Generate DOCX, PDF, and HTML from Markdown through separate, observable conversion steps. The workflow replaces problematic characters for PDF output, captures error messages, and switches PDF engines when needed to troubleshoot document generation failures.
- Export one Markdown document to DOCX, PDF, and HTML
- Investigate unclear document conversion errors
- Replace special characters before PDF conversion
HKUDS/OpenSpace☆ 7.8KUpdated Aug 13, 2026
Create game images, transparent PNGs, textured 3D models, animated humanoids, sound effects, and voice lines using local GPU tools. Paid API options extend production to assets such as music and animated sprites.
- Creating transparent character and item images
- Building textured 3D characters and props
- Adding character movement and lip-synced speech
htdt/godogen☆ 7.2KUpdated Oct 16, 2026
Create flat SVG illustrations of long-legged people in design and coding scenes. Large black shapes, bright colors, and consistent poses give onboarding screens, error pages, and marketing cards a shared visual style.
- Illustrations for onboarding screens
- Character art for error pages
- Cards showing design and coding work
MengTo/Skills☆ 6.9KUpdated Oct 18, 2026
Create flat SVG illustration cards featuring one expressive person and one main prop. A defined palette, character proportions, reusable drawing parts, and visual checks help keep error pages, onboarding screens, and marketing illustrations consistent.
- Illustrate 404 pages and error messages
- Create artwork for empty states and onboarding
- Draw coming-soon cards with a person and a prop
MengTo/Skills☆ 6.9KUpdated Oct 18, 2026
Create SVG illustrations, a scalable vector image format, with thick navy outlines, vivid colors, and chunky depth. Combine a cartoon character with overlapping props for product screens and marketing cards, then render, review, and refine the artwork.
- Illustrating 404 and error pages
- Creating onboarding illustrations
- Designing blog header artwork
MengTo/Skills☆ 6.9KUpdated Oct 18, 2026
Give bland interfaces more visual character through typography, color, layout, spacing, and motion. Shape a clear focal point around the brand and audience while checking readability, accessibility, performance, and ease of use.
- Giving a bland page more visual character
- Creating a stronger focal point for key content
- Reworking typography and color to fit a brand
fengshao1227/ccg-workflow☆ 5.9KUpdated Oct 19, 2026
Review English and Chinese empirical papers for formulaic language and claims that overstate the evidence. Supports revisions that preserve numbers and citations, checks bilingual consistency, and includes tools for inspecting invisible characters and file metadata.
- Revising formulaic language in English or Chinese empirical papers
- Checking whether claims match tables and citations
- Aligning claims in Chinese text and an English abstract
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4.7KUpdated Oct 19, 2026
Plan and write long novels or serialized fiction, from worldbuilding and characters to chapter drafts. Store plot facts, character states, and foreshadowing in files to support consistent continuation across chapters.
- Develop a novel from a single idea
- Continue a serial using established story facts
- Track foreshadowing and character changes
ZJU-REAL/Easel☆ 3.9KUpdated Oct 20, 2026
Create an AI drama series from story planning and episode scripts through animated shots, character voices, subtitles, music, and finished videos. Shared character references and voice assignments help maintain continuity across shots and episodes.
- Planning a short drama series
- Keeping character appearances and voices consistent
- Producing episodes with dialogue and subtitles
ZJU-REAL/Easel☆ 3.9KUpdated Oct 20, 2026
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
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gamedev-skills/awesome-gamedev-agent-skills☆ 1.8KUpdated Oct 9, 2026
Dialogue writing and revision for screen and stage (对白/台词/潜台词) — merged from Robert McKee's Dialogue (dialogue as action, said/unsaid/unsayable, exposition as ammunition, beat = action/reaction gerunds, flaws of credibility/language/content/design, character-specific vocabulary and grammar, seven scene analyses), Richard Walter (economy, subtext, argument, no small talk, no parentheticals, silence), Neill Hicks (listening, on-the-nose exceptions, energy, five-step exercise), Lu Jun (语言要美; 典雅美/通俗美, 对话三要求 动作性/性格化/潜台词), Lajos Egri (dialogue born of three-dimensional character, escalation), Blake Snyder (cover-the-names test), and screwball-comedy dialogue conventions. Use when writing or polishing dialogue, fixing on-the-nose or expository lines, giving each character a distinct voice, converting a two-hander into a trialogue, writing comedy exchanges, or cutting speeches. Chinese-opera lyrics (戏曲唱词) are in sw-chinese-opera-banqiang, not here.
