Use this skill for provider-independent reality capture that turns photographed or video-derived real places, objects, aerial sites, interiors, or people into photogrammetric meshes, NeRFs, or 3D Gaussian splats. It guides representation choice, capture planning, calibration and scale, reconstruction or training, cleanup, compression and LOD, coordinate and interchange handoff, visual/geometric QA, archival records, and property, location, people, and cultural rights checks. Do not use it for text-to-3D generation, synthetic asset invention, guaranteed metrology, or broad downstream finishing after handoff.
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。
calesthio/generative-media-skills☆ 2022026年7月14日 更新
An engineering-grade marketing system organized around two surface modes — a deep black canvas for hero and footer chapters and a flat paper-white canvas for body content — connected by a single, almost violently saturated NVIDIA Green accent that carries every CTA, every active tab, and the small decorative corner squares that mark out cards. The system is unapologetically angular: 2px radius across every surface, tight bold sans-serif typography in NVIDIA's proprietary EMEA cut, and a hairline gray rule that separates dense multi-column technical content. There is no decorative gradient, no atmospheric mesh, no soft drop shadow — just black, white, gray, and green stacked into a structured editorial grid that scales from product cards to massive industry landing pages without bending its 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。
skillmds/skillmd☆ 1982026年10月9日 更新
A three-surface marketing system organized around alternating black, white, and PlayStation Blue chapters that scroll past the viewer like a console launch trailer. Each section has a single editorial purpose — hero photography, console product render, PS Plus tier callout, news strip — and each owns one of three full-bleed canvas modes. The chrome is unusually quiet for a gaming brand: bright PlayStation Blue (`#0070d1`) carries every primary CTA as a fully-rounded pill, the proprietary SST face renders display copy at a signature weight 300 (light) for an airy, premium feel, and a crisp 8px-radius secondary card system carries product info on either canvas mode. The system never decorates — no gradient backgrounds on chrome, no atmospheric mesh, no drop shadows beyond a faint section-divide. Imagery does all the heavy lifting: console glamour shots, game key art, and PS Plus tier illustrations occupy 60-90% of every section, with copy compressed into a small editorial slot.
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。
skillmds/skillmd☆ 1982026年10月9日 更新
Self-hosted semantic memory for AI agents via MCP. Save worklogs, decisions, and notes, then recall them across sessions by meaning, not keyword. Postgres + pgvector with auto-tagging.
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。
skillmds/skillmd☆ 1982026年10月9日 更新
CesiumJS models, glTF, and particle effects - Model, KHR_meshopt_compression, CAD glTF extensions, EdgeDisplayMode, ModelAnimation, ModelNode, ParticleSystem, emitters, GPM extensions. Use when loading compressed or CAD-style glTF/GLB models, controlling edge rendering, playing model animations, positioning particles, or working with geospatial positioning metadata.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
CesiumJS 3D Tiles - Cesium3DTileset, compressed and CAD-style glTF content, MVTDataProvider, UrlTemplate3DTilesDataProvider, styling, metadata, feature picking, voxels, point clouds, I3S, Gaussian splats, clipping. Use when a task involves loading 3D Tiles or Mapbox Vector Tiles, draping vector tiles on terrain, rendering KHR meshopt/CAD content, styling or querying features, working with voxels or point clouds, or clipping spatial data.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
CustomShader authoring — vertexShaderText and fragmentShaderText against VertexInput, FragmentInput, FeatureIds, Metadata, czm_modelMaterial. Use when reading EXT_mesh_features or EXT_structural_metadata property textures/tables, vertex displacement, or shading VoxelPrimitive.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
Validate system resilience through controlled fault injection. Covers hypothesis-driven chaos experiments, failure injection types (network, service, infrastructure, dependency), LitmusChaos/Chaos Mesh/AWS FIS/Gremlin/toxiproxy tooling, automated abort gating, game day planning, and progressive chaos adoption. Use when: "chaos engineering," "fault injection," "resilience test," "game day," "failure recovery," "system reliability," "blast radius." Not for: safe rollout flags/canary/dark launch during a release — use testing-in-production; designing new tests from production telemetry — use observability-driven-testing. Related: testing-in-production, observability-driven-testing, performance-testing, release-readiness, test-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。
petrkindlmann/qa-skills☆ 1802026年6月11日 更新
Write and run Blender Python scripts for 3D automation and procedural modeling. Use when the user wants to automate Blender tasks, create 3D models from code, run headless scripts, manipulate scenes, batch process .blend files, build geometry with bmesh, apply modifiers, generate procedural shapes, or import/export 3D models using the bpy API.
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/skills☆ 1662026年10月14日 更新
Coordinate multiple AI agents working together on complex tasks — routing, handoffs, consensus, memory sharing, and quality gates. Use when tasks involve building multi-agent systems, coordinating specialist agents in a pipeline, implementing agent-to-agent communication, designing swarm architectures, setting up agent orchestration frameworks, or building autonomous agent teams with supervision and quality control. Covers hierarchical, mesh, and pipeline topologies.
