汽车TVC、品牌片、汽车文案剧本、车辆资产与图片/视频提示词、分镜及Blender白模运镜。按人物叙事、生活观察、产品演示、造型光影等意图选择方法,维护车型身份与驾驶安全带连续性;不处理购车行情或维修问答。
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。
231 件 ・ 関連度順
概要と使いどころ
汽车TVC、品牌片、汽车文案剧本、车辆资产与图片/视频提示词、分镜及Blender白模运镜。按人物叙事、生活观察、产品演示、造型光影等意图选择方法,维护车型身份与驾驶安全带连续性;不处理购车行情或维修问答。
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。
Audit a .glb or .gltf and make it small, correct, and fast to load in a browser, with a measured before/after report. Use when a model is "too big" or "slow to load", when the user asks to "optimize this GLB", "compress this glTF", or "export for web", or when they mention Draco, meshopt, gltfpack, KTX2, Basis, texture VRAM, draw calls, or a Blender / CAD / photogrammetry / Pascal export headed for Three.js, React Three Fiber (drei useGLTF), Babylon.js, or model-viewer. Covers inspection, spec validation, geometry and texture compression, scene-graph cleanup, and the correctness checks (metres, Y-up, node names, animations, PBR fidelity, alpha modes, vertex colors) that must not regress. Not for editing or modelling geometry, authoring or laying out a scene, generating 3D from text or images, converting from FBX/OBJ/CAD, or debugging a runtime frame rate that has nothing to do with asset size.
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。
Let agents control software, like Adobe Photoshop, Illustrator, After Effects, Premiere, Autodesk 3DS Max, Blender, Unity, Houdini, and Microsoft Office.
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。
Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an approximate mesh.
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。
Segment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair.
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。
Generates Blender Python scripts for infrastructure visualization and ffmpeg commands for video production and social media export.
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。
ออกแบบ 3D model — Blender workflow, topology, UV unwrap, texturing, render brief สำหรับ game/product/character
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。
Expert in script-to-video production pipelines for Apple Silicon Macs. Specializes in hybrid local/cloud workflows, LoRA training for character consistency, motion graphics generation, and artist commissioning. Activate on 'AI video production', 'script to video', 'video generation pipeline', 'character consistency', 'LoRA training', 'cloud GPU', 'motion graphics', 'Wan I2V', 'InVideo alternative'. NOT for real-time video editing, video compositing (use DaVinci/Premiere), audio production, or 3D modeling (use Blender/Maya).
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。
Coordinate evidence based reconstruction from scans, photos, plans, and measurements into a reviewable Blender architectural model, with photographic appearance, renders and portable browser delivery when requested.
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。
Turn one reference image into a cleaned, scaled 3D asset: your own image-to-3D ComfyUI workflow makes the mesh, Blender decimates it to a poly budget, fixes scale, origin and material, and exports a .glb. Use for "image to 3D", "make a 3D model from this picture", "photo to glb".
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, migrate, improve, or debug detailed vehicle assets for CARLA using Blender and Unreal, including reference-based geometry, materials, wheels, physics, lights, and runtime validation. Use for vehicle asset authoring rather than ordinary traffic spawning or map decoration.
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。
Turn character reference images into reusable, rigged voxel 3D assets for Blender and Three.js through an imagegen turnaround and user-approval workflow. Use when Codex needs to preserve a character's likeness across front, side, and back views; create or revise Minecraft-like cube-headed models; prevent missing rear hair or clothing; split features between block geometry and face/clothing textures; generate GLB and editable .blend files; add walk/smash-compatible rigid-part pivots; or diagnose why a voxel conversion is not recognizable.
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 working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation 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。
Plan, set up, and monitor a multi-agent video production pipeline backed by Hermes Kanban. Use when the user wants to make ANY video — narrative film, product/marketing, music video, explainer, ASCII/terminal art, abstract/generative loop, comic, 3D, real-time/installation — and the work warrants decomposition into specialized profiles (writer, designer, animator, renderer, voice, editor, etc.) coordinated through a kanban board. Performs adaptive discovery to scope the brief, designs an appropriate team for the requested style, generates the setup script that creates Hermes profiles + initial kanban task, then helps monitor execution and intervene when tasks stall or fail. Routes scenes to whichever Hermes rendering / audio / design skill fits each beat (`ascii-video`, `manim-video`, `p5js`, `comfyui`, `touchdesigner-mcp`, `blender-mcp`, `pixel-art`, `baoyu-comic`, `claude-design`, `excalidraw`, `songsee`, `heartmula`, …) plus external APIs for TTS, image-gen, and image-to-video as needed.
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。
Expert in script-to-video production pipelines for Apple Silicon Macs. Specializes in hybrid local/cloud workflows, LoRA training for character consistency, motion graphics generation, and artist commissioning. Activate on 'AI video production', 'script to video', 'video generation pipeline', 'character consistency', 'LoRA training', 'cloud GPU', 'motion graphics', 'Wan I2V', 'InVideo alternative'. NOT for real-time video editing, video compositing (use DaVinci/Premiere), audio production, or 3D modeling (use Blender/Maya).
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。