Character Rigging
calesthio/OpenMontage
Build data-driven 2D character rigs for local animation: parts, pivots, layers, constraints, views, and reusable rig packages.
A skill your agent uses when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines…
$ npx skills add scenario-labs/skills --skill scenario-zbrush-stylized -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-stylized --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-stylized .claude/skills/scenario-zbrush-stylized && 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-stylized" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-stylized into .claude/skills/scenario-zbrush-stylized/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-stylized", 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-stylizedType 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-stylized -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-stylized --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-stylized .agents/skills/scenario-zbrush-stylized && 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-stylized" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-stylized into .agents/skills/scenario-zbrush-stylized/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-stylized", 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-stylized -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-stylized --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-stylized .cursor/skills/scenario-zbrush-stylized && 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-stylized" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-stylized into .cursor/skills/scenario-zbrush-stylized/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-stylized", 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-stylized--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-stylized -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-stylized --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-stylized .gemini/skills/scenario-zbrush-stylized && 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-stylized" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-stylized into .gemini/skills/scenario-zbrush-stylized/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-stylized", 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-stylizedInstalls 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-stylized -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-stylized .github/skills/scenario-zbrush-stylized && 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-stylized" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-stylized into .github/skills/scenario-zbrush-stylized/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-stylized", 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-stylized -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-stylized --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-stylized .opencode/skills/scenario-zbrush-stylized && 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-stylized" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-stylized into .opencode/skills/scenario-zbrush-stylized/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-stylized", 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-stylizedA skill your agent uses when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines…
Scenario Zbrush Stylized is an agent skill from scenario-labs/skills. Use when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines, 70/30, silhouette read at a distance), exaggerating proportions on purpose, keeping stylized planes crisp through subdivision, sculpting stylized hair (chunky clumps, curve tube strands, ClayPolish), or designing a figure for toy production (articulation, wall thickness, scale).
Its SKILL.md is about 4.4k 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 Stylized loads about 4.4k tokens when it runs, and up to ~27k if it reads all its reference files. Until then it costs about 121 tokens; SKILL.md has 2,130 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). 2,130 words, ~4,381 tokens.
.claude/skills/scenario-zbrush-stylized/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert stylized work is anatomy simplified on purpose: real landmarks and proportions as the baseline, a few named exaggerations, and shape-language rules an agent can measure on a silhouette. Curves are the agent's best tool: strands, clumps, straps and scarf tails come from computed 3D paths, so a "tweak" regenerates a path instead of sculpting it. 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).
| Input | Changes | Default when the brief is silent |
|---|---|---|
| Purpose | game (loops, budget, rigged hair), collectible or toy (walls, parts, scale), concept or still | portfolio still |
| Reference | concept image, turnaround, style (Overwatch chunky, Disney round) | none: real baseline plus only the named exaggerations |
| Hair | strands (rigged or per-chunk retopology) or one sculpted mesh | sculpted mesh (Pablo) |
| Budget | triangles per hero and per hair version | none for stills; Blizzard's hero was 16k [unit ?] |
| Scale | print height or toy line (6 in, 3.75 in) | a 200 mm ruler SubTool anyway (Shane) |
| Symmetry | symmetric design or not | symmetric, then a deliberate asymmetry pass |
nose_third, brow to nose base over a third of the face, real 1.0; a heavy brow: brow depth; long shins: femur_tibia). Take each value from the concept; without one, push the named feature until it survives the 64 to 128 px thumbnail read, and record it. Write the three reads (Rakan): the silhouette idea, the secondary shapes that carry intent, the tertiary detail. Plan hair chunks and the part line.
GATE: every knob has a target and a reason.zb_review.review.
GATE: lineup() IoU under 0.85 between variants [added]; the chosen one reads at 64 to 128 px (squint()).head_checks and body_checks on subtool_boxes() pass, or each failure is a recorded deliberate break; head_taper() on a top render of the cranium alone; front and side ortho renders against the concept; a three-quarter perspective look render (zb_sculpt.persp_snapshot_code) for the eye sockets.remesh_code, scenario-zbrush-sculpting); cut planes with broad hPolish or TrimDynamic strokes (forgiving, so scripted strokes work); tuck forms into each other. ClayPolish works as a global planar filter [added for forms; Pablo uses it on hair].crease_planes (Groups By Normals, Crease PG, CreaseLvl), then Divide by level discipline (scenario-zbrush-sculpting P15). Creases are edge tags: any later DynaMesh or ZRemesher needs them again [added].
