Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
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。
jame581/GodotPrompter☆ 8182026年10月12日 更新
SwiftUI's actual mental model — view identity, lifetime, and dependencies (the Demystify canon), state ownership decision rules, Observation's per-property tracking, body-performance discipline, and the main-actor concurrency contract. Use when state resets mysteriously, views re-render too often, animations glitch between branches, choosing @State vs @Bindable vs plain property, or debugging "why did body run."
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。
rshankras/claude-code-apple-skills☆ 7932026年7月24日 更新
Generates achievement celebration UI with confetti animations, badge unlocks, progress milestones, haptic feedback, and optional share-to-social. Use when user wants to celebrate achievements, show confetti, display milestone badges, or trigger rewards on key thresholds.
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。
rshankras/claude-code-apple-skills☆ 7932026年7月24日 更新
Design skills for Apple platform UI — Liquid Glass, animations, game feel (haptics, sound, celebrations), UI prototyping, UX writing, SF Symbols, and typography. Use when implementing design language features, adding juice/feedback, writing interface copy, or choosing type and iconography.
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。
rshankras/claude-code-apple-skills☆ 7932026年7月24日 更新
Use when preloading fonts, asset/network images, Lottie/Rive animations, local JSON/config, warming initial API data, or optimizing Flutter Web startup.
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。
evanca/flutter-ai-rules☆ 6512026年10月10日 更新
React Native and Expo best practices for building performant mobile apps. Use when building React Native components, optimizing list performance, implementing animations, or working with native modules. Triggers on tasks involving React Native, Expo, mobile performance, or native platform APIs.
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。
ECNU-ICALK/AutoSkill☆ 6002026年5月10日 更新
Toolkit for creating animated GIFs optimized for Slack, with validators for size constraints and composable animation primitives. This skill applies when users request animated GIFs or emoji animations for Slack from descriptions like "make me a GIF for Slack of X doing Y".
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。
ECNU-ICALK/AutoSkill☆ 6002026年5月10日 更新
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
coco-research/coco☆ 5892026年10月13日 更新
Implement ViewBinding, RecyclerView, and XML layouts correctly on Android. Use when changing XML view binding or RecyclerView behavior, including its item animations and layout managers; defer standalone animation or layout-manager questions unrelated to RecyclerView.
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。
HoangNguyen0403/agent-skills-standard☆ 5742026年10月12日 更新
Implement type-safe Jetpack Navigation Compose routes using Kotlin serialization. Use only when defining typed Compose destinations and arguments; defer XML navigation, deep links, animations, and generic auth or bottom-navigation work.
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。
HoangNguyen0403/agent-skills-standard☆ 5742026年10月12日 更新
Framer Motion patterns, page transitions, skeleton loading, scroll-linked animations, and gesture-based interactions for React.
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。
vibeeval/vibecosystem☆ 5332026年8月9日 更新
Guidance for .NET MAUI XAML and C# data bindings — compiled bindings, INotifyPropertyChanged / ObservableObject, value converters, binding modes, multi-binding, relative bindings, fallbacks, and MVVM best practices. USE FOR: setting up compiled bindings with x:DataType, implementing INotifyPropertyChanged or CommunityToolkit ObservableObject, creating IValueConverter / IMultiValueConverter, choosing binding modes, configuring BindingContext, relative bindings, binding fallbacks, StringFormat, code-behind SetBinding with lambdas, and enforcing XC0022/XC0025 warnings. DO NOT USE FOR: CollectionView item templates and layouts (use maui-collectionview), Shell navigation data passing (use maui-shell-navigation), dependency injection (use maui-dependency-injection), or animations triggered by property changes (use .NET MAUI animation APIs).
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。
managedcode/dotnet-skills☆ 4862026年10月13日 更新
Zero-dependency animations and visual techniques - scroll-driven, View Transitions, @starting-style, modern CSS.
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。
AThevon/genjutsu☆ 4702026年10月6日 更新
Framer Motion / Motion sub-skill - AnimatePresence, layout animations, gestures, motion values.
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。
AThevon/genjutsu☆ 4702026年10月6日 更新
Render videos from React/Remotion component code via inference.sh. Pass TSX code, get MP4. Supports all Remotion APIs: useCurrentFrame, useVideoConfig, spring, interpolate, AbsoluteFill, Sequence. Configurable resolution, FPS, duration, codec. Use for: programmatic video generation, animated graphics, motion design, data-driven videos, React animations to video. Triggers: remotion, render video from code, tsx to video, react video, programmatic video, remotion render, code to video, animated video, motion graphics code, react animation video
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。
aiskillstore/marketplace☆ 4322026年10月13日 更新
Still-to-video conversion guide: model selection, motion prompting, and camera movement. Covers Wan 2.5 i2v, Seedance, Fabric, Grok Video with when to use each. Use for: animating images, creating video from stills, adding motion, product animations. Triggers: image to video, i2v, animate image, still to video, add motion to image, image animation, photo to video, animate still, wan i2v, image2video, bring image to life, animate photo, motion from image
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。
aiskillstore/marketplace☆ 4322026年10月13日 更新
Create and edit professional motion graphics videos with Remotion (React-based video). Use this skill EVERY time the user wants to create a video, edit a video, animate something, build an intro/outro/logo animation, make a Reel/Short/promo/launch video, add text animations or captions to footage, composite images and B-roll into a video, or mentions Remotion, motion graphics, video rendering, or "make this video look better/less generic". Also trigger when editing an existing Remotion project or when the user complains their video looks basic, generic, or amateur — this skill contains the exact fixes. Always read this skill BEFORE writing any Remotion code.
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。
haidrrrry/claude-remotion-skill☆ 4072026年8月13日 更新
Backend-neutral image generation: create new raster images and looping GIF/WebP animations through the local one-file image-use CLI (formerly chatgpt-imagegen), using the user's ChatGPT subscription by default, the Codex backend as fallback, or an optional Gemini subscription — no API key or daemon. Triggers: image generation, generate an image, draw a picture, 画图, 画一张, 生成图片, 生图, 配图. Use for photos, illustrations, icons, hero banners, mockups, sprites, concept art, animation loops, and figures for documents, proposals, blog posts, or READMEs; save outputs in the workspace. Auto mode uses the logged-in ChatGPT browser via chrome-use. Gemini users can pass --backend gemini or agy. Proactively propose useful figures while authoring long-form content. Do not use for editing existing images, SVG/vector work, code-native graphics, established icon systems, explicit high-quality or transparent API output, or end-user image-generation services.
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。
leeguooooo/image-use☆ 3932026年10月9日 更新
Use for UI design and implementation work to avoid generic AI-looking interfaces. Provides anti-slop rules, a required discovery phase before coding, and guidance for layout, typography, color, motion, accessibility, dashboards, tables, landing pages, theming, and polish. Trigger when editing UI code or reviewing and refining components, pages, screens, layouts, animations, responsive behavior, or design 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。
educlopez/ui-craft☆ 3842026年10月13日 更新
Motion design pass — adds purposeful animations or removes excessive ones, respecting MOTION_INTENSITY and the project's animation stack. Use when the user asks to add animation, "make it feel smoother", fix janky transitions, or trim motion that's distracting. Invoke when the user asks for animate on their UI, or mentions 'animate' alongside design / UI / frontend work.
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。
educlopez/ui-craft☆ 3842026年10月13日 更新
React Native and Expo best practices for building performant mobile apps. Use when building React Native components, optimizing list performance, implementing animations, or working with native modules. Triggers on tasks involving React Native, Expo, mobile performance, or native platform APIs.
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。
Asymmetric-al/core☆ 3812026年10月12日 更新