Unreal Material and VFX Workflow
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
A skill your agent uses when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB…
$ npx skills add scenario-labs/skills --skill scenario-meshy -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-meshy --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/scenario-meshy .claude/skills/scenario-meshy && 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-meshy" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-meshy into .claude/skills/scenario-meshy/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-meshy", 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/scenario-meshyType 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-meshy -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-meshy --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/scenario-meshy .agents/skills/scenario-meshy && 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-meshy" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-meshy into .agents/skills/scenario-meshy/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-meshy", 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-meshy -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-meshy --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/scenario-meshy .cursor/skills/scenario-meshy && 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-meshy" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-meshy into .cursor/skills/scenario-meshy/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-meshy", 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/scenario-meshy--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-meshy -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-meshy --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/scenario-meshy .gemini/skills/scenario-meshy && 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-meshy" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-meshy into .gemini/skills/scenario-meshy/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-meshy", 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-meshyInstalls 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-meshy -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/scenario-meshy .github/skills/scenario-meshy && 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-meshy" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-meshy into .github/skills/scenario-meshy/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-meshy", 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-meshy -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-meshy --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/scenario-meshy .opencode/skills/scenario-meshy && 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-meshy" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-meshy into .opencode/skills/scenario-meshy/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-meshy", 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-meshyA skill your agent uses when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB…
Scenario Meshy is an agent skill from scenario-labs/skills. Use when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB, remeshing to a target polycount, UV unwrapping, auto-rigging a humanoid character, or applying a library animation clip. Keywords: Meshy 7 and Meshy 6, Ultra mode, Smart Topology, PBR maps, texture prompt, triangle or quad topology, game-ready mesh, A-pose, T-pose, GLB pipeline.
Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game assets and audio. It works with Model Context Protocol. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
6 steps, taken from the 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.
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 Meshy loads about 1.6k tokens when it runs. Until then it costs about 117 tokens; SKILL.md has 784 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); files beside SKILL.md are not scanned.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 784 words, ~1,649 tokens.
.claude/skills/scenario-meshy/SKILL.md (or your agent's skills folder).Meshy on Scenario is a toolchain rather than one model: image-to-3D generators (Meshy 7 Image to 3D, Meshy 7 Multi Image to 3D, Meshy T2 Smart Topology), Meshy 6 Text-to-3D, and GLB-in, GLB-out utilities (Retexture, Remesh, UV Unwrap, Rigging, Animation). Work runs as a pipeline: generate a mesh, refine it, then rig or animate, each stage its own model_run whose model parameter takes the 3D asset id the previous stage returned. Discover members with search and treat model_schema_get as the contract: members disagree on defaults as basic as enablePbr (true on Image to 3D, false on Multi Image and Retexture at authoring time).
Connection and the core loop: see the scenario skill in this repo; model-agnostic 3D work (viewer, capture, engine import): the scenario-3d skill. 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.
Members and their traps (names from the live schema, caps at authoring time):
| Member | Core input | Watch for |
|---|---|---|
| 7 Image to 3D | image (1-4) | ultraMode takes a single image only; raw mesh by default |
| 7 Multi Image to 3D | image (1-4, first = front view) | remeshes in-run; savePreRemeshedModel keeps the raw GLB |
| T2 Smart Topology | image (1-4) | animation-ready topology; targetPolycount caps at 15,000 |
| 6 Text-to-3D | prompt (600 chars) | shouldRemesh off by default |
| Retexture | model + one style input | geometry untouched; keep inputs near 30K polys; enableOriginalUv |
| Remesh | model | targetPolycount 100 to 300,000, resizeHeight, originAt |
| UV Unwrap | model | rejects meshes above 44,000 faces; Remesh down first |
| Rigging | model, heightMeters | humanoid skeleton and skin weights |
| Animation | model, actionId | auto-rigs, then applies the clip |
One silent rule runs through every texture control: an image beats text. On the generators textureImage overrides texturePrompt (the text is ignored, not blended), and both need shouldTexture on (Text-to-3D has no such toggle: it always textures). Retexture is stricter: exactly one of textStylePrompt, imageStyle, or multiviewImage (1 to 4 views, first is the front). textureResolution runs 2k, 4k, or 8k; at 8k the PBR maps come back at 4K with no emission map (Meshy 7 never produces one), and 8k pairs only with triangle topology when remeshing. poseMode takes lowercase "a-pose" or "t-pose": set one on any character headed for rigging.
