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.
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…
$ npx skills add scenario-labs/skills --skill scenario-zbrush-character-creature -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-character-creature --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/zbrush/scenario-zbrush-character-creature .claude/skills/scenario-zbrush-character-creature && 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-zbrush-character-creature" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-character-creature into .claude/skills/scenario-zbrush-character-creature/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-character-creature", 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/zbrush/scenario-zbrush-character-creatureType 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-zbrush-character-creature -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-character-creature --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/zbrush/scenario-zbrush-character-creature .agents/skills/scenario-zbrush-character-creature && 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-zbrush-character-creature" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-character-creature into .agents/skills/scenario-zbrush-character-creature/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-character-creature", 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-zbrush-character-creature -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-character-creature --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/zbrush/scenario-zbrush-character-creature .cursor/skills/scenario-zbrush-character-creature && 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-zbrush-character-creature" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-character-creature into .cursor/skills/scenario-zbrush-character-creature/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-character-creature", 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/zbrush/scenario-zbrush-character-creature--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-zbrush-character-creature -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-character-creature --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/zbrush/scenario-zbrush-character-creature .gemini/skills/scenario-zbrush-character-creature && 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-zbrush-character-creature" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-character-creature into .gemini/skills/scenario-zbrush-character-creature/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-character-creature", 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-zbrush-character-creatureInstalls 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-zbrush-character-creature -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/zbrush/scenario-zbrush-character-creature .github/skills/scenario-zbrush-character-creature && 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-zbrush-character-creature" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-character-creature into .github/skills/scenario-zbrush-character-creature/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-character-creature", 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-zbrush-character-creature -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-zbrush-character-creature --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/zbrush/scenario-zbrush-character-creature .opencode/skills/scenario-zbrush-character-creature && 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-zbrush-character-creature" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-character-creature into .opencode/skills/scenario-zbrush-character-creature/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-character-creature", 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-zbrush-character-creatureA 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.
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.
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 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.
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). 2,078 words, ~4,592 tokens.
.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.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.
MoveBudget). His single separating lines suit synthesized strokes.| Input | Changes | Default when silent |
|---|---|---|
| Purpose and shot | stack, map path | film close-up still, 32-bit displacement into Maya/Arnold [added] |
| Driver | stack route | SDK only: regular levels, no HD; computer use: HD split |
| Subject and reference | canon, blend | human: A4S canon, Costa's millimeters; creature: two or three animals blended (Berger) |
| Age, sex, weight | pore scale, fat pads, gonial angle | adult, written down first |
| Pose | symmetry strategy | neutral: symmetric until the mid-frequency pass; posed: symmetry off (Eaton) |
| Base mesh | where detail starts | ZRemeshed quads with UVs and interior polygroups (eyes, mouth, nostrils) from scenario-zbrush-retopology-export |
view_facing("-Y")); head_ratio_check or scapula_check passes or the deviation is deliberate; no retouched region.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.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.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.asymmetry_report finds at least two big-form regions broken; posed figures skip it.eye_report; detail_survival on the SSS render; map_request_check; versioned ZTL. GATE: scorecard passes, or open items listed.| Item | Value | Source |
|---|---|---|
| Stack, SDK only | regular to about 20 to 25M (6,240 faces reach 25.5M at SDiv 7); "40 million is high"; micro detail tiled at render | J Hill; Costa |
| Stack, computer use | 3 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 it | Costa; J Hill; HD doc |
| Reprojection | target at about 3M; Store MT and a layer at the top level; PA Blur lowered | FlippedNormals |
| Face block-in | under about 360k points with Sculptris Pro | Kingslien |
| Head canon | crown to hairline 1/6 H, then thirds of 5/6 H; eyes at 1/2 H | Anatomy For Sculptors |
| Portrait scale | head 229 mm, eyeball 24 mm, IPD 63 mm, eyes 3 to 10 degrees outward | Costa |
| Wrinkles | Standard + Alpha 39, sharpened curve; fine: Standard, Spray, Alpha 60, Z 3 | Costa; J Hill |
| Pores | DragRect, Focal Shift -100, one size per zone; Surface Noise strength negative | Costa; J Hill |
| Alpha tile | plane, 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 minutes | Henning |
| Folds | Standard Z 25 valleys, Clay Z 80 ridges, big Move for sag, SDiv 2 to 4 first | Grassetti (frames) |
| Cloth | Gravity 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 leather | Pavlovich; Maxon docs |
| Fur | Max Fibers 11 (thousands), Segments 6, PRE Vis 6 to 8, Profile 1 | Pablo; FiberMesh docs |
| Horns | detail straight, radial counts 8, 5, 3, then bend; decimate a copy to 20 % (arrays 5 % then 1 %); curve Res 10, Imbed 0 | Pablo |
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.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.| Mistake | Looks like | Fix |
|---|---|---|
| Features on an undivided egg | no facial plane in profile | cranial versus facial mass, Bridgeman masses (C2) |
| Eye centered in the orbit | straight rim, lumps under the eye | eye high, margin hooked into the orbit, check from below (C3) |
| HD on a deep regular stack | 6 or 7 regular levels then HD; no smoothing room; 1 billion faces | route chosen first, stack_check (C5) |
| Projecting without nets | spikes in lids, lips, nostrils, fingers; hard lines in the displacement | project_all nets, interiors masked, level walk; morph_repair, never smooth (C19) |
| Symmetry broken only in details | scars on a mirrored skull | move the big forms (C12) |
| Uniform detail | plastic, noisy, no rest | region map; lids and lips clean; beat-up at three sizes |
| Alpha built blind | soft, tiled, bordered on the model | test on the model while building; dots taller than any detail; hand unify (C8) |
| ClayBuildup over finished pores | detail erased | Standard to enhance, Elastic for direction |
| Micro detail too soft | gone in the SSS render | carve deeper; detail_survival |
| One long wrinkle line | drawn, not skin | short connected segments across the compression (C10) |
| Lone or even folds | dangling ends, ladder of copies | termination and unevenness rules (C13) |
| Sim stretch or ghost collider | long polygons at contacts; cloth hugging nothing | more iterations or less gravity; Recalc after visibility changes |
| Fibers lost | groom vanished, FiberUV grayed | neutral settings before a groom; groom first, Divide last |
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).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.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.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.rx.decimate_copy); a scripted pre-process may end the calling script [verify].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
SKILL.md and 6 other files (scripts, references) in skills/dcc/zbrush/scenario-zbrush-character-creature of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Zbrush Character Creature this skillscenario-labs/skills | 946 | — | ~4.6k | Automated safety check: Pass | MIT | |
| Heading Hierarchythedaviddias/Front-End-Checklist | 74k | — | ~516 | Automated safety check: Pass | MIT | |
| Empty Headingthedaviddias/Front-End-Checklist | 74k | — | ~426 | Automated safety check: Pass | MIT | |
| Heading Orderthedaviddias/Front-End-Checklist | 74k | — | ~452 | Automated safety check: Pass | MIT | |
| Character Riggingcalesthio/OpenMontage | 66k | — | ~460 | Automated safety check: Pass | MIT | |
| Character Reference Sheet Promptchatfire-AI/huobao-drama | 16k | — | ~329 | Automated safety check: Pass | Custom licence |
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.
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.
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.
calesthio/OpenMontage
Build data-driven 2D character rigs for local animation: parts, pivots, layers, constraints, views, and reusable rig packages.
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.
calesthio/OpenMontage
Animate SVG character rigs with GSAP, CSS transforms, Remotion frame control, and HyperFrames-compatible browser previews.
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…
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.