Form Filling
asgeirtj/system_prompts_leaks
Fill out online forms (Google Forms, Typeform and similar) or PDF, Word and DocuSign forms; prepare a reviewable draft and get approval before submitting or sending.
A skill your agent uses when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary…
$ npx skills add scenario-labs/skills --skill scenario-zbrush-sculpting -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-sculpting --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-sculpting .claude/skills/scenario-zbrush-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-sculpting into .claude/skills/scenario-zbrush-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-sculpting", 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-sculptingType 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-sculpting -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-sculpting --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-sculpting .agents/skills/scenario-zbrush-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-sculpting into .agents/skills/scenario-zbrush-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-sculpting", 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-sculpting -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-sculpting --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-sculpting .cursor/skills/scenario-zbrush-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-sculpting into .cursor/skills/scenario-zbrush-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-sculpting", 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-sculpting--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-sculpting -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-sculpting --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-sculpting .gemini/skills/scenario-zbrush-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-sculpting into .gemini/skills/scenario-zbrush-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-sculpting", 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-sculptingInstalls 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-sculpting -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-sculpting .github/skills/scenario-zbrush-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-sculpting into .github/skills/scenario-zbrush-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-sculpting", 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-sculpting -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-sculpting --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-sculpting .opencode/skills/scenario-zbrush-sculpting && 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-sculpting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-sculpting into .opencode/skills/scenario-zbrush-sculpting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-sculpting", 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-sculptingA skill your agent uses when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary…
Scenario Zbrush Sculpting is an agent skill from scenario-labs/skills. Use when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary forms, choosing DynaMesh, Sculptris Pro or subdivision levels, or setting ClayBuildup, DamStandard, Move or TrimDynamic; when using masks, polygroups, Morph Targets or layers; or when scripted strokes miss, do nothing, come out too strong or leave marks, or a re-DynaMesh does nothing or loses polygroups.
Its SKILL.md is about 5.3k 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.
8 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 Sculpting loads about 5.3k tokens when it runs, and up to ~28k if it reads all its reference files. Until then it costs about 127 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, ~5,290 tokens.
.claude/skills/scenario-zbrush-sculpting/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert sculpting goes big to small with gates: light meshes raised in resolution only when the forms ask, clay built across the form in thin low-intensity layers, sharpness last and never on weak shapes. An agent has no pen: it uses exact operations first (primitives, ZSpheres, DynaMesh, masks plus Deformation sliders), then strokes planned from model-space forms, aimed through the view, measured in volume and reviewed after every pass (scripts/zb_sculpt.py). 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).
zs.run_calibration), and dial a whole pass after review: a partial Morph value softens it, a negative one exaggerates it (Drust, B_wKwXwjcZs 00:05:20); layer intensity does the same on levels.| Input | What it changes | Default when the brief is silent |
|---|---|---|
| Subject | base route and point ladder (STAGES[...]["points"]): head, creature | head bust from a sphere |
| Purpose | concept: stop at S3 or S4, even quads suffice (tbQqC6tyDBQ 00:11:43); film or game: retopology before micro detail (Zp07GW3rND0 00:08:22); print: scenario-zbrush-pose-print | concept |
| Style | realistic: scenario-zbrush-character-creature; stylized: scenario-zbrush-stylized | neutral forms |
| Forms list | zs.Form center lines plus widths, from the brief and the domain skill's proportions | none: ask the domain skill |
Head width in model units (ref_width) | every brush size | model width in the front view |
| Views | front is measured [obj]; others need the live_04 convention | front |
Every pass: Scene.capture, plan (clay_pass, move_pass, crease_pass), preview_plan (look at it), run_plan, pass_report, zb_review.review, then name the ONE weakest item and fix it. Save a versioned ZTL at every gate.
Session. zb_launch.start(), neutral state (P1), calibration (P2). Every pass turns perspective (Draw:Perspective) and LazyMouse off: its radius swallows the start of a synthesized path (Pavlovich AdkZe1yKFTU 00:03:31). GATE: document zoom 1, calibration present or the v02 prior noted.
