Dv Admin
microsoft/Dataverse-skills
Environment-level Dataverse administration — bulk delete, retention/archival, organization settings, OrgDB settings, recycle bin, audit, and the 37 allowlisted PPAC toggles.
A skill your agent uses when doing any Autodesk Maya task through Python or a bridge, headless or live: maya.cmds or OpenMaya 2.0 scripts, mayapy or maya.standalone batch jobs, a commandPort or MCP…
$ npx skills add scenario-labs/skills --skill scenario-maya-expert -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-maya-expert --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-expert .claude/skills/scenario-maya-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-expert into .claude/skills/scenario-maya-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-expert", 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-expertType 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-expert -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-maya-expert --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-expert .agents/skills/scenario-maya-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-expert into .agents/skills/scenario-maya-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-expert", 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-expert -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-maya-expert --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-expert .cursor/skills/scenario-maya-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-expert into .cursor/skills/scenario-maya-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-expert", 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-expert--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-expert -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-maya-expert --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-expert .gemini/skills/scenario-maya-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-expert into .gemini/skills/scenario-maya-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-expert", 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-expertInstalls 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-expert -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-expert .github/skills/scenario-maya-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-expert into .github/skills/scenario-maya-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-expert", 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-expert -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-expert --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-expert .opencode/skills/scenario-maya-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-expert into .opencode/skills/scenario-maya-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-expert", 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-expertA skill your agent uses when doing any Autodesk Maya task through Python or a bridge, headless or live: maya.cmds or OpenMaya 2.0 scripts, mayapy or maya.standalone batch jobs, a commandPort or MCP…
Scenario Maya Expert is an agent skill from scenario-labs/skills. Use when doing any Autodesk Maya task through Python or a bridge, headless or live: maya.cmds or OpenMaya 2.0 scripts, mayapy or maya.standalone batch jobs, a commandPort or MCP connection into a running Maya, "Maya 2027", validating or exporting scenes, or a maya.cmds script that fails after the 2025 to 2027 changes (PySide6, OpenPBR, renamed math nodes, removed flags). Also when a Maya model, rig, shot or render must be judged like a professional before it is called done, or a brief must be routed to the right…
Its SKILL.md is about 5.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 11 other files, including scripts and reference files (for example `references/cmds-reliability.md`, `references/maya-2027-traps.md` and `references/sources.md`).
It sits in Backend & APIs, covering Background jobs. It works with Python and Model Context Protocol. 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.
6 steps, taken from the step headings 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 6 files in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
npxpython3From 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 Expert loads about 5.5k tokens when it runs, and up to ~19k if it reads all its reference files. Until then it costs about 139 tokens; SKILL.md has 1,933 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). 1,933 words, ~5,542 tokens.
.claude/skills/scenario-maya-expert/SKILL.md (or your agent's skills folder). This skill also uses 9 other files; get the full folder from GitHub.Expert Maya work is a loop, not a script: block big to small, and at every stage measure, render, look and fix before adding detail. This skill is the protocol every Maya task follows, the shared toolkit the other scenario-maya-* skills call, and the map to them. Target: Maya 2027 on macOS Apple Silicon, driven through Python. 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.
Status (2026-09-24): Maya 2027 is not installed yet. Every Maya call in scripts/ and references/ is not yet run in Maya. The pure-Python parts and the Maya-layer logic ran offline against fakes and pass. First action once Maya is installed: tests/code/maya-expert/run_all.sh, then read archive/tests/maya-expert/<stamp>/results/test_00_probe.json and correct anything marked [verify] here.
| Channel | Use for | Rules |
|---|---|---|
Headless mayapy through scripts/mx_run.py | audits, validation, exports, Arnold review renders, batch work, anything that needs no viewport | python3 mx_run.py [--scene f.ma] [--plugins mtoa,fbx,abc,usd] job.py -- args. One child process per scene: a crash or hang costs one job. The last stdout line is MX_RESULT {json}; exit 0 ok, 1 job error, 4 timeout. Children get MAYA_DISABLE_ADP=1 and Maya's stderr at warning (--maya-log all to debug). Script nodes off. Never overwrite the source: --save-as a new version. |
Live GUI Maya through scripts/mx_bridge.py | playblasts, viewport captures, interactive tools, the user's open scene | Emmanuel starts mx_bridge_server.start() once in the Script Editor. Then Bridge().run(code): any length, multi-statement; every record carries result, stdout, stderr, maya_messages (Maya's warnings and errors) and the traceback, even on a timeout. Read them every call. One call = one undo chunk. Check cmds.file(q=True, modified=True) before replacing a scene. Never open modal UI. stop() when done. |
Do not launch a GUI Maya yourself [added]: it takes a license seat and cannot be driven without the bridge. One Arnold render at a time per machine [added].
mayapy: /Applications/Autodesk/maya2027/Maya.app/Contents/bin/mayapy (Maya 2027 Help). mx_run.find_mayapy() checks $MX_MAYAPY, $MAYA_LOCATION/bin/mayapy (on macOS MAYA_LOCATION ends in Maya.app/Contents), then the newest /Applications/Autodesk/maya20*/. Log cmds.about(version=True) at session start: Smart Bevel, MtoA and USD for Maya differ across 2027.x.
