Get company logos, brand colors, fonts, and style guides
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。
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Get company logos, brand colors, fonts, and style guides
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。
Given the path to a finished content-goose ad-run folder, extract everything that defines that ad — recipe shot list, VO script, characters, voices, world, atom-skills, master mp4 — and emit a `source-sample.json` in the exact shape the `upload-ad-sample` skill writes to the Goose Ads library. Also links every character and voice to the central character library at `<repo-root>/assets/character-library/` (repo-root derived from the run-dir, not a hardcoded path), and if a character isn't in the library yet, adds it first then links. Use when the user wants to remix one of their existing ads — this skill produces the source JSON that the script-rewriting step and `remix-ad` consume.
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。
Creates beautiful, branded HTML content assets — industry reports, landing pages, comparison sheets, one-pagers — from structured data. Uses Gamma API (preferred), v0.dev Platform API, or a self-hosted HTML template system with Tailwind CSS. Outputs self-contained HTML files that can be hosted as web pages or converted to PDF.
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。
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。
Use when work crosses into Apple's system surfaces rather than your own UI or data — Siri and Shortcuts, widgets, Live Activities, in-app purchase, localization, privacy prompts, alarms, timers, calendar, reminders, contacts, SharePlay, VoIP and CallKit, accessory pairing, weather, Spotlight indexing, background tasks, Background Assets, push, or push on networks with no internet.
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。
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。
Generate driving scenes, scenarios, road surfaces, and 3D content from scenariobuilder.* sensor data (GPS, camera, lidar, actor tracks) using Scenario Builder for Automated Driving Toolbox. BUILD, EXPORT, or AUGMENT a virtual scenario/scene/map: ego or actor trajectories, trajectory smoothing, OpenCRG road-surface extraction, 3D asset generation, static-object placement, point-cloud georeferencing + elevation, lane-based ego localization, sensor-fusion tracking, scenario-event extraction (cut-ins, hard brakes, near-misses, ADAS disengagements), or export to RoadRunner, drivingScenario, OpenDRIVE, OpenCRG, OpenSCENARIO, or Unreal Engine. Also: log-to-scenario, scenario harvesting, accident/near-miss reconstruction, SOTIF (ISO 21448) and ISO 26262 scenario coverage, USGS-aerial-lidar augmentation, traffic-sign placement, vision-based vehicle classification for actor assets. NOT for raw-data import or multi-sensor sync/crop/offset/timestamp normalization — route those to matlab-import-driving-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。
RoadRunner asset path lookup tables for map format conversions in MATLAB. Maps lane markings, signs, signals, barriers, objects, and lane types to RoadRunner asset paths. Use when converting map formats to RRHD, resolving asset paths, or assigning visual assets to HD Map objects.
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。
Maintain IT asset inventory and configuration management database. Track hardware, software, and cloud resources. Use when managing IT assets.
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。
WeChat Mini Program development skill for building, debugging, previewing, testing, publishing, and optimizing mini program projects (小程序开发、调试、预览、发布). Covers project structure and config (`project.config.json`, `appid`, `miniprogramRoot`, `tabBar`, routing/navigation, icon assets), WeChat Developer Tools Nightly workflows (`wechatide` CLI, WeChat IDE Skills/MCP), `miniprogram-ci` preview/upload, console/network debugging, message push (消息推送) and customer-service auto-reply (客服消息), mini program SEO / search indexing (小程序搜索优化、页面收录、搜索推广、mpcrawler), and CloudBase integration (`wx.cloud`, 腾讯云开发, 云开发) when explicitly used. Use when users create, develop, modify, debug, preview, deploy, publish, or promote WeChat Mini Programs. NOT for Web frontend (use web-development), pure backend services (use cloudrun-development / cloud-functions), or UI-design-only tasks (use ui-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。
Direct, generate, edit, compare, and review visual assets with current Google Gemini image models. Use for image creation, image editing, reference-based consistency, product and character visuals, text-bearing graphics, grounded diagrams, video-derived images, and multi-model image portfolios.
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。
Create and localize App Store in-app events, upload event media, and submit or recover event review submissions with asc. Use when managing in-app events, event card or details page assets, or event-specific submission errors.
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。
Set up bundle IDs, capabilities, signing certificates, provisioning profiles, and encrypted signing sync with the asc cli. Use when onboarding a new app, rotating signing assets, or sharing them across a team.
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。
Use when managing Apple Ads with asc, including OAuth profiles, ad-account discovery, Platform API v1 campaigns and targeting, reports, assets, recommendations, guarded mutations, raw requests, and Campaign Management API v5 migration.
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。
Scaffold and deploy Cloudflare Workers with Hono routing, Vite plugin, and Static Assets. Describe project, scaffold structure, configure bindings, deploy. Use whenever the user wants to create a Worker project, set up Hono on Cloudflare, configure D1 / R2 / KV / Queues bindings, or troubleshoot Worker export syntax, API route conflicts, HMR issues, or deployment failures.
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。
Generate AI images using Gemini or GPT APIs directly. Covers model selection (Gemini for scenes; GPT Image 2 for text rendering, batch variations, multi-reference compositing; GPT Image 1.5 for transparent icons), the 5-part prompting framework, API calling patterns, multi-turn editing, and quality assurance. Produces photorealistic scenes, icons, illustrations, OG images, posters, infographics, and product shots. Use when building websites that need images, creating marketing assets, or generating visual content. Triggers: 'generate image', 'ai image', 'create hero image', 'make an icon', 'generate illustration', 'create og image', 'poster', 'infographic', 'image variations', 'gpt-image-2', 'ai art', 'image 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。
Generate cohesive, project-specific SVG icon sets for websites and applications. Use this skill whenever the user needs custom icons, an icon set for a website or app, icons for a client project, or mentions needing SVG icons that look consistent together. Also trigger when the user describes a project and icons would naturally be part of the deliverable — e.g. 'I'm building a site for a plumber' implies they'll need service icons. Trigger on: 'icons for', 'icon set', 'custom icons', 'SVG icons', 'make me icons', 'I need icons', 'website icons', 'project icons', or any request for consistent visual assets for a web project. Produces individual SVG files with a consistent style engine, not generic icon library lookups.
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。
Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or Python API automation. Creates optimized textures for threejs-webgl, react-three-fiber, and babylonjs-engine materials.
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。
Blender to web export workflows for 3D models and animations. Use this skill when exporting Blender models to glTF for web, optimizing 3D assets for Three.js or Babylon.js, batch processing models with Python scripts, automating Blender workflows, or creating web-ready 3D pipelines. Triggers on tasks involving Blender glTF export, bpy scripting, 3D asset optimization, model compression, texture baking, or Blender automation. Exports models for threejs-webgl, react-three-fiber, and babylonjs-engine skills.
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。
Design and build complete web experiences from scratch — award-level product and marketing pages, cinematic scroll-directed sites where the page is directed like a film, and multi-screen products (app, dashboard, admin, settings, onboarding, docs site) built as one design system with every component, state and route in one style. Use whenever the user wants to create or redesign a landing page, website, hero section, portfolio, promo or product page; wants scroll animations, storytelling pages, or a site that feels like a movie; or says "make it beautiful", "make it wow", "cinematic", or "design system" — even if they name no technique. Generates its own assets via local CLIs (images, video frames, depth maps, 3D), and gates every ship with an executable anti-slop linter and a screenshot verification loop. Not for polishing a UI someone else built, and not for backend-only work.
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。
Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity.
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。
Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked 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。
Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.
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。
Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.
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。