S0 base. One of: a sphere DynaMesh at 128 (about 43k points); a ZSphere armature (zsphere_code) with an Adaptive Skin at Density 1 or 2 and DynaMesh Resolution 0 (Pablo), then DynaMesh 64; primitives appended and placed with Geometry Position and Size (P3). GATE: the silhouette reads front and side; points within S0.
S1 primary blockout.
move_pass, remesh_due, then remesh_code, P16: Draw mode, mask cleared, polypaint off so polygroups survive, proof that it remeshed).clay_pass, preset clay_block); sockets as carve forms (sign=-1); TrimDynamic planes (preset="trim"). Symmetry on: plans cover the +X half.GATE: stage_gate("S1") passes; the sheet shows right proportions, every element present (G2o6fdoACIQ 00:02:50), big simple masses.
S2 primary refinement.
next_dynamesh_resolution) toward 400k to 800k points; creature: MergeDown the pieces (in place; MergeVisible makes a new Tool; its confirmation may block the bridge [verify], so ZTL first), DynaMesh 256.descent, P7); TrimDynamic on junk bumps.persp_snapshot_code.dial_code(..., expect_points=) refuses.GATE: clean shapes under Red Wax, no stretched faces, stroke marks falling.
Leave DynaMesh when the forms are settled and S3 needs levels, retopology is coming, or later big changes must survive detail. Henning's DynaMesh-only ladder to 648 suits a concept still: state which route and why. Levels (P11): versioned ZTL, Duplicate, ZRemesher the copy, Divide until projection_ready, then the toolkit's zb_ops.project_all(checkpoint=...), which carries the safe order (versioned save, StoreMT and a New Layer at the top level, PA Blur lowered, a gate, morph_repair); never re-implement it.
GATE: target points at least the sketch's, volume within 1 % [added], the sheet unchanged, eyes and mouth checked level by level (repair: scenario-zbrush-retopology-export).
S3 secondary.
level_for("secondary") (SDiv 2 or 3), then "refine" one level up at a time; big fixes return to level_for("big") = SDiv 1; the top level only for tertiary and layers.pattern="two_direction" on long masses; preset clay_secondary.GATE: mirror_asymmetry above zero, the mid band above S2, the sculpt reads at thumbnail size without detail.
S4 contrast. Dam_Standard along the creases (crease_pass), deeper than feels right (0PaYUUvgwYM 00:19:49); Standard at raised Z on lids, lips and brow edges (preset="standard"), blended with clay; fill_between two cuts. GATE: shape IoU against S3 of at least 0.98 [added]; crease depth varies along the line.
Hand off S5 and S6 to the domain skill with the P14 package.
| Value | Number | Relative to | Source |
|---|---|---|---|
| Scripted Z, clay | block 6, refine 2, finish 2; descent 6, 3, 2, 1 | expert Z times 0.3 pressure | Henning 00:04:58; digest derivation |
| Brush diameter | clay block 15 to 35 %, secondary 10 to 15 %, refine 3 to 8 %, Dam 3 to 7 %, Standard 1 to 2 %, Move design 60 to 90 %, Move local 10 to 15 % | head width in view (Draw Size is canvas pixels: zb_sculpt converts through ppu); clay kept within 0.5 to 1.0 of the form width | FlippedNormals frames; digest T1 |
| ClayBuildup | FreeHand, Focal -56, Alpha 06 or Off; Imbed 20, Roll Dist about 6 | Henning; Morten; Pablo frame 00:05:55 | |
| Dam_Standard | Dots, Focal -14, Zsub, Z 15 (33 for big cuts) | "ten below where it starts" | 0PaYUUvgwYM 00:18:42; TpS0QdlfHWU |
| Move / TrimDynamic | Focal 0, Z 51 / Focal -56, Z 43 lowered, Zsub | TpS0QdlfHWU frames | |
| Head point ladder | 43k sphere, 96k to 99k S1, 400k to 826k S2, 1.6M to 2.46M S3 and S4 | points | FlippedNormals frames |
| Creature ladder | skin 6k, pieces 28k to 43k (DynaMesh 64 to 128), merged 256 = 367k, SDiv 5 = 3.8M | points | Pablo tbQqC6tyDBQ frames |
| DynaMesh | points grow with resolution squared; limits: details safe in a 1024 cube, cap 2048 (about 24M polys) | bbox longest side; per SubTool | TpS0QdlfHWU ladder; DynaMesh doc |
| Divide, ZRemesher | x4 per level; target in thousands, 5 gave 4,963 | Pablo rArw79xEpvE 00:03:16 | |