Why files for the bridge: a commandPort defaults to MEL, a 4096-character buffer (longer commands close the connection, longer results become an error) and returns the result of one statement only (Maya 2027 Help, commandPort; Python in Maya). mx_bridge sends one short line and exchanges code and results as files (GG_MayaMCP pre-installs a handler; Palmer uses two round trips). Security: the port is opened as 127.0.0.1:<port> [verify with lsof] and has no authentication; Maya's help warns an INET port runs any command, including system(), as the user. Personal machine only, close it after the session.
Capability matrix (from the docs; the probe test confirms or corrects each row):
| Action | Headless mayapy | GUI via bridge | Basis |
|---|---|---|---|
| cmds / OpenMaya edits, file IO, references, FBX, Alembic, USD export | yes | yes | Maya 2027 Help, Python in Maya |
Arnold stills (mx_review) | yes, CPU; watermark without an Arnold batch license | yes | Arnold batch docs |
Render -r hw2 viewport-style frames | documented, unverified on macOS | n/a | command-line render doc |
playblast, modelEditor, viewport grabs | no (needs a model panel) [verify] | yes, mx_review.playblast | scripting digest |
| Tool contexts: Quad Draw, Multi-Cut, sculpt, Paint Skin Weights, Skin Tools, 3D paint, XGen brushes | no | interactive only (no stroke API): script the underlying commands | Maya 2027 Help |
scriptJob | no | yes, not during playback | Maya 2027 Help, scriptJobs |
maya.utils.executeInMainThreadWithResult | no, "not available in batch mode" | yes | Maya 2027 Help, threading |
maya.utils.executeDeferred | only when idle events run [verify] | yes | same |
| MMessage callbacks | [verify] | yes | scripting digest |
| commandPort | absent per Theodore 2014 [verify] | yes | MCP bridges note |
PySide6 windows, workspaceControl | no | yes | Qt6 migration docs |
| Flow Retopology (cloud) | no: sign-in and network [added] | yes | version deltas |
confirmDialog, input(), pdb, file dialogs | never | never: they block Maya's main thread and the bridge | Maya 2027 Help, standard input |
mx_audit.verdict, mx_validate, the domain's numbers) AND a render you open with the image reader (mx_review.review sheet headless, or a playblast in the GUI). Experts turn the model constantly; the contact sheet is the agent's orbit. Judge it with the domain's references/critique.md.Never report a model, rig, shot or render as done without having looked at a render of it. Numbers first, then eyes: Fragapane's standard for a matching tool is the inverse of the expected matrix times the computed one equals identity, not "looks right" (Cult of Rig, [01:16:03]); dcc-mcp's showcase proves claims with deltas of 0.0 and color drift of at most 1/255.
| Brief | Skill chain | Deliverable |
|---|---|---|
| Hard-surface prop or game asset | scenario-maya-modeling, scenario-maya-retopology-uv, scenario-maya-lookdev, scenario-maya-pipeline-scripting (FBX) | low poly, UVs, PBR set, FBX re-imported and compared |
| Finish an AI-generated mesh | scenario-3d, mx_audit on the raw mesh, scenario-maya-retopology-uv, scenario-maya-lookdev, scenario-maya-pipeline-scripting | clean, UV'd asset at a stated budget, baked from the generated high |
| Character for keyframe animation | scenario-maya-modeling, scenario-maya-retopology-uv, scenario-maya-rigging, scenario-maya-deformation, scenario-maya-animation (range-of-motion test) | referenced rig file, deformation playblast |
| Game character | the same chain with the game options of scenario-maya-rigging and scenario-maya-animation, then scenario-maya-pipeline-scripting | FBX skeletal mesh and clips for Unreal or Unity |
| Animated shot | scenario-maya-animation (fixes in scenario-maya-rigging), then scenario-maya-lighting-rendering | approved playblast, then renders |
| Look dev or hero still | scenario-maya-lookdev, scenario-maya-lighting-rendering | turntable, lit render, AOVs |
| FX shot | scenario-maya-fx (nCloth, Bifrost, MASH), then scenario-maya-lighting-rendering | versioned caches, render |
| Groomed character | scenario-maya-groom, scenario-maya-lookdev (hair shader), scenario-maya-lighting-rendering | groom, caches, render |
| Pipeline or batch tool | scenario-maya-pipeline-scripting, built on mx_run and mx_validate | tool and JSON report |
Handoff contract: every handoff carries a new saved version (never the source overwritten), an mx_validate report for the receiving profile with no fail, mx_audit numbers for its meshes, a sheet or playblast the sender looked at, and the list of what was not verified. Units stay cm and Y-up (Maya 2027 Help; Unreal's unit is 1 cm).
