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cccskills

その他のスキル

上記に当てはまらないスキル(1.5万 件)

価格や並び順で絞り込む

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

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。

scenario-labs/skills1,0842026年10月21日 更新

Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently 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。

scenario-labs/skills1,0842026年10月21日 更新

iterate-pr

Sentry 公式無料

Iterate on a PR until actionable CI passes and high/medium review feedback is addressed. Use for PR CI failures, review feedback, or green-check loops; do not wait for human approval, draft status, or merge gates.

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。

getsentry/skills1,0812026年10月20日 更新

commit

Sentry 公式無料

Use for every request to commit changes or draft a commit message. Creates Sentry-style conventional commits with issue references.

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。

getsentry/skills1,0812026年10月20日 更新

skill-writer

Sentry 公式無料

Create, synthesize, and iteratively improve agent skills following the Agent Skills specification. Use when asked to "create a skill", "write a skill", "synthesize sources into a skill", "improve a skill from positive/negative examples", "update a skill", or "maintain skill docs and registration". Handles source capture, precision passes, authoring, registration, and 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。

getsentry/skills1,0812026年10月20日 更新

pr-writer

Sentry 公式無料

Create or refresh reviewer-facing PR titles and descriptions. Use when opening a PR, updating its title or body, or preparing branch changes for review.

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。

getsentry/skills1,0812026年10月20日 更新

ALWAYS invoke this skill when the user asks about work done outside this session - "check work", "check the others", "check other sessions" - or to accept one: "the session is done, check it", "can we merge it" - in any language. You are the receiving party: treat the report as a claim, verify each part against machine state, name every gap between claimed and true. Verified-ready work merges in the same pass. End with what is left, one next step, and any reply another session needs, ready to paste.

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。

kharmanskyi/open-steps1,0752026年10月6日 更新

ALWAYS invoke this skill when work wraps up or the user asks how it went - "done or not", "are we done", "what happened", "report", "what's the status of this ticket" - in any language, and when a Stop hook asks for a session report. Produces a ten-line plain- language report: a lead, a checkmark table, and a verdict - fully done, anything needed from you, new debt, safe to close. Every "yes" names its proof; unverified says "not checked". Saves the report so the next session starts from it instead of re-exploring the repo.

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。

kharmanskyi/open-steps1,0752026年10月6日 更新

Base rules for end users calling NVIDIA cuOpt (routing/LP/MILP/QP/install/server). Not for cuOpt internals — use cuopt-developer for those.

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。

NVIDIA/cuopt1,0742026年10月22日 更新

Trace, complete, and interpret the Pareto frontier across competing objectives using repeated single-objective cuOpt solves (weighted-sum and ε-constraint).

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。

NVIDIA/cuopt1,0742026年10月22日 更新