Agent skill

Scenario Zbrush Character Creature

by scenario-labs in scenario-labs/skills

A skill your agent uses when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores…

MITAuto-check passed

Install Scenario Zbrush Character Creature

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-zbrush-character-creature -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-zbrush-character-creature --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/zbrush/scenario-zbrush-character-creature .claude/skills/scenario-zbrush-character-creature && 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-zbrush-character-creature
GitHub stars
946
Token cost
~4.6k tokens
SKILL.md length
2,078 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 sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores…

  • Works in 9 steps: Brief and maps. Design pyramid (Berger);… → Masses (from scenario-zbrush-sculpting,… → Face critique pass in Kingslien's order… → …
  • Sculpting a realistic head
  • 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 Zbrush Character Creature is an agent skill from scenario-labs/skills. Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.

Its SKILL.md is about 4.6k 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`).

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

  • Sculpting a realistic head
  • Creature in ZBrush (anatomy
  • The face looks off
  • Reptile and dragon scales with alphas

Example prompts

  • “the face looks off”
  • “/scenario-zbrush-character-creature”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Brief and maps. Design pyramid (Berger); rest versus rich zones (Lazov); scale flow over the anatomy (Henning). GATE: all three written…
  2. Masses (from scenario-zbrush-sculpting, or skull first here, Lazov). Head: cranial versus facial mass, then Bridgeman masses on a stroke…
  3. Face critique pass in Kingslien's order (references/critique.md). The first failing step is the fix: a separating line (C3), a masked move…
  4. Topology, stack, projection. Detail only on a clean, UV'd base. Choose the route before the first Divide (C5): SDK only…
  5. Secondary forms: folds, wrinkles, fat pads, lids, lips; Costa's thin ClayBuildup (Z 2 to 3, many short strokes), Kingslien's lines…
  6. Tertiary detail, one layer per frequency (layer_new, agent-side ledger). Aim first: aim_at the region, stamps inside region_on_canvas…
  7. Asymmetry pass (C12), big forms first. GATE: asymmetry_report finds at least two big-form regions broken; posed figures skip it.
  8. Fur and hair (C16). Mask, preset from a file, Preview, Accept, Fast Preview PRE Vis 6 to 8. GATE: coverage render with a contrasting fill.
  9. Final review and handoff (C20). Costa's eight steps under three lights, upside down, blurred; eye_report; detail_survival on the SSS…

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 Zbrush Character Creature loads about 4.6k tokens when it runs, and up to ~45k if it reads all its reference files. Until then it costs about 136 tokens; SKILL.md has 2,078 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~136
When it runs · the whole SKILL.md, loaded when a task matches
~4.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~45k

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

Safety

Auto-check passed

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

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

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,078 words, ~4,592 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-zbrush-character-creature/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
scenario-zbrush-character-creature
description
Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.
license
MIT

Realistic characters and creatures (ZBrush 2026)

Expert level here means every form has a cause (skull, mass, tension, compression) before any pore exists, and every detail pass is reversible, regional and judged in renders from several views and lights. The agent works the way Kingslien and Costa do: find the upstream cause, fix it at the lowest level that holds it, and keep detail on layers or behind a stored morph target. 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-zbrush-expert (bridge, stroke engine, review loop, 2026 traps). Toolkit: scripts/zb_character.py (stroke plans, ZBrush-side wrappers via zb_character.call(...), OBJ, alpha and render checks) on the lead's toolkit.

Stance (the expert delta)

