Expert in business model design - the architecture of how a company creates, delivers, and captures value. Covers business model canvas, revenue model selection, value chain design, and business model innovation. Knows when to copy proven models and when to innovate. Use when "business model, revenue model, how to monetize, unit economics, value proposition, business model canvas, business model innovation, " mentioned.
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omer-metin/skills-for-antigravity☆ 169Updated Jan 22, 2026
Index and entry point of the Pixi'VN skill set — start here for any task on a @drincs/pixi-vn project, then follow the skill map to the right skill (narration, canvas, characters, assets, sound, storage, saves, history, ui, minigames, testing, migration). Use when setting up a new or existing project, wiring the main.ts entry point, or calling the top-level Game API (Game.init, Game.start, Game.onEnd, Game.addOnError, Game.onNavigate, Game.clear) — every Pixi'VN project needs this before touching canvas, narration, sound, storage, or history.
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DRincs-Productions/pixi-vn☆ 152Updated Oct 21, 2026
ショーリール品質(Behance / OFFF / Awwwards級)のモーショングラフィックス動画を HyperFrames(HTML + GSAP + SVG + Canvas、Apache-2.0)で制作する。remotion-motion-reel の HyperFrames 版で、Remotion の Company License が不要な構成。テーマ・素材(キャラクター画像、音声など)から世界観・コピー・デザインシステム・タイムライン・サウンドを補完し、120BPM/60fps で拍同期した映像を実装・レンダリングまで行う。「HyperFramesでかっこいい動画」「ライセンスフリーでモーショングラフィックス」「ショーリールをHTMLで」などの依頼時に使用。
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Sunwood-ai-labs/hyperframes-motion-reel-skill☆ 148Updated Sep 30, 2026
Neo4j Visualization Library (NVL) — framework-agnostic graph rendering for the browser. Covers @neo4j-nvl/base (NVL class, nodes/relationships, Canvas vs WebGL renderer), @neo4j-nvl/interaction-handlers (ZoomInteraction, PanInteraction, DragNodeInteraction, ClickInteraction, HoverInteraction, BoxSelectInteraction, LassoInteraction, KeyboardInteraction), and @neo4j-nvl/react (InteractiveNvlWrapper, BasicNvlWrapper, StaticPictureWrapper). Use when rendering a Neo4j graph in a browser, feeding driver results through nvlResultTransformer, choosing Canvas vs WebGL, wiring node/relationship click/hover/drag handlers, or embedding NVL in React, Vite, or vanilla JS apps. Does NOT handle Cypher query authoring — use neo4j-cypher-skill. Does NOT handle driver lifecycle, sessions, or executeQuery setup — use neo4j-driver-javascript-skill. Does NOT handle GraphVisualization/Needle default embed — use @neo4j-ndl/react.
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neo4j-contrib/neo4j-skills☆ 116Updated Oct 22, 2026
画布能力由 canvas 工具契约提供,本文件仅保留操作顺序和数据安全约束。
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pengfeiqiao/kunpeng☆ 102Updated Oct 18, 2026
Write unit and E2E tests for Grafana visualization panels and viz utilities to the conventions this repo expects. Use when adding, backfilling, or reviewing tests for panels (barchart, timeseries, table, xychart, heatmap, canvas, etc.), grafana-ui viz components (Table, uPlot, VizLegend, VizTooltip), or grafana-data viz utils; when a panel test only asserts "it rendered" or "it's defined"; when reviewing AI-generated panel tests for slop; or when a canvas/rendering test is flaky.
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modem-dev/ossrules☆ 62Updated Sep 21, 2026
Create and edit Obsidian Canvas files for architecture visualization
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DavidROliverBA/ArchitectKB☆ 54Updated Mar 2, 2026
Synchronize canvas state across team sessions via git. Ensures all team members see the same product knowledge.
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haabe/mycelium☆ 47Updated Oct 21, 2026
Lint canvas files for staleness, missing fields, inconsistent evidence types, and orphaned references. Run periodically or before major transitions.
