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cccskills

「scene」の検索結果

665 件 ・ 関連度順

概要と使いどころ

Draws hand-authored SVG spot illustrations in a bold pop-geometric style for design and coding scenes. Identifying traits: a thick navy outline on every shape, solid navy extrusions that always step down-right, saturated flat fills (hot pink, lemon, aqua, violet, mint, lime) textured with navy hatching and dots, and a dense overlapping cluster of chunky props (browser windows, pinwheel tiles, iso cubes, lightning bolts) around one slim cartoon character. Covers palette, line weights, extrusion and union-outline techniques, a JS helper for the repeated marks, characters and hands, composition and a render-and-critique loop. Use when someone asks for bold pop, pop geometric, retro pop, memphis-style, navy-outline, chunky outlined or loud colourful illustrations, or for empty states, onboarding, 404 or error pages, blog headers, feature spots and marketing cards in that 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。

MengTo/Skills6,7482026年10月6日 更新

Draws original hand-authored SVG badge illustrations in a vintage emblem style for design and coding subjects. Identifying traits: a seven-colour screen-print palette (green-black ink, cream, terracotta, sand, tan, pale, a touch of teal) with no gradients; one chunky hero object in thick 3.6 px ink outlines, shaded with woodcut gouges and lit with pale streaks; a terracotta sun disc behind it, cut free by a 7.5 px cream keyline; a hard horizontal edge slicing the scene into a dark splash band with cream droplets punched out; a heavy condensed wordmark over a letterspaced serif tagline. Covers lockups, hero objects, gulls, splash bands and lettering. Use when someone asks for a vintage emblem, retro badge, crest, logo-style, screen-print, poster, sticker, patch or merch-style illustration, or a badge card for a team, event, release, empty state, 404 page, blog header or marketing card.

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。

MengTo/Skills6,7482026年10月6日 更新

Build rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters. Use for 3D scrollytelling, scroll-driven WebGL worlds, camera journeys, interactive portfolios, product stories, exhibitions, explainers, game or film microsites, spatial narratives, and multi-scene websites where native scroll should travel through one continuous place. Not limited to landing pages.

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。

MengTo/Skills6,7482026年10月6日 更新

Draws original cosy animal scenes as hand-authored SVG cards (480x360) in a grainy gouache, risograph-like style. Identifying traits are flat shapes with no outlines on a hot-pink card; soft 3-4 stop gradient shading on every rounded form, darker toward edges and base; a fine dark multiply grain that gathers at each shape's edges; a chalky purple-pink shadow pooled under the group; and big glossy eyes with cream star highlights, framed by grained autumn leaves and sparse cream sparkles. It covers design and coding moments with one cute animal at a laptop, monitor, desk, window, mug or book stack. Use when someone asks for grainy, gouache, riso, risograph, textured, cosy, cozy, autumn, hygge, storybook or children's-book style animal art, or for an empty state, onboarding step, 404 page, blog header, feature spot or marketing card with a warm handmade feel.

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。

MengTo/Skills6,7482026年10月6日 更新

Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.

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。

MengTo/Skills6,7482026年10月6日 更新

Draws original design and coding scenes as hand-authored SVG cards (480x360) in a two-colour brush-marker style. Identifying traits: thick wobbly black marker lines with blobby ends, built as filled ribbons; one second ink, mint green, in flat blocks that slip 2-10 px off the line like a misregistered print; solid black hair, trousers and shoes with mint highlight dashes; and a crinkly squiggle camo on cream areas, all on warm cream paper. Characters are chunky, with profile heads, big noses, dot eyes, big hands and feet. It covers people coding, thinking, carrying and resting with laptops, mugs, chairs and rubber ducks. Use when someone asks for brush, marker, felt-tip, two-colour, duotone, riso-print, zine, mint-and-black or doodle illustrations, or for empty states, onboarding, 404 pages, blog headers, feature spots or marketing cards with a bold hand-made 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。

MengTo/Skills6,7482026年10月6日 更新

Turn a visual or interaction technique you already built into a reusable web-design skill, by isolating the one mechanism that makes it work while reproducing its approved reference exactly around that focus, and packaging it with a demo that proves both the mechanism and the visual fidelity. Covers finding the mechanism, naming the technique plainly, disclosing the verified runtime and renderer, auditing reference layers, carrying real numbers instead of adjectives, preserving owned staging, keeping expensive gotchas, declaring the boundary against neighbouring skills, and browser-verifying before claiming it works. Use when a page, canvas scene, shader, scroll effect, layout system, or hover interaction turned out well and should become a skill rather than staying in one project.

