Agent skill

Scenario Maya Modeling

by scenario-labs in scenario-labs/skills

A skill your agent uses when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when…

MITAuto-check passedGame Development

Install Scenario Maya Modeling

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-maya-modeling -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-maya-modeling --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-modeling .claude/skills/scenario-maya-modeling && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
scenario-maya-modeling
GitHub stars
946
Token cost
~5.2k tokens
SKILL.md length
2,046 words
Files
7 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when…

  • Works in 8 steps: Session and brief.… → Blockout at real size. Primitives named… → Primary form, clean grid. Write down the… → …
  • Modeling in Autodesk Maya
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Maya Modeling is an agent skill from scenario-labs/skills. Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.

Its SKILL.md is about 5.2k 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. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Modeling in Autodesk Maya
  • Such as hard-surface props
  • SubD film model
  • Creature base mesh

Example prompts

  • “clean up this model”
  • “/scenario-maya-modeling”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Session and brief. cmds.about(version=True) (Smart Bevel changed in 2027.1 and 2027.2), units cm, Y up, brief in numbers (P1). GATE…
  2. Blockout at real size. Primitives named at creation, stand on the grid, pivot per convention, freeze, delete history (P2). GATE: mx_audit…
  3. Primary form, clean grid. Write down the narrowest feature (groove, recess wall, gap) and its width: the grid near it takes that spacing…
  4. Secondary forms. MM.extrude(faces, offset_cm=...) then recess (P3; refuses the empty extrude); openings from one quad; cylinders with…
  5. Edge holding, per destination
  6. Game low and bake prep (P10). MM.smooth_copy the high; duplicate the cage and reach the low only by deleting edges (MM.flat_edges off the…
  7. Characters: deformation check (P13). Loops across wrist and ankle, lids and lips with matching counts, mouth-corner loop under the cheek…
  8. Hygiene and handoff (P14, P15). MM.cleanup_technical, MM.inverted_shells, MM.handoff_report(roots, out, to=...)…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenario Maya Modeling loads about 5.2k tokens when it runs, and up to ~36k if it reads all its reference files. Until then it costs about 136 tokens; SKILL.md has 2,046 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~136
When it runs · the whole SKILL.md, loaded when a task matches
~5.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~36k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,046 words, ~5,183 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-maya-modeling/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
scenario-maya-modeling
description
Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.
license
MIT

Maya modeling (hard surface, organic, props)

Expert modeling is purposeful topology: every loop exists for the silhouette, a highlight, a bake, a UV seam or a joint, and the model arrives downstream with nothing the next person has to clean. The agent works big to small, measures each stage with the toolkit, and looks at a metal highlight render before believing a surface. 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). Toolkit: scripts/mx_modeling.py (sys.path[:0] = ["<skills>/scenario-maya-modeling/scripts", "<skills>/scenario-maya-expert/scripts"]; import mx_modeling as MM), used with mx_audit, mx_validate, mx_review, mx_run. Not yet run in Maya: its pure-Python layer passed offline tests; every Maya call is pending tests/code/maya-modeling/run_all.sh.

Stance (the expert delta)

  • Purpose first, then density. A still from CAD or booleans can skip clean topology; games, animation and close-ups cannot (Mario Elementza [00:00:32]). Minimum density is the narrowest feature, "the shortest distance between the two edges" [00:17:19]; then camera distance decides: low density needs redirected edges and pinches slightly (background), high density needs none (hero close-up) [01:09:20] [01:39:46]. Vertex count is the real cost: UV seams, hard edges and materials split vertices; a hard edge on a UV seam is free (Polycount).
  • Clean uncut form, then cut. On flats, offset before cutting: the offset ring becomes the support loop; on curved parts, cut the support loop before the detail (Mario [00:16:13] [00:38:16] [01:19:49]).
  • Even grid, never double; loops are the proof. Neighbor quads under 2:1 (Mario [00:08:31]); a breaking loop is an unsolved area, a loop that stops dead is a hidden double extrude [00:18:57] [00:39:22].
  • Triangles: remove, solve, reinstate; n-gons never. On a cage, take triangles out, solve the rest, put one back only where the metal test holds; flats forgive, curves and deforming areas do not (Mario [00:20:36] [00:29:59]; Jessica Dru Johnson [01:12:33]). On a game low, triangles end loops locally (On Mars [00:10:29]). Cleanup fixes only lamina, non-manifold and zero-length geometry; n-gons by hand (FlippedNormals ToWRH4IXF7A [00:11:15] [00:11:50]).
  • Cylinders in quarters, quad caps, ring loops only (Mario [00:57:43] [01:12:04] [01:14:16]; Pixar OpenSubdiv: no high-valence fans).
  • The destination picks the edge-holding method, and subdivision lives in one place: Arnold renders Smooth Mesh Preview's state on top of its own iterations, so every save goes out with preview off (Arnold subdivision doc; FlippedNormals [00:24:00]). Creases are lost on export (antCGi RlNnp4qQIrU [00:28:12]).
  • Deformation topology is the modeler's job. One control plus two support loops per joint (Jessica [01:15:51]), isolation loops bound controls [01:14:11], no pole on a deforming surface (antCGi QW8w15J00Ok [00:09:58]); prove a fix by bending two topologies with identical settings (antCGi x07USYlvu2o [00:16:24]).
  • Hygiene is a delivery contract. Rebuild beats repair, unique short names, render stats at defaults; two-sided lighting hides flipped faces (FlippedNormals [00:08:31] [00:18:16] [00:02:35] [00:20:47]).