  • Cause before form, in planes. Kingslien: cranial versus facial mass, then the Bridgeman masses (forehead box, flat cheek, maxilla cylinder, triangular jaw), then features sculpted through the forms around them (nostril through the alar facial juncture, eye through the nasojugal groove). "Almost everything right or wrong in this face is right or wrong back in the beginning." A region touched twice means replan (MoveBudget). His single separating lines suit synthesized strokes.
  • Detail is worthless on a weak base. Costa: judge primaries blurred, from afar, upside down and under three lights from the first sketch; keep level 1 alive for likeness edits until export.
  • Asymmetry lives in the big forms. FlippedNormals break symmetry in the mid-frequency pass; J Hill again in the last 25 percent (nose tip off the axis, one ear, a lip corner, one eye's scale); Lazov pushes the whole creature from a stored morph target. Creature big forms: skull mass, one orbit rim, the jaw corner, a nostril, a horn's angle. Scars and broken scales come on top, never instead.
  • Skin: scale first, regions second, breakup third. J Hill sets pore scale globally for age and sex first; lids and lips stay clean; even skin between details reads as plastic. Lines lie across the compression, in short connected segments (Costa: wrinkles connect pores, perpendicular to the circular muscles). Cracks on horns and tusks go large to small in stages (Starkie).
  • Scales follow the anatomy; alphas never finish a surface. Henning Sanden: generic tile, mid value 50, tested on the model at least three times while you build it, then a hand unify pass; smooth inside a scale, never across its border. Starkie: a close-up hero gets individual scales (he gives no numbers). Berger: story, then biology, then cool; reference animals blended with no seams.
  • Sharp enough to survive the render. FlippedNormals: carve deeper than feels right, because SSS and soft light eat sharpness; J Hill: only the sharp detail survives in the highlights. Over finished detail ClayBuildup erases what is under it: enhance with Standard, make directional passes with Elastic.
  • Folds and poses have causes. Grassetti: every fold starts at a tension point, ends in another fold or an edge, is heavier near the tension; tightness picks drop, zigzag, X or Y. Eaton: only the force chain is tense; active muscles run straight between landmarks; scapula about 30 degrees at 90 degrees of arm elevation.
  • Agent limits [added]. Transfer well: palette operations, feature masks plus Deformation sliders, layers and morph targets, two-point alpha stamps, short lines, spray loops, curves-API horns. Stay weak: Costa's thin ClayBuildup layering, groom and Morph-brush feel, anything needing Ctrl or Shift held, and HD Geometry (the A key cannot be sent). Say so in the report.

Establish first

InputChangesDefault when silent
Purpose and shotstack, map pathfilm close-up still, 32-bit displacement into Maya/Arnold [added]
Driverstack routeSDK only: regular levels, no HD; computer use: HD split
Subject and referencecanon, blendhuman: A4S canon, Costa's millimeters; creature: two or three animals blended (Berger)
Age, sex, weightpore scale, fat pads, gonial angleadult, written down first
Posesymmetry strategyneutral: symmetric until the mid-frequency pass; posed: symmetry off (Eaton)
Base meshwhere detail startsZRemeshed quads with UVs and interior polygroups (eyes, mouth, nostrils) from scenario-zbrush-retopology-export

Workflow

  1. Brief and maps. Design pyramid (Berger); rest versus rich zones (Lazov); scale flow over the anatomy (Henning). GATE: all three written down.
  2. Masses (from scenario-zbrush-sculpting, or skull first here, Lazov). Head: cranial versus facial mass, then Bridgeman masses on a stroke budget (Kingslien: 16 Move strokes; C2). Creature: skull, jaw hinge, horns (C17), open and closed mouth on layers (Berger). Figure: landmarks first (Eaton). GATE: sheet with front, profile, three-quarter and below (view_facing("-Y")); head_ratio_check or scapula_check passes or the deviation is deliberate; no retouched region.
  3. Face critique pass in Kingslien's order (references/critique.md). The first failing step is the fix: a separating line (C3), a masked move (C4) or plane strokes. GATE: face_report moves the right way against the previous stage.
  4. Topology, stack, projection. Detail only on a clean, UV'd base. Choose the route before the first Divide (C5): SDK only, subdiv_plan(route="regular") to about 20 to 25M, micro detail in a tiled map at render; computer use, 3 to 4 regular levels (top 1 to 2M) then 3 to 4 DivideHD. Never add HD over a 6 or 7-level stack: you cannot go below the HD entry (J Hill). Reproject with zb_ops.project_all (checkpoint, morph target and top-level layer built in), eye, mouth and nostril interiors masked first; then walk every level (C19). GATE: stack_check ok; spike_report ok in every danger-zone group; points per level logged.
  5. Secondary forms: folds, wrinkles, fat pads, lids, lips; Costa's thin ClayBuildup (Z 2 to 3, many short strokes), Kingslien's lines; symmetry off for the big-form mid-frequency pass. Cloth: plan folds (C13) or simulate, then sculpt (C14, C15). GATE: blurred and thumbnail renders; no form "screams".
  6. Tertiary detail, one layer per frequency (layer_new, agent-side ledger). Aim first: aim_at the region, stamps inside region_on_canvas (C9). Pore or scale bed: Surface Noise (C7) or alpha stamps (C8, C9), each alpha tested on the model while built. Wrinkles across the compression (C10); cracks with crack_tree, largest first; breakup (C11); hand unify. GATE: raking close-ups; alpha_check (and dots_check if dots were used); no tiling; lids and lips clean; each layer seen at intensity 0 and 1.
  7. Asymmetry pass (C12), big forms first. GATE: asymmetry_report finds at least two big-form regions broken; posed figures skip it.
  8. Fur and hair (C16). Mask, preset from a file, Preview, Accept, Fast Preview PRE Vis 6 to 8. GATE: coverage render with a contrasting fill.
  9. Final review and handoff (C20). Costa's eight steps under three lights, upside down, blurred; eye_report; detail_survival on the SSS render; map_request_check; versioned ZTL. GATE: scorecard passes, or open items listed.
Show full SKILL.md (967 more words)Show less

