The fusion of trend prediction and AI content generation: detecting emerging trends before they peak and generating content that rides—or creates—the wave. This is marketing alchemy, transmuting data signals into viral gold. Traditional trend marketing is reactive: see trend, create content, hope you're not too late. AI Trend Alchemy is predictive: detect signal, generate content, be there as the wave crests. The combination of AI trend detection and AI content generation creates a feedback loop that can outpace human competition. This skill combines data science intuition with creative generation, reading the digital tea leaves while simultaneously conjuring the content that captures the moment. It's part analyst, part creator, part prophet. Use when "trend, trending, viral, predict, emerging, what's next, cultural moment, before it peaks, early signal, catch the wave, trend prediction, going viral, trend, prediction, viral, cultural, emerging, timing, alchemy, detection" 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-antigravity☆ 1672026年1月22日 更新
The specialized craft of writing copy that sells—headlines that stop thumbs, body copy that persuades, CTAs that convert. This is copywriting specifically tuned for advertising: paid media, performance marketing, direct response. Ad copy is different from content writing. Every word costs money (CPM/CPC). Every character competes for attention. There's no time for warm-up—you have one chance to hook, persuade, and convert. The best ad copy feels effortless but is engineered word by word. In the age of AI-generated creative at scale, ad copywriting becomes both more important (you need more variations) and more challenging (everyone has access to the same tools). The differentiation is in the strategy, the insight, and the craft that AI assists but doesn't replace. Use when "ad copy, headline, ad text, CTA, call to action, Facebook ad, Google ad, ad variations, direct response, performance copy, primary text, ad headline, ad-copy, headlines, direct-response, performance, conversion, cta, advertising" 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-antigravity☆ 1672026年1月22日 更新
Implement comprehensive safety guardrails for LLM applications including content moderation (OpenAI Moderation API), jailbreak prevention, prompt injection defense, PII detection, topic guardrails, and output validation. Essential for production AI applications handling user-generated content. Use when ", guardrails, content-moderation, prompt-injection, jailbreak-prevention, pii-detection, nemo-guardrails, openai-moderation, llama-guard, safety" 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-antigravity☆ 1672026年1月22日 更新
Master AI-powered game asset pipelines using ComfyUI, Stable Diffusion, FLUX, ControlNet, and IP-Adapter. Creates production-ready sprites, textures, UI, and environments with consistency, proper licensing, and game engine integration. Use when "AI game art, generate game assets, ComfyUI game, stable diffusion sprites, AI texture generation, character consistency AI, procedural art generation, SDXL game assets, FLUX textures, train LoRA game, AI tileable texture, spritesheet generation, " 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-antigravity☆ 1672026年1月22日 更新
World-class character and art style consistency for AI-generated images and videos - ensures visual coherence across series, maintains character identity, and provides rigorous QA before deliveryUse when "character consistency, art style, same character, consistent character, visual continuity, series, turnaround sheet, character sheet, reference image, character bible, style guide, anime character, consistent look, face consistency, outfit consistency, lora training, ip-adapter, flux kontext, visual qa, art quality, generation review, style drift, character drift, character-consistency, art-style, visual-qa, ai-art, image-generation, video-generation, anime, illustration, lora, ip-adapter, flux, midjourney, stable-diffusion" 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-antigravity☆ 1672026年1月22日 更新
World-class expertise in measuring, attributing, and optimizing AI-generated content performance. Combining data science rigor with content strategy intelligence to answer the questions traditional content analytics can't: Is AI content performing? Which AI variations convert? What's the true ROI of AI vs traditional content creation? This isn't vanity metrics for robots. This is the discipline of proving AI content drives business outcomes - and using that data to make AI content systems better, faster, and more profitable. Built on the principles of companies like Jasper, Copy.ai, and Notion who've scaled AI content operations with measurement as the foundation. Use when "ai content performance, ai content analytics, measure ai content, ai content roi, ai vs human content, ai content attribution, ai content testing, ai variation testing, ai content dashboard, ai content metrics, prompt performance, ai content conversion, ai content quality score, content velocity, ai content efficiency, ai-content, analytics, measurement, attribution, roi, ab-testing, performance, optimization, data-driven, content-analytics" 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-antigravity☆ 1672026年1月22日 更新
