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cccskills

「transition」の検索結果

610 件 ・ 関連度順

概要と使いどころ

Automate video editing in Blender's Video Sequence Editor with Python. Use when the user wants to add video, image, or audio strips, create transitions, apply effects, build edit timelines, batch assemble footage, estimate render times, or script any VSE workflow from the command line.

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

World-class motion graphics expertise combining the animation principles of Disney, the kinetic typography of MK12, and the visual storytelling of studios like Buck and Ordinary Folk. Motion graphics transforms static ideas into dynamic visual experiences. Great motion graphics doesn't just move—it communicates. Every animation should have purpose: to guide attention, reinforce message, create emotion, or clarify concept. The best motion designers understand that restraint is power, that timing is everything, and that the animation should be invisible—viewers should feel the story, not notice the effects. Use when "motion graphics, animation, animate, motion design, kinetic, logo animation, title sequence, lower thirds, animated, after effects, lottie, transitions, motion, motion, graphics, animation, after-effects, lottie, kinetic, typography, design" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

A great product that nobody knows about is a failed product. Go-to-market strategy is how you get your product into customers' hands. Not marketing in the abstract - specific motions, channels, and sequences for your specific situation. This skill covers GTM motion selection (product-led, sales-led, community), channel strategy, launch sequencing, early customer acquisition, and the critical transitions between GTM phases. Use when "go to market, GTM, launch strategy, how to get customers, sales vs product-led, channel strategy, market entry, customer acquisition, distribution strategy, product launch, getting first customers, sales motion, bottoms up, top down sales, go-to-market, gtm, launch, product-led-growth, sales, channels, customer-acquisition, distribution, marketing" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Remotion video production best practices — spring animations, interpolation patterns, SVG draw-on effects, scene transitions, chart animations, audio integration, and rendering. Use when building programmatic videos with Remotion, creating animated content, or producing marketing videos with 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。

