AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
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AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
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Produce Hedra character, talking-avatar, lip-sync, motion-avatar, and live avatar work. Use when an AI agent needs to choose Hedra models, prepare image/audio/script inputs, direct character performance, call or plan around the Hedra API or Studio, evaluate avatar/lip-sync results, handle consent/rights/privacy, or troubleshoot Hedra character video production.
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Provider-independent character design and continuity direction for generated media. Use when an agent must create, preserve, revise, or QA a recurring character across AI-generated images, video clips, avatars, animation, comics, ads, product mascots, serialized social posts, or multi-shot campaigns; especially when building character bibles, reference packs, prompts, expression/pose ranges, costume/hair/makeup/prop continuity, identity and likeness safeguards, iteration plans, handoff notes, or continuity reviews.
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Building AI-powered NPCs that maintain personality, remember conversations, and never break characterUse when "npc dialogue, ai npc, llm npc, character dialogue, npc personality, ai character, dialogue system llm, talking npc, conversational npc, dynamic dialogue, llm, npc, dialogue, ai-characters, personality, memory, game-ai, conversational-ai, role-playing" mentioned.
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Extract and organize frames from a Bilibili video (bangumi episode, UP upload, or a local file) into scenery shots and per-character image groups, using anime-specific person detection + CCIP character-identity embeddings. Two modes — cluster everyone, or pull out one (or several) named characters via reference folders. Use when the user wants to collect, extract, or organize anime frames/screenshots by character or by scenery from a Bilibili video. Read-only download for personal viewing/analysis; uploads nothing.
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Use when a character must stay visually identical across AI video scenes — locks identity tokens (silhouette, palette, wardrobe, prop) in JSON. Triggers 'character lock', 'same character'.
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Requires OFOX_API_KEY — create one at https://app.ofox.ai. Turn a novel/script excerpt into an anime-style storyboard shot using the Ofox image and video APIs. Runs a short creative brief first (how many shots, the aspect ratio before any image exists, which animation look; "Let the AI decide" is offered on the taste questions, never on a must-ask one, and never as the default), generates the character with ofox-image-core — one opening frame for a single shot, a design sheet to confirm plus one opening frame per shot for a sequence — then feeds each frame to ofox-video-core as `--frame-first-image`, so every shot starts on an image of that character rather than on a text description alone. Use when a user asks to turn a story excerpt into an anime video, e.g. "turn this novel excerpt into an anime video", "make an anime-style storyboard clip of this scene", "generate a manga-drama shot with this character", or "turn this chapter into an anime short with the same character in every shot". Do not use for realistic-human dialogue scenes with no anime styling (see seedance-short-drama), silent product/brand shots (see seedance-ad-creative), or plain catalog footage (see seedance-product-video).
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のキャラクターやアニメーションを、骨格・座標・接地状態などのデータと画像で検査し、足滑り、向きの不一致、ねじれの原因と修正点を整理するスキル。
文字のバナー、吹き出し、飾り枠を作り、画像を文字で描いたアートに変換します。用途に応じてローカルツールや無料APIを選び、既存作品の検索にも対応します。
動画や画像を色付きの文字アートに変換し、音楽に反応するアニメーションも制作します。歌詞やテキストを重ね、MP4やGIF、連番画像として書き出せます。
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.
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Draws original hand-authored SVG spot illustrations in an outlined cartoon style for design and coding subjects. Identifying traits: a warm near-black ink outline on every flat fill in three weights (2.5 / 2 / 1.5 px), tapered ink slivers for folds, brows and finger splits, big-headed characters with huge white eyes, thick brows, open smiles and pink blush, blob hair with white highlight dashes, and a small decor set of "+" sparkle crosses, outline rings, squares and coloured dots on a transparent card. Covers one character with one hero prop, gripping and holding hands, sneakers, clothing folds and UI props. Use when someone asks for an outlined, inked, comic, sticker or doodle-style cartoon, a friendly character or mascot, or a spot illustration for an empty state, onboarding, 404 or error page, success state, blog header, feature spot or marketing card.
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Generate extremely simple, cute, personified square character images with rounded heavy forms, two purposeful character colors, one solid background color, and a dominant lower-corner composition. Use when creating an animal, creature, robot, ghost, plant, object, or other character image, including when the agent should infer three product-relevant directions and propose six independent candidates for approval.