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/skills☆ 1662026年10月14日 更新
Infrastructure and platform specialist for Kubernetes, Terraform, GitOps, and cloud-native architectureUse when "kubernetes, k8s, terraform, infrastructure, deployment, helm, argocd, gitops, service mesh, istio, cloud platform, kubernetes, terraform, gitops, argocd, helm, istio, aws, gcp, azure, infrastructure, platform, devops, ml-memory" 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-antigravity☆ 1652026年1月22日 更新
Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" 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-antigravity☆ 1652026年1月22日 更新
15-agent hierarchical mesh coordination for v3 implementation. Orchestrates parallel execution across security, core, and integration domains following 10 ADRs with 14-week timeline.
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。
ruvnet/marketing☆ 1292026年5月23日 更新
Deploy, manage, and debug Kubernetes in production — Deployments, Services, Gateway API, Service Mesh (Istio/Linkerd/Cilium), eBPF observability (Cilium Hubble), security hardening (Pod Security Standards, OPA/Kyverno, seccomp, runtime security with Falco/Tetragon), Helm, HPA, PDB, topology spread, and debugging. Use when user asks to write K8s manifests, deploy to a cluster, debug pods, set up Gateway API, configure autoscaling, or harden cluster security. Do NOT use for Dockerfiles (use docker), CI/CD pipeline design (use ci-cd), or Terraform infrastructure (use terraform).
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。
EliasOulkadi/shokunin☆ 1142026年10月5日 更新
Use when adding character/enemy/game-flow states or NPC behaviour - explicit transition tables instead of flag soup, hierarchical and pushdown machines, behaviour trees per engine, navmesh pathfinding, AI tick budgets, and table-driven tests.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Use when building a 3D web game with three.js, Babylon.js or PlayCanvas - render loop and delta per library, fixed-step physics with Rapier or Havok, explicit dispose of GPU resources, instancing and draw-call budgets, glTF with Draco/meshopt/KTX2, pixel ratio and resize, WebGPU opt-in, React Three Fiber notes, and headless testing.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
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。
pascalorg/skills☆ 972026年9月11日 更新
Builds analytics engineering layers for metrics, contracts, and BI-ready models. Use when shaping dbt or SQLMesh marts, metric governance, lineage, or data quality.
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。
vasilyu1983/AI-Agents-public☆ 952026年10月12日 更新
Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP.
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。
RobLe3/cc-blender-skill☆ 902026年10月13日 更新
UV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off textures. Pairs with reference-to-3d for template-accurate reconstruction and blender-materials for PBR 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。
RobLe3/cc-blender-skill☆ 902026年10月13日 更新
Write Swift animation code using Apple's latest frameworks — SwiftUI animations, Core Animation, and UIKit. Prefer first-party APIs over third-party libraries. Use when implementing iOS animations, writing animation code, building transitions, creating gesture-driven interactions, or converting animation specs/designs into working Swift code. Covers iOS 18 through iOS 26 APIs including KeyframeAnimator, PhaseAnimator, custom Transition protocol, zoom navigation transitions, matchedGeometryEffect, symbol effects, mesh gradients, and SwiftUI-UIKit animation bridging.
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。
existential-birds/beagle☆ 822026年9月16日 更新
Run the post-deploy send test that validates a freshly deployed or updated warp route end-to-end — real token transfers across the route's legs, delivery confirmation, and fee-accrual checks. Use when asked to send-test, round-trip, or validate transfers on a warp route. Defaults to a full collateral-mesh test for multi-collateral routes.
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。
hyperlane-xyz/hyperlane-monorepo☆ 762026年10月14日 更新
Expert guide for modern WebGPU and WebGL 3D graphics in the browser using Three.js (WebGPURenderer + TSL), Babylon.js, PlayCanvas, React Three Fiber (R3F), and 3Dviz spatial reasoning — covers object craft across 3 scales, surface continuity at joins, physical interaction envelopes, grounded scientific visualization, KTX2/Meshopt optimization, and 3D visual anti-slop / Panduan ahli grafis 3D web, WebGPU modern, dan penalaran spasial 3Dviz.
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。
roedyrustam/vibes-plug☆ 752026年10月9日 更新
Systematic analysis of DC and AC linear circuits using Ohm's law, Kirchhoff's laws, node and mesh methods, Thevenin and Norton equivalents, phasor analysis, and Bode plots. Covers series and parallel reduction, superposition, source transformation, impedance in the frequency domain, first and second order transient response, and the conversion between time domain and phasor representations. Use when quantitatively predicting voltages, currents, power, gain, phase, or time response of any lumped-element linear circuit.
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。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新