Agent skill

Scenario Maya Pipeline Scripting

by scenario-labs in scenario-labs/skills

A skill your agent uses when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal…

MITAuto-check passedGame Development

Install Scenario Maya Pipeline Scripting

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

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-maya-pipeline-scripting --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-pipeline-scripting .claude/skills/scenario-maya-pipeline-scripting && 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-pipeline-scripting
GitHub stars
946
Token cost
~4.7k tokens
SKILL.md length
1,962 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 writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal…

  • Works in 7 steps: Preflight, inventory, fixtures.… → Batch. P.batch(scenes, job, out,… → Validate, read-only. Reference health… → …
  • Fixing Maya pipeline code in Python: mayapy batch jobs over many scenes
  • 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 Pipeline Scripting is an agent skill from scenario-labs/skills. Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.

Its SKILL.md is about 4.7k 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, Background jobs and Database migrations. It works with Python. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Fixing Maya pipeline code in Python: mayapy batch jobs over many scenes
  • Validating and auto-fixing scenes
  • FBX export for Unreal
  • Animation clips

Example prompts

  • “/scenario-maya-pipeline-scripting”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Preflight, inventory, fixtures. P.preflight(out, scenes): mayapy, localhost and host name resolution (macOS batch renders hang on it)…
  2. Batch. P.batch(scenes, job, out, plugins=("fbx",), timeout=900): one mx_run child per scene, script nodes off, MX_PIPELINE_OUT/STEM/SOURCE…
  3. Validate, read-only. Reference health first: P.reference_issues(P.references_report()) (R01 unloaded, R02 missing, R03 failed edits, R04…
  4. Safe fixes, then save a version. Only the allowed fixes; n-gons, non-manifold, facing, symmetry, units and joint orientation are reported…
  5. Export. P.fbx_export(path, roots, "unreal_skeletal") (presets unreal_/unity_ + static, skeletal, anim; P.fbx_commands(preset) shows the…
  6. Verify in a clean scene. P.fbx_takes(path) (no import), P.reimport_stats(path), P.compare_stats(before, after); P.abc_verify…
  7. Report and diff. summary.json/summary.csv, P.export_manifest(summary), P.publish_diff(previous, current). Look at a sample (sheets of…

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 Pipeline Scripting loads about 4.7k tokens when it runs, and up to ~41k if it reads all its reference files. Until then it costs about 135 tokens; SKILL.md has 1,962 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~135
When it runs · the whole SKILL.md, loaded when a task matches
~4.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~41k

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). 1,962 words, ~4,658 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-maya-pipeline-scripting/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
scenario-maya-pipeline-scripting
description
Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.
license
MIT

Maya pipeline scripting (pipeline TD)

Expert pipeline work is contracts plus proof: every file that leaves Maya goes through generated names, explicit export settings and a re-import check, and no batch trusts one Maya process with two hundred files. The pipeline TD never types what can be generated, never trusts a default, and verifies by reading the output back. 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).

Status (2026-09-24): every Maya call here is not yet run in Maya (not installed). scripts/mx_pipeline.py ran offline, its Maya layer against fakes. First action once Maya is installed: tests/code/maya-pipeline-scripting/run_all.sh.

Stance (the expert delta)

  • Never type what can be generated (Guignolle, Borderlands, lfWkJrkhd2U [00:04:58]): names, namespaces, paths and clip ranges come from a manifest; validation sits at the point of action (approved-shot warning, scene breakdown, publish diff green, blue, red [00:22:11] to [00:24:57]).
  • Prove it by reading the output back (dcc-mcp's numbers-over-claims standard; the Maya Help's test: the FBX reimports with identical normals, scale, axis and length): re-import in a clean scene and compare meshes, triangles, joints, per-mesh bounds, normal directions, units and up axis; read takes with FBXRead; reopen USD with pxr; hash sources. One mayapy per file: FBX settings and optionVars survive file(new=True).
  • Never run blind (chadrik, maya-mcp-server: without stdout and stderr "the agent is blind"; FBX doc: in batch the log is the only feedback on problem files): keep FBXExportGenerateLog on and read each child's log; children run with MAYA_DISABLE_ADP=1 and Maya's stderr at warning (maya_log="all" to debug); read stdout, stderr and maya_messages after every bridge call.
  • FBX is global state (Maya 2027 Help, FBX MEL commands): push, reset, set every option, clear the take accumulator, query back and log next to the file, pop. Bake Start and End are never stored in presets. Tangents only export on all-triangle meshes; non-orthogonal matrices are dropped. Triangulate in Maya with controlled edges (Epic).
  • Export defaults are traps (maya-usd readme): frameRange [1, 1], defaultMeshScheme catmullClark (no normals), skeletons off, namespaces kept. Pass every flag, then reopen with pxr.
  • At scale, structure beats hardware (Markowski and Hübschmann, RISE, 8UIW-g1_heg): value clips instead of full-range caches [00:37:03]; mute your own layer and every stronger one [00:26:19]; pin versions, record them in assetInfo [00:23:01].
  • Reference edits replay by name and DAG path (Maya 2027 Help): never rename or restructure a published child file; check reference health (unloaded, missing, failed edits) before any fix, and after every version swap. Shots reference assets; engines get baked exports.
  • Profile before optimizing, correct before fast (Roselle, rhtERzmAoUM [00:04:14]; Using Parallel Maya 2027): DG, Serial and Parallel must agree first; headless numbers measure evaluation, not drawing. Python builds and exports; native nodes evaluate (Fragapane, _0mb4wIZi80 [00:55:10]).

