Catalogskills.sh · scenario-labs

scenario-storyboards

Use when a story must unfold across a sequence of Scenario images: a comic page or strip, manga or webtoon panels, a children's storybook, a film, game, or ad storyboard, animatic pre-viz frames, or any shot list where the same characters and world must persist from panel to panel and dialogue must stay legible. Keywords: storyboard, comic, panel, sequential art, storybook, shot list, pre-viz, animatic, scene to scene, character consistency.

Review advisedVerified hub484 installs

Savant verdict: Review advised

Security analysis or source-hub review identified patterns requiring attention.

Live evaluation

Not evaluated yet. Workspaces can request a live evaluation.

Security assessment

Scan pending.

Structure

  • The source hub's security checks flagged this skillSnyk: warn (Risk: MEDIUM · 1 issue)

SKILL.md

---
name: scenario-storyboards
description: "Use when a story must unfold across a sequence of Scenario images: a comic page or strip, manga or webtoon panels, a children's storybook, a film, game, or ad storyboard, animatic pre-viz frames, or any shot list where the same characters and world must persist from panel to panel and dialogue must stay legible. Keywords: storyboard, comic, panel, sequential art, storybook, shot list, pre-viz, animatic, scene to scene, character consistency."
license: MIT
---

# Scenario Storyboards and Comics

## Overview

Asked for a comic page, an agent prompts one model for "a page with six panels" and gets a page it
cannot fix: uneven panel geometry, a hero whose face changes between cells, dialogue rendered as
garble. The unit of generation is the panel, never the page. Script first, lock the cast, one
`model_run` per panel anchored to the same references, letter in post, assemble the page last.
Connection and the core loop: see the `scenario` skill. Character lock: `scenario-consistency`.
Per-model image contracts: `scenario-image`. Lettering: `scenario-text-overlay`. 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.

## Quick reference

| Stage             | Do                                                                                                                                          |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
| 1. Script         | A beat table before any generation: per panel, the shot size and angle, the action, the setting, the dialogue                               |
| 2. Cast and style | One approved hero image per character plus a style pick (`search` with `query="comic"` surfaces style LoRAs); write each baseline           |
| 3. Panels         | One `model_run` per panel: byte-identical baselines plus that panel's clause, references wired per the schema                               |
| 4. Review         | `jobs_wait`, then check identity panel over panel before lettering                                                                          |
| 5. Letter         | Dialogue, captions, and sound effects as `scenario-text-overlay` cards composited onto text-free art                                        |
| 6. Assemble       | Page layout and contact sheets: layer composition in `scenario-video-assembly` (Image Studio), or the grid tool in `scenario-image-editing` |

Label the panels the way a shot list does, in that order: number, shot size, angle, lens or camera
move, then the action with each character's frame side and facing. Arrange them as coverage rather
than a row of pictures: open on a master that establishes the geography, hold one side of the axis
so screen direction never flips, climb the size ladder as tension rises, and punctuate with an
insert or a reaction.

A storyboard headed for animation stops at stage 4. Approved panels become first frames for
image-to-video (`scenario-video`), one clip per shot, when each shot stands on its own. When the
movement itself has to carry across the cuts, animating panels independently resets the performance
at every one: that sequence belongs in the `scenario-seedance-storyboard` skill, which chains each
shot's exit pose to the next shot's entry.

## Worked example: a six-panel comic page

1. Script the page as a table: panel, shot size and angle, lens or camera move, action, dialogue and
   captions. The action column holds only what a camera sees: a thought, a smell, or backstory
   renders as nothing, so it becomes visible evidence or a caption. Dialogue and captions are
   written down here, never prompted into the art.
2. Cast lock: generate or upload the hero and iterate until approved; unattended, the script's own
   character description stands in for the approval, so take the candidate that matches it and
   continue. `asset_display` the hero and write its baseline enumeration (geometry, costume, palette
   by name or hex) per `scenario-consistency`.
3. Style: `search` with `target="models"`, `query="comic"`, `public=true`; the public catalog
   carried comic-style LoRA hits at authoring time. Confirm the pick with the user (unattended, take
   it from the task instructions, else the first result in returned order), then `model_schema_get`
   it for the reference field's name, cap, and cardinality. No reference field that fits the cast?
   Capabilities may advertise adapters the schema never exposes; the schema wins. Keep the pick for
   hero generation and `recommend` a reference-capable model for the panels, restating the style
   line in every prompt.
4. Six `model_run` calls. Each prompt is the style line, the character baseline, and the setting
   line (location, time of day), all byte-identical across the panels that share them, plus that
   panel's clause (shot, action), plus "clean art, no lettering, no speech bubbles". A dropped
   setting line breaks continuity the same way a dropped baseline breaks identity. Wire the hero
   reference as the schema says: an array only under `array: true`. A batch-count field repeats one
   prompt, so it cannot carry per-panel clauses.
5. `jobs_wait` on the six jobs, re-calling with `pending_job_ids`. Review each panel against the
   hero; fix drift by tightening that panel's enumeration and re-running from the baseline, never by
   chaining from a neighboring panel.
6. Letter with `scenario-text-overlay`, composite the cards as layers, assemble the page, then file
   panels and page in a collection (`scenario-asset-analysis`).

## Common mistakes

- Generating a page in one run: panels from a single prompt cannot be regenerated one at a time, so
  one bad panel costs the whole page.
- Prompting dialogue: generated lettering drifts and garbles; keep the art text-free and letter in
  post.
- Chaining panel to panel: feeding panel three panel two's output compounds drift; anchor every
  panel to the same approved hero.
- Writing "same character as before": there is no memory between calls; restate the full baseline
  every time.
- Carrying a lasting change (a new costume from panel four on) as a per-panel clause against the old
  hero: the reference pulls the old costume back. Generate a second hero from the first with the
  change described, approve it, rewrite the baseline, and anchor the later panels to it.
- Animating unapproved panels: image money is cheap, video money is not; gate the expensive stage
  the way `scenario-video-ads` prices its board first.
- Merged characters: with several heroes in one panel, state each reference's role in the prompt,
  check the schema's reference cap fits the cast before planning the scene, and keep extras generic
  and unnamed; only cast that must stay recognizable gets a baseline and a slot.
- Abandoning a moderation-blocked action beat: providers can reject a weapon or fight panel
  (`moderation_blocked`); soften that panel's clause, de-emphasizing the weapon, and re-run from the
  baseline.