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cccskills

「visual」の検索結果

3,403 件 ・ 関連度順

概要と使いどころ

echarts

無料

Creates interactive data visualizations with Apache ECharts, the open-source JavaScript charting library. Use when a user asks to build charts, dashboards, or data-driven graphics using ECharts in React, Vue, or vanilla JavaScript applications, render a chart to SVG on the server, or upgrade from ECharts 5 to 6.

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。

TerminalSkills/skills1712026年10月14日 更新

dalle-api

無料

DALL-E 3 API for AI image generation — text-to-image, image editing, and variations via OpenAI. Use when generating images from text prompts, creating product visuals, illustrating content, or editing images with an inpainting mask.

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。

TerminalSkills/skills1712026年10月14日 更新

Rebuilds an existing website as a clean new codebase that looks and behaves like the original: captures pages, breakpoints, design tokens, assets and interaction states with a browser tool, plans the build, rebuilds section by section and proves each one against the capture with a pixel diff. Use when the user says "clone this website", "rebuild my site in Next.js or Astro", "recreate this page pixel-perfect", "move my Webflow or WordPress site to code" or "copy this layout". Full copies are only for sites the user owns or is authorized to copy; for anyone else's site it borrows the layout ideas and never the brand, content or sign-in pages.

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。

TerminalSkills/skills1712026年10月14日 更新

chromajs

無料

Manipulate colors with chroma.js — convert between color spaces (RGB, HSL, LAB, LCH), generate palettes and scales, mix and blend colors, check contrast ratios, and build accessible color systems. Use when tasks involve creating color palettes, theming, accessibility checks, or data visualization color scales.

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。

TerminalSkills/skills1712026年10月14日 更新

comfyui

無料

Node-based graphical interface for Stable Diffusion workflows. Build complex image generation pipelines by connecting nodes visually. Supports custom nodes, ControlNet, LoRA, upscaling, and advanced workflows with full control over the diffusion process.

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。

TerminalSkills/skills1712026年10月14日 更新

Design and implement high-quality blog post and article page layouts with professional typography, spacing, and visual hierarchy. Use when building blog pages, article templates, technical documentation readers, use-case pages, or long-form content layouts. Covers dark and light themes.

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。

TerminalSkills/skills1712026年10月14日 更新

Activepieces is an open-source workflow automation platform with a visual builder, 400+ integrations ("pieces"), code steps, branching, loops, and webhooks. Use when a user asks to self-host a Zapier or n8n alternative, automate workflows with a no-code builder, build a custom integration piece, or set up open-source business automation.

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。

TerminalSkills/skills1712026年10月14日 更新

Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup, batch operations, and file I/O. Use when tasks involve automating repetitive 3ds Max workflows, batch processing scenes, running scripts headless with 3dsmaxbatch, creating custom tools, or scripting scene setup for archviz, product visualization, or VFX.

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。

TerminalSkills/skills1712026年10月14日 更新

World-class explainer video expertise combining the visual storytelling of Kurzgesagt, the simplification genius of Common Craft, and the conversion science of high-performing SaaS landing pages. Explainer videos transform complex ideas into clear, compelling stories. Great explainers don't just inform—they illuminate. They take abstract concepts and make them feel obvious. The best explainer videos understand that simplicity is the ultimate sophistication, that showing beats telling, and that the goal isn't to impress with complexity—it's to make the viewer feel smart. Use when "explainer, explainer video, how it works, product demo, onboarding video, training video, educational video, whiteboard, animated explainer, explain this, simplify, concept video, SaaS video, explainer, video, animation, educational, product, demo, onboarding, SaaS" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Specialist in creating size-optimized real-time audio-visual demos and procedural artUse when "demoscene, size coding, 64k intro, 4k intro, 1k intro, tiny code, shader golf, shader minification, procedural demo, bytebeat, pouet, demo party, real-time procedural, demoscene, size-coding, 64k-intro, 4k-intro, shader-optimization, procedural, webgl, graphics" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Designing anatomically plausible, visually distinctive creatures that communicate threat, personality, and role through form - from terrifying bosses to collectible companionsUse when "creature design, design a creature, design a monster, monster design, boss design, enemy creature, companion creature, pet design, wildlife design, alien creature, fantasy creature, horror monster, cute creature, pokemon style, creature anatomy, creature silhouette, creature movement, hybrid animal, ecosystem creatures, creature family, mount design, dragon design, beast design, creature, monster, boss, enemy, companion, wildlife, horror, cute, pokemon, anatomy, silhouette, locomotion, ecosystem, hybrid, fantasy, sci-fi, kaiju, cryptid" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Build AI agents that interact with computers like humans do - viewing screens, moving cursors, clicking buttons, and typing text. Covers Anthropic's Computer Use, OpenAI's Operator/CUA, and open-source alternatives. Critical focus on sandboxing, security, and handling the unique challenges of vision-based control. Use when "computer use, desktop automation agent, screen control AI, vision-based agent, GUI automation, Claude computer, OpenAI Operator, browser agent, visual agent, RPA with AI, " mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Master the AI tools that generate unlimited content at scale. From stunning images to professional videos, voiceovers to compelling copy - create content that used to require entire teams. Use when "need images, create video, generate content, voiceover, marketing visuals, social media content, ad creative, content, images, video, audio, writing, marketing, creative" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Master the AI tools that accelerate design work. From UI generation to image editing, create professional designs faster. Use when "design, UI, graphics, image editing, prototyping, design, ui, graphics, creative, visual" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Creating memorable, readable, and emotionally resonant game characters that work at every scale and in every contextUse when "character design, design a character, character art, character concept, character sheet, turnaround, expression sheet, character silhouette, shape language, character proportions, iconic character, memorable character, character lineup, character family, hero design, villain design, npc design, protagonist design, character, art-direction, visual-design, game-art, concept-art, silhouette, shape-language, color-theory, costume, expression, turnaround, iconic, readable" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

