Browse, inspect, and pick reusable CAD parts with the Bits & Bolts plugin.
日本語の概要は準備中です。原文の説明を表示しています。
上記に当てはまらないスキル(1.5万 件)
Browse, inspect, and pick reusable CAD parts with the Bits & Bolts plugin.
日本語の概要は準備中です。原文の説明を表示しています。
Create and localize App Store in-app events, upload event media, and submit or recover event review submissions with asc. Use when managing in-app events, event card or details page assets, or event-specific submission errors.
日本語の概要は準備中です。原文の説明を表示しています。
Set territory-specific pricing for subscriptions and in-app purchases using current asc setup, pricing summary, price import, and price schedule commands. Use when adjusting prices by country or implementing localized PPP strategies.
日本語の概要は準備中です。原文の説明を表示しています。
Resolve App Store Connect IDs (apps, builds, app and digital-goods versions, groups, testers) from human-friendly names using asc. Use when commands require IDs.
日本語の概要は準備中です。原文の説明を表示しています。
Triage TestFlight crashes, beta feedback, and performance diagnostics using asc. Use when the user asks about TF crashes, TestFlight crash reports, beta tester feedback, app hangs, disk writes, launch diagnostics, or wants a crash summary for a build or app.
日本語の概要は準備中です。原文の説明を表示しています。
Track build processing, find latest builds, and clean up old builds with asc. Use when managing build retention or waiting on processing.
日本語の概要は準備中です。原文の説明を表示しています。
从微信聊天记录创建前任的数字人格 Skill
日本語の概要は準備中です。原文の説明を表示しています。
Zhimin Liu(유지민 / Karina),女 23-27,分手,白羊☀,ISFP 3w2,回避型依恋
日本語の概要は準備中です。原文の説明を表示しています。
Use for focused review of a Neva pull request, branch, diff, or patch.
日本語の概要は準備中です。原文の説明を表示しています。
Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.
日本語の概要は準備中です。原文の説明を表示しています。
Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.
日本語の概要は準備中です。原文の説明を表示しています。
Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.
日本語の概要は準備中です。原文の説明を表示しています。
Use when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps without a mouse, tune WorldEnvironment, tonemapper (AgX, ACES, Filmic), glow, fog, volumetric fog and god rays, shadows and shadow acne, quality presets for PC and phones, Compositor post effects, or when 'my scene looks flat', 'too dark indoors', 'light leaks', 'lightmap is black', 'looks different on mobile'.
日本語の概要は準備中です。原文の説明を表示しています。
Use when explicitly asked to handle a pull request in the Scenario skills repository, including review comments and skill validation.
日本語の概要は準備中です。原文の説明を表示しています。
Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold.
日本語の概要は準備中です。原文の説明を表示しています。
Use 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, EEVEE vs Cycles settings, light leaks or noise, flat or muddy renders, subject not standing out, AgX/ACES color management, render passes, EXR, light groups, bloom and vignette in the 5.x compositor, rule of thirds and value checks, toon/NPR looks, or judging a render like a lighter.
日本語の概要は準備中です。原文の説明を表示しています。
Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.
日本語の概要は準備中です。原文の説明を表示しています。
Use when grooming hair or fur in Maya with XGen (Interactive Groom splines or legacy descriptions): scalp hair, eyebrows, eyelashes, fur, guides, clumps, noise, parting, density maps, a fill layer, aiStandardHair shading, noisy or flickering hair renders, hair that must move (Linear Wire, nHair, Alembic caches), or a groom for Unreal (groom Alembic, cards). Also when XGen hair looks CG, clumps look uniform, the scalp shows through, or an XGen script fails.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised.
日本語の概要は準備中です。原文の説明を表示しています。
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, Dam_Standard, 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.
日本語の概要は準備中です。原文の説明を表示しています。
Use when posing a sculpt or preparing it for 3D printing in ZBrush: "pose this character", Transpose Master, TPoseMesh, Gizmo posing with masks, ZSphere rig, Proxy Pose, weapon in the hand, stretching after posing, "3D print this", 1/6 scale statue, miniature, resin or FDM, hollowing, wall thickness, drain holes, keys and pins, cutting into parts, 3D Print Hub, Scale Master, Decimation Master, STL or 3MF, size in millimeters.
日本語の概要は準備中です。原文の説明を表示しています。
Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.
日本語の概要は準備中です。原文の説明を表示しています。
Use when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All, rebuilding subdivision levels, UV Master or native unwrap, normal and displacement maps with Multi Map Exporter, GoZ, OBJ or FBX export, scale and axes, Decimation Master, "clean up an AI mesh in ZBrush"), or when detail is lost after ZRemesher, a map is upside down or an export arrives at the wrong size.
日本語の概要は準備中です。原文の説明を表示しています。