The orchestration layer for AI-native creative production. This skill coordinates multiple AI tools—video, image, audio, digital humans, effects—into cohesive campaigns, productions, and creative systems. As AI tools proliferate, the challenge shifts from "can we create this?" to "how do we orchestrate these capabilities into something coherent?" The AI Creative Director thinks in systems, not tools. In pipelines, not one-offs. In brand consistency across AI-generated assets. This is where creative vision meets technical orchestration. The AI Creative Director doesn't just use AI tools—they compose them into creative instruments that produce at scales and speeds previously impossible. Use when "AI creative director, orchestrate AI, AI campaign, multi-tool, AI workflow, AI pipeline, coordinate AI, AI production, AI creative system, full AI production, AI at scale, orchestration, creative-direction, ai-production, workflow, pipeline, multi-tool, scale, quality-control" 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-antigravity☆ 1672026年1月22日 更新
The intersection of AI generation and performance marketing. This skill covers creating ad creatives at scale using AI tools—from static images to video ads to dynamic creative optimization—while maintaining the conversion focus that performance marketing demands. Traditional creative testing is slow: create 5 variants, wait weeks for data, iterate. AI-powered ad creative is fast: generate 50 variants in an hour, test simultaneously, learn in days, iterate continuously. The constraint is no longer production capacity—it's testing velocity and creative strategy. This skill bridges AI generation capability with advertising effectiveness, ensuring that AI-created ads don't just look good—they convert. Use when "AI ads, ad creative, performance creative, ad generation, creative testing, ad variants, DCO, dynamic creative, Meta ads, Google ads, ad fatigue, conversion creative, advertising, performance-marketing, creative-testing, ai-ads, conversion, paid-media, scale" 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-antigravity☆ 1672026年1月22日 更新
The enhancement layer for AI-generated content. This skill covers AI-powered visual effects, compositing, upscaling, restoration, and post-production magic—turning raw AI output into polished, professional content. AI generation gets you 80% of the way. Visual effects get you the remaining 20% that separates "clearly AI" from "how did they do that?" This skill covers ComfyUI workflows, Runway's AI tools, intelligent upscaling, rotoscoping, color grading, and the integration of AI elements into traditional footage. The practitioners of this skill are technical artists who understand both traditional VFX workflows and the new AI-native approaches that are revolutionizing post-production. Use when "AI visual effects, VFX, upscale, upscaling, composite, rotoscope, background removal, color grade, inpaint, outpaint, style transfer, enhance, ComfyUI, post-production AI, vfx, visual-effects, compositing, upscaling, post-production, comfyui, enhancement, color-grading" 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-antigravity☆ 1672026年1月22日 更新
Build comprehensive AI-native brand asset systems that maintain consistency across all AI-generated content. Train AI tools on brand guidelines, create reusable prompt libraries, and manage visual/voice assets at scale. Use when ", " 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-antigravity☆ 1672026年1月22日 更新
Adversarial senior-engineer review for agent-generated plans, designs, and architectures. Treats the current output as junior work, constructs a senior reviewer whose domain expertise comes from live codebase research plus web research of current best practices, diagnoses altitude failures (too vague or too granular), then rewrites the plan into a scoped, state-of-the-art version. Use when the user says "junior to senior", "senior review", "review this like a staff engineer", when a plan feels hand-wavy or lost in details, or before committing to any agent-written plan.
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。
JuliusBrussee/skills☆ 1662026年8月7日 更新
Transparent, itemized impressions of AI-generated WRITING STYLE — the repo's ONLY non-integrity track. Two passes: a deterministic defensive-hedge density screen (tools/check_ai_style.py, AIS-DEFENSIVE-HEDGE) plus a fresh cross-model GROSS-cases-only semantic pass over the 13 AIS-* style tells (broken narrative arc, LLM phrase tics, jargon-stuffing, invented codenames, clause/formula walls, gratuitous pseudocode, bullet overuse, bold-module spam, restatement loops, focus drift, single-style figures, appendix dumping). Every finding is named, LOCATED, span-anchored to the evidence ledger (claims.json), carries not_integrity_finding:true + false_positive_risk:high + an fp_case, and gets ZERO verdict weight: the adjudicator forces it to info, excludes it from overall_verdict, and renders it in a SEPARATE report section. NOT an AI-text classifier — no scores, no "this is AI-written", no authorship probability; a paper can be CLEAN_GIVEN_EVIDENCE and still list many. Emits ai-style-impressions.findings.json; computes NO verdict; if a tell is actually substantive it routes to the integrity auditor. Triggers: "AI style", "vibe check", "writing fingerprint", "AI 文风", "vibe paper".
