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cccskills

「3d」の検索結果

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概要と使いどころ

Generate 3D animation scripts and lay explanations for drug mechanisms.

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。

aipoch/medical-research-skills1,9502026年9月17日 更新

Reference for the EBCDIC "overpunch" / zoned-decimal sign convention where the units position of a numeric field is replaced with a letter that encodes both a digit and a sign. Useful when reading mainframe-style fixed-length tapes whose amount fields appear as digits followed by a letter (e.g. "0000000000123D" or "0000000000045M").

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。

benchflow-ai/skillsbench1,8432026年10月13日 更新

rdkit

無料

Cheminformatics toolkit for fine-grained molecular control. SMILES/SDF parsing, descriptors (MW, LogP, TPSA), fingerprints, substructure search, 2D/3D generation, similarity, reactions. For standard workflows with simpler interface, use datamol (wrapper around RDKit). Use rdkit for advanced control, custom sanitization, specialized algorithms.

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。

benchflow-ai/skillsbench1,8432026年10月13日 更新

router

無料

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4912026年10月9日 更新

Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4912026年10月9日 更新

Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4912026年10月9日 更新

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4912026年10月9日 更新

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4912026年10月9日 更新

Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4912026年10月9日 更新

Read Prusa Connect cloud state for Prusa 3D printers: printers, jobs, files, cameras, stats, plus file upload. Trigger phrases: prusa connect, prusa printer, prusa job, prusa camera.

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。

Anil-matcha/awesome-muse-connectors1,3592026年10月6日 更新

moonraker

無料

Control a Klipper 3D printer through Moonraker: print jobs, file uploads, emergency stop, smart plugs, and gated raw G-code. Trigger phrases: moonraker, klipper, mainsail, fluidd, start print, pause print, emergency stop.

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。

Anil-matcha/awesome-muse-connectors1,3592026年10月6日 更新

Apply Disney's 12 principles as practical design and engineering rules for procedural animation. Use when creating, improving, reviewing, or debugging code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera, or 3D scenes; especially when motion feels stiff, weightless, mechanical, unclear, or physically correct but visually weak.

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。

vibe-motion/skills1,3512026年10月6日 更新

Assemble a wordless macro-tabletop food-product sizzle ad from a config — normalize fps and SAR across ~4 photorealistic macro clips (hands tearing, flat lay, bite, box hero), concat them, apply a global anti-AI grain pass (eq plus hqdn3d plus noise), composite the audio (a non-diegetic instrumental music bed plus a couple of short diegetic SFX like a snap and a tear placed at measured cue points, loudnorm), composite a STATIC end card entirely in PIL (real logo PNG plus real product PNG plus a serif heritage headline plus a CTA — never AI-rendered text), and burn optional serif stat-callout pills at beats. This is the FREE deterministic assembly stage (normalized concat plus grain plus music and SFX mix plus PIL end card plus callouts); the macro keyframes, i2v clips, and music bed come from create-image-fal, create-video-fal, and create-music-elevenlabs. Use for the food-product-sizzle format.

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。

gooseworks-ai/goose-skills1,2472026年10月14日 更新

Assemble the FREE steps of the product-hypermotion + kinetic-typography video format — dice ONE Seedance 2.0 hypermotion clip into 5-6 segments and intercut them with PIL kinetic-typography spec/CTA cards (italic skew, 1.08x outline echo, 3D extrusion, slam-with-shake, inversion flash) plus a real-logo PIL end card (base64-decoded from the brand SVG), center-crop 1:1 to 9:16, and explicit-map mux a music bed. Deterministic, FREE (PIL + FFmpeg), no paid calls, the real logo and spec typography stay pixel-crisp. The paid steps (the ONE Seedance i2v, the music) are separate capabilities; the recipe orchestrates them. Use for the product-hypermotion format.

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。

gooseworks-ai/goose-skills1,2472026年10月14日 更新

Assemble a 3D-CGI app sizzle — nano-banana CGI plates (blank-glow floating phone + a CGI studio with rim-light + placeholder burst shapes; studio look and phone finish come from the recipe choices) plus PIL compositing of the REAL App Store screenshots onto the bezel + burst-out overlays, driven by Kling 3.0 i2v steady-float per beat with a per-beat Ken-Burns FFmpeg push-in fallback when Kling garbles the UI, then VO/music mix (sidechain duck, loudnorm) + 1.15x speed + anti-AI grain finalize. The on-screen UI, any faces in it, and the wordmark are ALWAYS real assets composited via PIL — never AI-rendered. The paid steps (plates, i2v clips, VO, music) are separate capabilities; this ships the config + PIPELINE + FREE assembly and the recipe orchestrates the spend. Use for the cgi-app-sizzle video format.