| SDiv per operation | big moves 1; secondary 2 or 3; tertiary and layers top | levels of the stack | Pablo rArw79xEpvE 00:12:28, 00:14:16 |
| Projection | target points at or above the sketch's (745k vs 400k); FlippedNormals about 3M | VRisbJQAaZw 00:17:24; Zp07GW3rND0 00:01:02 | |
| Eye angle | 3 to 7 degrees outward each, about 5 | straight ahead | Costa j5XLtLMN0P8 00:29:10 |
| Pass gates | dead strokes up to 10 %; re-DynaMesh at 1.5 x edge cv; Polish drift 2 % | [added] |
pass_report after every pass (dead strokes, volume sign, view drift, pivot shift, settings not found); remesh_code(...)["ok"]; points against STAGES and the SDiv for the operation; stage_gate (budget, big Move above SDiv 1, shape IoU, asymmetry, bands); zb_audit.verdict(..., "sculpt"); remesh_due, Polish drift, projection_ready.references/critique.md. Never call a stage done without looking at its sheet.| Mistake | What it looks like | Fix |
|---|---|---|
| Expert Z as a script Z (ClayBuildup 20) | harsh ridges, one-stroke muscles | Z 6, calibrate, dial the pass |
| Clay dragged along the form | drawn grooves, no volume | clay_pass hatches across |
| Stroke starting off the model | strokes change nothing, the view may turn | plans clip to the canvas mask; re-capture |
| LazyMouse left on | stroke starts missing, short strokes dead | pass_spec default lazymouse=False |
| Smoothing marks away on skin | "semi smooth with details", volume loss | descent passes; Polish only low-res or at a lower SDiv |
| ClayBuildup over finished detail | lines and pores erased | Standard for edges; clay before detail |
| Dividing a DynaMesh | lumps, star poles | ZRemesher, Divide, project_all |
| Big Move at the top level | wonky lumps | level_for("big"), then back up |
| Re-DynaMesh with a mask on or in Move mode | nothing remeshes (the gesture only clears the mask) | remesh_code |
| DynaMesh with polypaint on | polygroups gone after the remesh | keep="groups" (Colorize off), or "polypaint": never both |
| Morph dial after a remesh or Divide | the target is gone | dial first; expect_points |
| Symmetry assumed after a SubTool change | the stroke lands on one side | it is per SubTool (Pablo RABWfzWNw0c 00:27:02): every pass sets it |
Brush:Smooth picked as the brush | nothing smooths (it only becomes the Shift brush) | Deformation Polish, lower SDiv |
| Mirror And Weld with LSym on, or the bad side as source | mirrors locally or copies the bad side | LSym off; Deformation Mirror first (9a9S1OcYHx4 00:09:35) |
stats(), last sheet, forms as JSON, calibration, gate): realistic S3 or S4 forms on levels to scenario-zbrush-character-creature; shape-language work and hair to scenario-zbrush-stylized; organic bases to scenario-zbrush-hard-surface; a finished sculpt to scenario-zbrush-retopology-export.Draw:Perspective (installed commands.xml); Transform:Persp does not exist (zs.PERSP_PATHS). PolyFrame is Transform: Pf.Brush:Dam_Standard does not resolve [v03]; zb_ops.select_brush("Dam_Standard") finds DamStandard.press_key does not work: Zsub replaces Alt, Deformation Polish replaces Shift, Masking buttons and Mask Changed Points [verify] replace Ctrl gestures.merge_undo is a stub): Morph Target or layer per pass, versioned ZTLs per stage.references/procedures.md: bridge code per step (P0 to P17) with its live test. Load before writing bridge code.references/expert-notes.md: the experts in depth and the disagreement table. Load when choosing between approaches.references/critique.md: per-stage rubric, AI-mesh judgment, stroke-plan review. Load at every gate.references/gui-paths.md: hotkeys, palette paths and brush settings (computer-use agent).references/sources.md: sources, credentials, URLs, timestamps.scripts/zb_sculpt.py: stages, presets, Scene, generators, calibration, pass execution, remesh, levels, review metrics. Tests: tests/code/zbrush-sculpting/ (offline passed; live not yet run in ZBrush).© 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-sculpting of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Zbrush Sculpting 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 Sculpting this skillscenario-labs/skills | 946 | — | ~5.3k | Automated safety check: Pass | MIT | |
