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cccskills

「canvas」の検索結果

529 件 ・ 関連度順

概要と使いどころ

echarts

無料

Creates interactive data visualizations with Apache ECharts, the open-source JavaScript charting library. Use when a user asks to build charts, dashboards, or data-driven graphics using ECharts in React, Vue, or vanilla JavaScript applications, render a chart to SVG on the server, or upgrade from ECharts 5 to 6.

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/skills1662026年10月14日 更新

Make kinetic-typography motion reels (MP4) in code: showreels, portfolio or work reels, product promos, intro films, "motion design"-style videos with bold condensed type, HUD micro-type, black/cream/lime palette, three.js generative layers (particle terrain, liquid marble, chrome knot, particle clouds), shape-continuity transitions and a synthesized, beat-locked score. Canvas 2D + WebGL rendered frame by frame in headless Chrome, encoded with ffmpeg. Use when the user asks for a reel, showreel, motion-graphics / kinetic-type video, a "Work Reel" in this style, or to extend/re-cut the Work Reel ’26.

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。

tuzhechen2005/opus-video-skills1662026年9月27日 更新

braze

無料

Braze customer engagement platform expertise. Audit campaigns, Canvases, segments, messaging channels, and data architecture. Use when the user asks about Braze, customer engagement, push notifications, in-app messaging, cross-channel orchestration, or lifecycle marketing at scale.

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。

thatrebeccarae/claude-marketing1642026年5月15日 更新

Use when setting up a new or existing project on @drincs/pixi-vn, wiring the main.ts entry point, or calling the top-level Game API (Game.init, Game.start, Game.onEnd, Game.addOnError, Game.onNavigate, Game.clear) — this is the entry point every Pixi'VN project needs before touching canvas, narration, sound, storage, or history.

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。

DRincs-Productions/pixi-vn1512026年10月1日 更新

Create beautiful, accessible user interfaces with shadcn/ui components (built on Radix UI + Tailwind), Tailwind CSS utility-first styling, and canvas-based visual designs. Use when building user interfaces, implementing design systems, creating responsive layouts, adding accessible components (dialogs, dropdowns, forms, tables), customizing themes and colors, implementing dark mode, generating visual designs and posters, or establishing consistent styling patterns across applications.

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。

Infrasity-Labs/dev-gtm-claude-skills1362026年6月29日 更新

This skill should be used when the user asks to "add an animated background", "build a mesh/gradient background", "make an aurora/shader background", "add constellation/particle background", "animated hero background", or "a subtle looping background behind content". Covers CSS mesh gradients, GLSL shader gradients (Three.js), canvas particle constellations, seamless loops, and reduced-motion/performance handling — fully self-contained.

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。

iart-ai/motion-design-skills1172026年6月22日 更新

imagegen

無料

Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG/vector/code-native assets, extending an established icon or logo system, or building the visual directly in HTML/CSS/canvas.

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。

theowenyoung/home1152026年9月27日 更新

Design GPU-accelerated animations with Web Animations API (WAAPI), Scroll-Driven Animations (ScrollTimeline/ViewTimeline), FLIP technique, easing systems, and accessibility (prefers-reduced-motion). Use when user asks to create animations, transitions, scroll effects, page transitions, or interactive motion for web UIs. Do NOT use for canvas-based animations (Three.js, PixiJS), video editing, or non-web (native mobile) motion design.

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/shokunin1142026年10月5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/tasktrooper1132026年10月12日 更新

Use when working on any browser game (Phaser, PixiJS, three.js, Babylon.js, PlayCanvas, Excalibur, KAPLAY) - requestAnimationFrame with clamped delta and visibility pause, zero-allocation frame loops, measuring in DevTools, bundle and asset size budgets, Vitest with seeded RNG and injected time, and a seeded Playwright smoke test with console capture.

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/tasktrooper1132026年10月12日 更新

Comprehensive brand messaging, positioning, and value proposition development using proven frameworks including Peep Laja Message Layers, Osterwalder Value Proposition Canvas, Geoffrey Moore positioning, April Dunford's Five Components, StoryBrand SB7, Andy Raskin Strategic Narrative, and Messaging House. Use when developing brand identity, brand messaging architecture, positioning statements, value propositions, messaging hierarchies, brand pillars, taglines, one-liners, elevator pitches, brand guidelines, visual identity systems, or creating Positioning & Messaging Packs. Triggers include: messaging framework, brand positioning, value prop, messaging architecture, brand pillars, brand identity, StoryBrand, positioning statement, brand guidelines, design system, messaging house, corporate identity, brand voice, visual standards.