Numbers

ItemValueSource
Stack, SDK onlyregular to about 20 to 25M (6,240 faces reach 25.5M at SDiv 7); "40 million is high"; micro detail tiled at renderJ Hill; Costa
Stack, computer use3 to 4 regular levels, top 1 to 2M, then 3 to 4 DivideHD (Costa: 1.1M top, 3 DivideHD, 70M); HD ceiling 1 billion, so 3 DivideHD over 16M is already at itCosta; J Hill; HD doc
Reprojectiontarget at about 3M; Store MT and a layer at the top level; PA Blur loweredFlippedNormals
Face block-inunder about 360k points with Sculptris ProKingslien
Head canoncrown to hairline 1/6 H, then thirds of 5/6 H; eyes at 1/2 HAnatomy For Sculptors
Portrait scalehead 229 mm, eyeball 24 mm, IPD 63 mm, eyes 3 to 10 degrees outwardCosta
WrinklesStandard + Alpha 39, sharpened curve; fine: Standard, Spray, Alpha 60, Z 3Costa; J Hill
PoresDragRect, Focal Shift -100, one size per zone; Surface Noise strength negativeCosta; J Hill
Alpha tileplane, Smt off, about 1M polys (a 1K map), document 1024, perspective off, +50/-50 dots taller than any detail, MidValue 50; tested at 11, 26, 41 minutesHenning
FoldsStandard Z 25 valleys, Clay Z 80 ridges, big Move for sag, SDiv 2 to 4 firstGrassetti (frames)
ClothGravity 1 to 2.5; iterations 100 to 1000; Firmness 1 to 2 silky, 5 to 6 leather; collision about 1024; Extract Thick 0.01 cloth, 0.03 leatherPavlovich; Maxon docs
FurMax Fibers 11 (thousands), Segments 6, PRE Vis 6 to 8, Profile 1Pablo; FiberMesh docs
Hornsdetail straight, radial counts 8, 5, 3, then bend; decimate a copy to 20 % (arrays 5 % then 1 %); curve Res 10, Imbed 0Pablo

Quality gates

  • Measured: stack_check; points per level and layer count; spike_report per polygroup at every level; head_ratio_check within 5 percent of H [added]; face_report deltas; mirror_deviation and asymmetry_report; alpha_check, dots_check; fold free_endpoints = 0, evenness > 0; area drift under 5 percent after a sim [added]; eye_report; detail_survival ratio at least 0.5 [added]; map_request_check; volume before and after every stroke batch.
  • Seen: zb_review.review sheets in MatCap Gray (front, profile, three-quarter, below, back), raking close-ups per region and per danger zone after projection, blurred, thumbnail, upside_down, and the three-light SSS render (highlights keep the sharp detail). references/critique.md says what to look for.