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。
wanshuiyin/Anti-Autoresearch☆ 1652026年10月17日 更新
Citation-integrity forensics: is every reference real, correctly attributed, and used in a context the cited work actually supports? Catches hallucinated references (no paper at the claimed arXiv id/DOI/venue, fabricated authors/year), metadata drift (wrong year/venue/version), and wrong-context citations (a real paper cited for a claim it never makes — or argues against). A hot zone for machine-generated papers. Decidable at L0 (text + canonical sources). Span-anchored to the evidence ledger (claims.json); the executor gathers canonical facts (DBLP / arXiv / DOI), then one FRESH cross-model thread per cited key proposes findings; reviewer != adjudicator. Emits citation-forensics.findings.json; NEVER computes the verdict. Triggers: "citation forensics", "check the references", "hallucinated citations", "wrong-context citation", "verify references", "引用核对".
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。
wanshuiyin/Anti-Autoresearch☆ 1652026年10月17日 更新
Generates a behavioral scenario acceptance matrix for comprehensive test coverage planning. Maps user scenarios to acceptance criteria with stable IDs. Use when planning test coverage for a complex feature, before a release or milestone review, or when someone asks what is tested.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
Generates edge case, failure mode, and spec-driven test cases. Covers boundary values, nil inputs, concurrency, resource exhaustion, malformed data, and requirement-linked traceability tests. Use after happy-path tests exist and before claiming coverage is complete, when requirements lack tests, or before a security review.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
Generates fuzz test scaffolding for parsers handling external input (YAML, JSON, config files, user input). Seeds corpus from existing fixtures and runs initial pass. Use when implementing or changing a parser, or any code that ingests user input, webhook payloads, API responses, or file formats.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
api-documenter workflow skill. Use this skill when the user needs Master API documentation with OpenAPI 3.1, AI-powered tools, and modern developer experience practices. Create interactive docs, generate SDKs, and build comprehensive developer portals and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1622026年7月8日 更新
api-documenter workflow skill. Use this skill when the user needs Master API documentation with OpenAPI 3.1, AI-powered tools, and modern developer experience practices. Create interactive docs, generate SDKs, and build comprehensive developer portals and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1622026年7月8日 更新
独立开发者与微型 SaaS — 单人或极小团队 (≤3 人) 构建可持续订阅收入的软件产品商业, 有别于自由职业/咨询、企业级 SaaS 和开源维护: (a) 产品发现与验证 (自己的痒 vs 市场优先 Nugent/Walling; 着陆页冒烟测试; 先接 Stripe 再写代码; JTBD 访谈适配独立开发者场景; Reddit/HN/X/社区痛点挖掘; Mom Test 验证框架; 公开构建作为验证机制); (b) 独立开发者技术架构 (无聊技术论 McKinley; 单体优先; serverless vs VPS 在 ≤$100/月预算下的取舍; Rails/Django/Laravel/Next.js 等框架的出货速度选型; 托管服务优先于自建; Supabase/PlanetScale/Neon 数据库即服务; Clerk/Auth0 认证即服务; Stripe/Paddle/LemonSqueezy 支付; Vercel/Fly.io/Railway 部署; AI 辅助编码 Cursor/Copilot 作为力量倍增器); (c) 无营销团队的分发与增长 (SEO 作为微型 SaaS 护城河; Product Hunt 发布; AppSumo 终身授权利弊; 冷邮件; Twitter/X 公开构建; IndieHackers 社区分发; 集成市场 Shopify/WordPress/Zapier/Slack 应用目录; 联盟计划; 一人内容营销); (d) 定价与变现 (SaaS 定价心理学; freemium vs 免费试用 vs 纯付费; 按席位 vs 按用量 vs 固定费率; 年付折扣; 老用户保价; 微型 SaaS 流失率控制; MRR/ARR/LTV/CAC 在微型规模的含义; $10K MRR 里程碑心理学); (e) 独立创始人心智模型与生活设计 (default alive vs default dead Graham; 拉面盈利 Levels; 生活方式生意 vs 增长生意的光谱; 独立开发者倦怠预防; 时间管理与上下文切换成本; 地理套利与远程优先; 一次构建反复销售的资产思维; 社区作为支持网络 IndieHackers/WIP/MicroConf); (f) 法务与运营基础 (公司注册地选择 LLC/Ltd/GmbH 税效; Stripe Atlas vs Firstbase vs 本地律师; 服务条款与隐私政策; GDPR/CCPA 低成本合规; 知识产权基础; 首次雇人的承包商 vs 员工选择; 独立开发者会计 SaaS — Xero/QuickBooks; 多辖区税务义务)。中国独立开发者生态: 出海作为主导策略 (从中国构建面向全球市场的产品以避开国内竞争/监管); 即刻/V2EX/少数派作为社区枢纽; 微信小程序作为替代分发; 小报童/爱发电作为中文市场变现; 人民币定价心理学; 支付宝/微信支付集成; ICP 备案要求; 中国区 App Store 审核差异; 独立开发者周刊。