GATE: shape_language() on front, side and three-quarter silhouettes: no parallel pairs, straight fraction at most 0.25, noise at most 4 flips per 1000 px (defaults [added]); no band_breaks() break in the 45 to 55% band; no dips under MatCap Metal01 (Plouffe); after Divide the creased borders stay crisp in a grazing view.lay_strands with sides=0 (Curve Flat, Pavlovich) or 4 for a strap; paths from march_strand with gravity, bent into an S.classify_polyline); no parallel tails (strand_report).roots_along the part line and hairline, directions_away from the part, plan_strands with alternating C and S bends and vary() lengths; draw it with overlay_paths on front, right and top renders and look at it (Pablo polypaints chunks; Dan paints sections on the concept).scalp_shell; fat CurveTubes per chunk, DynaMesh a few hundred to fuse; one stroke_from_view ClayBuildup stroke per clump from its best_view (sculptris=True); Dam_Standard Zsub along each crevice_path; rebalance; finish_hair.strand_mesh_report; mirror a parted style after.
GATE: the plan shows no parallel neighbors and designed kinds read in the right and top views; hair reads at a squint; the five review views (top shows the parting) under two MatCaps show no gaps or clipping; rest areas stay calm.value_check): no pure black or white, strongest contrast at the face; before color, only darker lashes and pupils.toy_scale (height / 12 plus 4% for 6 in; / 18 for 3.75 in);feature_check of strands and thin forms at print scale (1 mm walls, 0.5 mm trimmed edges);| Value | Relative to | Source |
|---|---|---|
| knee at half the leg; hands at mid-thigh; jaw corner at 0.5 of head depth | real baseline for knobs | Shane |
| eye line 0.5 of head height; face thirds equal within about 5% of head height | real head | Anatomy For Sculptors (character digest) |
| outer canthus behind inner by at least 0.10 of head depth | starting threshold | stylized digest [added] |
| head sides from the top: taper (narrow / wide width) at most 0.95; side sag at least 0.01 of depth | head_taper defaults | Shane rule, thresholds [added] |
| 70/30, never 50/50; flag 0.45 to 0.55 | break position along a span | Rakan; band [added] |
| blockout = 90 to 95% of the low poly; 16k hero budget incl. two hairstyles | game character | Rakan |
| hair DynaMesh: 128 shell; 440 blocking; 1416 refined; 1032 to 1784 detailing; re-DynaMesh at 2.4M to 2.6M points | Pablo's head, his machine | Pablo frames |
| Deformation Polish 2; ClayPolish Max 25, Min 0, Sharp 0, Soft 0, RSharp and RSoft about 5 | finishing | Pablo frame |
| Curve Tube Brush Modifier 20 default, 4 square, 0 flat; Z Intensity 34 flattens | tube profile | IMM doc, Pavlovich |
| strand about 3 to 4 polygons across | game strand | Dan frame |
| 1 mm wall (0.85 flagged), 0.5 mm edge, 0.12 mm fit offset, elbow 115 degrees | toy production | Bennett |
head_checks and body_checks pass or are deliberate; head_taper on the top view; split_check on the brow line, scarf band and part; shape_language flags empty on three silhouettes; no 50/50 band_breaks; lineup IoU; strand_report without parallel pairs and with designed kinds per view; strand_mesh_report with one shell per strand and faces within budget; points after every DynaMesh; feature_check in mm for toys.zb_review.review under MatCap Gray plus Metal01 (dips) or another MatCap (hair gaps, Dan); squint at 64 and 128 px; annotate_shape; the plan overlay before hair is laid; the perspective look for appeal; top view for the parting and head sides; the back of the head finished too.| Mistake | Looks like | Fix |
|---|---|---|
| Uniform exaggeration | every feature big, nothing reads | one or two named knobs; the rest at baseline |
| Eye corners on one plane | flat mask face from the top | pull the outer canthus back (canthus_recess) |
| Parallel head sides, or a flat side plane | boxy or balloon cranium from the top | clip the sides, keep an arc (head_taper) |
| Planes lost after Divide | mushy, rounded stylized planes | crease_planes after ZRemesher, before Divide |
| Parallel limb or strap edges | tube legs, boring pants | flare the top, taper the bottom |
| 50/50 splits | scarf or belt exactly mid-span | move to 70/30 (split_check) |
| Detail everywhere | noisy contour, no rest | keep calm zones (Pablo, Rakan) |
| Hair as one lump or thousands of strands | no chunks at a squint | plan the big chunks first, then one strand or clump each |
| Strands pushed and smoothed by strokes | soft, kinked strands | regenerate the path and re-lay; Dan never smooths strands |
| ClayPolish mask left on | the next brush "does nothing" | finish_hair clears the mask |
| Toy with flyaways or touching fingers | breaks, won't release from the mold | fuse, separate, check at 1 mm |
