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cccskills

「grid」の検索結果

765 件 ・ 関連度順

概要と使いどころ

Builds and edits a model-driven Power Apps app from a natural-language intent — tables, columns, relationships, adaptive forms with sub-grids, views, Choice-column charts, business rules, business process flows, generative page intents for overview/dashboard surfaces (page `.tsx` generated in generate-pages after plan approval), and an app module + sitemap — via the headless cds-maker-sdk. Runs an interactive, multi-turn authoring flow (env selection, jobs-to-be-done first, then design-only App Spec authoring across confirmed levels, guardrail lint, plan-mode approval, generate-pages, full build) and a narrated build, and can download a deployed app back into an editable spec to change it. Use when the user says "build an app for X", "create a model-driven app", "make me an app to manage Y", "add a business process flow", or "edit/add to my app". This skill stands alone and does not require /genpage — but for a standalone generative page added to an app that already exists, use /genpage instead.

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。

microsoft/power-platform-skills1,0012026年10月14日 更新

Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.

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/skills9972026年10月13日 更新

Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

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/skills9972026年10月13日 更新

Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.

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/skills9972026年10月13日 更新

Use when a named character or prop must become a reusable identity in Scenario: creating a character or prop from a brief or interview, building its approved image collection (character: <name> or props: <name>), assembling a character sheet or turnaround, or generating new images of an established one. Triggers include create a new character, design a prop, character sheet, turnaround, more images of this character. Keywords: character design, identity, library, collection, grid.

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/skills9972026年10月13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/skills9972026年10月13日 更新

tilt-3d

無料

Add tactile depth to a hero card or cover image: it tilts in 3D toward the pointer with a soft glare. Keep the max angle small (~10°) and reserve it for one or a few hero cards, not a grid. Flat under prefers-reduced-motion and on touch.

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。

nexu-io/motion-anything8632026年7月7日 更新

A distinctive GPU shader background rendered in dependency-free WebGL — a marketing-grade hero backdrop. One per view; scrim behind text. Renders a static frame under prefers-reduced-motion.

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。

nexu-io/motion-anything8632026年7月7日 更新

A grid of little lines all point toward the cursor — a hypnotic interactive field for a hero/background. One field per view; it's attention-grabbing. Frozen under prefers-reduced-motion.

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。

nexu-io/motion-anything8632026年7月7日 更新

A card reveals a second face through a burst of pixel tiles on hover — a retro reveal. A few cards, not a grid. Under prefers-reduced-motion the back face just appears.

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。

nexu-io/motion-anything8632026年7月7日 更新

Pixel tiles light up in a wave across a card on hover — a subtle retro shimmer. A few cards, not a grid. Static under prefers-reduced-motion.

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。

nexu-io/motion-anything8632026年7月7日 更新

A soft glare sweeps across a card following the cursor on hover — a premium, tactile sheen. Keep it subtle; a few hero cards, not a grid. Disabled on touch and under prefers-reduced-motion.

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。

nexu-io/motion-anything8632026年7月7日 更新

Lift a clickable card toward the viewer on hover with a deepening shadow — a tactile, responsive cue. Pure CSS, no JS. Only use on actually-clickable cards (motion implies clickability). Honors prefers-reduced-motion (static). Avoid on very dense grids where many lifts feel noisy.

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。

nexu-io/motion-anything8632026年7月7日 更新

Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom 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。

thedivergentai/Game-Design-Agentic-Skills8492026年10月13日 更新

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.

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。

thedivergentai/Game-Design-Agentic-Skills8492026年10月13日 更新

Audit a project's infrastructure and SaaS stack, then produce a cost report showing what the user currently pays and what they would save by consolidating onto Temps (self-hosted or Temps Cloud). Detects hosting platforms (Vercel, Netlify, Railway, Render, Heroku, Fly.io), analytics (PostHog, Plausible, Mixpanel, Amplitude, Fathom), error tracking (Sentry, Bugsnag, Rollbar, Honeybadger), session replay (LogRocket, FullStory, Hotjar, Highlight), uptime monitoring (Pingdom, UptimeRobot, Better Stack, Checkly), managed databases (Supabase, Neon, PlanetScale, MongoDB Atlas, Upstash, RDS), and transactional email (SendGrid, Postmark, Resend, Mailgun) from dependencies, config files, and env var names. Use when the user wants to: (1) Know how much they would save by switching to Temps, (2) Audit their SaaS/infrastructure spend, (3) Compare their current stack's cost against self-hosting, (4) Decide whether Temps is worth it, (5) Build a business case for consolidating tools. Triggers: "how much would I save", "temps savings", "cost comparison", "audit my stack", "am I overpaying", "saas spend", "calculate savings", "is temps cheaper".