Establish first

InputChangesDefault when silent
Destinationedge-holding method, triangulation, normalsgame (PC/console) if an engine is named, else offline SubD
Budgethow much to stripask the lead; meanwhile anchor on On Mars' bands (grenade-class prop): hero seen large on screen 20k to 30k tris, secondary or tertiary props at 10 to 15% of the screen "much less" (no number given), background 10k or 5k. Report tris and engine vertices, justify each kept edge
Camera distancenarrowest feature kept, density vs redirection, corner softnessmid-ground, player can walk up to it [assumption, written in the report]
Deformationloops per joint, no weighted normals, symmetrynone for props; characters: yes
Size, unitsbevel widths, texel mathreal size in cm, grounded; the Maya scene stays Y up even for a Z-up engine (FBX export or import converts the axis)
Pivotengine placementbase center at the origin; a corner if the level snaps by corner (Epic)
Texture setstacking, mirroring, UV22048, unique UVs (UVs belong to scenario-maya-retopology-uv)

Workflow

Every stage is a headless mx_run job that saves a new version with preview off; the GUI bridge is for playblasts and interactive tools (substitutes in references/procedures.md). Component lists cross stages only through MM.component_record and MM.carry_components, never by name or by an index read before a topology edit (P18).

  1. Session and brief. cmds.about(version=True) (Smart Bevel changed in 2027.1 and 2027.2), units cm, Y up, brief in numbers (P1). GATE: assumptions written.
  2. Blockout at real size. Primitives named at creation, stand on the grid, pivot per convention, freeze, delete history (P2). GATE: mx_audit frozen, no default_name or duplicate_short_name, dimensions within 2% [added]; silhouette and clay sheets compared to reference.
  3. Primary form, clean grid. Write down the narrowest feature (groove, recess wall, gap) and its width: the grid near it takes that spacing, the rest balances to it; decide density or redirection per corner from the camera distance. Close the biggest quads, balance, stress-test by adding loops (Mario [00:10:11]); curves with Edit Edge Flow (antCGi [00:16:04]). GATE: MM.balance(m)["edges_over_limit"] == 0 before support loops; MM.cage_report(m): n-gons 0, every curved triangle removed or proven by the highlight review; loops continuous on the wire sheet.
  4. Secondary forms. MM.extrude(faces, offset_cm=...) then recess (P3; refuses the empty extrude); openings from one quad; cylinders with MM.cylinder_sides_for and MM.build_quad_cylinder (P4), support loops cut before the opening; or polyCBoolOp on manifold meshes, then Smart Bevel (P5). GATE: zero-length edges, coincident pairs, non-manifold all 0.
  5. Edge holding, per destination:
    • SubD hero or bake high, portable: support loops (offset rings, beveled-cube corner routing, Mario [00:44:24]).
    • SubD staying in Maya, Arnold or USD: creases, one method, values at or below render levels (MM.crease, MM.crease_report, P6).
    • Game low: chamfers with MM.bevel (Smart Bevel after booleans, legacy Fractional on clean quads) plus MM.weighted_normals, or hard edges on UV seams and a baked normal map (Polycount).
    • Still only from CAD or booleans: Smart Bevel, no retopology. GATE: MM.cage_report(cage)["ready_to_smooth"] (hard edges 0, since a faceted patch is a hard edge, Mario [01:28:38]; no fan caps; 6+ poles justified); MM.highlight_review(..., subdiv=n) stripes continuous across every cut; bevel problems empty; crease_report clean.
  6. Game low and bake prep (P10). MM.smooth_copy the high; duplicate the cage and reach the low only by deleting edges (MM.flat_edges off the silhouette, loops ended with triangles); radius edges on round corners, evenly spaced, one on the crest (On Mars [00:12:50] [00:26:34]); parts touching the body welded in or their hidden faces deleted (Polycount: contiguous low); MM.shrink_wrap; MM.set_hard_by_angle(low, 45); MM.triangulated_copy(low, toward=high) for bake and export. GATE: MM.deviation recorded, silhouettes overlap, tris in budget, engine vertices reported, each separate shell (polyEvaluate(shell=True)) justified, diagonals_wrong_after == 0.
  7. Characters: deformation check (P13). Loops across wrist and ankle, lids and lips with matching counts, mouth-corner loop under the cheek, neutral face (antCGi; Jessica [01:00:30]). GATE: MM.bend_test shows no flips and no regression against the previous topology; restored true.
  8. Hygiene and handoff (P14, P15). MM.cleanup_technical, MM.inverted_shells, MM.handoff_report(roots, out, to=...), mx_validate.validate(profile="model", fix=SAFE_FIXES + ("render_stats",)), report again, save a new version. GATE: report ok; cleanup ok; 0 inverted shells; preview off; pending items named; sheets opened.
Show full SKILL.md (887 more words)Show less

