Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
A skill your agent uses when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo…
$ npx skills add scenario-labs/skills --skill scenario-maya-retopology-uv -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-maya-retopology-uv --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-retopology-uv .claude/skills/scenario-maya-retopology-uv && 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-retopology-uv" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-retopology-uv into .claude/skills/scenario-maya-retopology-uv/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-retopology-uv", 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-retopology-uvType 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-retopology-uv -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-maya-retopology-uv --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-retopology-uv .agents/skills/scenario-maya-retopology-uv && 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-retopology-uv" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-retopology-uv into .agents/skills/scenario-maya-retopology-uv/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-retopology-uv", 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-retopology-uv -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-maya-retopology-uv --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-retopology-uv .cursor/skills/scenario-maya-retopology-uv && 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-retopology-uv" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-retopology-uv into .cursor/skills/scenario-maya-retopology-uv/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-retopology-uv", 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-retopology-uv--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-retopology-uv -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-maya-retopology-uv --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-retopology-uv .gemini/skills/scenario-maya-retopology-uv && 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-retopology-uv" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-retopology-uv into .gemini/skills/scenario-maya-retopology-uv/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-retopology-uv", 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-retopology-uvInstalls 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-retopology-uv -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-retopology-uv .github/skills/scenario-maya-retopology-uv && 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-retopology-uv" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-retopology-uv into .github/skills/scenario-maya-retopology-uv/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-retopology-uv", 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-retopology-uv -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-retopology-uv --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-retopology-uv .opencode/skills/scenario-maya-retopology-uv && 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-retopology-uv" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-retopology-uv into .opencode/skills/scenario-maya-retopology-uv/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-retopology-uv", 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-retopology-uvA skill your agent uses when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo…
Scenario Maya Retopology Uv is an agent skill from scenario-labs/skills. Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth…
Its SKILL.md is about 5.1k 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.
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 Retopology Uv loads about 5.1k tokens when it runs, and up to ~39k if it reads all its reference files. Until then it costs about 142 tokens; SKILL.md has 2,049 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). 2,049 words, ~5,073 tokens.
.claude/skills/scenario-maya-retopology-uv/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert retopology is a loop plan with the fewest polygons that still deform: landmarks first, rings around eyes and mouth, three loops per joint, poles where nothing moves, a bend test that says whose fault a bad crease is. Expert UVs spend texels where the camera looks, at a density derived from the closest shot, with padding that survives mips. Without a mouse the agent reuses approved topology, builds from data, and measures then renders every stage. 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_retopology_uv.py (import mx_retopology_uv as RU), built on mx_audit, mx_review and mx_run.
Status (2026-09-24): every Maya call is not yet run in Maya (not installed); 99 pure and 40 fake-Maya checks pass offline. First run tests/code/maya-retopology-uv/run_all.sh, then fix what job_probe_commands reports.
RU.fit_template.polyRetopo re-runs on edits and file open: delete history; Pause the node while changing several attributes. Preprocess Mesh (default on) smooths detail: noisy 100k+ triangle input only. Hard surface 1 / 1 / 0. Never half a mesh. Edge component tags steer flow.| Input | Why it changes the plan | Default when the brief is silent |
|---|---|---|
| Purpose | film cage subdivided at render vs real-time triangles plus bakes | real-time |
| Deformation, engine | face rig, blend shapes; one extra mouth-corner span forced a fifth influence (Jessica [00:59:24]) | face and limbs deform; 4 influences, confirm with scenario-maya-rigging |
| Budget | triangles from the lead (Polycount); "exactly as high as needed" (FlippedNormals [00:13:46]) | propose one from screen coverage, as an assumption |
| Closest shot | texel density | 1920 x 1080, 85 mm on the head (Paulino) |
| Textures | map size, 0-1 or UDIM, lowest mip, strategy (optimized, technical, continuous) | games: 0-1 seen at a quarter size; film: 4K UDIMs; characters continuous |
| Template, eyes | base mesh; eyeballs to fit lids on | ask scenario-maya-modeling for a primitive-blocked base and eyeballs |
| Pose | neutral face, relaxed A-pose, eyes forward (Jessica [01:00:30]; antCGi e74KphYwMww [00:07:39]) | report a posed source |
Clothes fused to the body (AI meshes). Tight garments become body topology with loops on the garment lines; loose layers get their own tube or template projected onto the fused source [added]; plates may slide but the torso stays one piece (Jessica [00:44:17]); wrinkles that never animate go to Retopologize or the bake (FlippedNormals [00:22:13]).
