SwiftUI animation patterns including springs, transitions, PhaseAnimator, KeyframeAnimator, SF Symbol effects, scroll-driven effects, mesh gradients, text renderers, and shader effects. Use when implementing, reviewing, or fixing animation or visual-effect code on iOS/macOS.
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。
rshankras/claude-code-apple-skills☆ 7912026年7月24日 更新
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
coco-research/coco☆ 5852026年10月13日 更新
Phase transition validation with artifact checklists, PASS/FAIL/CONDITIONAL gates for 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。
vibeeval/vibecosystem☆ 5332026年8月9日 更新
SwiftUI animation foundations - withAnimation, transitions, matchedGeometryEffect, PhaseAnimator, KeyframeAnimator, springs, gestures.
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。
AThevon/genjutsu☆ 4702026年10月6日 更新
Direct and produce Chinese-first cinematic motion videos with HyperFrames. Use this skill when the user wants a rendered promo film, article-to-video piece, product launch film, website-to-video piece, keynote reveal, kinetic typography sequence, text/icon transition promo, music-synced motion graphic, HTML/CSS/SVG/GSAP video, short-form vertical video, or a landing page/product story turned into motion. Default to Simplified Chinese, vertical 9:16, and 1080x1920 unless the user or platform clearly requires another format. The skill enforces a two-phase workflow: brief first, confirmation second, then assets, composition, validation, snapshots, render, and review report.
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。
geekjourneyx/hyperframes-motion-director☆ 4572026年7月26日 更新
Trigger for: OT project description, OTA scope, Research OT under 10 U.S.C. 4021, Prototype OT under 10 U.S.C. 4022, follow-on production scope under 10 U.S.C. 4022(f), milestone-based project scope, prototype objective, phase or go/no-go structure, BAA white-paper conversion, SOO conversion, transition planning, or scope reduction before OT cost analysis. Produce a milestone-based .docx plus a separate chat-only handoff to OT Cost Analysis. Use TRL only when the project supports it. Never place cost estimates, funding profiles, contribution calculations, prices, or skill-routing content in the document. Do NOT use for a FAR SOW/PWS, OT cost analysis, IGCE, agreement terms and conditions, or an Agreements Officer's authority, participant-status, successful-completion, or follow-on determination.
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。
aiskillstore/marketplace☆ 4322026年10月13日 更新
Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.
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。
witnesstodark/mr-mak-workspace☆ 4232026年10月11日 更新
Think and work like an expert Climate Risk Analyst. Use when a task calls for Climate Risk Analyst judgment. Reasons from TCFD/IFRS S2 four-pillar disclosure, NGFS Phase V orderly/disorderly/hot-house scenarios, hazard–exposure–vulnerability and RMS/AIR/CLIMADA cat economics, transition carbon-price and stranded-asset pathways, and PCAF financed emissions while treating exposure geocoding quality, Kotz damage-function retraction, and scenario-not-forecast misuse as first-class failure modes.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
Sma1lboy/rove☆ 1712026年10月13日 更新
A great product that nobody knows about is a failed product. Go-to-market strategy is how you get your product into customers' hands. Not marketing in the abstract - specific motions, channels, and sequences for your specific situation. This skill covers GTM motion selection (product-led, sales-led, community), channel strategy, launch sequencing, early customer acquisition, and the critical transitions between GTM phases. Use when "go to market, GTM, launch strategy, how to get customers, sales vs product-led, channel strategy, market entry, customer acquisition, distribution strategy, product launch, getting first customers, sales motion, bottoms up, top down sales, go-to-market, gtm, launch, product-led-growth, sales, channels, customer-acquisition, distribution, marketing" 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☆ 1652026年1月22日 更新
Designs cross-system target states and transition plans. Use when comparing end-to-end options or phased migrations. Not for in-service topology (software-architecture-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。
vasilyu1983/AI-Agents-public☆ 952026年10月12日 更新
Use when upgrading an existing Spring Boot application to Boot 4 — dependency transitions, starter renames, test-annotation migration (e.g. @MockBean → @MockitoBean), Jackson 3 issues, related Spring Modulith 2 or Testcontainers 2 upgrade work, or planning a phased migration. Not for greenfield project creation or isolated repository 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。
a-pavithraa/springboot-skills-marketplace☆ 792026年8月26日 更新
Hopf bifurcation detection for dynamical system state transitions with GF(3) phase portraits
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。
plurigrid/asi☆ 672026年7月10日 更新
Architect escalation approval — extend iteration limit for a phase that has hit its cap. Records the approval decision in state and allows the blocked transition to proceed.
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。
sc30gsw/vcsdd-claude-code☆ 272026年4月5日 更新
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
EthanYoQ/Skill-hub☆ 112026年10月5日 更新
AID Phase 2 - Technical Specification. Use for system architecture, API contracts, data models, security architecture, transitioning from PRD to implementation.
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。
ilandahan/AID☆ 102026年9月23日 更新
AID Phase 1 - PRD creation. Use for user stories, acceptance criteria, scoping features, transitioning from discovery to tech spec.
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。
ilandahan/AID☆ 102026年9月23日 更新
Knowledge base from the Expanded Guidance for NASA Systems Engineering (NASA/SP-2016-6105-SUPPL, Volume 1, March 2016) — the practitioner-depth supplement to the NASA SE Handbook. Use for the load-bearing mechanics the handbook compresses: the SE Engine's per-phase cadence and the iterative-vs-recursive distinction, the AS9100 crosswalk, life-cycle tailoring vs. customization and the Compliance Matrix, the recursive system-design consistency loop (ConOps vs. Operations Concept, requirement flow/type/ownership, successive refinement), product realization (verify/qualify/accept/certify cardinality, protoflight, 'test the way we fly' coverage, two-form transition), and the crosscutting technical-management procedures (six-step scheduling, cost-estimating method selection, JCL, interface document family, RIDM/CRM, CM baselines, EVM arithmetic, MOE/MOP/KPP/TPM, the three required leading indicators, and the decision-analysis method catalog). This is the DEPTH layer — it deliberately does NOT restate the base definitions; pair it with the nasa-se-handbook pack. Scope: NASA space-flight SE practice (Vol 1 Practices); thin on the Vol 2 process-appendix detail, on non-NASA/commercial life cycles, and on software-engineering methodology.
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。
jgsystemsconsulting/jgs-se-knowledge-packs☆ 82026年10月9日 更新
Monte Carlo simulation for statistical mechanics — Ising model, Metropolis-Hastings, Wolff cluster algorithm, observables (magnetization, susceptibility, specific heat), finite-size scaling, and critical phenomena analysis.
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。
huang-sh/DeepScience☆ 42026年7月15日 更新