scenario-storyboards · git:20260822.5d7f7b4 · 2026-08-22 · sha256 742068a4d9ea2f40

scenario-storyboards git:20260822.5d7f7b4A

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---
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 framing, 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` |

A storyboard headed for animation stops at stage 4: approved panels become first frames for image-to-video (`scenario-video`), one clip per shot.

## Worked example: a six-panel comic page

1. Script the page as a table: panel, shot (wide, medium, close), action, dialogue. Dialogue is 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.
- 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, and check the schema's reference cap fits the cast before planning the scene.
- 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.