Build chapter-based pages that move sideways as visitors scroll vertically. Deriving each scene from scroll position keeps reverse scrolling, jumps, and reloads consistent, with guidance for transitions, chapter links, keyboard controls, and reduced motion.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Building a horizontal product tour
- Creating a chapter-based scrolling story
- Fixing scene mismatches after jumps or reloads
MengTo/Skills☆ 6.8천2026년 10월 18일 업데이트
Scene and sequence craft (场景/段落/细节/道具/悬念/情趣) — merged from Robert McKee's scene design and five-step scene analysis (value turn, beats, text/subtext, turning points, pacing, image systems), McKee's Dialogue scene types (balanced, comic, asymmetric, indirect, reflexive, minimal), Syd Field's sequence and scene elements, Neill Hicks (less is more, enter late leave early, energy), Richard Walter (action over talk, small gestures, avoid phones/cars/restaurants, list twelve alternative locations), Wendy Henson (action paragraphs, transitions, story-doing), Julian Hoxter (scene beats, objectives and tactics), Mei Feng's value test, and Lu Jun's chapters 意趣要足 (suspense, delay, wit), 细节要妙, 道具要精, 场景要当. Use when writing or fixing a single scene, choosing a location, building a sequence, planting a prop or detail, designing suspense and delay, cutting a scene that "nothing happens" in, or turning talk into action.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
jtydhr88/screenwriting-skills☆ 1.7천2026년 10월 3일 업데이트
Maintain and extend existing SceneKit 3D scenes and visualizations. Use when working with SCNView, SCNScene, SCNNode scene graphs, SceneKit geometry/materials/lights/cameras, SCNAction animation, SCNPhysicsBody physics, SCNParticleSystem effects, .scn/.dae/.abc SceneKit assets, shader modifiers, or SwiftUI SceneView. SceneKit is soft-deprecated and in maintenance mode; route new apps, significant updates, USD/USDZ pipelines, and migration planning toward RealityKit.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dpearson2699/swift-ios-skills☆ 1.2천2026년 8월 1일 업데이트
CodeScene MCP로 코드 구조의 유지보수성을 평가합니다. 수정 전후 점수를 비교하고 커밋이나 PR 전에 AI의 변경으로 품질이 낮아졌는지 확인합니다.
- 낯선 파일을 수정하기 전에 확인합니다
- AI 변경 후 유지보수성을 확인합니다
- 리팩터링 중 점수를 비교합니다
affaan-m/ECC☆ 28.4만2026년 10월 16일 업데이트
Turn a math or science video idea into a detailed scene plan. Research the topic, clarify the audience, and outline visuals, narration, transitions, and implementation notes for Manim, an animation tool.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Turn a rough explainer idea into a scene plan
- Plan intuitive math and science visuals
- Adapt video depth to the audience
calesthio/OpenMontage☆ 7만2026년 10월 17일 업데이트
This skill should be used when the user asks to "plan a scene", "scene structure", "sequel scene", "dialogue subtext", "deep POV", "psychic distance", "try fail", "scene cards", "exposition", "info dump", "flashback", "time skip", "story opening", "first page hook", "introduce a character", "scene outcome", "yes-but no-and", "chapter hook", or wants scene-level craft for drafting or revision. NOT for book-level pacing or act structure (use plot-structure), or drafting the prose of a scene or chapter (use chapter-writing).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
danjdewhurst/story-skills☆ 3282026년 10월 15일 업데이트
Build and debug SceneKit scenes where one 3D object (a product, badge, coin, wheel) performs on a transparent stage inside a SwiftUI app - studio lighting, real shadows, baked keyframe choreography, hand-rolled physics, gestures and haptics, multi-scene sequencing. Use when working with SCNView or SceneView in SwiftUI, UIViewRepresentable 3D scenes, product or hero-object animation, roll or spin entrances, a first-frame hitch when a scene appears, shadows missing or wrong, metal rendering black, choreographed 3D motion that must stay interruptible, a continuous vapor stream (vent air, steam, mist) drawn as a shader-driven sheet, a liquid-metal or jelly blob (noise-deformed surface with mirror reflections and tap ripples), chrome or gold that looks cartoon-flat instead of real, HDRI image-based lighting, free trackball rotation of an actor, deterministic screenshot testing of shader-driven scenes, cutting an actor in two with a finger swipe (runtime mesh slicing with sealed cross-sections and a falling piece), a die-struck relief object (badge, coin, medallion) built from a heightfield with multiple finishes on one mesh, an actor crumbling into debris that falls and rests on the floor, reproducing a real object's motion from photos or video, or keyframed motion that stutters at its own keyframes. Not for RealityKit, ARKit, visionOS, or full game worlds.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dembsky/PropMotion☆ 1142026년 8월 15일 업데이트
Create mathematical and geometric animations in Python with Manim Community Edition. Use guidance, examples, and scene templates to structure animations, display equations, plot graphs, control cameras, and render two-dimensional or three-dimensional scenes.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Animating equations and derivations
- Creating function graphs and area visualizations
- Building 3D surfaces with camera movement
calesthio/OpenMontage☆ 7만2026년 10월 17일 업데이트
Design oversized cursor animation for HyperFrames launch videos. Guide viewers toward interface actions, make clicks trigger the next animation, and connect scenes through deliberate pointer movement, with guidance on size, appearance, entry, targeting, and exit.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Guide attention through a product interface video
- Trigger typing or transitions with a click
- Add purposeful movement to a static scene
heygen-com/hyperframes☆ 6.7만2026년 10월 19일 업데이트
Fix white flashes and blending problems between scenes in HyperFrames videos. This skill explains background setup, overlapping scene containers, final-frame holds, and timeline templates so transitions render with the intended appearance.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Fixing white flashes between dark scenes
- Checking opacity dips during crossfades
- Assembling the master timeline
heygen-com/hyperframes☆ 6.7만2026년 10월 19일 업데이트