Intake, read only. mx_audit.audit(source); the source stays the bake source. RU.prep_source makes the working copy (weld, soften, report non-manifold); a broken source is rebuilt or used only as projection target (P2). Orient by the transform (cm, Y-up, +Z front, feet at 0). GATE: numbers written; clay sheet looked at.
Map. Landmarks, ring counts per opening, joint stations, flows (mouth corner under the cheek; neck along the sternocleidomastoid, clavicle to skull back, antCGi RlNnp4qQIrU [00:09:32] [00:37:43]), a method per part. GATE: the map is JSON before any geometry.
Build per part.
| Part | Method | Call |
|---|---|---|
| Face, head, hands, body with a base | landmark fit | RU.fit_template |
| Limbs, fingers, sleeves, skirts, tails | plane sections, 1 + 2 loops per joint | RU.limb_stations, RU.build_tube |
| Props, armor plates, static cloth | Retopologize | RU.retopologize(mesh, faces, hard_surface=...) |
| Torso or face without a base | primitive base from scenario-maya-modeling, then fit | Retopologize only as a flagged start for Quad Draw (gui-paths.md) |
Then cavities: mouth bag, nostrils, eye pouch (FlippedNormals [00:25:16] [00:27:22]). GATE: mx_audit.verdict clean per part.
Relax, center, mirror. RU.relax_project, RU.snap_center, RU.mirror_half (weld 0.001, antCGi QW8w15J00Ok [00:02:56]); combine symmetric parts (e74KphYwMww [00:24:32]). GATE: no center drift, symmetry 100%.
Gate the topology. RU.retopo_report plus wire and clay sheets in the source's views.
Deformation-ready gate, before UVs (antCGi unwraps after it). RU.deform_test(mesh, chain, bends, review_dir=...) per limb (elbow and knee at 90 and 130 degrees, wrist, ankle, hip; twist judged mid-limb, never at shoulder or wrist, x07USYlvu2o [00:08:40]), kind="hinge" for jaw open, RU.lid_check(head, eyeball). Proxy weights, no skinCluster: binds are scenario-maya-deformation's. GATE: no topology verdict, lids ok, pose sheets looked at; rig verdicts travel as notes; prove a fix with RU.compare_variants (P19, P20).
UVs. Seams as edge loops (RU.loop_keys, RU.cut_seams): neck base, head slits, inside the mouth, sleeve line, back of the arm, wrists, waist, inner legs, boot tops, soles (MLC [00:01:37] to [00:08:05]); cloth on its real seams (Paulino [00:05:16]). RU.unfold, RU.optimize; limb shells RU.orient_shell then RU.straighten_rows (MLC [00:04:49]); RU.mirror_uvs(mode="mirror"). GATE: planned shells, no folds, distortion in band.
Density and packing. RU.density_from_camera (film) or RU.density_for_budget (games); RU.set_texel_density (head bias in games); RU.layout(scale_mode="off") with RU.mip_padding; UDIMs, or RU.mirror_uvs(mode="stack", offset_u=1.0) for game bakes, never where AO or a logo differs; RU.lightmap_set. GATE: RU.uv_report ok; UV and RU.checker_review sheets looked at.
