Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector…
$ npx skills add scenario-labs/skills --skill scenario-maya-rigging -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-maya-rigging --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-rigging .claude/skills/scenario-maya-rigging && 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-rigging" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-rigging into .claude/skills/scenario-maya-rigging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-rigging", 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-riggingType 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-rigging -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-maya-rigging --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-rigging .agents/skills/scenario-maya-rigging && 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-rigging" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-rigging into .agents/skills/scenario-maya-rigging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-rigging", 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-rigging -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-maya-rigging --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-rigging .cursor/skills/scenario-maya-rigging && 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-rigging" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-rigging into .cursor/skills/scenario-maya-rigging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-rigging", 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-rigging--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-rigging -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-maya-rigging --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-rigging .gemini/skills/scenario-maya-rigging && 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-rigging" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-rigging into .gemini/skills/scenario-maya-rigging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-rigging", 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-riggingInstalls 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-rigging -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-rigging .github/skills/scenario-maya-rigging && 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-rigging" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-rigging into .github/skills/scenario-maya-rigging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-rigging", 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-rigging -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-rigging --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-rigging .opencode/skills/scenario-maya-rigging && 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-rigging" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-rigging into .opencode/skills/scenario-maya-rigging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-rigging", 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-riggingA skill your agent uses when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector…
Scenario Maya Rigging is an agent skill from scenario-labs/skills. Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).
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, covering Game development. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
10 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 Rigging loads about 5.2k tokens when it runs, and up to ~33k if it reads all its reference files. Until then it costs about 128 tokens; SKILL.md has 2,069 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). 2,069 words, ~5,194 tokens.
.claude/skills/scenario-maya-rigging/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert rigging means every value is explained and every behavior measured: joints at real pivots with computed orientation, controls at zero with their placement in offsetParentMatrix, IK/FK and space switches that move nothing, and a rig that survives scale, distance, several characters per shot and an animator keying everything. The rig is the output of a build script and data. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-maya-expert (execution channel, review loop, 2027 version traps).
Module scripts/mx_rig.py (sys.path.insert(0, "<skills>/scenario-maya-rigging/scripts"); import mx_rig as R): not yet run in Maya; its pure math passed offline (test_rig_offline.py). With Maya installed, run tests/code/maya-rigging/run_all.sh and fix what test_rig_probe contradicts.
world = local * OPM * dagParentWorld (2027 transform node): feed .matrix for a relative drive, or multiply a worldMatrix by the DAG parent's worldInverseMatrix, then zero translate, rotate and jointOrient or they apply twice (Maya Learning Channel; antCGi's leg rotating backwards).-orientJoint silently skips joints with rotations or no child (2027 cmds.joint); a secondary world axis along the bone is ill-defined (antCGi's toes). R.joint_chain computes jointOrient from positions; a pole on the chain plane adds zero drift (R.pole_vector_position) [added].frozen; hosts out of the limbs (Miquel Campos); DG, Serial and Parallel agree before optimizing.| Input | Changes | Default when silent ([added] unless attributed) |
|---|---|---|
| Target | film keyframe rig vs engine skeleton (names, axes, influences, one root) | feature keyframe rig, custom |
| Camera distance, style | auto-rigger or custom; twist and corrective joints; stylized: crude proportion rig and art-direction paintovers first, final-aim notes from day one (Miquel Campos) | hero: custom; crowd: Quick Rig |