Plan HyperFrames videos so motion flows continuously between scenes. Match movement direction and speed across cuts, connect actions through visible causes, and verify scene boundaries while keeping each scene active through meaningful reveals or interactions.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Plan consistent movement across scene transitions
- Connect scenes with a shared visual element
- Replace idle motion with reveals or interactions
heygen-com/hyperframes☆ 6.7만2026년 10월 19일 업데이트
Implement a WebGL transition where a ragged ember edge burns away the old page and reveals the next scene in motion. The skill covers glowing embers, porous char, rendering optimizations, transition timing, and reduced-motion behavior.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Switch chapters with a burning-paper reveal
- Reveal an animated scene behind a moving ember edge
- Adjust burn direction and duration for page content
MengTo/Skills☆ 6.8천2026년 10월 18일 업데이트
Turns a brief, script, scene breakdown, treatment, or story idea into ONE connected director's shotlist for Seedance 2.0 — a single editable HTML artifact with a global Style Prefix, an @-asset glossary, and named per-scene prompts (1a, 1b, 2a…) each in Style → Characters → Scene → CUT 1..N form. Use whenever the user says 'make a shotlist', 'break this script into prompts', 'generate Seedance prompts for this ad/film', 'turn this brief into a shot list', 'director's shotlist', or wants many connected scene prompts rather than one. Also use to revise an existing shotlist (edit-once-propagates: 'change the style prefix everywhere', 'rewrite scene 4', 'split prompt 6'). Each prompt targets 15s; longer scenes split across 1a/1b/1c under one scene number.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
OSideMedia/higgsfield-ai-prompt-skill☆ 7632026년 9월 27일 업데이트
Generates individual Remotion scene components from visual direction. Input is visual/animation description for a specific scene. Output is SCENE_COMPONENT.md with complete TSX implementation. Use when implementing scenes or when asked to "create a scene component", "implement scene from spec", "build Scene1Intro".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
ncklrs/startup-os-skills☆ 522026년 2월 27일 업데이트
Build 3D scenes and visualizations using SceneKit. Use when creating 3D views with SCNView and SCNScene, building node hierarchies with SCNNode, applying materials and lighting, animating with SCNAction, simulating physics with SCNPhysicsBody, loading 3D models (.usdz, .scn), adding particle effects, or embedding SceneKit in SwiftUI with SceneView. Note: SceneKit was deprecated at WWDC 2025 and is in maintenance mode; RealityKit is recommended for new projects.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
JordanCoin/ios-skills-collection☆ 62026년 9월 10일 업데이트
Create a three-scene video composition in a retro pixel style using a Hyperframes HTML template. Customize titles, labels, and colors while preserving scene transitions, short scene durations, and repeatable animation timing.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Create a retro pixel presentation video
- Customize a three-scene video template
- Preview scene transitions and motion in HTML
nexu-io/open-design☆ 10.2만2026년 10월 19일 업데이트
Build and review HyperFrames animations using motion recipes, scene templates, and transitions. Find guidance for seven animation runtimes, including GSAP and Three.js, and inspect existing scenes for timing gaps and inconsistent motion.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Combine motion recipes for text and shapes
- Build scenes with several animation phases
- Choose an animation runtime
heygen-com/hyperframes☆ 6.7만2026년 10월 19일 업데이트
Build Blender 3D scenes through text commands, adjusting objects, materials, lights, cameras, and animation keyframes. Render the scene or generate preview images to check its appearance, with scene state saved in JSON for later editing.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Build a 3D scene from basic shapes
- Adjust materials, lighting, and camera settings
- Set animation keyframes and frame ranges
HKUDS/CLI-Anything☆ 5.5만2026년 9월 22일 업데이트
Diagnose slow loading, high memory use, and low frame rates in USD 3D scenes. Coordinate scene structure checks, validation, optimization, and before-and-after performance comparisons, then produce a report documenting findings and changes.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Investigating slow USD scene loading
- Diagnosing low frame rates in CAD scenes
- Investigating high GPU or system memory use
openai/plugins☆ 7.5천2026년 10월 8일 업데이트
Create or debug interactive web scenes with Three.js, including product viewers and animated page visuals. The skill covers cameras, lighting, model loading, controls, performance tuning, and cleanup of graphics resources when scenes close.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Creating an interactive 3D product viewer
- Adding an interactive 3D hero scene
- Loading glTF models and setting up controls
MengTo/Skills☆ 6.8천2026년 10월 18일 업데이트
Recommend runtime and V2 scene management: run recommendation requests, manage recommend scenes and rules, and verify the deployed recommendation path.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
volcengine/SearchCLI☆ 1.2천2026년 10월 16일 업데이트
Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Tests whether a scene is structurally worth generating before any shot is prompted — a five-element engine of Goal, Obstacle, Tactic, Reversal, and Value Shift. Use when the user has a scene, sequence, beat outline, or script and wants it audited or strengthened; when a sequence generates cleanly but lands flat and nobody can say why; when shots look good individually but the run of them does not build; or when the user asks 'is this scene working', 'what's weak here', or 'why doesn't this land'. Upstream of prompting — it decides WHICH shots deserve the credits, not how to write them. Pairs with higgsfield-character-design (who the characters are) and higgsfield-shotlist-director (turning the settled scene into shots).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
OSideMedia/higgsfield-ai-prompt-skill☆ 7632026년 9월 27일 업데이트