面向单张或批量图片的视觉处理、质量优化、内容理解与基础编辑目标,适用于图片尺寸缩放与体积治理、元信息探测、裁剪旋转翻转与圆角、颜色与锐化清晰度调整、负片、模糊与打码、水印、背景移除、文字识别、画质评估与智能裁剪等。若对象和目标族已明确属于图片优化、图片理解或图片隐私保护,但具体做法不确定,可先加载本 Skill 探索。
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
面向单张或批量图片的视觉处理、质量优化、内容理解与基础编辑目标,适用于图片尺寸缩放与体积治理、元信息探测、裁剪旋转翻转与圆角、颜色与锐化清晰度调整、负片、模糊与打码、水印、背景移除、文字识别、画质评估与智能裁剪等。若对象和目标族已明确属于图片优化、图片理解或图片隐私保护,但具体做法不确定,可先加载本 Skill 探索。
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。
Real-world Active Directory environment constraints that silently break attacks when ignored: NTLM disabled (Kerberos fallback), AES-only KDCs (RC4 blocked by GPO), LDAP signing and channel binding requiring LDAPS on 636, Kerberos clock skew (KRB_AP_ERR_SKEW), SPNs that must be FQDNs never short names or IPs (the misleading invalidCredentials), Protected Users / LAPS / gMSA / MachineAccountQuota, LDAP 1000-object paging, and VPN latency. Use this whenever a bind, TGT request, LDAP query, or SMB negotiation fails in a way that looks like bad credentials but is really hardening, or before running any AD tooling against a domain you have not fingerprinted. Standard-tooling knowledge (netexec, impacket, certipy, bloodyAD, kerbrute), no vendor-specific engine.
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。
The telemetry each Active Directory technique generates and what alerts a defender: Kerberoasting produces Event 4769 with RC4 encryption (0x17) and an MDI alert, DCSync produces Event 4662 with the DS-Replication-Get-Changes GUID, AS-REP roasting produces Event 4768 with no pre-auth, LSASS dumping is blocked by EDR, plus a lateral-movement telemetry table by protocol (SMB/WMI/WinRM/RDP/DCOM). Use this whenever you run or plan an offensive AD technique and need to know what noise it makes, when writing the engagement's detection notes, or when a defender wants to know what to monitor. Teaches red teamers what is loud and blue teamers what to watch. Standard-tooling knowledge, no vendor engine.
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。
Emit the content signals reimagine-it reads from an HTML file — title, anchors, proper nouns, dates, numbers, emails, links, source hex colors, and the derived palette — as JSON without generating a redesign. Use when the user says /reimagine-it extract, "what does the engine see in this page", "extract the palette", "pull the facts from this page", or wants content analysis for research, migration, or design-system work. CLI: npx reimagine-it extract -i page.html -o signals.json. Part of the reimagine-it Content-Derived Design suite.
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。
Append-only gap closure and the cadence engine for research theses. Evaluates artifact CURRENT state (never git history, never task checkboxes) against current pins and wrong_if falsifiers, then appends a Convergence section to tasks.md re-proposing the gaps. A clean run leaves tasks.md byte-identical. Deterministic gaps (stale, invalidated) are uncapped; judgment-class gaps are capped per spec 046 Q40.
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 persistent, explorable 3D worlds/environments with Marble by World Labs — from text, a single image, multiple images, video, or a 360 panorama, plus coarse-structure blocking with Chisel. Use this skill when a task needs a navigable 3D scene, VR/immersive backdrop, virtual-production environment, previz set, game-blockout, or web/engine-ready Gaussian splat or mesh, and you must choose an input mode, a Marble model, an export format, and a plan/API route, then review world quality. Covers the Marble web app and the World API, editing/expansion, output formats and what each supports downstream, import into Unity/Unreal/Blender/Houdini/web, pricing/credits, capability limits, and rights/licensing. Not for flat text-to-image, text-to-video clips, or real-time on-the-fly world models (Marble outputs are downloadable, static 3D environments).
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 and scope production work with Odyssey's real-time interactive video world models (odyssey.ml — Odyssey-1/Odyssey-2/Starchild-1/Agora-1). Use when a request involves generating video that a user steers live with keyboard, text, speech, or controller input (streamed frames that respond in the moment), or when someone must decide between Odyssey-style interactive generation and offline clip generators (Sora/Veo/Kling) or downloadable 3D / game engines. Covers what is verified versus announced, current access routes, latency and coherence limits, feasible-now versus speculative use cases, pricing/access terms, and content/rights considerations. This is a fast-moving research-stage product; the skill teaches honest scoping, not a promise of production reliability.
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。
Produce short-form video with Pika (pika.art) — its effect-driven tools (Pikaffects, Pikadditions, Pikaswaps, Pikaframes, Pikascenes, Pikatwists) and audio-driven lip sync (Pikaformance), plus text-to-video and image-to-video. Use when a task calls for playful, stylized, meme-able social clips, or for applying generative effects and object swaps to real uploaded footage, and when deciding whether Pika is the right engine versus a higher-fidelity model. Covers model versions, credit/plan economics, the fal.ai API route, prompt construction, iteration/repair, capability limits, and consent/rights rules for uploaded real-person media. Not a general "best video model" chooser.
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。
Produce video (and its supporting stills) through Higgsfield (higgsfield.ai), a multi-model creative platform that fronts third-party video models (Kling, Veo, Seedance, Wan, MiniMax, and, until retirement, Sora) plus Higgsfield's own control layer — Soul / Soul ID image generation, the DoP camera-preset engine, and the Cinema Studio filmmaking suite. Use this skill when a request routes generation through Higgsfield specifically, when the user wants aggregator-level model switching and cinematic camera/effect presets in one workspace, when planning character consistency via Soul ID, or when deciding whether to go through Higgsfield versus direct to an underlying model provider. Covers model selection, per-model prompt strategy, credit economics, the (partial) API surface, capability limits, and rights/consent policy for generated and uploaded real-person footage.