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。

gooseworks-ai/goose-skills1,2472026年10月14日 更新

Orders and orients assembled contigs into chromosome-scale scaffolds from long-range linking data, inserting N-gap spacers (adds no sequence). Covers Hi-C/Omni-C scaffolding (YaHS, SALSA2, 3D-DNA/Juicer), Hi-C read-mapping prerequisites (map each end separately, no mate rescue, dedup, enzyme-aware), reading the contact map for misjoins/inversions/false-duplications, manual curation in Juicebox/PretextView (the VGP/DToL standard), reference-guided scaffolding (RagTag) and its karyotype-erasure hazard, genetic-map (ALLMAPS) and Bionano optical-map integration, chimera-breaking before scaffolding, gap-filling, and telomere/contig-vs-scaffold-N50 QC (tidk). Use when turning contigs into chromosomes with Hi-C, integrating a linkage map or optical map, choosing a scaffolder by available linking data, or judging whether a chromosome-scale assembly is trustworthy.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Detect distant homologs using profile and structure-aware methods that go beyond standard BLAST. Use when sequence identity falls into the twilight zone (<35% pairwise), when BLAST fails to find homologs that should exist, when working at metagenomic scale (DIAMOND, MMseqs2), or when structure beats sequence (Foldseek). Covers PSI-BLAST (iterative PSSM), jackhmmer (iterative HMM), HHblits/HHsearch (profile-profile), DIAMOND, MMseqs2, and Foldseek (3Di structural alphabet, van Kempen 2024).

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Calculates molecular fingerprints (ECFP/Morgan, FCFP, MACCS, RDKit, AtomPair, TopologicalTorsion, Avalon, MAP4, MHFP6) and physicochemical descriptors (Lipinski, QED, TPSA, Crippen LogP, 3D shape) with explicit choice tables, bit vs count semantics, and partial-charge model selection. Use when featurizing molecules for similarity, QSAR, virtual screening, or ML, or selecting the correct fingerprint for a chemotype-aware task.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Align protein structures using Foldseek 3Di, TM-align, US-align, DALI, or Foldmason for structural MSA. Predict, score, and superpose backbone coordinates when sequence identity is below the twilight zone or remote-homology detection is required. Use when sequence MSA fails (<25% identity), when the dark proteome is the target, when AlphaFoldDB / ESM Atlas search is needed, or when structural superposition is the goal.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Use when building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit, or adding touch controls or game controller support. Covers scene graphs, ECS, physics, actions, game loops, rendering, TouchController, GCController.

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。

CharlesWiltgen/Axiom1,2082026年10月13日 更新

Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion.

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。

CharlesWiltgen/Axiom1,2082026年10月13日 更新

Build iOS augmented reality and 3D experiences with RealityKit and ARKit. Use when adding RealityView content, loading entities or USDZ models, anchoring objects to planes or world positions, distinguishing entity hit tests from ARKit real-world raycasts, handling AR camera availability, world tracking, scene updates, or RealityKit entity gestures and interactions.

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。

dpearson2699/swift-ios-skills1,1952026年8月1日 更新

scenekit

無料

Maintain and extend existing SceneKit 3D scenes and visualizations. Use when working with SCNView, SCNScene, SCNNode scene graphs, SceneKit geometry/materials/lights/cameras, SCNAction animation, SCNPhysicsBody physics, SCNParticleSystem effects, .scn/.dae/.abc SceneKit assets, shader modifiers, or SwiftUI SceneView. SceneKit is soft-deprecated and in maintenance mode; route new apps, significant updates, USD/USDZ pipelines, and migration planning toward RealityKit.

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。

dpearson2699/swift-ios-skills1,1952026年8月1日 更新

Trigger when: (1) User mentions "manimgl" or "ManimGL" or "3b1b manim", (2) Code contains `from manimlib import *`, (3) User runs `manimgl` CLI commands, (4) Working with InteractiveScene, self.frame, self.embed(), ShowCreation(), or ManimGL-specific patterns. Best practices for ManimGL (Grant Sanderson's 3Blue1Brown version) - OpenGL-based animation engine with interactive development. Covers InteractiveScene, Tex with t2c, camera frame control, interactive mode (-se flag), 3D rendering, and checkpoint_paste() workflow. NOT for Manim Community Edition (which uses `manim` imports and `manim` CLI).

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。

adithya-s-k/manim_skill1,1682026年1月24日 更新