Establish first

InputChangesDefault when the brief is silent
Targetpreset, checks, file layoutUnreal 5, FBX 2020.2, one file per asset, one clip per file
Asset kindstatic, skeletal, anim, cache, USD layerskeletal for rigged scenes, static otherwise
Scene contractunits, up axis, naming regexcm, Y-up, mx_validate defaults, _geo suffix (FlippedNormals) if the studio has none
Frame rateE27, clip lengthsthe engine or project rate from the brief; else reported, never resampled
Allowed fixeswhat may change unaskedhistory, smooth_preview, unknown_dead, namespaces; nothing that moves weights, topology or normals
Influence limitcap or reportUnity 4 (Unity manual); Unreal: report the histogram
Source of truthnames, versions, rangesa JSON manifest next to the output
Scale of the runworkers, isolation5-file trial, then workers=1 or 2, process isolation

Workflow

  1. Preflight, inventory, fixtures. P.preflight(out, scenes): mayapy, localhost and host name resolution (macOS batch renders hang on it), disk, readable scenes. P.find_scenes(root). One tiny scene per rule, each breaking one thing (test_engine_checks.py); the full chain on 5 real files. GATE: preflight ok; every fixture caught; time per file known.
  2. Batch. P.batch(scenes, job, out, plugins=("fbx",), timeout=900): one mx_run child per scene, script nodes off, MX_PIPELINE_OUT/STEM/SOURCE and a per-child FBX log name in the env. Jobs return status, issues, fixes, exports (procedures.md P1). isolation="session" only for many small trusted files; crashed ones re-run isolated. GATE: one report per scene, summary["sources_untouched"] True, every non-pass record explained.
  3. Validate, read-only. Reference health first: P.reference_issues(P.references_report()) (R01 unloaded, R02 missing, R03 failed edits, R04 foster parents). Then mx_validate.validate(profile, roots) and P.check_engine_export(roots, engine, kind, rules={"fps": 30}) (E01 to E27: units, one root, names, namespaces, matrices, triangulation, UV and color sets, locked normals, influences, collision, pivot, joints, empty meshes, time unit). GATE: issue list per file; nothing changed yet.
  4. Safe fixes, then save a version. Only the allowed fixes; n-gons, non-manifold, facing, symmetry, units and joint orientation are reported, never fixed (FlippedNormals, ToWRH4IXF7A [00:11:50]). unlock_normals and influence caps are opt-in; caps refuse a weight move above 0.1 [added]. P.save_version() writes <out>/fixed/<stem>_fixed.ma. GATE: fix log per node; re-validation has no new failure.
  5. Export. P.fbx_export(path, roots, "unreal_skeletal") (presets unreal_/unity_ + static, skeletal, anim; P.fbx_commands(preset) shows the MEL). Animation: bake range explicit, one clip per file for Unreal, joints only. Caches: P.abc_export (-uvWrite -writeFaceSets, from the composed shot). USD: P.usd_export(path, roots, frame_range=...). GATE: <file>.settings.json shows every option queried back; the FBX log was found and read (rep["fbx_log"], X05).
  6. Verify in a clean scene. P.fbx_takes(path) (no import), P.reimport_stats(path), P.compare_stats(before, after); P.abc_verify; P.usd_verify. GATE: meshes, triangles, UV sets, joint names, per-mesh bounding boxes, normal directions (at most 2% moved), units and up axis match; takes = clips + Take001; USD default prim, time range, scheme none with normals, SkelRoot, metersPerUnit 0.01.
  7. Report and diff. summary.json/summary.csv, P.export_manifest(summary), P.publish_diff(previous, current). Look at a sample (sheets of fixed files, the engine import). GATE: the report lists what was not verified.