Common mistakes

MistakeLooks likeFix
Features on an undivided eggno facial plane in profilecranial versus facial mass, Bridgeman masses (C2)
Eye centered in the orbitstraight rim, lumps under the eyeeye high, margin hooked into the orbit, check from below (C3)
HD on a deep regular stack6 or 7 regular levels then HD; no smoothing room; 1 billion facesroute chosen first, stack_check (C5)
Projecting without netsspikes in lids, lips, nostrils, fingers; hard lines in the displacementproject_all nets, interiors masked, level walk; morph_repair, never smooth (C19)
Symmetry broken only in detailsscars on a mirrored skullmove the big forms (C12)
Uniform detailplastic, noisy, no restregion map; lids and lips clean; beat-up at three sizes
Alpha built blindsoft, tiled, bordered on the modeltest on the model while building; dots taller than any detail; hand unify (C8)
ClayBuildup over finished poresdetail erasedStandard to enhance, Elastic for direction
Micro detail too softgone in the SSS rendercarve deeper; detail_survival
One long wrinkle linedrawn, not skinshort connected segments across the compression (C10)
Lone or even foldsdangling ends, ladder of copiestermination and unevenness rules (C13)
Sim stretch or ghost colliderlong polygons at contacts; cloth hugging nothingmore iterations or less gravity; Recalc after visibility changes
Fibers lostgroom vanished, FiberUV grayedneutral settings before a groom; groom first, Divide last

Handoffs

  • Receives from scenario-zbrush-sculpting: a versioned ZTL with the primary forms, polygroups per region, stats() and the last sheet. From scenario-zbrush-retopology-export: the clean quad base with UVs (UDIMs), interior polygroups for eyes, mouth and nostrils, and the projected stack (rx.project_stack).
  • Delivers to scenario-zbrush-retopology-export: the detailed ZTL with level 1 intact, eyes as separate SubTools, layers baked or the ledger, a morph target at the export level, and a map request that passes map_request_check (Adaptive identical across maps, SubDiv below the top, Mid equal to the renderer's zero, UDIM tile names with a dot, Merge Maps off with EXR; Costa's film values in references/procedures.md C20). UVs relaid outside ZBrush come back by Store MT, Switch, Import at the export level, no Divide, Switch MT on (Costa). To scenario-zbrush-paint-render: the same ZTL, region polygroups, grayscale approval renders and the three-light SSS request.
  • Related: scenario-zbrush-stylized, scenario-zbrush-pose-print, scenario-maya-groom (XGen).

ZBrush 2026 notes

  • Not scriptable: HD entry (A key; press_key "does not work"), layer names (the macros rename through ZFileUtils), mask painting, Shift-smoothing, the NoiseMaker window (set once by computer use, save a .ZNM).
  • Brush:Dam_Standard does not resolve on 2026.2.1: select brushes through zb_ops.select_brush, run brush_check once per session. Orb_Cracks, RK_ and Antro_ brushes do not ship: Dam_Standard, Slash3, ClayBuildup, TrimAdaptive stand in.
  • Since 2026.1 custom alphas and brushes live in the Asset Directory (alpha_library_dir()). NoiseMaker 2.0 (2026.0) rotates a tiling alpha to follow each region's flow. Redshift inside ZBrush runs the SSS check; Substance Bridge (2026.2) is the Painter route.
  • Decimate a duplicate, never the master (rx.decimate_copy); a scripted pre-process may end the calling script [verify].
  • Unconfirmed: layer intensity path, NoiseMaker blocking, scripted Run Simulation stop (live_c01, c03, c05).

References

  • references/expert-notes.md: principles by expert with timestamps, conflicts with their deciding condition. Load when planning a stage.
  • references/procedures.md: bridge procedures C1 to C20, full code, live tests. Load before writing bridge code.
  • references/critique.md: Kingslien's face checklist, Costa's evaluation, skin, creature, projection, cloth and fur rubrics. Load at every gate.
  • references/gui-paths.md: palettes, hotkeys, brushes, settings for a computer-use agent.
  • references/sources.md: sources, credentials, URLs, best timestamps, revision log.

© 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/zbrush/scenario-zbrush-character-creature of scenario-labs/skills.

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

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Zbrush Character Creature 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.