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。

manojbajaj95/claude-gtm-plugin1062026年9月18日 更新

Create paid motion-graphics videos in Kunpeng with MiniMax H3, Omni, or Seedance Mini. Use for MG animation, app showcase MG, talking-head graphic overlays, text-to-video MG explainers, and editor/canvas workflows that may spend credits.

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。

pengfeiqiao/kunpeng1002026年10月11日 更新

phase

無料

Use when optimizing, auditing, or preparing to ship web animations or rendering performance work: frame loops, scroll/viewport reveals, mount/unmount transitions, canvas/WebGL lifecycles, reduced motion, lazy rendering, and deferred off-screen work. Use for jank, per-frame allocations, forced reflows, render loops, animations that do not pause off-screen, content-visibility, requestIdleCallback, analyzing Chrome DevTools performance traces for animation or rendering issues, or choosing between browser-driven CSS/WAAPI, minimal JS, phase, and Motion/GSAP. Use when the user explicitly asks about phase APIs or behavior. Do not use during exploratory animation ideation, prototyping, visual iteration, or trying variants, even when the code already imports phase; wait until the user asks for performance guidance, an audit, production implementation, ship-readiness review, or about phase itself.

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。

vercel-labs/phase982026年10月9日 更新

Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create original visual designs, never copying existing artists' work to avoid copyright violations.

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。

Razshy/Wiggle962026年9月5日 更新

canvas

無料

Visualizing code, specs, or context as Mermaid, ASCII, or draw.io diagrams: flowcharts, sequence/state/class/ER, Journey Maps, personas, coverage heatmaps. Use to reverse-document systems visually.

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-skills922026年10月12日 更新

Test kolu's remote-host features (multi-host / padi-remote) in a real browser against a real remote box — the ONLY full end-to-end harness for this surface (real ssh provision, no mock). Covers the isolated nix-run invocation (or just dev, which bakes the same agent source), ssh- provisioning a real remote box without touching production or another user's box, the chrome-devtools drive sequence for host-switch / split / code-browser / per-host-canvas, PID-exact teardown, and the reproduce- first rule for any bug the feature surfaces. Triggers on "test remote hosts", "test multi-host", "test padi-remote", "verify the host switch", "browser-test a remote host change", or before claiming a remote-host fix works.

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。

juspay/kolu812026年10月14日 更新

Diagnose Kolu client-side performance issues (memory leaks, high GPU, slow interactions) using chrome-devtools MCP + the Debug → Diagnostic info dialog + heap-snapshot analyzers. Triggers on "memory leak", "GPU memory", "tab bloat", "why is kolu slow", "debug performance", "zombie canvas", "WebGL leak", or any

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。

juspay/kolu812026年10月14日 更新

Use when installing or operating Univer CLI for .univer files, spreadsheets, documents, slides, Base databases, Board canvases, cross-Unit embedding, worktrees, Facade authoring, inspection, verification, import/export, screenshots, or viewer 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。

dream-num/skills772026年10月12日 更新

Customize Univer color themes, branded palettes, dark mode, and theme-aware plugin styles across Sheets, Docs, Slides, Bases, Boards, and PDFs. Use when setting an initial or runtime Theme, consuming ThemeService or --univer-* CSS variables, keeping custom UI or canvas code theme-aware, registering a separate Univer Pro chart theme, or migrating theme code from Univer 0.25.0 to current 1.0 source.

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。

dream-num/skills772026年10月12日 更新

Generate a polished HTML presentation page and Obsidian Canvas for big releases — new products, takeovers, major migrations. Non-technical audience. Use when asked to "present this", "release announcement", "show what we built", or "stakeholder update".

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。

tonone-ai/tonone762026年10月5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-plug752026年10月9日 更新

Expert guide for modern web-based game development. Covers PlayCanvas, Babylon.js Havok, Three.js/R3F Rapier & Jolt Physics, Fixed-Timestep Accumulators, Zero-GC Pooling, ECS (bitECS/Miniplex), Spatial Audio (HRTF), and WebTransport networking / Panduan ahli pengembangan game web modern dan efisien.

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-plug752026年10月9日 更新

Choose a layout paradigm (feed, board, table, canvas, master-detail, dashboard) and reuse it across screens. Includes a landing page narrative framework. Use when structuring a screen, page template or landing page.

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。

dembrandt/dembrandt-skills722026年10月12日 更新

Create beautiful visual art in .png and .pdf documents using design philosophy. Use when the user asks to create a poster, piece of art, design, or other static visual piece. Creates original visual designs.

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。

plurigrid/asi672026年7月10日 更新