Numbers

ValueSettingRelative to / source
Neighbor quad sizeunder 2:1base grid, support loops excluded (Mario [00:08:31])
Minimum densityspacing = narrowest featurebalance the rest to it (Mario [00:17:19])
Cylinder sides20, 24, 28, 32multiples of 4, aligned with the cut (Mario [01:12:04])
Round feature on a cageabout 6 spans hero, 4 backgroundOpenSubdiv
Valence4 regular; flag 6+; GPU limit about 27OpenSubdiv
Radius edges on a visible round cornermore than 2 to 3, even spacing, one on the crestOn Mars [00:25:29] [00:26:34]
Loops per joint1 control + 2 support; knuckles 3Jessica [01:15:51] [01:17:34]
CreaseMaya value N creases N levels; above 5 rarely; 10 tears under displacementMaya Help; OpenSubdiv
Smart BevelWidth world units; Depth 1 chamfer, 0.5 rounded; 1 segment hard, 2 to 3 typicalMaya 2027 Help
Legacy bevel defaultsFractional, 1 segment, depth 1, smoothing angle 30; 2 segments on box cornersMaya 2027 Help; FlippedNormals [00:18:18]
Hard edges on a mechanical lowabove about 45 degrees, and on UV seamsPolycount
Grenade budgetscage 61k, low 24k; "polygons" is about half the trisOn Mars [00:04:21] [00:21:31]
Sheet sharesurface cm² x (px/cm)² / map px² (12,800 cm² at 10.24 = 32% of 2048²)arithmetic [added]
Subdivision costx4 polygons per level; preview levels + Arnold iterations add upArnold doc

Quality gates

Measurable, per mesh: mx_audit.verdict(mx_audit.audit(m, texture_size=2048), "game" | "film" | "subd", max_tris=budget) has no error, plus the MM checks named in each GATE; scene: mx_validate.validate(profile="model") no fail; together: MM.handoff_report. Visual, opened every time: mx_review.review sheet (silhouette vs reference, clay, wire loops, normals); MM.highlight_review with focus= closeups on every cut (kinks, dark streaks, wobbles are pinching, Mario frames 00:12:45, 01:38:42); high and low silhouettes side by side; in a GUI session, two-sided lighting off or backface culling. Judge with references/critique.md.

Common mistakes

MistakeLooks likeFix
Empty extrudeloop stops dead; crease in smooth previewMM.extrude refuses it; mx_audit zero-length edges
Vertical cuts on a cylinderwobbling highlightrebuild with more sides, or smooth once
Fan capdimple at the cap centercage_report fan poles; MM.build_quad_cylinder
Hard edges left on a cagefaceted patches when smoothedpolySoftEdge(angle=180) until cage_report hard edges 0
Cleanup with tessellation onrandom triangulationMM.cleanup_technical; n-gons by hand
Preview on at save, plus Arnold iterationsheavy files, huge slow rendersMM.subdiv_setup in one place; mx_validate smooth_preview
Creases on an FBX assetsharpness gone in enginebevel, or ship a smoothed copy
Weighted normals on a deforming meshshading stuck while skinningstatic meshes only
Hard edges off UV seamsvertex count up, nothing gainedseams on hard edges (hard_edge_components)
Whole shell inside outblack with two-sided lighting off, fine with it onMM.inverted_shells, reverse
V-snap without weldseam in smooth previewTarget Weld; coincident_vertices
Round high corner, sharp lowbake artifactsradius edges on the low, one on the crest
Low left floating, or parts intersectingbake misses, overlap errors, UV space on hidden facesMM.shrink_wrap; weld parts in or delete hidden faces
Engine picks the diagonalridge instead of valley, zig-zag shadingMM.triangulated_copy(toward=high), export triangulated
Component ids reused after an editwrong edges deleted, silhouette lostMM.carry_components refuses; re-derive
Spiral limb loops, pole on the chestmuddy weights, kinksconcentric loops, reroute the pole