| Skeleton convention | reusing engine animation needs its names and hierarchy | X down the bone, bend on local Z, positive Z flexes |
| Animator conventions | IK/FK default, spaces, colors, pickers | arms FK, legs IK; spaces world, cog, chest, head; ask |
| Shot load | characters per shot, dense meshes | three referenced characters |
| Face, mocap, budget | face to scenario-maya-deformation; HumanIK; joint and influence counts | jaw, eyes, aim control; ask the lead (antCGi: "it pays to be frugal") |
| Quick Rig + HumanIK | AdvancedSkeleton | mGear Shifter | Custom (mx_rig) |
|---|---|---|---|
| biped facing +Z; game or background character "not looked at closely" (Maya Learning Channel); HumanIK when animation is retargeted (2027 Help); 15 nodes, strict T-stance | body plus face from a fit skeleton, rebuilt by toggling fit; engine export via Convert to BlendShapes Only | many characters, a team, Unreal exporter; confirm a 2027 build for the OS first [verify] | hero rig, strict engine skeleton, rigs the agent must rebuild and verify: this workflow |
mx_validate.validate(profile="model") clean; cm; height to spec (about 180); feet at y = 0; centered on X; frozen; eyes dead ahead; loops at knuckles, elbows, knees; mouth bag for a face (antCGi). Send problems back as a list; never edit a client model unasked. GATE: no fail; wire sheet looked at.R.chain_plane does not raise on any limb; joints over wireframe looked at.R.joint_chain(spec, parent, up="plane") for limbs, up=(0, 0, 1), up_axis="y" for spine and neck, world=[...] for root, cog, head, eyes and feet (antCGi: animators, engine foot placement), end_aim= for clavicles; existing skeletons: R.orient_with_cmds ('zup' for legs and spine). R.mirror_chain: behavior for limbs, orientation for eyes and face; rotate orders on controls (R.rotate_order(twist, main); Fragapane); R.set_preferred_angles(root). GATE: R.rig_check(joints=bind) clean; mirror within 1e-3 cm; all digits curl on one axis and sign, thumb fixed, so one attribute makes a fist (antCGi).rig_check JSON.R.ikfk_limb(bind[:3], name, rig_parent, ctrl_parent, own_solver=char + "_ikRPsolver"): handles of a type share one solver node, so several characters in a scene conflict (Fragapane: "can make a mess"; 2027 Help). Legs: extra=[ball, toe], orient_end=False, then R.reverse_foot with R.foot_pivots_from_mesh; spine P9; R.space_switch(ctrl, [None, cog, chest], names=[...]); R.ikfk_match(meta, to="fk"|"ik", key=True) uses stored offsets (antCGi instead adds a pole locator under the FK elbow and an ankle locator oriented like the IK foot). GATE: R.neutral_switch_test and pole drift below 1e-3; R.space_test as expected; FK and IK posed apart, R.blend_sweep_test finds no flip; roll sweep plants heel, ball, toe in turn; no shared-solver error; controls at zero.R.scale_test at 1.24 and 1.6, neutral and stretched, below 1e-3 cm.R.lockdown; FK hinges keep their bend axis; limits; controller tags; selection sets. GATE: R.lockdown_audit and R.opm_audit(rig) empty; the rig still works.R.rom_keys, two different values per used attribute): a keyless rig profiles fast and lies. R.eval_census(rig), R.eval_ab(bind, meshes, frames); R.prepare_eval_graph(root=rig) tags every control (with the animator's Preferences > Settings > Animation > Include controllers in evaluation graph, first keys stop rebuilding the graph) and turns on the curve manager for the session. R.gpu_override_census(meshes), then the GUI Evaluation HUD must show a non-zero k count, else deformerEvaluator -meshes says why. Profile DG, Serial, Parallel and GPU Override with 1 and 3 referenced characters; keep dated profiles (Miquel Campos). GATE: no census error; modes agree within 1e-5; each dense mesh on the GPU or its reason written.R.rom_keys, then mx_review.playblast (GUI) or R.pose_review (headless); R.precision_test at shot distances; references/critique.md. GATE: frames looked at; elbows, knees, shoulders, wrists, feet read right.validate(profile="rig") clean, test JSON, playblast, what was not verified.| Value | Relative to | Source |
|---|---|---|
| Twist joints: upper arm 2 (top, mid), lower arm 1, thigh 2, calf 1, plus wrist and foot | bone | antCGi |
| Pole locator 30 units out by hand; computed pole distance = longer segment | elbow | antCGi; [added] |
| Switch, drift, scale error below 1e-3 cm; mid-blend path within max(1 deg, 5%) of the direct angle | bind joints | [added] gates |
| Foot break 25 deg: ball = roll to 25, then 50 - roll; toe = roll - 25; limits footRoll -40..80, footBank -60..60 | footRoll | antCGi |
| Mid spine twist falloff 1, 0.5, 0.25 | ribbon joints | antCGi |
| Precision: problems at 1e5 units, flicker at 1e6 | rig top node | Fragapane |
| Hosts out of limbs: 20 to 17 ms per frame | one character | Miquel Campos |
GPU Override: over 2000 vertices (NVIDIA), 500 (AMD); MAYA_OPENCL_DEFORMER_MIN_VERTS, 0 sends all | per mesh | Using Parallel Maya 2027 |
| blendMatrix equal shares: 1, 1/2, 1/3 ...; counting the inputMatrix: 1/2, 1/3 ... | ordered stack | 2027 Help; [added] |
| HumanIK 15 nodes; Unity 4 influences; Unreal FBX 2020.2 | engine contract | docs |
Code (mx_rig): rig_check (rest rotations, orientation, controls, poles, shared solvers, OPM doubling, evaluation census, lockdown), neutral_switch_test, blend_sweep_test, space_test, scale_test, precision_test, eval_ab, gpu_override_census, game_skeleton_check; scenario-maya-expert's validate(profile="rig").