| From, to | Gate in code | Look at |
|---|---|---|
| modeling to retopology-uv or rigging | validate(profile="model") clean, no locked normals on meshes that will deform; 0 n-gons on subdivided or deforming meshes; frozen, no history (FlippedNormals); characters symmetric on X, standing on the grid at the origin, Y-up facing +Z (Quick Rig requires it) | silhouette and clay sheet |
| retopology-uv to lookdev or rigging | every face mapped, UVs in 0-1 or clean UDIM tiles, texel density stated in px/cm, overlaps only where stacked on purpose | wire and normals sheet |
| rigging or deformation to animation | rig referenced, never imported; profile="rig" clean; Skin Tools layers deleted before handoff (Maya 2027 Help: Delete Skin Layers keeps the weights) | range-of-motion playblast |
| animation to lighting | profile="shot", rules={"fps": ...} clean; references loaded; caches versioned (Alembic is Ogawa only) | final playblast |
| lookdev to lighting | file_paths pass; color space set per file node | turntable |
| fx or groom to lighting | caches versioned with frame range; Nucleus and Bifrost assume 1 unit = 1 m (Maya 2027 Help) | playblast of the cache |
scripts/, not yet run in Maya)Import: import sys; sys.path.insert(0, "<this skill>/scripts"). The bridge server adds this folder to Maya's sys.path, so Bridge().call("mx_audit", "audit", "crate_geo") works in the GUI too.
mx_run.py: find_mayapy(), run_subprocess(job, args, scene=, plugins=, timeout=, save_as=, maya_log=) (parent side, parsed dict), child_environment(), run(job, args) (inside mayapy).mx_bridge.py / mx_bridge_server.py: Bridge(port=7001).ping() / run(code) / call(module, fn, *a, reload=True) / fetch(id), format_record(rec); server start() / stop() / handle(id).mx_audit.py: audit(mesh, texture_size=2048, units="cm") returns counts, poles by valence, non-manifold, lamina, zero-area, borders and holes, winding, UV sets and bounds, UDIM tiles, overlapping and folded shells, texel density per shell, frozen transforms, pivot, history, naming, instances, symmetry on X, edge-length CV; verdict(report, profile="game"|"film"|"subd") lists error: / warn: / info: lines; audit_all(roots). Guards for all skills: mfn_mesh(shape) (None on an empty mesh), is_empty_mesh, split_history (bind pose and weight drivers are not history).mx_review.py: review(targets, out_dir, views, modes, resolution=1024, tile=512, focus=None): front, side, back, threequarter, top, low; clay, wire, silhouette, normals, opt-in checker (checker_repeats=) and custom shader_modes=; subdiv=; one labeled sheet plus tiles and each view's camera (r["cameras"], review.json, pixel_ray), the user's settings restored. Skills use these options, never _Session. turntable(targets, out_dir, frames=24); playblast(path, start, end, display={...}) (GUI only).mx_validate.py: validate(profile="model"|"rig"|"shot", roots=None, rules=None, fix=()): naming, namespaces, history, frozen transforms, non-manifold, lamina, n-gons, UVs, locked normals, smoothing, render stats, layers, sets, unused and unknown nodes, plug-ins, references, script nodes, units and up axis, frame rate, missing files; SAFE_FIXES; roots held by UUID across fixes (roots_after).select then operate. Capture creation returns (polyCube returns [transform, history], # names expand) and use them, not the name you asked for (Autodesk intro series).or [] after ls, listRelatives, listConnections [added, probed].try/finally. OpenMaya 2.0 writes never reach the undo queue, and deleting with OM2 a node cmds created corrupts undo (Fragapane, [01:17:49]). OM2 for heavy reads and matrices, cmds for edits a user may undo.test_00_probe].dockControl is gone: workspaceControl.addDoubleLinear, multiplyDoubleLinear, pointMatrixMult became addDL, multiplyDL, pointMatrixMultDL (2026); plain names like power now create unitless nodes.getAttr(noEvaluation=), attributeQuery(computeModifies=); all keys is cutKey(time=(None, None)).ARNOLD_FORCE_ABORT_ON_LICENSE_FAIL=0.sRGB Encoded Rec.709 (sRGB) since 2026.2; query names, never hardcode them.maya -render is obsolete: Render -r <renderer>; Render Setup and legacy render layers are exclusive per session.mayaUSDExport defaults: frameRange [1,1], catmullClark scheme, map1 renamed st.MFnMesh raises on an empty mesh (use mx_audit.mfn_mesh); MItGeometry needs group -1 for all vertices. PyMEL is not bundled; the Python version is undocumented: probe it.references/maya-2027-traps.md: the full list of what breaks agent code, old name to 2027 replacement, with sources. Load before writing code from memory or following a pre-2025 tutorial.references/cmds-reliability.md: idioms and tested-pending procedures for reliable maya.cmds and OpenMaya 2.0 (return types, evaluated vs original data, OM2 patterns, undo, idempotent get-or-create, batch hygiene). Load before any non-trivial script.references/sources.md: every source behind this skill and the toolkit, with what each is best for.