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。

MengTo/Skills6,7482026年10月6日 更新

Create a camera-correct sky background for a 3D scene with a procedural atmosphere or panorama, horizon haze, aligned sunlight, and coherent environment lighting. Use for architectural skies, outdoor 3D backgrounds, golden hour, and day-to-night sky transitions.

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。

MengTo/Skills6,7482026年10月6日 更新

Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target. Use for oiled timber, kumiko, joinery and workshop scenes; wood that reads flat, plastic or washed out; volumetrics that lift the blacks; "score this out of 10"; or "get the lighting to 8".

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。

MengTo/Skills6,7482026年10月6日 更新

Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.

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。

MengTo/Skills6,7482026年10月6日 更新

Three.js performance optimization and best practices guidelines. Use when writing, reviewing, or optimizing Three.js code. Triggers on tasks involving 3D scenes, WebGL/WebGPU rendering, geometries, materials, textures, lighting, shaders, or TSL.

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。

zebbern/claude-code-guide4,6592026年10月10日 更新

novel-art

無料

给 AI 短剧出美术设定集(场景 + 叙事道具):场景的设计意图、一致性锚点、光照时段变体、 空景提示词;道具的戏剧功能、状态变体、尺度参照、白底无手提示词。 产出 art.json + Markdown + 单页评审报告(含导出 JSON)。 为 AI 生成而设计,不是实拍——环境和道具都是生成资产,交付的是让它们跨集长一样的一致性方案; 10 道质量门全部由脚本确定性检查(锚点 3–5、无人无手、白底可抠、尺度短语、提示词英文……)。 有 novel-outline 的 outline.json 就用 seed 预填场景清单与出现集。 零依赖、零 API key、不出图——交付的是提示词,出图在下游。 Use when asked to 场景设定、出场景、环境设定集、场景一致性、scene bibles for AI short drama。

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。

eternityspring/shuohao-skills4,5222026年10月14日 更新

Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback. Use 'gameobject-find' to locate the host GameObject and 'gameobject-component-list-all' to discover valid component type names.

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。

IvanMurzak/Unity-MCP4,4382026年10月13日 更新

Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.

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。

IvanMurzak/Unity-MCP4,4382026年10月13日 更新

Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.

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。

IvanMurzak/Unity-MCP4,4382026年10月13日 更新

Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.

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。

IvanMurzak/Unity-MCP4,4382026年10月13日 更新

Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.

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。

IvanMurzak/Unity-MCP4,4382026年10月13日 更新

Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available (componentDiff, pathPatches, jsonPatch) — see the skill body for details.

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。

IvanMurzak/Unity-MCP4,4382026年10月13日 更新

Create a new GameObject in the currently opened Prefab or active Scene, optionally parented under another GameObject and pre-positioned. Pass `primitiveType` to spawn a Unity primitive (Cube, Sphere, etc.) instead of an empty GameObject.

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。

IvanMurzak/Unity-MCP4,4382026年10月13日 更新

Destroy a GameObject (and all nested children) in the currently opened Prefab or active Scene. Returns the destroyed GameObject's name, path, and instance ID for confirmation. Use 'gameobject-find' to locate the target first.

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。

IvanMurzak/Unity-MCP4,4382026年10月13日 更新

电商素材工坊(中英双语)。用户需要生成电商主图、详情图、场景图、产品图合成、品牌叠加时使用。自动识别品类→匹配风格→场景感知合成→统一文字→自动质检→多平台适配→标准化交付。E-commerce product image studio: category detection, style matching, scene-aware compositing, text overlay, quality check, multi-platform adaptation, batch delivery.

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。

davepoon/buildwithclaude3,6332026年10月13日 更新

Top-level workflow skill for USD performance diagnosis and optimization. Handles slow loading, high memory, low FPS, and broad scene-optimization requests; delegates auth/runtime setup to Phase 0 owners.

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。

NVIDIA/skills3,5882026年10月14日 更新

Create a minimal blank Workflow scaffold with a Scene containing ground and light plus an idle run mode. Use for fast new Workflow scaffolding.

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。

NVIDIA/skills3,5882026年10月14日 更新

Replay a workflow HDF5 episode through its original Scene. Use for visual trajectory and recording verification; do not use for policy evaluation or LeRobot 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。

NVIDIA/skills3,5882026年10月14日 更新