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.
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。
s1dashu/ip-as-logo-skill☆ 5,9502026年8月23日 更新
Plan and build 2D game maps and scenes - top-down and side-scrolling levels, tilemaps, prop packs, parallax backgrounds and HD-2D battle or story plates - with collision, navigation and reachability checks, environment motion, a playable HTML preview and export to Tiled, Godot 4 or LDtk. Map art (terrain, tiles, props, plates, parallax layers) is image generation by default, through generate2dmedia route_media.py (the API when a key is configured, else the local Codex or Grok CLI); map data (layout, collision, exits, spawns) is written as data. Use for any map, level, room, scene, background, terrain or prop-kit request. Not for characters, creatures, items or FX (generate2dsprite), character animation (video2dsprite), code-drawn tiles or maps (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
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。
0x0funky/agent-sprite-forge☆ 4,4362026年10月6日 更新
Turn one approved master still into a character's whole animated sprite set - one image-to-video clip per action (idle, walk, run, attack, jump, hurt, cast and so on), all from that still, generated through generate2dmedia route_media.py (the xAI API when a key is configured, else the local Grok CLI) - then gate each take, key it with a soft matte, register it to the master, pick loops or retime actions, finish (HD by default, pixel on request) and package fixed-canvas frames, alpha WebM, packed MP4 for iPhone and a PNG fallback with engine metadata and a JS runtime. Also processes a supplied clip. Use for character and creature animation, fluid motion and any video-to-sprite work. Not for FX, icon or prop sheets (generate2dsprite), maps or plate loops (generate2dmap), code-drawn animation (codeart2d, only on request) or calling a video API by itself (generate2dmedia).
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。
0x0funky/agent-sprite-forge☆ 4,4362026年10月6日 更新
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).
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。
0x0funky/agent-sprite-forge☆ 4,4362026年10月6日 更新
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, music tracks and loops (menu, gameplay, boss, victory/defeat stingers), UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio integration.
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。
majidmanzarpour/threejs-game-skills☆ 2,4912026年9月28日 更新
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API. Use for text-to-3D, image-to-3D, game-ready GLB/FBX, characters, creatures, buildings, props, weapons, terrain, auto-rigging, animation retargeting, model texturing, voxel/LEGO stylization, and low-poly conversion. Pair with threejs-image-generator for concept and texture references first.
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。
majidmanzarpour/threejs-game-skills☆ 2,4912026年9月28日 更新
Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when sculpting in Blender through Python: sculpt a head, face or bust, a stylized or cartoon character, a creature or a realistic portrait; block out from primitives; cut planes, a jaw or gonial angle, cheekbones; fix a jaw or face that looks like a ball or balloon; stylized hair clumps; eyelids; an expression or smirk; plan remesh or multires resolution; reproduce Clay Strips, Crease, Draw Sharp, Scrape, Grab or mask moves without a tablet; final clay renders; or when a sculpt operator crashes headless.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when rigging a character, creature or prop in Blender through Python: "rig this character", Rigify metarig fitting or generation errors, automatic weights or "Bone Heat Weighting failed", weight painting fixes, clothes that do not follow, IK/FK switch, foot roll, twist bones, drivers and custom properties, corrective shape keys, a stylized face rig, a mechanical or hard-surface rig, or testing how a rig deforms.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary forms, choosing DynaMesh, Sculptris Pro or subdivision levels, or setting ClayBuildup, Dam_Standard, Move or TrimDynamic; when using masks, polygroups, Morph Targets or layers; or when scripted strokes miss, do nothing, come out too strong or leave marks, or a re-DynaMesh does nothing or loses polygroups.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when a single image of a character, creature, prop, vehicle, or building must be seen from new camera angles through the Scenario MCP server: turnarounds, a 360 orbit, views from behind, above, below, or straight down, consistent multi-angle renders on the same grounded background or on transparency, or novel views that go through a 3D intermediary instead of guessing.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Generate exactly one finished CRT retro computer-interface illustration from an uploaded portrait, group photo, creature, object, or described theme. Use when the user wants anchored subjects re-authored as an exaggerated circa-1980s bitmap editorial caricature beneath early Macintosh or Minitel-style windows, optionally invoking the exact Chinese presets 街头怪诞, 巨像符号, or 冷面几何. Before generation, collect a named or image-derived palette and aspect ratio through a strict two-stage intake unless supplied. Preserve each intended subject as a distinct identity, one shared pixel lattice, restricted non-skin checkerboard midtones, low-facet geometry, unequal extraction windows, mandatory barrel-curved CRT edges, and the immutable tait-crt-interface-skill title-bar signature. Never trace, auto-pixelate, imitate photographic detail, omit, merge, or duplicate subjects, retry, resize, expose prompts, or ask users to choose a style preset.