Bake prep. RU.harden_uv_borders, RU.bake_check, RU.make_cage or RU.project_to_surface, RU.bake_copy, RU.overlap_review(low, high, out) (P21). GATE: high inside the cage, hard edges only on seams, one triangulation, silhouettes match.
AI character end to end: procedure P18.
| Item | Value | Relative to, source |
|---|---|---|
| Joint loops | 1 control + 2 support; knuckles 3 each | each bend (Jessica [01:15:51] [01:17:34]) |
| Lids, lips | upper count = lower count | FlippedNormals [00:21:41]; antCGi RlNnp4qQIrU [00:05:22] |
| Mirror, center | weld custom 0.001; drift band 1e-4 to 1e-2 cm, snap to 0 | antCGi QW8w15J00Ok [00:02:24]; FlippedNormals [00:19:06] |
| Retopologize | hard surface 1 / 1 / 0; Preprocess for 100k+ tris; tolerance under 10% is slow | Maya 2027 Help |
| Texel density | 2 x screen px at the closest shot, power of two | Paulino [00:02:33] |
| Maps, padding | 4K tiles, odd shell at half scale on 8K; 4 / 2 px, x2 per mip (2048 seen at 512: 16 / 8) | Paulino [00:05:48]; Maya 2027 Help |
| Hard edges, mirror | every UV seam, bends over ~45°; mirrored UVs 1 unit over | Polycount |
| Deformation [added] | joint loop within 20° of the bone, no spiral over 15°, 0.8 of an ideal ring's area kept; hinge mean shear under 10°; faces under 0.3 area collapse; an ideal ring under 0.7 is a rig note | organic digest; scenario-maya-deformation |
| Lids [added] | nothing inside the eyeball at rest or blink, vertices and edge midpoints; gap under 0.1 eye radius | antCGi x07USYlvu2o [00:15:18] |
| Gates [added] | deviation under 10% of mean edge; UV area ratio 0.5 to 2, anisotropy under 2; density within 10%; packing 0.7; 3+ clean rings per opening; silhouettes differ under 2% | this skill |
In code (MAYA, not yet run in Maya):
rep = RU.retopo_report("body_geo", "scan_high", openings={"eye_L": {"point": (3.2, 163, 8.5)}},
joints={"elbow_L": {"center": (45, 140, -2), "axis": (1, 0, 0), "radius": 6}})
dt = RU.deform_test("body_geo", [shoulder, elbow, wrist, hand_tip],
[{"name": "elbow_130", "joint": 1, "angle": 130, "axis": (0, 1, 0)}])
lid = RU.lid_check("body_geo", "eyeL_geo")
uv = RU.uv_report("body_geo", 4096, smallest_mip=1024, target_density=20.48, images_dir="/abs/out/uv")
print(rep["fails"], dt["verdict"], lid["fails"], uv["fails"]) # full arguments: procedures.mdTopology: 0 n-gons, no polyRetopo history, 3+ clean rings and equal halves per opening, 3 loops per joint band, triangles only in cavities, eyes denser than the cranium, no center drift, no topology verdict. UVs: all faces mapped, no unintended overlap, padding at the lowest mip, density on target, hard edges only on seams (games).
Visual: wire and clay sheets (rings close, even squares); pose sheets (creases where anatomy creases, no pinching); UV sheets; checker in three views plus the closest shot; overlap diff images (red: high outside the low). Score with references/critique.md.
