This skill helps agents use Figma's use_figma MCP tool in the Slides context. Can be used alongside figma-use which has foundational context for using the use_figma tool.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
This skill helps agents use Figma's use_figma MCP tool in the Slides context. Can be used alongside figma-use which has foundational context for using the use_figma tool.
日本語の概要は準備中です。原文の説明を表示しています。
Create or edit articles and reports in the current iPolloWork Design session.
日本語の概要は準備中です。原文の説明を表示しています。
Motion / animation context for the `use_figma` MCP tool — animating Figma nodes via manual keyframes, animation styles, easing, and timeline duration. Load alongside figma-use whenever a task involves adding, editing, or inspecting animation on a node.
日本語の概要は準備中です。原文の説明を表示しています。
SwiftUI ↔ Figma translation. Use whenever the user mentions Swift, SwiftUI, iOS, iPhone, or iPad — in EITHER direction — translating a Figma design into SwiftUI (design → code), or pushing SwiftUI views / screens / tokens back into a Figma file (code → design). Triggers on phrases like 'implement this Figma design in SwiftUI', 'build this screen in Swift', 'push this SwiftUI view to Figma', 'mirror my Swift code in a Figma file', or whenever a Figma URL appears alongside `.swift` files / an `.xcodeproj`. Routes to a direction-specific reference doc; loads alongside `figma-use` for the code → design path.
日本語の概要は準備中です。原文の説明を表示しています。
This skill helps agents use Figma's use_figma MCP tool in the FigJam context. Can be used alongside figma-use which has foundational context for using the use_figma tool.
日本語の概要は準備中です。原文の説明を表示しています。
**MANDATORY prerequisite** — you MUST invoke this skill BEFORE every `use_figma` tool call. NEVER call `use_figma` directly without loading this skill first. Skipping it causes common, hard-to-debug failures. Trigger whenever the user wants to perform a write action or a unique read action that requires JavaScript execution in the Figma file context — e.g. create/edit/delete nodes, set up variables or tokens, build components and variants, modify auto-layout or fills, bind variables to properties, or inspect file structure programmatically.
日本語の概要は準備中です。原文の説明を表示しています。
Create or edit websites and application interfaces in the current iPolloWork Design session.
日本語の概要は準備中です。原文の説明を表示しています。
Build or update a professional-grade design system in Figma from a codebase. Use when the user wants to create variables/tokens, build component libraries, create individual components with proper variant sets and variable bindings, set up theming (light/dark modes), document foundations, or reconcile gaps between code and Figma. Also use when the user asks to create or generate any component in Figma — even a single one — since components require proper variable foundations, variant states, and design token bindings to be production-quality. This skill teaches WHAT to build and in WHAT ORDER — it complements the `figma-use` skill which teaches HOW to call the Plugin API. Both skills should be loaded together.
日本語の概要は準備中です。原文の説明を表示しています。
Use with any iPolloWork template generating video, slides, websites or other designs from iPolloWork reference documents and a creative-context.json attachment. Read unified content, design evidence and asset paths; apply the edited brief and verify actual asset reuse. Does not parse documents with models.
日本語の概要は準備中です。原文の説明を表示しています。
Translates Figma motion and animations into production-ready application code. Use when implementing animation/motion from a Figma design — user mentions "implement this motion", "add animation from Figma", "animate this component", provides a Figma URL whose node is animated, or when `get_design_context` returns motion data or instructs you to call `get_motion_context`.
日本語の概要は準備中です。原文の説明を表示しています。
Create or edit posters and social card series in the current iPolloWork Design session.
日本語の概要は準備中です。原文の説明を表示しています。
Route iPolloWork Design sessions by category and author other designs.
日本語の概要は準備中です。原文の説明を表示しています。
Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn.
日本語の概要は準備中です。原文の説明を表示しています。
Use when designing/implementing UI with Tailwind CSS (layout, typography, responsive, theming, component patterns). Includes quick recipes and conventions for clean, consistent web design.
日本語の概要は準備中です。原文の説明を表示しています。
Reveal marked-up text word by word as scroll progress advances, while preserving semantic inline links, emphasis, responsive line wrapping, and reduced-motion readability. Use for headlines, quotes, manifestos, product statements, onboarding messages, or editorial passages where scrolling should pace comprehension rather than simulate typing.
日本語の概要は準備中です。原文の説明を表示しています。
Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.
日本語の概要は準備中です。原文の説明を表示しています。
Create skeuomorphic web UI surfaces with layered gradients, stacked inner and outer shadows, reflective gradient borders, micro texture, and embossed text or icon details. Use when asked for pressed, carved, tactile, realistic, soft-plastic, soft-metal, or premium physical interface styling.
日本語の概要は準備中です。原文の説明を表示しています。
Create a modern dark-mode technical design system with matte-black surfaces, emerald signal accents, mono system labeling, framed dashboard cards, and restrained glow.
日本語の概要は準備中です。原文の説明を表示しています。
Use when creating or refining WebGL-heavy landing pages and you need to steer toward a specific visual outcome (premium, technical, playful, cinematic) while balancing conversion clarity, performance, and implementation complexity.
日本語の概要は準備中です。原文の説明を表示しています。
Create a monochrome technical wireframe design system with exploded 3D structure, connector annotations, sparse information labels, and precise dark diagnostic framing.
日本語の概要は準備中です。原文の説明を表示しています。
Add cursor-following fluid WebGPU distortion over an existing image with the Shaders library's ImageTexture and CursorRipples components. Use when a hero, gallery, or media panel needs a water-ripple mouse effect; when replacing a drifting CSS spotlight or flashlight reveal; or when a prompt says to borrow only the shader interaction from a Shaders.com reference while preserving the current brand, image, copy, and layout.
日本語の概要は準備中です。原文の説明を表示しています。
Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with flying eaves driven by a single profile function, and a clipping-plane build animation where everything below a rising line is finished work and scaffolding stands above it. Use for construction studies, architectural title sequences, procedural landmarks, or any hero object that should build itself rather than fade in.
日本語の概要は準備中です。原文の説明を表示しています。
Use when embedding and customizing Unicorn Studio interactive animations on the web (embed, responsive sizing, performance, layering with UI, fallbacks).
日本語の概要は準備中です。原文の説明を表示しています。
Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam. Use only for laser background effects, not full page layout, copy, generic hero scenes, particles, or unrelated motion systems.
日本語の概要は準備中です。原文の説明を表示しています。