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cccskills

「frame」の検索結果

4,534 件 ・ 関連度順

概要と使いどころ

Plans mobile QA automation for iOS and Android apps. Use when planning automation frameworks, device matrix, flake control, or CI/CD release gates.

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-public982026年10月12日 更新

Designs and executes compatibility-preserving migrations across APIs, schemas, frameworks, dependencies, protocols, storage, and infrastructure with baselines, coexistence, staged cutover, rollback or forward-fix paths, and explicit removal criteria. Use for deprecations, upgrades, data moves, contract changes, and replacing live implementations. Not for a local refactor with no external state or compatibility boundary.

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。

thiientv/godmode972026年8月26日 更新

Grounds version-sensitive engineering decisions in authoritative current sources by detecting the installed stack, retrieving official documentation or source, reconciling conflicts, and recording citations and confidence. Use for framework APIs, dependency behavior, standards, compatibility, migrations, or technical recommendations that may have changed. Not for stable project-local logic or broad product discovery.

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。

thiientv/godmode972026年8月26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/skills972026年9月11日 更新

Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.

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-skill952026年10月13日 更新

Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "make a picture", "save the result", "produce a final image", "export as image".

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-skill952026年10月13日 更新

Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — also covers "hero shot", "close-up", "from above", "shallow focus", "85mm portrait look".

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-skill952026年10月13日 更新

Orchestrate a fail-gated, source-locked Blender reconstruction of mascots, logos, brand avatars, and stylized flat characters from wireframes, texture packs, and orthographic views. Use when the user requires a 1:1 brand/model match rather than a plausible stylized interpretation.

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-skill952026年10月13日 更新

Drive Blender from natural language: create or edit 3D models, materials, lighting, cameras, renders, animation, and exports through Blender MCP. Route complete scenes to domain skills and wireframe/reference requests to reconstruction skills. Also use for 3D requests that do not name Blender. Requires a configured official or ahujasid MCP backend.

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-skill952026年10月13日 更新

Turn multiview fit reports into a sequential or parallel repair queue for aligning Blender products to source-of-truth templates. Use after validation shows disalignment, when the agent must iteratively fix wireframe, texture, lighting, or projection mismatches, and when skill gaps should trigger self-refinement before another rebuild.

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-skill952026年10月13日 更新

Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract. Use when a 3D model must match multi-view wireframes/templates, when side/back/top silhouettes are off, or before adding depth to a front-locked contour model.

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-skill952026年10月13日 更新

Segment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair.

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-skill952026年10月13日 更新

Build Blender mesh surfaces directly from extracted 2D contours/masks instead of approximate primitives. Use for 1:1 mascot/logo reconstruction, exact leaf/petal silhouettes, filled wireframe shapes, shallow bas-relief forms, or when the model outline must match a front template before adding depth.

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-skill952026年10月13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-skill952026年10月13日 更新

Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

e2e

無料

Add durable end-to-end tests for user/API-visible behavior. Detect or scaffold the E2E framework, write tests, run the app, and store evidence. Use for E2E, Playwright/Cypress, regression tests, or quality gates. Not exploratory QA.

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。

heliohq/ship932026年7月4日 更新

relay

無料

Integrating messaging platforms and bots: channel adapters, webhook handlers, WebSocket servers, event-driven architecture, bot command frameworks. Use for Slack/Discord/Teams integration.

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。

simota/agent-skills932026年10月15日 更新

shift

無料

Orchestrating migrations, upgrades, and modernization across frameworks, libraries, APIs, databases, and dependencies. Generates codemods, applies Strangler Fig, verifies equivalence, plans rollback.

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。

simota/agent-skills932026年10月15日 更新

bond

無料

Designing retention strategy, re-engagement, and churn prevention: retention analysis frameworks, re-engagement triggers, gamification, habit formation, and loyalty programs.

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。

simota/agent-skills932026年10月15日 更新

flux

無料

Refracting thinking by challenging assumptions, combining cross-domain knowledge, and shifting perspectives to reframe problems. Use for stuck situations or paradigm shifts. Does not write code.

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。

simota/agent-skills932026年10月15日 更新

frame

無料

Extracting and structuring design context from Figma via MCP Server for downstream implementation agents. Use for Figma-to-code bridging or Code Connect management.

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。

simota/agent-skills932026年10月15日 更新

oracle

無料

Designing and evaluating AI/ML systems: prompt engineering, RAG design, LLM application patterns, AI safety, evaluation frameworks, MLOps, cost optimization. Use for AI pipelines or eval harnesses.

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。

simota/agent-skills932026年10月15日 更新

Generate AI design contract (AI-SPEC.md) for phases that involve building AI systems — framework selection, implementation guidance from official docs, and evaluation strategy

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。

buildomator/buildomator922026年10月14日 更新