Visual: placement over wireframe front and side; ROM playblast of every control axis, front, side and three-quarter; foot roll scrubbed; scaled rig in an extreme pose. Look for knee pop, elbow flips, candy-wrapper wrists, collapsing shoulders, sliding feet.
| Mistake | What it looks like | Fix |
|---|---|---|
| Orient Joint on a joint with rotations | nothing changes, no error | freeze rotations first, or R.joint_chain |
| Secondary world axis along the bone ('yup' on a leg, world Z on forward toes) | thigh and calf axes disagree | an axis across the bone; R.orient_with_cmds refuses it |
| Straight elbow or knee | IK bends the wrong way or backwards | pre-bend, rebuild, set preferred angle |
| Pole off the chain plane; pole too close | elbow drifts when constrained; arm flips as the hand moves | R.pole_vector_position; move it farther behind |
| worldMatrix into OPM under a moving parent, or values left under an OPM drive | double transform, reversed rotation | parent's worldInverseMatrix or .matrix; R.bake_to_opm; R.opm_audit |
| Equal blendMatrix weights for an average | the last target wins | 1, 1/2, 1/3, or a parentMatrix node |
| Blending to a space's own matrix | control snaps onto the target, IK flips | offset targets (R.space_switch) |
| Handles on the scene's shared solver | referenced characters conflict; one edit changes every rig | own_solver per character |
| Settings host inside the limb | slow playback (node-level cycle) | host on the limb's parent space |
| Flip mid IK/FK blend | toes or wrist spin halfway | constraint blend: interpType Shortest (antCGi); matrix blend: measure with R.blend_sweep_test |
| Profiling a keyless rig | numbers collapse once animated; stutter on first keys | keys first; controller tags plus prepopulation |
| GPU Override HUD "Enabled (0 k)" | nothing deforms on the GPU | R.gpu_override_census, deformerEvaluator -meshes |
| Scale wired twice, or stretch not normalized | double scaling; limbs stretch when the rig scales | scale non-inheriting groups only; base length times root scaleY |
| Groups, handles, locators unlocked | "key all" breaks the rig | R.lockdown |
| Spline curve under its start joint; helpers under bind joints | dependency cycle; engine export errors | keep both outside the bind skeleton |
validate(profile="model"), cm, Y-up, facing +Z, feet at y = 0, centered, frozen, symmetric, pre-bent limbs, eyes forward.rig_check JSON, and whether bind joints blend by constraint or through OPM (its pose readers depend on it); receives weights as data and correctives to reconnect.validate(profile="rig") clean, switch list, ROM playblast, known limits.game_skeleton_check clean, bind blends by constraint unless an OPM export was proven; they export the FBX.addDL, multiplyDL, pointMatrixMultDL; plain math names create unitless nodes; condition, multiplyDivide, reverse, blendMatrix unchanged.axisFromMatrix replaces the per-axis nodes.ikHandle lists only RP, SC and spline; load spring and 2-bone solvers first. FBIK forces Serial: use HumanIK.references/procedures.md: code per stage and its test; before writing rig code.references/expert-notes.md: judgment by expert, disagreements; when a decision is not covered here.references/critique.md: the rubric; at every gate.references/gui-paths.md: menus, Profiler, HUD; when driving the GUI.references/sources.md: sources, URLs, 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-rigging of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Maya Rigging 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 Rigging this skillscenario-labs/skills | 946 | — | ~5.2k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
scenario-labs/skills
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Categories
A skill your agent uses when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector…. Scenario Maya Rigging is an agent skill from scenario-labs/skills. Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).
Scenario Maya Rigging fits situations like: rigging a character; prop in Maya: rig this character; orienting joints; orient Joint doing nothing.
Run `npx skills add scenario-labs/skills --skill scenario-maya-rigging -a claude-code`. Or copy the skill folder (skills/dcc/maya/scenario-maya-rigging in scenario-labs/skills) into .claude/skills/scenario-maya-rigging in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-maya-rigging -a codex`. Or copy the skill folder (skills/dcc/maya/scenario-maya-rigging in scenario-labs/skills) into .agents/skills/scenario-maya-rigging 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-rigging -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-rigging, .gemini/skills/scenario-maya-rigging, .github/skills/scenario-maya-rigging and .opencode/skills/scenario-maya-rigging in your project.
Going by SKILL.md and its folder, Scenario Maya Rigging 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 Rigging is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.2k 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 27k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Maya Rigging: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.