Keep shouldRemesh off on Meshy 7 Image to 3D (the schema recommends it): take the raw mesh at generation, then control polycount with Remesh, which owns targetPolycount, topology, resizeHeight in meters (0 keeps scale), and origin placement. On the generator, targetPolycount does nothing while shouldRemesh is off. ultraMode buys finer geometry for extra cost but accepts one input image; when hidden sides matter more than micro detail, spend the budget on up to four views instead. Costs spread widely (at authoring time the single-image Meshy 7 p50 ran three times the multi-image one), so dry_run before batches.
Rigging and Animation are alternatives, not stages. Animation auto-rigs internally, then applies the clip named by actionId, a number from Meshy's animation library (ids listed at docs.meshy.ai/en/api/animation-library). Run Rigging alone when you want a rigged GLB for your own clips; go straight to Animation for a moving character, optionally setting postProcessOperation to change_fps (postProcessFps 24, 25, 30, or 60) or extract_armature. Both scale the rig from heightMeters, so pass the character's real height.
search with target="models", query="meshy", public=true. Single-image route: model_meshy-7-img23d (a live hit at authoring time: re-discover each session).model_schema_get with that id, then upload_asset the character photo (see the scenario skill).model_run with dry_run=true and parameters={"image": ["asset_photo"], "poseMode": "t-pose", "texturePrompt": "worn leather armor, muted palette", "enablePbr": true} for the estimate; then re-run with wait=false and jobs_wait with the job id, re-called with pending_job_ids on timeout, never a second model_run.asset_display the GLB; check silhouette and texture before spending further.search for the animation member, model_schema_get, then model_run with parameters={"model": "<GLB asset id from step 4>", "heightMeters": 1.8, "actionId": <id from the library>}.jobs_wait, asset_display, then asset_download for engine import.texturePrompt next to textureImage expecting a blend: the image wins, the text is ignored.ultraMode: true with several images: Ultra requires a single input image.targetPolycount on Image to 3D or Text-to-3D with shouldRemesh off: it does not apply.["asset_x"].© 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
Just SKILL.md in skills/scenario-meshy of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Meshy 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 Meshy this skillscenario-labs/skills | 946 | — | ~1.6k | Automated safety check: Pass | MIT | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None | |
| Kiln Refine Assetinstruktlabs/kiln | 255 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Fmodel Unpackpa001024/dna-builder | 137 | — | ~2.6k | Automated safety check: Pass | MIT | |
| Kiln Author Assetinstruktlabs/kiln | 255 | — | ~4k | Automated safety check: Pass | MIT | |
| Kiln QA Assetinstruktlabs/kiln | 255 | — | ~2.7k | Automated safety check: Pass | MIT |
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
instruktlabs/kiln
Refine an existing Kiln asset through bounded source reads, exact revision edits, and targeted image feedback.
pa001024/dna-builder
This skill documents how to use the fmodel-mcp toolkit (a CUE4Parse-based .NET CLI plus a thin Python MCP server) to inspect and export Unreal Engine game assets — pak files, textures, meshes…
instruktlabs/kiln
Create a procedural 3D asset with Kiln JavaScript, review useful camera views, refine saved source, and export a GLB.
instruktlabs/kiln
Check a Kiln asset's geometry, views, export fidelity, and behavior in its destination project.
instruktlabs/kiln
Configure and verify Kiln in an existing project or a new asset workspace for the selected coding agent.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Works with
Categories
A skill your agent uses when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB…. Scenario Meshy is an agent skill from scenario-labs/skills. Use when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB, remeshing to a target polycount, UV unwrapping, auto-rigging a humanoid character, or applying a library animation clip.
Scenario Meshy fits situations like: refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo; 1-4 multi-view angles; retexturing an existing GLB; remeshing to a target polycount.
Run `npx skills add scenario-labs/skills --skill scenario-meshy -a claude-code`. Or copy the skill folder (skills/scenario-meshy in scenario-labs/skills) into .claude/skills/scenario-meshy in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-meshy -a codex`. Or copy the skill folder (skills/scenario-meshy in scenario-labs/skills) into .agents/skills/scenario-meshy 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-meshy -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-meshy, .gemini/skills/scenario-meshy, .github/skills/scenario-meshy and .opencode/skills/scenario-meshy in your project.
Going by SKILL.md and its folder, Scenario Meshy needs the command-line tools its instructions call (npx). Our summary lists: 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. Review the folder before installing.
Scenario Meshy is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.6k tokens (SKILL.md is roughly 6.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Scenario Meshy: Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars), Kiln Refine Asset (instruktlabs/kiln, 255 stars), Fmodel Unpack (pa001024/dna-builder, 137 stars) and Kiln Author Asset (instruktlabs/kiln, 255 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.