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cccskills

'character' 검색 결과

845건 · 관련도순

Use when defining visual novel characters for a @drincs/pixi-vn game — creating a character with a name, color, icon and other props, registering it so it can be looked up by id, and referencing it from dialogue/narration. Load this before writing any `CharacterBaseModel` or `RegisteredCharacters` code.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

DRincs-Productions/pixi-vn1522026년 10월 20일 업데이트

Agent fallback for CBaseCombatCharacter_OnKilled (auto-generated, category: func). Locate CBaseCombatCharacter::OnKilled in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBaseCombatCharacter_OnKilled, CBaseCombatCharacter::OnKilled

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

mrc4tt/CS2_VibeSignatures32026년 10월 15일 업데이트

charset

무료

Review the HTML delivered to browsers for a correct UTF-8 character encoding declaration. Find missing or misplaced charset tags in templates and rendered pages, then position the declaration early to help prevent garbled multilingual text.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Investigating garbled Japanese or special characters
  • Checking character encoding declarations before release
  • Reviewing HTML output from shared templates
thedaviddias/Front-End-Checklist7.5만2026년 10월 6일 업데이트

Design reusable pose data for 2D characters, covering emotions, actions, mouth shapes, and repeated movements. Organize changes to individual body parts, pose durations, and transitions so animation sequences have clearly defined stages.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Planning a reusable set of emotional expressions
  • Designing walking and other repeated movements
  • Organizing mouth shapes for a character
calesthio/OpenMontage7만2026년 10월 17일 업데이트

Animate characters built from SVG parts using GSAP and CSS transforms. Coordinate gestures and facial expressions, keep joints connected, and control playback by frame in Remotion or validate browser previews with HyperFrames.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Coordinate head and arm movements
  • Check blinks, gaze, and mouth shapes
  • Control a GSAP timeline by frame in Remotion
calesthio/OpenMontage7만2026년 10월 17일 업데이트

Review local character animations before sharing previews or final renders. Check structured design data, asset files, browser errors, sampled motion frames, and MP4 metadata, then classify the result as pass, revise, or fail.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Checking character animation previews before sharing
  • Finding missing assets and browser errors
  • Inspecting sampled frames for motion and visual issues
calesthio/OpenMontage7만2026년 10월 17일 업데이트

Turn game design documents and character profiles into asset specifications and image generation prompts. Define appearance, dimensions, file formats, and naming rules, then maintain an asset list that tracks progress and identifies shared assets.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • List the visual assets needed for a game
  • Define consistent character and environment asset specifications
  • Prepare image generation prompts from an art direction guide
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

DetectAI

무료

Examine writing for familiar AI patterns, statistical features, Pangram detection scores, and hidden character signatures. Compare drafts against known human writing to interpret the evidence, with explanations and limitations rather than a definitive authorship claim.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Check a post for common AI writing patterns
  • Compare AI detection scores across drafts
  • Compare a revision with known human writing
danielmiessler/LifeOS2만2026년 9월 4일 업데이트

Convert Markdown into Word, PDF, and HTML using a workflow suited to the document. Simple files use direct delegation, while documents with special characters use separate conversion steps, character replacement, and output checks.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Creating a simple Word document from meeting notes
  • Exporting one document to several formats
  • Converting documents containing special characters to PDF
HKUDS/OpenSpace7.8천2026년 8월 13일 업데이트

Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills1.7천2026년 10월 9일 업데이트

Assemble an animated character-explainer video ad (any art style — Pixar-style 3D, claymation, anime, paper-cut, felt) (~77s, 9:16) built on an "N types of X" listicle spine — a recurring human protagonist plus a locked cast of N persona characters, one per list item. Given the per-scene i2v clips + a per-scene target-duration table + a narration track, it trims each clip to its scene window, re-encodes every segment to identical 1080x1920/30fps/libx264/yuv420p (decrease+pad, never crop) so the concat demuxer never drops frames, concats, and muxes audio — in RESTYLE mode the source ad's VO+music mix is reused verbatim, in ORIGINAL mode fresh per-scene VO (loudnorm I=-14) is mixed under an optional music bed (loudnorm I=-26). A static-still fallback loops a scene's keyframe when its clip is missing/failed, so the master always assembles; libass captions are burned last. FREE deterministic assembly (Python + ffmpeg, no bash, no paid calls); the recipe supplies the clips, keyframes, VO or source audio, and caption table and gates the paid cast-anchor/keyframe/Kling-i2v/VO/music calls to their own capabilities. Use for the 3d-character-explainer listicle format.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gooseworks-ai/goose-skills1.3천2026년 10월 19일 업데이트

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8692026년 10월 17일 업데이트

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Design-Agentic-Skills8502026년 10월 13일 업데이트

AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

arjun988/blender-skills3592026년 7월 11일 업데이트

This skill should be used when the user asks to "create a style sheet", "style guide", "house style", "keep the voice consistent", "voice drift", "British or American spelling", "character voices", "lint the prose", "prose check", "filter words", "said-bookisms", "overused words", "repeated phrases", "similar character names", "voice fingerprints", or wants to record and enforce the voice and surface conventions of a story project. NOT for rewriting dialogue to make the voices distinct when everyone sounds the same (use line-editing), or a character's profile or arc (use character-management).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

danjdewhurst/story-skills3282026년 10월 15일 업데이트

This skill should be used when the user asks about "theme", "controlling idea", "thematic argument", "moral argument", "thematic arc", "flat arc", "negative arc", "the lie", "antagonist design", "motif", "symbolism", "theme audit", or wants to plan, track, or revise the thematic layer of a story, including the lie, truth, ghost-wound, and arc-type fields of a character file. NOT for finding or testing a story premise (use premise-workshop), or a character's profile, relationships, or "character arc" record (use character-management).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

danjdewhurst/story-skills3282026년 10월 15일 업데이트

Produce Hedra character, talking-avatar, lip-sync, motion-avatar, and live avatar work. Use when an AI agent needs to choose Hedra models, prepare image/audio/script inputs, direct character performance, call or plan around the Hedra API or Studio, evaluate avatar/lip-sync results, handle consent/rights/privacy, or troubleshoot Hedra character video production.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

calesthio/generative-media-skills2062026년 7월 14일 업데이트

Provider-independent character design and continuity direction for generated media. Use when an agent must create, preserve, revise, or QA a recurring character across AI-generated images, video clips, avatars, animation, comics, ads, product mascots, serialized social posts, or multi-shot campaigns; especially when building character bibles, reference packs, prompts, expression/pose ranges, costume/hair/makeup/prop continuity, identity and likeness safeguards, iteration plans, handoff notes, or continuity reviews.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

calesthio/generative-media-skills2062026년 7월 14일 업데이트

Building AI-powered NPCs that maintain personality, remember conversations, and never break characterUse when "npc dialogue, ai npc, llm npc, character dialogue, npc personality, ai character, dialogue system llm, talking npc, conversational npc, dynamic dialogue, llm, npc, dialogue, ai-characters, personality, memory, game-ai, conversational-ai, role-playing" mentioned.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

omer-metin/skills-for-antigravity1682026년 1월 22일 업데이트

Extract and organize frames from a Bilibili video (bangumi episode, UP upload, or a local file) into scenery shots and per-character image groups, using anime-specific person detection + CCIP character-identity embeddings. Two modes — cluster everyone, or pull out one (or several) named characters via reference folders. Use when the user wants to collect, extract, or organize anime frames/screenshots by character or by scenery from a Bilibili video. Read-only download for personal viewing/analysis; uploads nothing.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Agents365-ai/365-skills862026년 10월 16일 업데이트

Use when a character must stay visually identical across AI video scenes — locks identity tokens (silhouette, palette, wardrobe, prop) in JSON. Triggers 'character lock', 'same character'.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

event4u-app/agent-config122026년 10월 20일 업데이트

Requires OFOX_API_KEY — create one at https://app.ofox.ai. Turn a novel/script excerpt into an anime-style storyboard shot using the Ofox image and video APIs. Runs a short creative brief first (how many shots, the aspect ratio before any image exists, which animation look; "Let the AI decide" is offered on the taste questions, never on a must-ask one, and never as the default), generates the character with ofox-image-core — one opening frame for a single shot, a design sheet to confirm plus one opening frame per shot for a sequence — then feeds each frame to ofox-video-core as `--frame-first-image`, so every shot starts on an image of that character rather than on a text description alone. Use when a user asks to turn a story excerpt into an anime video, e.g. "turn this novel excerpt into an anime video", "make an anime-style storyboard clip of this scene", "generate a manga-drama shot with this character", or "turn this chapter into an anime short with the same character in every shot". Do not use for realistic-human dialogue scenes with no anime styling (see seedance-short-drama), silent product/brand shots (see seedance-ad-creative), or plain catalog footage (see seedance-product-video).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ofoxai/skills22026년 9월 22일 업데이트

blender-motion-state-inspection

무료요약 있음AI 평가 90점

Blender 캐릭터와 애니메이션을 뼈대, 좌표, 접지 데이터와 이미지로 검사합니다. 발 미끄러짐, 방향 불일치, 비틀림의 원인과 수정 사항을 정리합니다.

  • 걷는 동안 발 미끄러짐과 바닥 관통을 확인합니다
  • 캐릭터가 향하는 방향과 이동 방향을 비교합니다
  • 다른 뼈대로 동작을 옮긴 뒤 자세를 검사합니다
affaan-m/ECC28.4만2026년 10월 16일 업데이트

ascii-art

무료요약 있음AI 평가 90점

문자 배너, 캐릭터 말풍선, 장식 테두리를 만들고 이미지를 문자 그림으로 변환합니다. 용도에 맞춰 로컬 도구나 무료 API를 선택하며 기존 작품도 검색합니다.

  • 터미널용 문자 배너를 제작합니다
  • 말풍선과 장식 테두리를 추가합니다
  • 이미지를 문자 그림으로 변환합니다
NousResearch/hermes-agent25.5만2026년 10월 19일 업데이트