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。
Production guidance for international BytePlus Seed Speech text-to-speech. Use for selecting TTS 1.0 versus 2.0, bidirectional or unidirectional streaming, current voices and languages, prompt/prosody controls, subtitle timing validation, billing and concurrency, authorized replicated voices, privacy, error handling, and output QA. Do not use for mainland-China Volcengine Doubao Speech endpoints.
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 Amazon Polly for production text-to-speech work: selecting Standard, Neural, Long-form, or Generative engines and compatible voices; authoring SSML; creating speech marks for captions, word highlighting, or lip-sync; managing pronunciation lexicons; running synchronous, streaming, or asynchronous S3-backed synthesis; planning quotas, pricing, IAM, privacy, and QA for narration, audiobooks, accessibility audio, avatars, and multilingual media.
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 this skill when planning, capturing, processing, validating, troubleshooting, or exporting markerless human motion capture with Move AI products, including Move One single-camera workflows and Genesis multi-camera studio systems. It covers provider selection, setup, calibration, wardrobe and lighting constraints, documented multi-person operation, processing, cleanup, skeleton and retargeting choices, DCC/game-engine export, data management, consent, and privacy. Do not use it for general keyframe animation, non-Move mocap systems, 3D asset generation, or generic animation cleanup unrelated to Move AI outputs.
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。
Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare input images, control mesh/texture parameters, estimate credits and respect rate limits, review generated mesh quality (topology, UVs, poly count, texture fidelity), run iteration and repair workflows, or reason about the rights/licensing of Tripo-generated assets. Trigger on requests to generate, texture, rig, animate, retopologize, convert, or evaluate a 3D model with Tripo, or to integrate the Tripo API into a pipeline. Not for choosing a 3D renderer, editing meshes by hand, or non-Tripo generators.
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, troubleshoot, and hand off provider-independent in-camera VFX and LED volume virtual-production work, with Unreal Engine/nDisplay/Live Link awareness. Use for ICVFX suitability, LED stage geometry, frustums, tracking, lens calibration, sync, render nodes, color, lighting/reflections, artifact mitigation, rehearsal, live-composite fallback, monitoring, records, QA, and handoff. Do not use for ordinary offline post compositing, generic storyboards, or full game production.
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 DeepMotion Animate 3D for markerless video-to-3D human motion capture through the cloud portal, sales-gated API, or real-time SDK; covers capture planning, body/hand/face/multi-person limits, custom characters, retargeting, refinement, exports, DCC/game-engine handoff, QA, pricing, privacy, consent, and rights checks.
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 and operate production image generation and natural-language image editing with ByteDance Seedream through first-party Volcengine Ark (China) or BytePlus ModelArk (global), including model and region selection, multi-reference and grouped outputs, streaming, secure artifact handling, retries, cost controls, prompting, safety, and rights review.
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 this skill to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery. It covers requirements, topology repair, scale and axes, UVs, PBR baking, LODs, static and skeletal readiness, rig handoff, optimization, glTF/USD/FBX delivery, validation, QA, and rights/provenance. Do not use it for provider-specific generation prompts, full scene/world building, mocap operation, or exact CAD/manufacturing 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。
Provider-independent production workflow for AI agents creating game trailers and promos, including announcement, gameplay, launch, DLC/update, store-page videos, social cutdowns, and generated/engine-capture hybrid trailers. Use when planning, scripting, capturing, generating, editing, localizing, reviewing, or QAing game marketing videos where gameplay truthfulness, platform/store constraints, ratings, accessibility, claims, CTA metadata, and rights provenance matter.
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 this skill to plan, direct, finish, and QA provider-independent mono or stereo 180-degree, 360-degree, spherical, spatial, wide-FOV, and immersive video. It covers format choice, capture rigs, stitching, nadir and seam management, stereoscopic comfort, attention direction, stabilization, ambisonic and spatial audio, titles, captions, accessibility, edit, color, VFX, projection metadata, Vision Pro, YouTube, headset delivery, device QA, and privacy, location, and likeness rights. Do not use it for interactive XR apps, volumetric/world-model generation, game-engine experiences, or provider-specific video generation prompts.
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 a differential-ready consensus peakset from per-replicate ATAC-seq peaks using iterative overlap removal, fixed-width re-centering, and majority-rule overlap. Use when generating a stable peak coordinate system for downstream differential accessibility, ML feature engineering, cross-sample comparison, or fixed-width peak counts; covers Corces 2018 iterative overlap (501 bp), DiffBind summit re-centering, and ENCODE consistency rules.
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。
Design guides for cytosine and adenine base editing using editing window optimization and BE-Hive outcome prediction. Select optimal positions for C-to-T or A-to-G conversions without double-strand breaks. Use when designing base editor experiments for precise nucleotide changes.
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。
Workflow for orchestrating reproducible omics pipelines with workflow engines and clear execution provenance.
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。
Research GitHub user profiles including repositories, contributions, languages, stars, and activity patterns. Useful for developer talent sourcing, open-source community research, and technical due diligence on engineering teams.
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。
Research and write evidence-backed listicles, product roundups, and best-of comparisons with optional SandBase SERP, page, review, and screenshot evidence. Use for ‘best tools’, ‘top products’, roundup, SEO, GEO, or answer-engine content; do not use for an unresearched promotional ranking presented as independent advice.
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。