The builtin job does stages 3 to 6 per file: P.batch(scenes, P.BUILTIN_EXPORT, out, plugins=("fbx",), job_args=["--preset", "unreal_skeletal", "--profile", "rig", "--fps", "30"]) (procedures.md P2).

Other jobs, same discipline (procedures.md): USD shot layers, one edit target, own and stronger layers muted (P9); references from the manifest, a clashing namespace raises (P10); OM2 reads through mx_audit.mfn_mesh, plug-ins and PySide6 panels (P12, P13); P.perf_census then P.eval_timing (P14); GUI parts through mx_bridge after checking modified (P15).

Numbers

ValueRelative toSource
FBX 2020.2 (FBX202000 [verify token])Unreal importEpic
cm, scale factor 1.0; 1 Unreal unit = 1 cmMaya working unitsMaya 2027 Help, scale
4 influences per vertexUnity defaultUnity manual
at least 15 bones, T-poseUnity humanoidUnity manual
UCX_/UBX_/USP_/UCP_ + mesh name + _00Unreal custom collisionEpic
SOCKET_<mesh>_##, one mesh per fileUnreal socketsEpic
Take001 always existsFBX take countMaya 2027 Help
frameRange default [1, 1]mayaUSDExportmaya-usd readme
2 GB per layer lostUSD saved into the Maya fileUSD for Maya 2027
stdout none, stderr all (defaults); mx_run: stderr warningMAYA_BATCH_*_LOGGING_LEVELdevkit 2022; [added]
0.1 max weight change; 1e-3 of the bbox diagonal; 2% of normals (8 bins per axis)auto influence cap; round-trip bounds; round-trip normals[added]
Show full SKILL.md (803 more words)Show less

Quality gates

In code: preflight ok; batch totals account for every file, sources untouched, no crash stopped the batch; reference health clean before fixes; validation before fixes and a fix log after; engine check errors zero (E27 against the target rate); settings sidecar and FBX log per export; round trip ok per export, normals and axis included; fbx_takes count as intended; usd_verify ok; breakdown empty; eval_timing(...)["consistent"] before any speed claim; the lint in test_offline_snippets_compile.py clean on generated code. Rubric: references/critique.md.

By eye: mx_review sheets of a sample of fixed files (normals mode after any unlock_normals); a playblast of each cache against its rig; the engine view of a sample import (pivot, collision, LOD switch, material slots); USD original vs reimport renders when materials travel; a screenshot of any tool UI.

Common mistakes

MistakeWhat it looks likeFix
One mayapy loop over all filesfile 57 segfaults, 143 never runP.batch (one child per file)
FBX options set once, never resetsecond export carries the first one's takes or settingsfbx_export: push, reset, set, clear takes, pop
FBX log off or never readbatch "succeeds", no clue which files had problems (Maya Help)log on, per-child MAYA_FBX_LOG_FILENAME, X05 in the report
Tangents on quads, exporter triangulationtangents wrong; "completely random smoothing" (Epic)polyTriangulate in Maya with controlled edges, before binding
Shear or non-uniform parent scaleparts jump or skew after importE05; freeze or rebuild the hierarchy
Counts-only round tripsmoothing, axis or scale lost with equal countscompare_stats: per-mesh bounds, normals, units, up axis
Locked normals after an FBX or OBJ importshading frozen while the rig deformsE11 / locked_normals; unlock before rigging (FBXImportUnlockNormals)
No bake range on animationconstrained bones static, wrong lengthbake=(s, e) every time; one clip per file for Unreal
Scene at 30 fps, sequence at 24animation out of step with the engine sequenceE27 with --fps; fix the source rate
mayaUSDExport with defaultsone frame, smoothed meshes, no skeletonP.usd_export or every flag explicit
Unloaded or failed-edit referenceparts missing, keys lostR01 to R03 stop the job; swap_reference, never rename a child
MFnMesh on every shapeone empty leftover mesh crashes the filemx_audit.mfn_mesh; E24
Auto-fixing n-gons or weightschanged silhouette or deformationreport them; opt-in cap with a max delta
Blind bridge call; batch render hang on macOSa warning scrolls past; Render never startsread stdout, stderr, maya_messages; preflight, localhost in /etc/hosts

Handoffs

Receives from every persona: a saved version, the mx_validate report for the receiving profile, mx_audit numbers, the sheet or playblast the sender looked at, the not-verified list. scenario-maya-modeling and scenario-maya-retopology-uv: static meshes at the origin, triangulation stated, UVs, hard edges on seams, normals unlocked unless deliberate; scenario-maya-rigging and scenario-maya-deformation: a referenceable rig, one deformation skeleton, Skin Tools layers deleted, influences within the target; scenario-maya-animation: clip names, ranges and the rate; scenario-maya-fx and scenario-maya-groom: versioned caches with frame ranges; scenario-maya-lookdev: materials meant to travel (UsdPreviewSurface or MaterialX).