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给任何故事里的角色真出参考图(小说改编、自己原创的故事、单独设计一个角色都行,不需要小说原文): 一段话描述角色,拆成分层字段、补全后确认, 先出一张正面全身锚点,其余视图(大头照、90° 侧面、背面、细节、45° 大头照)都只参考这张锚点, 按需分档出图。每张图带标识、可单独重出,重出后自动标出哪些图过期。 支持 Qwen Image(ComfyUI)、codex 内置出图、OpenAI Images API(GPT Image 2)和自定义命令,主图与派生图可以使用不同模型。 产出 asset.json + 一组 PNG + 双击就能开的报告。零依赖。 只要提示词、不出图的话使用 novel-characters。 Use when asked to 出角色图、做角色参考图、给我的角色出图、定妆照、真出三视图、character reference images。
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Make game-ready 2D characters, creatures, props, icons and FX as master stills, sprite sheets or animation clips. Plan size, motion and finish; generate the art (image generation is the default, through generate2dmedia route_media.py - the API when a key is configured, else the local Codex or Grok CLI); approve one master still per character; then key, slice, register, scale, palette, QA and export frames for a game engine (Aseprite JSON, Godot SpriteFrames or Sprite3D). HD finish by default, pixel finish on request. Character animation is one image-to-video clip per action from the master (video2dsprite); sheets are for FX, icons and props. Use for sprites, masters, sheets, frame-by-frame animation and packaging frames from any source. Not for maps, tiles or backgrounds (generate2dmap), video clips (video2dsprite), code-drawn art (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
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Dialogue writing and revision for screen and stage (对白/台词/潜台词) — merged from Robert McKee's Dialogue (dialogue as action, said/unsaid/unsayable, exposition as ammunition, beat = action/reaction gerunds, flaws of credibility/language/content/design, character-specific vocabulary and grammar, seven scene analyses), Richard Walter (economy, subtext, argument, no small talk, no parentheticals, silence), Neill Hicks (listening, on-the-nose exceptions, energy, five-step exercise), Lu Jun (语言要美; 典雅美/通俗美, 对话三要求 动作性/性格化/潜台词), Lajos Egri (dialogue born of three-dimensional character, escalation), Blake Snyder (cover-the-names test), and screwball-comedy dialogue conventions. Use when writing or polishing dialogue, fixing on-the-nose or expository lines, giving each character a distinct voice, converting a two-hander into a trialogue, writing comedy exchanges, or cutting speeches. Chinese-opera lyrics (戏曲唱词) are in sw-chinese-opera-banqiang, not here.
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Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
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Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.
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Use when one look must hold across Scenario generations: one character across scenes, a turnaround, or a video animated from its references, one product across angles, one style across icon sets, a character from an uploaded drawing, a variant off an approved baseline, or deciding when references stop scaling and a trained model is due. Triggers: make this match, same character, on-model, reference to video, style reference. Keywords: consistency, identity, control map, seed, LoRA.
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Train a character/identity LoRA locally on FLUX.1-dev via the comfyui-mcp train_* tools (GPU Docker + ostris ai-toolkit). Use when the user wants to train a LoRA of a person/character from their photos on the local GPU. Covers dataset prep, launch, monitoring, and using the result in ComfyUI. For WAN/Z-Image training via the ai-toolkit UI see ai-toolkit-trainer.
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Create a persistent HeyGen avatar — a reusable face + voice identity for the agent, the user, or any named character — powered by HeyGen Avatar V technology. Prompt-based creation by default (description → HeyGen builds it); photo upload is optional for real-person digital twins. Use when: (1) giving the agent a face + voice so it can present videos ("bring yourself to life", "create your avatar", "give yourself an avatar", "design a presenter", "set up an avatar", "let's make an avatar"), (2) the user wants to appear in videos as themselves ("create my avatar", "I want my face in a video", "digital twin of me", "build me an avatar"), (3) building a named character presenter ("create an avatar called Cleo", "design a character named X"), (4) establishing HeyGen identity before making videos — the correct FIRST step when no avatar exists yet. Chain signal: when the user says both an identity/avatar action AND a video action in the same request ("create an avatar AND make a video", "set up identity THEN create a video", "design a presenter AND immediately record"), run heygen-avatar first, then heygen-video. Returns avatar_id + voice_id — pass directly to heygen-video to create HeyGen videos. NOT for: generating videos (use heygen-video), translating videos, or TTS-only tasks.
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Fix JavaScript regex failures when matching CJK (Chinese/Japanese/Korean) text using \b word boundaries. Use when: (1) Regex pattern with \b silently fails to match Japanese, Chinese, or Korean text, (2) Pattern works for Latin/ASCII text but not CJK, (3) hasDriverLicenceCue or similar text-detection function returns false for CJK input despite correct characters, (4) inferIssuerFromTitleText or pattern-matching functions fail on non-Latin scripts. Root cause: JavaScript \b only recognizes [a-zA-Z0-9_] as "word characters" — CJK characters are classified as \W (non-word), so \b before/after CJK always sees a non-word/non-word boundary and fails to match.
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Production guidance for reusable layered 2D character rigs in browser-rendered and video media. Use for SVG hierarchies, pivots and constraints, FK/IK planning, pose and facial libraries, acting, cycles, deterministic handoff, crop variants, and rig QA; not for character concept continuity, 3D armatures, or motion-capture solving.
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Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" 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。