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jtydhr88/screenwriting-skills☆ 1.7KUpdated Oct 3, 2026
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.
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scenario-labs/skills☆ 1.1KUpdated Oct 20, 2026
Use when one look must hold across Scenario generations: one character across scenes, a turnaround, or a video animated from its references, one product across angles, one style across icon sets, a character from an uploaded drawing, a variant off an approved baseline, or deciding when references stop scaling and a trained model is due. Triggers: make this match, same character, on-model, reference to video, style reference. Keywords: consistency, identity, control map, seed, LoRA.
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scenario-labs/skills☆ 1.1KUpdated Oct 20, 2026
Train a character/identity LoRA locally on FLUX.1-dev via the comfyui-mcp train_* tools (GPU Docker + ostris ai-toolkit). Use when the user wants to train a LoRA of a person/character from their photos on the local GPU. Covers dataset prep, launch, monitoring, and using the result in ComfyUI. For WAN/Z-Image training via the ai-toolkit UI see ai-toolkit-trainer.
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artokun/comfyui-mcp☆ 844Updated Oct 19, 2026
Create a persistent HeyGen avatar — a reusable face + voice identity for the agent, the user, or any named character — powered by HeyGen Avatar V technology. Prompt-based creation by default (description → HeyGen builds it); photo upload is optional for real-person digital twins. Use when: (1) giving the agent a face + voice so it can present videos ("bring yourself to life", "create your avatar", "give yourself an avatar", "design a presenter", "set up an avatar", "let's make an avatar"), (2) the user wants to appear in videos as themselves ("create my avatar", "I want my face in a video", "digital twin of me", "build me an avatar"), (3) building a named character presenter ("create an avatar called Cleo", "design a character named X"), (4) establishing HeyGen identity before making videos — the correct FIRST step when no avatar exists yet. Chain signal: when the user says both an identity/avatar action AND a video action in the same request ("create an avatar AND make a video", "set up identity THEN create a video", "design a presenter AND immediately record"), run heygen-avatar first, then heygen-video. Returns avatar_id + voice_id — pass directly to heygen-video to create HeyGen videos. NOT for: generating videos (use heygen-video), translating videos, or TTS-only tasks.
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heygen-com/skills☆ 506Updated Jul 15, 2026
Fix JavaScript regex failures when matching CJK (Chinese/Japanese/Korean) text using \b word boundaries. Use when: (1) Regex pattern with \b silently fails to match Japanese, Chinese, or Korean text, (2) Pattern works for Latin/ASCII text but not CJK, (3) hasDriverLicenceCue or similar text-detection function returns false for CJK input despite correct characters, (4) inferIssuerFromTitleText or pattern-matching functions fail on non-Latin scripts. Root cause: JavaScript \b only recognizes [a-zA-Z0-9_] as "word characters" — CJK characters are classified as \W (non-word), so \b before/after CJK always sees a non-word/non-word boundary and fails to match.
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divinevideo/divine-mobile☆ 266Updated Oct 20, 2026
Production guidance for reusable layered 2D character rigs in browser-rendered and video media. Use for SVG hierarchies, pivots and constraints, FK/IK planning, pose and facial libraries, acting, cycles, deterministic handoff, crop variants, and rig QA; not for character concept continuity, 3D armatures, or motion-capture solving.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" mentioned.
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omer-metin/skills-for-antigravity☆ 169Updated Jan 22, 2026
Use when the user wants to turn a static scene, character images, aerial map, drawn path, or route-control image into an immersive first-person FPV AI video prompt, especially Seedance/Kling/Runway/Veo style one-shot videos with numbered stop markers, red-line path control, world-map flythroughs, camera route planning, variable character counts, non-human POVs such as drones, pets, robot vacuums, character references, timed interactions, dialogue, spatial audio, and negative constraints.
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zhouwei713/fpv-immersive-video-prompting☆ 94Updated Jun 10, 2026
This skill should be used when the user asks to "make an ASCII animation", "build a terminal/CLI intro or loader", "convert an image or video to ASCII art", "add an ASCII shader/post-effect to a canvas or Three.js scene", "create retro/hacker text-character motion", or "animate text characters with a brightness ramp". Covers generative ASCII fields, image/video/3D-to-ASCII, and animated character art for both web and terminal.
