Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.
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。
MengTo/Skills☆ 6,7372026年10月6日 更新
Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.
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。
MengTo/Skills☆ 6,7372026年10月6日 更新
WebGL-style fluid displacement background with a quote overlay, suited to video intros, landing heroes, or posters.
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。
nexu-io/html-video☆ 4,6792026年6月22日 更新
Digital glitch, chromatic offset, and data-corruption title frame for video transitions or cyberpunk heroes.
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。
nexu-io/html-video☆ 4,6792026年6月22日 更新
Upgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting and render pipeline, LOD and instancing, render budgets, and a 10-category visual scorecard. Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.
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 making or fixing particle effects and game feel in Godot 4.7: GPUParticles3D or GPUParticles2D explosion, fireball projectile with trail, impact, sparks, smoke, shockwave, ribbon trails, sub-emitters, particle collision, color curve does nothing, particles pop out or vanish, effect too heavy on mobile, CPUParticles fallback for Compatibility or web, overdraw, hit-stop, freeze frame, screen shake, juice.
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☆ 9892026年10月12日 更新
Use when an agent drives Godot 4.7 on a Mac for any task: headless --script jobs, --import, --check-only, command-line exports, GUT tests, windowed screenshots, the headless editor (-e) or an MCP server into a running editor; when a run hangs or fails silently, a capture is black, Godot 3 code breaks in 4.x, 'Identifier not found', export templates are missing; or when a Godot brief (2D, 3D, shaders, VFX, UI, multiplayer, export) must go to the right scenario-godot-* specialist.
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☆ 9892026年10月12日 更新
Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.
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☆ 9892026年10月12日 更新
Add captions or subtitles to an existing single-subject talking-head video without editing the footage. Use for plain verbatim captions, cinematic captions embedded behind the subject, VFX captions, “炸/特效/酷炫字幕,” or a named identity from the 35-style catalog. Route by visual identity, not by backend engine. The quiet `anchor` rail is the default; embed every word only when the user explicitly wants a fully cinematic treatment. The workflow runs locally end to end, including transcription and subject matting; split multi-shot footage before applying it.
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☆ 5792026年10月12日 更新
Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review. Use for combat, status, environment or object effects.
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☆ 3612026年10月11日 更新
Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
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☆ 3612026年10月11日 更新
Verify a visual game change using controlled native captures, targeted behavioral checks and a reviewable evidence record. Use for animation, VFX, HUD or scene changes whose appearance must be judged in the actual game.
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☆ 3612026年10月11日 更新
Use this skill to plan, direct, finish, and QA provider-independent mono or stereo 180-degree, 360-degree, spherical, spatial, wide-FOV, and immersive video. It covers format choice, capture rigs, stitching, nadir and seam management, stereoscopic comfort, attention direction, stabilization, ambisonic and spatial audio, titles, captions, accessibility, edit, color, VFX, projection metadata, Vision Pro, YouTube, headset delivery, device QA, and privacy, location, and likeness rights. