LuisaCompute API guide covering the DSL (kernels, callables, structs, buffers, atomics, control flow, dispatch), the runtime API (Context, Device, Stream, buffers, images, ray tracing, rasterization), AST usage markers and AST-to-XIR lowering, the core library (traits, types, logging, math, fiber, allocators, STL containers), and vstd containers (HashMap, queues, pools, variant, smart pointers, utilities).
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。
LuisaGroup/LuisaCompute☆ 1,0552026年10月18日 更新
The Power BI report design canon covering design identity, visual hierarchy and the 3-30-300 rule, layout/spacing/alignment, color discipline, chart selection, KPI and card design, tables and matrices, accessibility, and the closing design gate. The shared reference home for report design judgment, routed to by the create-pbi-report, pbir-cli, review-report, modifying-theme-json, and custom-visual skills. Load when committing a design identity or making a design, layout, color, chart-selection, or accessibility decision for a report.
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。
data-goblin/power-bi-agentic-development☆ 1,0552026年10月15日 更新
SVG generation via DAX measures and extension measures with ImageUrl data category for inline visualizations in PBIR reports, including ready templates for matrix and table cells, new card images and per-button images on the new button slicer. Automatically invoke when the user mentions "SVG visual", "DAX sparkline", "SVG measure", "inline graphics with DAX", "ImageUrl data category", "extension measure", or asks to create any DAX-generated chart (progress bars, bullet charts, KPI indicators, data bars, gauges, donut charts, lollipop charts, dumbbell charts, status pills, overlapping bars, boxplots, IBCS bars, jitter plots, box-and-whisker charts).
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。
data-goblin/power-bi-agentic-development☆ 1,0552026年10月15日 更新
Tabular Editor documentation search and configuration file guidance (.tmuo, Preferences.json, UiPreferences.json, Layouts.json). Automatically invoke when the user asks about "TE docs", "Tabular Editor features", "TE3 preferences", ".tmuo files", "workspace database settings", "DAX editor settings", "per-model TE3 configuration", or needs to search Tabular Editor documentation for how-to guidance.
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。
data-goblin/power-bi-agentic-development☆ 1,0552026年10月15日 更新
Multi-agent orchestrator for Claude Code. Use when user mentions gastown, gas town, gt commands, bd commands, convoys, polecats, crew, rigs, slinging work, multi-agent coordination, beads, hooks, molecules, workflows, the witness, the mayor, the refinery, the deacon, dogs, escalation, or wants to run multiple AI agents on projects simultaneously. Handles installation, workspace setup, work tracking, agent lifecycle, crash recovery, and all gt/bd CLI operations.
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。
numman-ali/n-skills☆ 1,0522026年9月12日 更新
When the user wants to set up, optimize, or manage TikTok Ads. Also use when the user mentions "TikTok Ads," "TikTok for Business," "TikTok Pixel," "Events API," "TikTok Spark Ads," or "TikTok video ads." For organic TikTok, use tiktok-captions.
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。
kostja94/marketing-skills☆ 1,0472026年10月6日 更新
Use when a UE5 task involves Niagara or Chaos destruction: a Niagara fireball, projectile trail, impact explosion, muzzle flash, spell, smoke, sparks, debris, Niagara fluids or flipbooks; "Niagara is too expensive", stat NiagaraOverview, Effect Types, pooling, Data Channels, lightweight emitters, VFX scalability; judging an effect's readability, value, color, timing, white blowout or strobing; or a wall that shatters, geometry collection fracture, Dataflow, damage thresholds, floating chunks, debris cost, Chaos Visual Debugger.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpc_id, any_peer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth, Steam, Nakama or WebRTC. Symptoms: players do not appear on the client, 'rpc node checksum failed', 'node not found' on an RPC, desync, the server build is huge, a client never connects.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera cuts, spawnables, character animation in shots, per-shot lighting, Movie Render Graph or Movie Render Queue EXR renders, "render darker than the viewport", "first frames pop", "last frame missing", ACES or OCIO to DaVinci Resolve, the 180-degree rule, Sequencer Python, or reviewing a cut.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when making or fixing particle effects and game feel in Godot 4.7: GPUParticles3D or GPUParticles2D explosion, fireball projectile with trail, impact, sparks, smoke, shockwave, ribbon trails, sub-emitters, particle collision, color curve does nothing, particles pop out or vanish, effect too heavy on mobile, CPUParticles fallback for Compatibility or web, overdraw, hit-stop, freeze frame, screen shake, juice.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper wrist, collapsing elbow or shoulder, volume loss, clothes poking through), when mirroring, copying or capping skin weights for Unreal or Unity, building blend shapes, corrective shapes or pose space deformation (Pose Editor on IK-driven joints), a face rig with shapes or joints, multiple skinClusters, Delta Mush or the ML Deformer, or running a range-of-motion deformation test.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert 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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when text must appear letter-perfect on generated media: taglines, CTAs, prices, legal supers, lower thirds, end cards, nameplates, or styled rich cards composited over Scenario images and video. Keywords: text overlay, text card, caption card, CTA, legal super, tagline, end card, lower third, price card, HUD text, transparent PNG.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when producing product photography with Scenario from a real product photo: e-commerce packshots on white, transparent, or brand backgrounds, lifestyle scenes placing the product in an environment, hero shots for a landing page or marketplace listing, angle and colorway sets, relighting or shadow fixes, or any shot where the label, logo, and shape must stay exact. Keywords: product photo, packshot, e-commerce, lifestyle shot, compositing, relight, label fidelity, catalog.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when generating or editing images with Ideogram models on Scenario via MCP: posters, logos, menus, packaging, or signage with exact in-image text, editing an image in place while keeping its exact size, transparent PNG generation, background removal that keeps hair and glass edges, editable text layers for localization, or one consistent character from a reference. Keywords: Ideogram 4.5, Precise Edit, V4, V3, typography, aspect ratio, layerize, character reference, inpainting.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新
Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.
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。
scenario-labs/skills☆ 1,0452026年10月17日 更新