Handoffs

  • Receives the brief from scenario-maya-expert; sculpts from scenario-zbrush-expert (check scale, ZBrush has no units; orientation; locked normals); generated meshes from scenario-3d (reference or bake high only).
  • Delivers to scenario-maya-retopology-uv (UVs, bake prep): a new version <asset>_model_v###.ma, <asset>_GRP with _geo meshes (engine names such as SM_ and UCX_ for games), the cage, <asset>_high with floaters separate and castsShadows off for AO (Polycount), the low if built, handoff_<to>.json with UVs pending, the hard-edge list for UV cuts, and the sheets looked at. Manifold after triangulation too: Unfold3D refuses non-manifold meshes and unfolds a triangulated copy (P17).
  • Delivers to scenario-maya-rigging (deformation-ready): to="rigging" clean (X symmetry, no locked normals, no history), grounded and centered, eyes separate and looking ahead, symmetric parts combined, bend_test numbers (antCGi e74K checklist).
  • Delivers to scenario-maya-lookdev (film SubD): subdivision set in one place, crease sets named with values, preview off. FBX export goes to scenario-maya-pipeline-scripting.

Maya 2027 notes

  • Smart Bevel (polySmartBevel, 2027): world-unit Width, Depth profile, Filter default Selected Edges; output differs 2027.0, .1, .2; flags unknown until probed (MM.bevel records attr_map). Its box-corner behavior is untested: the 2-segment rule comes from the legacy bevel, so read the problems census. Old bevel is "legacy bevel", with Filter attributes and intersection-only bevels on booleans since 2025.
  • Shift+drag is "Shift Extrude" (2025); Smart Extrude stitches overlapping faces, Edit Mesh > Extrude does not. Booleans: polyBoolean (2023), 3ds Max engine (2025.3), Volume mode (2026).
  • Smooth Mesh Preview is OpenSubdiv Catmull-Clark; Crease Tool and Crease Sets are exclusive per component.
  • New scenes default to OpenPBR Surface; the highlight review uses aiStandardSurface.
  • Reduce is decimation, not retopology; Quad Draw is interactive only.
  • FBX import can bring user normals (2027); imported normals may arrive locked (Mesh Display > Unlock Normals).
  • macOS keys: Ctrl is Control, Alt is Option.

References

  • references/procedures.md: full code P1 to P18 with test paths. Load before writing any modeling code.
  • references/critique.md: the judging rubric. Load at every gate and before reporting.
  • references/expert-notes.md: each expert's reasoning, timestamps, disagreements. Load for an unfamiliar asset type or a judgment call.
  • references/gui-paths.md: menus and hotkeys for a GUI or computer-use session.
  • references/sources.md: sources, credentials, best timestamps.

© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 6 other files (scripts, references) in skills/dcc/maya/scenario-maya-modeling of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/mx_modeling.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

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Questions about Scenario Maya Modeling

What does Scenario Maya Modeling do?

A skill your agent uses when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when…. Scenario Maya Modeling is an agent skill from scenario-labs/skills. Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs.

When should I use Scenario Maya Modeling?

Scenario Maya Modeling fits situations like: modeling in Autodesk Maya; such as hard-surface props; subD film model; creature base mesh.

How do I install Scenario Maya Modeling in Claude Code?

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

How do I install Scenario Maya Modeling in Codex?

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

Can I use Scenario Maya Modeling in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-maya-modeling -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-modeling, .gemini/skills/scenario-maya-modeling, .github/skills/scenario-maya-modeling and .opencode/skills/scenario-maya-modeling in your project.

What does Scenario Maya Modeling need to run?

Going by SKILL.md and its folder, Scenario Maya Modeling needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Maya Modeling access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Maya Modeling safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Maya Modeling use?

Scenario Maya Modeling is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Maya Modeling use?

About 5.2k tokens (SKILL.md is roughly 21k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 31k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Maya Modeling?

Skills that share tags, products or a category with Scenario Maya Modeling: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Maya Modeling?

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.