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Results for “target-platform”

8 skills · sorted by relevance

Switch the active Jetson target-platform pointer to an existing profile YAML. Use before customize/build/flash to change target; not for authoring profiles — use jetson-init-target instead.

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NVIDIA/skills3.7KUpdated Oct 20, 2026

Author a new Jetson target-platform profile (reference_devkit + optional custom_carrier) and update the active pointer. Use to create a target; not for switching existing profiles.

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NVIDIA/skills3.7KUpdated Oct 20, 2026

Bind pre-downloaded Jetson reference docs (developer guide, design guide, pinmux, schematics) into the active profile documents block. Use after staging docs on disk; not for downloading.

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NVIDIA/skills3.7KUpdated Oct 20, 2026

Bootstrap a custom carrier board by forking carrier files and scaffolding a DT overlay from the reference devkit. Use after jetson-init-source; not for module-level or kernel-DTB changes.

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NVIDIA/skills3.7KUpdated Oct 20, 2026

Build a per-target knowledge-base markdown next to the active profile by walking the BSP root and source tree. Use after init-image / init-source; not for editing profile fields.

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NVIDIA/skills3.7KUpdated Oct 20, 2026

Detect and use Crabbox for repository tests and validation on remote runners. Use when crabbox.yaml or .crabbox.yaml exists, the crabbox CLI is available, or work needs remote compute, a clean or reusable environment, target-platform coverage, or auditable execution evidence.

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openclaw/crabbox1.5KUpdated Oct 19, 2026

Configure a Simulink model for Simulink Real-Time code generation and deployment. Use when setting up a model for Simulink Real-Time, selecting the correct system target file, fixing TLC/STF mismatches, applying fixed-step solver settings, validating target-platform compatibility, or configuring Simulink Real-Time build options before model build.

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matlab/simulink-agentic-toolkit1.2KUpdated Oct 15, 2026

Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".

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RobLe3/cc-blender-skill107Updated Oct 13, 2026