Scenario Zbrush Character Creature compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Zbrush Character Creature this skillscenario-labs/skills946—~4.6kAutomated safety check: PassMIT
Heading Hierarchythedaviddias/Front-End-Checklist74k—~516Automated safety check: PassMIT
Empty Headingthedaviddias/Front-End-Checklist74k—~426Automated safety check: PassMIT
Heading Orderthedaviddias/Front-End-Checklist74k—~452Automated safety check: PassMIT
Character Riggingcalesthio/OpenMontage66k—~460Automated safety check: PassMIT
Character Reference Sheet Promptchatfire-AI/huobao-drama16k—~329Automated safety check: PassCustom licence

Similar skills

  • Heading Hierarchy

    thedaviddias/Front-End-Checklist

    A skill your agent uses when reviewing rendered HTML, interactive components, or design-system patterns related to Use logical heading hierarchy.

    74k GitHub stars~516 tokensUpdated 5 days ago
    Frontend & DesignAuto-check passed
  • Empty Heading

    thedaviddias/Front-End-Checklist

    A skill your agent uses when reviewing rendered HTML, interactive components, or design-system patterns related to Ensure headings contain text.

    74k GitHub stars~426 tokensUpdated 5 days ago
    Frontend & DesignAuto-check passed
  • Heading Order

    thedaviddias/Front-End-Checklist

    A skill your agent uses when reviewing rendered HTML, interactive components, or design-system patterns related to Maintain logical heading order.

    74k GitHub stars~452 tokensUpdated 5 days ago
    Frontend & DesignAuto-check passed
  • Character Rigging

    calesthio/OpenMontage

    Build data-driven 2D character rigs for local animation: parts, pivots, layers, constraints, views, and reusable rig packages.

    66k GitHub stars~460 tokensUpdated 7 days ago
    Media & CreativeAuto-check passed
  • Character Reference Sheet Prompt

    chatfire-AI/huobao-drama

    Writes the final image prompt for a character reference sheet: a front-face close-up beside front, side and back full-body views, used as the look anchor for later generations.

    16k GitHub stars~329 tokensUpdated 5 days ago
    Media & CreativeAuto-check passed
  • SVG Character Animation

    calesthio/OpenMontage

    Animate SVG character rigs with GSAP, CSS transforms, Remotion frame control, and HyperFrames-compatible browser previews.

    66k GitHub stars~421 tokensUpdated 7 days ago
    Media & CreativeAuto-check passed

More from scenario-labs/skills

All 146 skills in this repo
  • Scenario Blender Grease Pencil

    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…

    946 GitHub stars~4.5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Blender Hair

    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.

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • 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…

    946 GitHub stars~5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Chatgpt Pet Create

    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…

    946 GitHub stars~3.6k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Animation

    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…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Audio

    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…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed

Questions about Scenario Zbrush Character Creature

What does Scenario Zbrush Character Creature do?

A skill your agent uses when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores…. Scenario Zbrush Character Creature is an agent skill from scenario-labs/skills. Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.

When should I use Scenario Zbrush Character Creature?

Scenario Zbrush Character Creature fits situations like: sculpting a realistic head; creature in ZBrush (anatomy; the face looks off; reptile and dragon scales with alphas.

How do I install Scenario Zbrush Character Creature in Claude Code?

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

How do I install Scenario Zbrush Character Creature in Codex?

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

Can I use Scenario Zbrush Character Creature 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-zbrush-character-creature -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-zbrush-character-creature, .gemini/skills/scenario-zbrush-character-creature, .github/skills/scenario-zbrush-character-creature and .opencode/skills/scenario-zbrush-character-creature in your project.

What does Scenario Zbrush Character Creature need to run?

Going by SKILL.md and its folder, Scenario Zbrush Character Creature 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 Zbrush Character Creature 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 Zbrush Character Creature 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 Zbrush Character Creature use?

Scenario Zbrush Character Creature 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 Zbrush Character Creature use?

About 4.6k tokens (SKILL.md is roughly 18k 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 40k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Zbrush Character Creature?

Skills that share tags, products or a category with Scenario Zbrush Character Creature: Heading Hierarchy (thedaviddias/Front-End-Checklist, 74k stars), Empty Heading (thedaviddias/Front-End-Checklist, 74k stars), Heading Order (thedaviddias/Front-End-Checklist, 74k stars) and Character Rigging (calesthio/OpenMontage, 66k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Zbrush Character Creature?

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.