| Mistake | Looks like | Fix |
|---|---|---|
| Retopologize on a face | plausible grid, no rings | template fit; openings gate |
polyRetopo history kept | mesh re-solves on edit or open | RU.retopologize deletes it |
| All hard edges on a scan or AI mesh | Retopologize fails or crawls | prep_source softens all |
| Cleanup and Merge on internal faces | endless non-manifold loop | select-mode Cleanup, delete by hand, or Boolean Volume (P2) |
| Wrist or ankle bend sent to the rigger | loops along the joint patched with correctives | topology verdict: reroute loops across it, A/B |
| Clean rings rebuilt for volume loss | same elbow collapse | rig verdict: corrective note for scenario-maya-deformation |
| Lids modeled without the eyeball | lid pops through on a blink | lid_check, add lid loops, refit |
| Center drift; relax after UVs | mirror seam; textures swim | snap_center first; relax before UVs or transfer_uvs |
| Straighten UVs on a whole shell | "this mess" | orient, align rows, pin, optimize the interior (MLC) |
| Unfold refuses a mesh that audits manifold | Unfold3D aborts | it unfolds a triangulated copy: triangulate a duplicate, select-mode Cleanup |
| Layout Uniform after density; stacked unique bakes | density changed; mirrored AO | scale_mode="off"; stack by strategy, offset 1 tile |
| Half model baked, two triangulations | center seam, zig-zag shading | whole mirrored model; bake_copy |
mx_validate(profile="model") clean), scenario-zbrush-expert (real scale, neutral; posed sources go back), scenario-3d (FBX or OBJ [verify glTF]; its remesh only for static parts); loop faults back from scenario-maya-deformation with pose and numbers.<part>_geo frozen without history, cm, Y-up, centered, feet on the grid, eyes separate and forward, mouth bag, symmetric parts combined; retopo_report, deform_test (rig notes: hinges needing correctives) and lid_check JSON, wire and pose sheets.normal_map has a MikkTSpace mode from MtoA 5.6.1.1, Maya 2027.1), uv_report JSON.polyRetopo flags are unsaved: RU.call passes only flags cmds.help lists. Flow Retopology (cloud, 2027.1) needs a sign-in: not headless. Reduce is decimation.dgaTension (2026.3) measures stretch against a reference mesh for a heat map (RU.tension_node, attributes [verify]). A hand-made test bind leaves Skin Tools layers uninitialized (the default), so skinPercent floods work; on a skinned mesh delete Non-Deformer History, never History (antCGi [00:12:41]).references/procedures.md: full code P0 to P21 with test paths. Load before writing code.references/expert-notes.md: principles by expert, disagreements, deciding conditions. Load when planning a face, body, clothes, a deformation test or a mapping strategy.references/critique.md: the self-review rubric. Load at every review.references/gui-paths.md: menus, hotkeys, tool settings (Quad Draw, Retopologize, test bind, UV Toolkit).references/sources.md: every source with credentials, URL and 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
SKILL.md and 6 other files (scripts, references) in skills/dcc/maya/scenario-maya-retopology-uv of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Maya Retopology Uv 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 Retopology Uv this skillscenario-labs/skills | 946 | — | ~5.1k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
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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…
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A skill your agent uses when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo…. Scenario Maya Retopology Uv is an agent skill from scenario-labs/skills. Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking.
Scenario Maya Retopology Uv fits situations like: turning a dense sculpt; AI-generated mesh into animation-ready; game-ready topology in Maya without a mouse (clean up this AI mesh; retopo this character.
Run `npx skills add scenario-labs/skills --skill scenario-maya-retopology-uv -a claude-code`. Or copy the skill folder (skills/dcc/maya/scenario-maya-retopology-uv in scenario-labs/skills) into .claude/skills/scenario-maya-retopology-uv in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-maya-retopology-uv -a codex`. Or copy the skill folder (skills/dcc/maya/scenario-maya-retopology-uv in scenario-labs/skills) into .agents/skills/scenario-maya-retopology-uv 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-retopology-uv -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-retopology-uv, .gemini/skills/scenario-maya-retopology-uv, .github/skills/scenario-maya-retopology-uv and .opencode/skills/scenario-maya-retopology-uv in your project.
Going by SKILL.md and its folder, Scenario Maya Retopology Uv 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 Retopology Uv is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.1k 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 34k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Maya Retopology Uv: 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.
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.