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。

gotempsh/temps8402026年10月13日 更新

The BloodGen3Module package provides functions for R user performing module repertoire analyses and generating fingerprint representations. Functions can perform group comparison or individual sample analysis and visualization by fingerprint grid plot or fingerprint heatmap. Module repertoire analyses typically involve determining the percentage of the constitutive genes for each module that are significantly increased or decreased. As we describe in details;https://www.biorxiv.org/content/10.11

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。

bioMate-AI/biomate-bioconductor-kb7962026年6月21日 更新

为朋友圈九宫格选择质量高、重复少、内容与时空分布丰富的照片。

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。

LC044/TrailSnap7872026年10月13日 更新

Expert knowledge for Azure SignalR Service development including troubleshooting, best practices, decision making, architecture & design patterns, limits & quotas, security, configuration, integrations & coding patterns, and deployment. Use when configuring SignalR modes, upstreams, private endpoints, autoscale, multi-region topologies, or Event Grid integration, and other Azure SignalR Service related development tasks. Not for Azure Web PubSub (use azure-web-pubsub), Azure Service Bus (use azure-service-bus), Azure Event Hubs (use azure-event-hubs).

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。

MicrosoftDocs/Agent-Skills7792026年10月11日 更新

Expert knowledge for Azure Data Manager for Agriculture development including limits & quotas, security, configuration, and integrations & coding patterns. Use when setting up BYOL creds/Private Link, ag data ingestion/IoT, AI/nutrient APIs, throttling, or Event Grid logs, and other Azure Data Manager for Agriculture related development tasks. Not for Azure Data Explorer (use azure-data-explorer), Azure Data Factory (use azure-data-factory), Azure Synapse Analytics (use azure-synapse-analytics), Azure Databricks (use azure-databricks).

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。

MicrosoftDocs/Agent-Skills7792026年10月11日 更新

Seedance 2.5 prompt director — the omni-reference dialect. Routes the four generation modes (t2v / omni_reference / video_edit / video_extension), writes explicit @Image/@Video/@Audio reference roles with exclusions, stages 30-second videos into end-state beats, and covers video editing, forward/backward extension, first-last-frame and multi-keyframe control, storyboard grids, blockout rendering, and seamless transitions. Use whenever the user asks for a Seedance 2.5 prompt, mentions Seedance 2.5 / Dreamina / Jimeng, wants a clip longer than 15s on Seedance, wants to EDIT or EXTEND an existing video rather than generate a new one, or supplies more than a handful of image/video/audio references. For Seedance 2.0 (4K, `mode=fast`, or a genre hint) use higgsfield-seedance instead.

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。

OSideMedia/higgsfield-ai-prompt-skill7372026年9月27日 更新

Find the cheapest award dates for a route over a date range. Searches seats.aero across all programs, groups by date, and shows a calendar grid of the best deals. Use when dates are flexible and you want to find the sweet spot.

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。

borski/travel-hacking-toolkit6932026年10月12日 更新

img-grid

無料

Наложить пронумерованную сетку на изображение. Используй при анализе скриншота макета или печатной формы — измерить пропорции колонок перед генерацией табличного документа

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。

Nikolay-Shirokov/cc-1c-skills6842026年10月12日 更新

Add a measured sound pass to a motion-graphics video made with Claude Code (HyperFrames, Remotion, GSAP, Claude Motion or the motion-broll skill). Builds a cue list, checks the music's beat grid against the kick drums, lands cuts on the beat, places one real sound effect per cue from a bundled CC0 library, mixes to -16 LUFS with true peaks below -4 dBFS measured on the exported MP4, and proves it with frames, waveforms and 5 timestamps for a human to check. Use when someone wants sound effects, sound design or music added to a motion-graphics video, or says their AI video sounds like cheap beeps.

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。

Barty-Bart/motion-graphics6602026年10月13日 更新