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iart-ai/web-animation-skills☆ 47Updated Jun 22, 2026
Director-level AI art prompt creation for Eastern beauty series, including Eastern fantasy / gu feng Chinese beauty character art, classical Eastern beauty, realistic and modern Eastern beauty, Cosplay展会摄影 / official convention cosplay photography with AAA game character campaign and Vogue editorial quality, 古风闺蜜 / AncientFemaleCompanionship two-person ancient Chinese female companionship photography, 东方美学图鉴 / 小红书图鉴 cover and content systems for 四大美人、四大才女、十二花神、东方神女、敦煌飞天、朝代服饰、东方器物、东方神话, 甜系纯欲生活写真 / SweetHomeGirl lifestyle portraits built around realism, feminine charm, romantic feeling, story moment, and natural attraction, new-Chinese-style fashion editorials, magazine portraits, worldbuilding, mythic role design, costume/styling systems, cinematic composition, lighting, negative prompts, and model-specific prompt variants. Use when the user asks for 东方美人, 东方审美, 东方美学图鉴, 小红书图鉴, 图鉴封面, 图鉴正文, 四大美人, 四大才女, 十二花神, 东方神女, 敦煌飞天, 朝代服饰, 东方器物, 东方神话, Cosplay展会摄影, coser, Coser, 漫展摄影, 展会摄影, ChinaJoy, Bilibili World, Tokyo Game Show, 游戏展台, 官方展会摄影, AAA游戏角色Cosplay, 古风闺蜜, AncientFemaleCompanionship, Ancient Female Companionship, 闺阁夜话, 姐妹古风写真, 古代闺阁生活, 灯下梳发, 共读, 夏夜纳凉, 守夜, 江南同行, 湖亭共伞, 山寺同行, 灯会夜游, 柔美, 妩媚, 成熟, 优雅, 高贵, 清冷, 温婉, 英气, 神性, 慵懒, 东方幻想, 古风美女, 古典东方美人, 宋韵, 唐宫, 江南, 洛神, 青瓷, 昆曲, 国风人物, 汉服女子, 写实东方美人, 现代东方审美, 新中式, 东方高级感, SweetHomeGirl, 甜系纯欲生活写真, 甜系纯欲, 甜美女友感, 真实女生, 自然抓拍, 故事感, 女友视角, lifestyle girlfriend portrait, 仙侠/武侠/宫廷/江南/敦煌风 AI 绘画提示词, image prompt optimization, style word expansion, character series concepts, or prompt packs for Midjourney, Stable Diffusion, ComfyUI, DALL-E, Gemini, Seedream, or other image generation tools.
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Litreily/codex-skill-eastern-beauty-director☆ 33Updated Jul 3, 2026
Use this skill when the user wants a Chinese adult-oriented turn-based text GalGame GM with harem formation, freeform narrative roleplay, natural-escalation yellow-fiction text adventure, multi-character relationship drama, story memory, or novel export. Trigger on requests for 后宫养成, 后宫, 养成, 多女主, 多男后宫, 黄色爽文, 自然流YY文字游戏, 成人向文字冒险, 回合制文字冒险, GalGame, 后宫互动, 逐步升温剧情, 暧昧开局, 自定义身份卡, 文档记忆, 小说导出, 女性向剧情, or any Chinese freeform narrative game where the user wants adult consenting characters, gradual escalation, strong character routes, and long-running continuity.
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ruijayfeng/velvet-ascent-skill☆ 28Updated Jul 13, 2026
Generate fantasy character names in zh-TW with original spelling and etymology, across human, elf, dwarf, orc/beastfolk, and halfling naming traditions. Use when the user needs a name for a character, NPC, party member, villain, shopkeeper, or monster, asks to think of, suggest, or rename such a character, names entities for a MUD/TRPG/game world or worldbuilding document, or writes lore, quests, presets, or seed data that require in-world personal names.
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jim60105/copilot-prompt☆ 22Updated Oct 16, 2026
Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.
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IdoCohen560/claude-unity-game-studio☆ 22Updated Jul 8, 2026