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。
TaiT-tt/tait-crt-interface-skill☆ 5222026年8月11日 更新
Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows. Use for characters, creatures, and real-time hair cards via MCP.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Use when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Character archetype art direction for Blender covering fantasy races, horror creatures, roles (knight, assassin, detective), and body types (mecha, android, chibi, etc.).
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Create original short videos using the 接触触发尺度生长|小型陪伴物入介质后长成巨体 Creative DNA for MiniMax H3 or Seedance 2.0. Use when the user wants this causal, camera, motion, rhythm, or payoff structure with new subjects and surfaces.
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。
T8mars/minimax-h3-prompt-skill-T8☆ 2852026年10月11日 更新
Standardize a 2D animation baseline image with `/img2mo-std xxx.png/pos`. Use when preparing a character, creature, prop, or weapon baseline before motion generation, especially if the source image is too large, tightly cropped, lacks transparent action margin, has a white background, or later walk/attack/idle frames show clipping, overlap, scale popping, or inconsistent character size.
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。
WU-HAOTIAN34/2dimg2motion☆ 2122026年7月2日 更新
Author low-poly WoW-style 3D characters — mesh, skeleton, and animations — in the WAM text language, compiled to glTF plus multi-view PNG renders. Use when the user wants to create or edit a stylized/low-poly 3D character, creature, or prop with a rig and animations, supplies one or more reference images or views, mentions WAM or .wam files, or asks for "WoW-style" / game-ready models.
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。
elliottdehn/wam☆ 552026年8月23日 更新
Author, compile, inspect, and revise WAM low-poly 3D characters, creatures, props, rigs, and animations with ChatGPT Codex. Use for WAM or .wam requests, WoW-style or game-ready models, and one or more reference images or requested render views.
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。
elliottdehn/wam☆ 552026年8月23日 更新
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).
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。
gabrielmoreira/agent-skills-mirror☆ 192026年10月12日 更新
Plan and build 2D game maps and scenes - top-down and side-scrolling levels, tilemaps, prop packs, parallax backgrounds and HD-2D battle or story plates - with collision, navigation and reachability checks, environment motion, a playable HTML preview and export to Tiled, Godot 4 or LDtk. Map art (terrain, tiles, props, plates, parallax layers) is image generation by default, through generate2dmedia route_media.py (the API when a key is configured, else the local Codex or Grok CLI); map data (layout, collision, exits, spawns) is written as data. Use for any map, level, room, scene, background, terrain or prop-kit request. Not for characters, creatures, items or FX (generate2dsprite), character animation (video2dsprite), code-drawn tiles or maps (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
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。
gabrielmoreira/agent-skills-mirror☆ 192026年10月12日 更新
Turn one approved master still into a character's whole animated sprite set - one image-to-video clip per action (idle, walk, run, attack, jump, hurt, cast and so on), all from that still, generated through generate2dmedia route_media.py (the xAI API when a key is configured, else the local Grok CLI) - then gate each take, key it with a soft matte, register it to the master, pick loops or retime actions, finish (HD by default, pixel on request) and package fixed-canvas frames, alpha WebM, packed MP4 for iPhone and a PNG fallback with engine metadata and a JS runtime. Also processes a supplied clip. Use for character and creature animation, fluid motion and any video-to-sprite work. Not for FX, icon or prop sheets (generate2dsprite), maps or plate loops (generate2dmap), code-drawn animation (codeart2d, only on request) or calling a video API by itself (generate2dmedia).
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。
gabrielmoreira/agent-skills-mirror☆ 192026年10月12日 更新
Check on your Drakeling companion creature, send it care, or see how it is feeling.
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。
luokai0/ai-agent-skills-by-luo-kai☆ 122026年5月6日 更新