thatrebeccarae/claude-marketing1642026年5月15日 更新

影视编剧 (Scriptwriting / Screenwriting) — 为电影 / 电视 / 流媒体剧集写戏剧蓝本的从业者认知操作系统: 决定「讲什么故事、人物是谁为何转变、场景如何被戏剧化、主题为何重要」的学科 —— 区别于导演 (调度 / 视觉实现)、制片 (融资 / 排期)、小说 (无格式 / 场景 / 视觉动作约束)。覆盖 (a) 故事与结构理论 (亚里士多德《诗学》情节 / 人物 / 思想 + 突转 peripeteia / 发现 anagnorisis + 净化 catharsis; Syd Field 范式 / 三幕 / 情节点; Freytag 金字塔; Egri 前提; McKee《故事》掌控性理念 / 鸿沟 / 价值正负转变 / 激励事件 / 渐进式复杂化; Truby《故事剖析》22 步 + 道德论证; Vogler/Campbell 英雄之旅; Blake Snyder《救猫咪》15 拍节拍表; Dan Harmon 故事环; John Yorke 五幕《进入森林》; Frank Daniel 八序列法; 起承转合东亚戏剧结构), (b) 人物 (想要 vs 需要 / 外在目标 vs 内在缺失, 人物弧光 正 / 负 / 平, flaw-wound-ghost 创伤背景, 主动 vs 被动主角的能动性, Egri 三维人物 生理 / 社会 / 心理, 反派是主角的镜子, 群像与关系网, 人物在压力下的选择中显形), (c) 对白 (潜台词 subtext, 对白即动作与冲突而非信息, 避免太直白 on the nose, 人物独特声口, 信息植入 exposition, Mamet/Sorkin 意图-阻碍式对白, 展示而非告知, 中文剧台词工艺), (d) 场景与序列工艺 (场景是有目标 / 冲突 / 转折的微型故事, 场景价值充能与转折点, 晚进早出, 八序列法, set piece, 转场, 场景头 / 动作行 / 括号提示 格式工艺), (e) 主题与前提 (掌控性理念 / 前提, 主题是被戏剧化的论证而非说教, 道德论证 Truby, 主题统一性, 这到底在讲什么), (f) 类型 (类型惯例是对观众的承诺, Snyder 10 类故事, 颠覆 vs 尊重套路, 类型片 vs 文艺片, 中国类型 主旋律 / 古装 / 年代 / 悬疑 / 甜宠 / 都市 / 军旅 / 历史正剧), (g) 格式与工业流程 (好莱坞剧本格式与 Final Draft, logline 一句话故事, treatment 故事大纲, 节拍表, 分场 / 分集大纲, spec 原创剧本 vs 委托, pitch, coverage, 美剧编剧室与 showrunner 制; 中国 大纲→人物小传→分集大纲→剧本, 长剧集 40 集结构, 网络电影 / 网大, 分账剧, 平台定制剧, 微短剧竖屏短剧), (h) 改稿与开发 (写作就是改写, 改稿 / 润色 / 推倒重写, 处理意见 / 改稿意见, 片方与平台 notes, 杀死你的宝贝, 围读, 开发地狱), (i) 改编 (IP改编 小说 / 漫画 / 游戏改编, 忠于精神而非字句, 压缩, 中国网文 IP 热), (j) 中国影视编剧产业现实 (审查 / 广电总局约束, 备案 / 立项, 平台定制剧 爱优腾芒, 分账, 编剧维权 署名权 / 欠薪 / 枪手, 注水剧, 流量 + 大IP 资本逻辑 vs 原创工艺, 导演中心制 vs 编剧话语权), (k) 编剧职业与工艺生涯 (spec vs 委托, 编剧 vs 编审 / 策划, 单兵 vs 编剧室, 在开发链条中的位置, WGA 与署名仲裁规范, 入行, 中国编剧地位与权益)。跨 电影 / 美剧流媒体 / 中国电影与长剧集。不含 导演 / 摄影 / 制片 / 融资 / 表演 / 电影理论批评为终点 / 泛小说写作 / 纪录片 / 新闻 —— 本 skill 是「戏剧化编剧」工艺: 故事 / 人物 / 场景 / 对白 / 主题 / 结构 / 格式 与围绕它们的产业流程。 (Scriptwriting / Screenwriting for film & TV (影视编剧) — the cognitive operating system of practitioners who write the dramatic blueprint of films, television, and streaming series: the discipline of deciding WHAT story is told, WHO the characters are and why they change, HOW the scenes are dramatized, and WHY it matters thematically — distinct from directing (staging/visual realization), producing (financing/scheduling), and prose fiction (which has no format/scene/visual-action constraints). Covers (a) story & structure theory (Aristotle's Poetics — plot/character/thought + reversal peripeteia/recognition anagnorisis + catharsis; Syd Field's paradigm/three-act/plot points; Freytag's pyramid; Lajos Egri's premise; Robert McKee's Story — controlling idea/the gap/value charge/inciting incident/progressive complications; John Truby's 22 steps & moral argument; Christopher Vogler/Joseph Campbell hero's journey; Blake Snyder's Save the Cat 15-beat sheet; Dan Harmon's story circle; John Yorke's 5-act Into the Woods; Frank Daniel's 8-sequence method; 起承转合 East-Asian dramatic structure), (b) character (want vs need/external goal vs internal lack, character arc positive/negative/flat, 人物弧光, flaw-wound-ghost backstory, agency active vs passive protagonist, Egri's 3-dimensional character physiology/sociology/psychology, antagonist as the protagonist's mirror, ensemble & relationship webs, character revealed through choice under pressure), (c) dialogue (subtext 潜台词, dialogue as action & conflict not information, 'on the nose' avoidance, distinct character voice, exposition handling, Mamet/Sorkin intention-obstacle dialogue, show-don't-tell, 台词 craft in Chinese drama), (d) scene & sequence craft (scene as a mini-story with goal/conflict/turn, scene value charge & turning point, enter-late-leave-early, the 8-sequence method, set pieces, transitions, slug line/action line/parenthetical format craft), (e) theme & premise (controlling idea/premise/前提, theme as dramatized argument not message, moral argument Truby, thematic unity, 'what is this really about'), (f) genre (genre conventions as audience promise, Snyder's 10 story types, subverting vs honoring tropes, 类型片 vs 文艺片, Chinese genres 主旋律/古装/年代/悬疑/甜宠/都市/军旅/历史正剧), (g) format & industry process (Holly

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。

swaylq/master-skill1552026年9月6日 更新

Use when adding, moving, or removing images, sprites, text, or video on the Pixi'VN game canvas, or when applying or creating transitions (dissolve, fade, move, zoom, push, wipe, iris, split, flash, blur, pixelate, or a custom one built on `canvas.animate`/`filters.animate`), shake/animation effects, or ticker-based animations built on PixiJS. Covers the `canvas` singleton exported from `@drincs/pixi-vn`. For UI layers (HTML or PixiJS) mounted on top of the canvas, see `pixi-vn-ui` 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。

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

Model complex UI behavior as finite state machines with states, events, and 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。

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

Applies the operational and scientific frameworks of Stacey Gabriel (genomicist and sequencing platform leader at the Broad Institute). Use this skill whenever the user is designing large-scale biomedical research, operationalizing lab workflows, standardizing data governance, or transitioning from bespoke academic experiments to industrial-scale science. It is highly relevant for queries involving genomics, precision medicine, multiomics, cellular perturbation pipelines, or building massive datasets to fuel AI. Trigger this skill to shift the user's focus from 'hand-to-hand combat' one-off studies to systematic, standardized, and scalable data generation.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