Delivers: engine-ready files (<out>/fbx/, caches, USD layers) with a settings sidecar and FBX log each, fixed versions in <out>/fixed/, per-file reports, summary.json/.csv, the manifest and publish diff, and the not-verified list. Issues go back to the owner by id: E07 and E11 to scenario-maya-modeling, E14 and E26 to scenario-maya-deformation (Delete Skin Layers keeps the weights), E02, E13 and E27 to scenario-maya-rigging or scenario-maya-animation.

Maya 2027 notes

  • The FBX options page still calls FBX 2019.2 the default: set the version; 2027 FBX import can read user normals (What's New 2027). MAYA_FBX_LOG_FILENAME and MAYA_FBX_LOG_DATETIME_ISO (2025) keep parallel FBX logs apart; the macOS log folder is [verify].
  • Batch output: MAYA_DISABLE_ADP=1 and MAYA_BATCH_STDOUT/STDERR_LOGGING_LEVEL (devkit 2022), set by mx_run.
  • USD for Maya 0.35 to 0.37 across 2027.0 to 2027.2: MaterialX is the default material target on new installs (0.34) while the readme says UsdPreviewSurface; -parentScope is deprecated for -rootPrim.
  • Alembic is Ogawa only; 2027.2 fixed a UV set order bug on deforming exports.
  • MFnMesh raises on an empty mesh (2022.1); removed flags and PySide rules: scenario-maya-expert.
  • References: 2027.1 fixed an ls(modified=True) crash after unloading an ikRPsolver reference; 2027.2 can crash removing a reference with the Node Editor open.

References

  • references/procedures.md: full code for batch jobs, the builtin export job, preflight, FBX (static, skeletal, clips, log, verification with normals and axis), locked normals, Alembic, GPU cache, USD export and layers, references and their health, publish diff, a DG node plug-in, a PySide6 panel, performance, GUI parts. Load before writing any pipeline code.
  • references/expert-notes.md: the judgment by source, with timestamps, and the disagreements with deciding conditions. Load when a choice depends on the brief.
  • references/critique.md: the rubric per output, and where each H01 to H34 handoff rule is measured. Load before reporting a run as done.
  • references/gui-paths.md: menus and options for the same tasks.
  • references/sources.md: every source with credentials, URLs and best timestamps.
  • scripts/mx_pipeline.py: the tested-offline module (docstring lists 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

Files

SKILL.md and 6 other files (scripts, references) in skills/dcc/maya/scenario-maya-pipeline-scripting 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_pipeline.py

Open the folder on GitHubat commit f6f8ab7

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Works with

Questions about Scenario Maya Pipeline Scripting

What does Scenario Maya Pipeline Scripting do?

A skill your agent uses when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal…. Scenario Maya Pipeline Scripting is an agent skill from scenario-labs/skills.0 plug-ins, or slow playback.

When should I use Scenario Maya Pipeline Scripting?

Scenario Maya Pipeline Scripting fits situations like: fixing Maya pipeline code in Python: mayapy batch jobs over many scenes; validating and auto-fixing scenes; FBX export for Unreal; animation clips.

How do I install Scenario Maya Pipeline Scripting in Claude Code?

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

How do I install Scenario Maya Pipeline Scripting in Codex?

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

Can I use Scenario Maya Pipeline Scripting 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-pipeline-scripting -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-pipeline-scripting, .gemini/skills/scenario-maya-pipeline-scripting, .github/skills/scenario-maya-pipeline-scripting and .opencode/skills/scenario-maya-pipeline-scripting in your project.

What does Scenario Maya Pipeline Scripting need to run?

Going by SKILL.md and its folder, Scenario Maya Pipeline Scripting 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 Pipeline Scripting 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 Pipeline Scripting 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 Pipeline Scripting use?

Scenario Maya Pipeline Scripting 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 Pipeline Scripting use?

About 4.7k tokens (SKILL.md is roughly 19k 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 37k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Maya Pipeline Scripting?

Skills that share tags, products or a category with Scenario Maya Pipeline Scripting: 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Spine Animation (GenielabsOpenSource/spine-animation-ai, 521 stars), Unreal Bridge (TornLux/UnrealBridge, 306 stars) and Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Maya Pipeline Scripting?

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.