| Form Fillingasgeirtj/system_prompts_leaks | 69k | — | ~400 | Automated safety check: Pass | CC0-1.0 | |
| Form Validationthedaviddias/Front-End-Checklist | 74k | — | ~633 | Automated safety check: Pass | MIT | |
| Organizationthedaviddias/Front-End-Checklist | 74k | — | ~609 | Automated safety check: Pass | MIT | |
| File Organizerdavila7/claude-code-templates | 33k | 7 repos | ~1.6k | Automated safety check: Pass | MIT | |
| Invoice Organizerdavila7/claude-code-templates | 33k | 12 repos | ~2.9k | Automated safety check: Pass | MIT |
asgeirtj/system_prompts_leaks
Fill out online forms (Google Forms, Typeform and similar) or PDF, Word and DocuSign forms; prepare a reviewable draft and get approval before submitting or sending.
thedaviddias/Front-End-Checklist
A skill your agent uses when reviewing templates, rendered HTML, or shared components related to Validate forms accessibly.
thedaviddias/Front-End-Checklist
A skill your agent uses when auditing structured data on a business or brand website homepage.
davila7/claude-code-templates
Intelligently organizes files and folders by understanding context, finding duplicates, and suggesting better organizational structures.
davila7/claude-code-templates
Automatically organizes invoices and receipts for tax preparation by reading messy files, extracting key information, renaming them consistently, and sorting them into logical folders.
trycompai/comp
A skill your agent uses when building forms - covers React Hook Form, Zod validation, and form patterns
scenario-labs/skills
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scenario-labs/skills
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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 an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary…. Scenario Zbrush Sculpting is an agent skill from scenario-labs/skills. Use when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary forms, choosing DynaMesh, Sculptris Pro or subdivision levels, or setting ClayBuildup, DamStandard, Move or TrimDynamic; when using masks, polygroups, Morph Targets or layers; or when scripted strokes miss, do nothing, come out too strong or leave marks, or a re-DynaMesh does nothing or loses polygroups.
Scenario Zbrush Sculpting fits situations like: an agent sculpts organic forms in ZBrush 2026 (sculpt a head; creature in ZBrush from a sphere; blocking primary and secondary forms; choosing DynaMesh.
Run `npx skills add scenario-labs/skills --skill scenario-zbrush-sculpting -a claude-code`. Or copy the skill folder (skills/dcc/zbrush/scenario-zbrush-sculpting in scenario-labs/skills) into .claude/skills/scenario-zbrush-sculpting in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-zbrush-sculpting -a codex`. Or copy the skill folder (skills/dcc/zbrush/scenario-zbrush-sculpting in scenario-labs/skills) into .agents/skills/scenario-zbrush-sculpting 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-sculpting -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-sculpting, .gemini/skills/scenario-zbrush-sculpting, .github/skills/scenario-zbrush-sculpting and .opencode/skills/scenario-zbrush-sculpting in your project.
Going by SKILL.md and its folder, Scenario Zbrush Sculpting 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 Sculpting is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.3k 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 23k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Zbrush Sculpting: Form Filling (asgeirtj/system_prompts_leaks, 69k stars), Form Validation (thedaviddias/Front-End-Checklist, 74k stars), Organization (thedaviddias/Front-End-Checklist, 74k stars) and File Organizer (davila7/claude-code-templates, 33k 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.