© 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 9 other files (scripts, references) in skills/dcc/maya/scenario-maya-expert of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Maya Expert 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 Expert this skillscenario-labs/skills | 946 | — | ~5.5k | Automated safety check: Pass | MIT | |
| Dv Adminmicrosoft/Dataverse-skills | 243 | — | ~5.1k | Automated safety check: Pass | MIT | |
| Trigger.dev Configurationpapermark/papermark | 9.2k | — | ~1.2k | Automated safety check: Pass | Custom licence | |
| AWS Serverless Edazxkane/aws-skills | 367 | 4 repos | ~3.2k | Automated safety check: Pass | MIT | |
| FoundatioFoundatioFx/Foundatio | 2.1k | — | ~3.9k | Automated safety check: Pass | Apache-2.0 | |
| Spider Kingaoyunyang/spider-king-skill | 509 | — | ~7.3k | Automated safety check: Pass | MIT |
microsoft/Dataverse-skills
Environment-level Dataverse administration — bulk delete, retention/archival, organization settings, OrgDB settings, recycle bin, audit, and the 37 allowlisted PPAC toggles.
papermark/papermark
Configures Trigger.dev projects through trigger.config.ts, with build extensions for Prisma, Playwright, Puppeteer, FFmpeg, Python and system packages.
zxkane/aws-skills
AWS serverless and event-driven architecture expert based on Well-Architected Framework.
FoundatioFx/Foundatio
A skill your agent uses when working with Foundatio infrastructure abstractions for .NET -- caching, queuing, messaging, file storage, distributed locking, or background jobs.
aoyunyang/spider-king-skill
Pure-web protocol reverse skill: turn hostile browser clients into browser-free Python collectors.
OtterMind/Nubase
A skill your agent uses when the user mentions Nubase broadly, wants a backend for an AI-generated app, or needs to deploy/publish generated code online — across Database, Auth, Storage, Assets…
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Works with
Categories
A skill your agent uses when doing any Autodesk Maya task through Python or a bridge, headless or live: maya.cmds or OpenMaya 2.0 scripts, mayapy or maya.standalone batch jobs, a commandPort or MCP…. Scenario Maya Expert is an agent skill from scenario-labs/skills.cmds script that fails after the 2025 to 2027 changes (PySide6, OpenPBR, renamed math nodes, removed flags).
Scenario Maya Expert fits situations like: doing any Autodesk Maya task through Python; live: maya.cmds; openMaya 2.0 scripts; maya.standalone batch jobs.
Run `npx skills add scenario-labs/skills --skill scenario-maya-expert -a claude-code`. Or copy the skill folder (skills/dcc/maya/scenario-maya-expert in scenario-labs/skills) into .claude/skills/scenario-maya-expert in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-maya-expert -a codex`. Or copy the skill folder (skills/dcc/maya/scenario-maya-expert in scenario-labs/skills) into .agents/skills/scenario-maya-expert 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-expert -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-expert, .gemini/skills/scenario-maya-expert, .github/skills/scenario-maya-expert and .opencode/skills/scenario-maya-expert in your project.
Going by SKILL.md and its folder, Scenario Maya Expert needs Python for the scripts in its folder and the command-line tools its instructions call (npx and python3). 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 Expert is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.5k tokens (SKILL.md is roughly 22k 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 14k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Maya Expert: Dv Admin (microsoft/Dataverse-skills, 243 stars), Trigger.dev Configuration (papermark/papermark, 9.2k stars), AWS Serverless Eda (zxkane/aws-skills, 367 stars) and Foundatio (FoundatioFx/Foundatio, 2.1k 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.