World-class color theory expertise combining the scientific precision of Josef Albers' "Interaction of Color," the systematic thinking of color systems from Pantone and RAL, and the perceptual psychology insights from researchers like Bevil Conway. Color is not just aesthetics - it's communication, emotion, and usability compressed into wavelengths. Great color work is invisible when done right. Users don't notice "nice colors" - they notice when they can't read text, when buttons don't look clickable, when errors don't feel urgent, or when the interface feels "off" without knowing why. Color theory is the science of making the right thing feel obvious. Use when "color theory, color palette, color scheme, color harmony, complementary colors, analogous colors, contrast ratio, dark mode colors, light mode, color tokens, semantic colors, color accessibility, color blindness, color psychology, color system, brand colors, data visualization colors, color, design, accessibility, contrast, dark-mode, theming, tokens, wcag, palette, harmony" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Build comprehensive AI-native brand asset systems that maintain consistency across all AI-generated content. Train AI tools on brand guidelines, create reusable prompt libraries, and manage visual/voice assets at scale. Use when ", " mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Global content at the speed of AI. This skill covers the full spectrum of AI-powered localization: translation, cultural adaptation, voice localization, visual adaptation, and the orchestration required to take content from one language/market to 50. Traditional localization is slow, expensive, and creates bottlenecks. AI-powered localization enables simultaneous global launches, personalized content by market, and continuous localization as content evolves. But localization isn't just translation. It's cultural adaptation. It's knowing that colors mean different things in different cultures, that humor doesn't translate, that some messages must be completely reimagined for new markets. Use when "localize, localization, translate, translation, multi-language, international, global, multilingual, market adaptation, cultural adaptation, other languages, different countries, localization, translation, international, global, multilingual, cultural-adaptation, ai-dubbing" mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

AgentCall (agentcall.dev) — Join a video meeting (Google Meet, Teams, Zoom) as an AI bot with voice and visual presence. Supports audio-only mode with voice intelligence (barge-in, interruptions), text-to-speech mode, and webpage modes for custom UI. Use when asked to join a call, attend a meeting, or participate in a video conference.

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。

pattern-ai-labs/agentcall1672026年9月16日 更新

Create and edit JSON Canvas files (.canvas) with nodes, edges, groups, and connections. Use when working with .canvas files, creating visual canvases, mind maps, flowcharts, or when the user mentions Canvas files in Obsidian.

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。

benoror/obsidianos_work1652026年6月11日 更新

AWT — AI-Powered E2E Testing (Beta) workflow skill. Use this skill when the user needs AI-powered E2E web testing — eyes and hands for AI coding tools. Declarative YAML scenarios, Playwright execution, visual matching (OpenCV + OCR), platform auto-detection (Flutter/React/Vue), learning DB. Install: npx skills add ksgisang/awt-skill --skill awt -g and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.

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。

diegosouzapw/awesome-omni-skills1622026年7月8日 更新

AWT — AI-Powered E2E Testing (Beta) workflow skill. Use this skill when the user needs AI-powered E2E web testing — eyes and hands for AI coding tools. Declarative YAML scenarios, Playwright execution, visual matching (OpenCV + OCR), platform auto-detection (Flutter/React/Vue), learning DB. Install: npx skills add ksgisang/awt-skill --skill awt -g and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.

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。

diegosouzapw/awesome-omni-skills1622026年7月8日 更新

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

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。

swaylq/master-skill1612026年9月6日 更新