诚实处理: 生存偏差 (每一个 Pieter Levels 背后是数千个从未达到 $1K MRR 的人), AI 对微型 SaaS 生态位的颠覆 (wrapper 产品脆弱), 独自构建的孤独与心理健康成本, 公开构建的表演性质 vs 真正透明, AppSumo 终身授权上瘾毁坏单位经济, 样板代码销售的伦理边界。不含: 企业级 SaaS (不同 GTM/销售/融资模型), 不含: 自由职业/咨询 (用时间换钱非建资产), 不含: 开源维护 (不同可持续性模型), 不含: 风投支持的创业 (不同增长期望), 不含: 无代码/低代码平台构建 (相邻但不同受众), 不含: 内容创作作为主业。 (Independent Developer and Micro-SaaS — the craft of single-person or tiny-team (≤3 people) software product businesses that generate sustainable recurring revenue without venture capital, distinct from freelancing/consulting, enterprise SaaS, and open-source maintainership: (a) product discovery and validation (scratching your own itch vs market-first Nugent/Walling; landing page smoke tests; Stripe checkout before code; Jobs-to-Be-Done interview adapted to solo context; Reddit/HN/X/community pain-point mining; idea validation frameworks Fitzpatrick Mom Test; build-in-public as validation mechanism); (b) technical architecture for solo operators (boring technology thesis Mckinley; monolith-first; serverless vs VPS tradeoffs for ≤$100/mo infra; framework selection for shipping speed — Rails/Django/Laravel/Next.js/Remix/SvelteKit; managed services over self-hosted whenever possible; database-as-a-service Supabase/PlanetScale/Neon/Turso; auth-as-a-service Clerk/Auth0/Supabase Auth; payment integration Stripe/Paddle/LemonSqueezy; deployment Vercel/Fly.io/Railway/Render; monorepo vs polyrepo for solo; AI-assisted coding Cursor/Copilot as force multiplier); (c) distribution and growth without a marketing team (SEO as moat for micro-SaaS Ahrefs-style content marketing on 1-person budget; Product Hunt launches; AppSumo lifetime deals tradeoffs; cold email outreach; Twitter/X building in public; IndieHackers community distribution; integration marketplaces Shopify/WordPress/Zapier/Slack app directories as channels; affiliate programs; content marketing at scale-of-one); (d) pricing and monetization (SaaS pricing psychology Patel/Campbell; freemium vs free trial vs paid-only; per-seat vs usage-based vs flat-rate; annual discount strategies; grandfathering existing customers; churn reduction for micro-SaaS — Baremetrics/ProfitWell/ChartMogul analytics; MRR/ARR/LTV/CAC at micro scale; the $10K MRR milestone psychology); (e) solo founder mental model and lifestyle design (default alive vs default dead Graham; ramen profitability Levels; lifestyle business vs growth business spectrum; burnout prevention for solo operators — no team to delegate to; time management and context-switching costs; geographic arbitrage and remote-first; the 'build once sell twice' asset mindset; community as support network IndieHackers/WIP/MicroConf); (f) legal and operational basics (incorporation LLC/Ltd/Gm
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-skill☆ 1612026年9月6日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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-skill☆ 1612026年9月6日 更新
Generate starter unit tests for a small function or module. Use when a junior developer needs test scaffolding and edge cases.
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。
proflead/codex-skills-library☆ 1602026年7月29日 更新
Generate a small helper script for repetitive tasks. Use when a junior developer needs a quick automation snippet.
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。
proflead/codex-skills-library☆ 1602026年7月29日 更新
Generate a user-facing changelog for the next stable release. Reads git log between the last stable tag and HEAD, categorizes changes, and outputs formatted release notes. Use before triggering a stable release. Takes the version as an optional argument (for example v0.0.6).
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。
heygen-com/heygen-cli☆ 1562026年10月17日 更新
Create AI videos, manage avatars, translate videos, and download results via the HeyGen API. Use when an agent needs to generate videos from text prompts, create avatar-based videos, translate existing videos, or automate video production workflows.
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。
heygen-com/heygen-cli☆ 1562026年10月17日 更新