run `npx skills add scenario-labs/skills --skill scenario-maya-deformation -a claude-code`. Or copy the skill folder (skills/dcc/maya/scenario-maya-deformation in scenario-labs/skills) into .claude/skills/scenario-maya-deformation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-maya-deformation -a codex`. Or copy the skill folder (skills/dcc/maya/scenario-maya-deformation in scenario-labs/skills) into .agents/skills/scenario-maya-deformation 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-maya-deformation -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-maya-deformation, .gemini/skills/scenario-maya-deformation, .github/skills/scenario-maya-deformation and .opencode/skills/scenario-maya-deformation in your project.
Going by SKILL.md and its folder, Scenario Maya Deformation 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 Maya Deformation is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.9k 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 29k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Maya Deformation: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k 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.