Applies the reasoning, principles, and mental models of Sebastian Thrun (robotics and self-driving cars pioneer, founder of Google X, Waymo, Udacity, Stanford University). Reach for this skill whenever Claude is asked to advise on hardware/software systems engineering, autonomous vehicles, moonshot ideation, probabilistic robotics (SLAM), or leading high-stakes engineering teams. Trigger this skill for discussions on democratizing education, regulating AI, transitioning from academic research to product development, or managing technical teams with empathy. Use it to shift focus from incremental component debates to end-to-end execution and audacious goals.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

jeff-dean

無料

Applies the engineering and research philosophies of Jeff Dean, Chief Scientist at Google DeepMind and Google Research. Reach for this skill whenever you are designing large-scale distributed systems, optimizing latency and energy efficiency, or making architectural decisions about machine learning infrastructure. It should trigger automatically for topics involving hardware-ML co-design, model distillation, sparse activation, massively multi-task models, or scaling systems by 5x to 10x. Use this skill to evaluate system bottlenecks, transition from specialized to unified models, and optimize experimental velocity. Apply his mental models to avoid premature 100x scaling and to treat AI models as reasoning engines rather than memorization databases.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

Applies the reasoning style of Ilya Sutskever (deep learning pioneer, co-founder of OpenAI and Safe Superintelligence Inc.) to problems involving AI architecture, scaling laws, alignment, and research strategy. Reach for this skill whenever discussing machine learning paradigms, the limits of compute and data, AGI timelines, superintelligence safety, or deciding between hardcoding vs. learning. Trigger this skill for questions about next-word prediction, reinforcement learning efficiency, generalization gaps, and transitioning from brute-force scaling to fundamental research, even if the user doesn't explicitly name him.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

Applies the reasoning style of Daphne Koller (machine learning pioneer, co-founder of Coursera, founder and CEO of Insitro). Use this skill whenever you encounter problems involving AI and machine learning in biology, drug discovery, interdisciplinary collaboration, data generation vs. data mining, or transitioning from academia to industry. Trigger this skill when advising on career trade-offs, building cross-functional teams (especially bridging engineers and domain experts), designing data pipelines, evaluating causality vs. correlation, or applying AI to physical systems ('where bits meet atoms'). Channel her focus on fit-for-purpose data, pragmatism, and disproportionate leverage.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

Applies the mental models and frameworks of Andrej Karpathy (deep learning, former Director of AI at Tesla, founding member of OpenAI, Eureka Labs). Use this skill whenever you are helping the user build neural networks from scratch, debug deep learning pipelines, evaluate AI agent workflows, design LLM apps, or navigate the transition to Software 3.0 (vibe coding). It is highly relevant for pedagogy (untangling complex knowledge), assessing AI capabilities vs. limitations (jagged intelligence, tokenization limits), and architectural decisions (end-to-end optimization vs. complex pipelines). Reach for this whenever discussing LLM training, autonomous systems, or AI-assisted coding.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

Animate state-driven layout/layoutId changes.

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。

TheGoat395/Codex-Skills1272026年9月11日 更新

Resolve motion tools or native View 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。

TheGoat395/Codex-Skills1272026年9月11日 更新

This skill should be used when the user asks to "cut to the beat", "fix the pacing", "edit this sequence", "sync cuts to music/BPM", "add a match cut / J-cut / L-cut", "build a speed ramp", or "plan a shot sequence / edit timeline". Covers editing rhythm, transitions, retiming, and translating an edit plan to an NLE or a code timeline (Remotion/AE frames).

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

This skill should be used when the user asks to "build a color palette for a motion piece", "make a gradient background", "animate a color transition", "interpolate colors smoothly", "fix muddy/gray gradients", "convert colors to OKLCH", "color-grade a video for mood", "fix washed-out After Effects renders", "gamma shift", "Rec.709 vs sRGB", "colors shifted after rendering", or "match preview to final video". Covers palette construction, gradients, perceptual interpolation (OKLCH/Lab), grading order, and video/render color 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。

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

This skill should be used when the user asks to "make this animation feel natural", "fix motion that feels stiff/floaty/cheap", "my animation looks robotic", "choose an easing curve", "how do I use the Graph Editor", "add overshoot or bounce", "Easy Ease isn't enough", "make snappy motion", "pick a duration for this transition", "stagger a list animation", "sync animation to a beat", or "review motion for good timing". It is the tech-agnostic foundation for deciding how something should move.

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

Use when adding character/enemy/game-flow states or NPC behaviour - explicit transition tables instead of flag soup, hierarchical and pushdown machines, behaviour trees per engine, navmesh pathfinding, AI tick budgets, and table-driven tests.

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 while deriving cases - Given/When/Then and the techniques (partitions, boundaries, decision tables, state transitions) that find the cases the criteria do not state

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

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

Designs cross-system target states and transition plans. Use when comparing end-to-end options or phased migrations. Not for in-service topology (software-architecture-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。

vasilyu1983/AI-Agents-public952026年10月12日 更新

flow

無料

Implementing CSS/JS animations for hover effects, loading states, modal transitions, and gesture interactions. Use for meaningful motion, interaction feedback, or performance-safe animation.

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