stats(), review sheet); cloth drapes and realistic anatomy from scenario-zbrush-character-creature.LightBox/Brushes.curves_to_ui alone may not build the mesh (Maxon's example): live_01 measures the apply and the axis mapping.Draw:Perspective (installed commands.xml, no Transform:Persp); PATHS tries the installed ids first. The Gizmo is the default and Local Symmetry follows it. Cmd+W quits ZBrush on macOS.references/procedures.md: bridge code per stage. Load before running anything.references/expert-notes.md: principles by expert with timestamps; disagreements and deciding conditions.references/critique.md: the self-review rubric.references/gui-paths.md: palettes, brushes, settings, hotkeys (computer-use agent).references/sources.md: sources, credentials, URLs, timestamps.scripts/zb_stylized.py: the module; reach its ZBrush side with zb_stylized.call(), not zb_launch.call. Tests: tests/code/zbrush-stylized/.© 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-stylized of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Zbrush Stylized 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 Stylized this skillscenario-labs/skills | 946 | — | ~4.4k | Automated safety check: Pass | MIT | |
| Character Riggingcalesthio/OpenMontage | 66k | — | ~460 | Automated safety check: Pass | MIT | |
| Agent Collective Intelligence Coordinatorruvnet/ruflo | 74k | 2 repos | ~1k | Automated safety check: Pass | MIT | |
| Collection Digestoutline/outline | 41k | — | ~498 | Automated safety check: Pass | Custom licence | |
| Test Scenariosphuryn/pm-skills | 27k | — | ~866 | Automated safety check: Pass | MIT | |
| SVG Character Animationcalesthio/OpenMontage | 66k | — | ~421 | Automated safety check: Pass | MIT |
calesthio/OpenMontage
Build data-driven 2D character rigs for local animation: parts, pivots, layers, constraints, views, and reusable rig packages.
ruvnet/ruflo
Agent skill for collective-intelligence-coordinator - invoke with $agent-collective-intelligence-coordinator
outline/outline
Summarize what changed in an Outline collection since a date; use when the user asks what is new, what was updated, or wants a digest of recent documents.
phuryn/pm-skills
Create comprehensive test scenarios from user stories with test objectives, starting conditions, user roles, step-by-step actions, and expected outcomes.
calesthio/OpenMontage
Animate SVG character rigs with GSAP, CSS transforms, Remotion frame control, and HyperFrames-compatible browser previews.
calesthio/OpenMontage
Review local character animation with schema checks, Playwright browser previews, frame sampling, and FFmpeg/ffprobe final output checks.
scenario-labs/skills
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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
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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 stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines…. Scenario Zbrush Stylized is an agent skill from scenario-labs/skills. Use when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines, 70/30, silhouette read at a distance), exaggerating proportions on purpose, keeping stylized planes crisp through subdivision, sculpting stylized hair (chunky clumps, curve tube strands, ClayPolish), or designing a figure for toy production (articulation, wall thickness, scale).
Scenario Zbrush Stylized fits situations like: sculpting a stylized; cartoon character; toy in ZBrush (Overwatch; judging shape language (S and C curves.
Run `npx skills add scenario-labs/skills --skill scenario-zbrush-stylized -a claude-code`. Or copy the skill folder (skills/dcc/zbrush/scenario-zbrush-stylized in scenario-labs/skills) into .claude/skills/scenario-zbrush-stylized in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-zbrush-stylized -a codex`. Or copy the skill folder (skills/dcc/zbrush/scenario-zbrush-stylized in scenario-labs/skills) into .agents/skills/scenario-zbrush-stylized 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-stylized -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-stylized, .gemini/skills/scenario-zbrush-stylized, .github/skills/scenario-zbrush-stylized and .opencode/skills/scenario-zbrush-stylized in your project.
Going by SKILL.md and its folder, Scenario Zbrush Stylized 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 Stylized is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.4k 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 23k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Zbrush Stylized: Character Rigging (calesthio/OpenMontage, 66k stars), Agent Collective Intelligence Coordinator (ruvnet/ruflo, 74k stars), Collection Digest (outline/outline, 41k stars) and Test Scenarios (phuryn/pm-skills, 27k 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.