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haabe/mycelium☆ 47Updated Oct 21, 2026
Central dispatcher for the canvas/state render fleet. Routes intent to a specialist (`/mycelium:diamond-render`, `/mycelium:ost-render`, `/mycelium:cycle-render`) OR lists what's renderable. Cross-cutting views spanning multiple canvases (opp→sol→cycle traceability, confidence-over-time, cluster-graduation-flow) are research-gated and NOT emitted by default. See `${CLAUDE_PLUGIN_ROOT}/engine/render-conventions.md` for shared conventions.
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haabe/mycelium☆ 47Updated Oct 21, 2026
Reference WebGPU APIs, TSL syntax, node materials, WGSL integration, compute shaders, and post-processing in Three.js. For complete particle canvases use threejs-particle-canvas; for GLSL shaders use rocaille-shader. Triggers on TSL shader, WebGPU renderer, node material, WGSL, GPU compute, WebGPU setup.
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tdimino/claude-code-minoan☆ 41Updated Oct 20, 2026
Programmatic React video best practices for Remotion. Use this skill whenever the user is writing, debugging, or rendering Remotion code — compositions, useCurrentFrame animations, interpolate, spring, Sequence timing, <Img>/<Video>/<Audio> from @remotion/media, staticFile, calculateMetadata, the Studio preview, `npx remotion render`, captions, subtitles, voiceover, audio visualization, ffmpeg, transitions, light leaks, transparent video, Lottie, 3D scenes, Mapbox flyovers. Triggers especially on HtmlInCanvas / "html in canvas" requests, CRT terminal effects, glitch effects, video shaders, WebGL video, and any request to scaffold a new programmatic React video. Owns `remotion render` and everything about Remotion code. Do NOT trigger for finished MP4 ad assembly from existing slides (that is `/video-content`) or for the inspiration-to-MP4 reference-video pipeline (that is `/cmo-video`).
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MoizIbnYousaf/marketing-cli☆ 32Updated Oct 20, 2026
Brand-grounded Remotion video pipeline. Take a brief, ground it in `brand/` (voice, audience, positioning, creative-kit), write a beat sheet, scaffold a fresh Remotion project, generate any required assets, compose with frame-driven animations, and bake a final MP4. Use this skill whenever the user wants to build a NEW Remotion video from scratch — product films, motion graphics, code-driven shaders, CRT/glitch effects, HTML-in-canvas demos, React video. Triggers on requests like "make a remotion video", CRT/glitch/scanline effects, html-in-canvas demos, video shaders, WebGL video, and frame-driven React video. This is the mktg-native sibling of the personal `/cmo-video` skill: `/cmo-video` recreates the *style* of an existing reference video; `/cmo-remotion` builds something new from a brief. Always load `remotion-best-practices` before stage 5 (compose).
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MoizIbnYousaf/marketing-cli☆ 32Updated Oct 20, 2026
Design a viable business model for a one-person company using Lean Canvas and a simplified Business Model Canvas. Use when Codex needs to explain the business-model concepts when needed, verify niche and value-proposition prerequisites, ask one question at a time, present multiple model choices, and write user-confirmed outputs into `opc-doc/`.
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darker2016/workbuddy-skill-groups☆ 28Updated Aug 17, 2026
Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use when a PlayCanvas rendering change is meant to leave the image unchanged, to prove it with deterministic captures and pixel comparison.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use before writing PlayCanvas behaviour from scratch, to reuse the scripts and helpers the installed Engine already ships.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use when reading state from a running PlayCanvas app, to reach its live Application through the Engine devtools hook without changing app code.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
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playcanvas/skills☆ 28Updated Oct 13, 2026
Use when loading glTF/GLB models or textures in PlayCanvas, choosing Draco or Basis/KTX2 compression, or setting up decoders and preloading.
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playcanvas/skills☆ 28Updated Oct 13, 2026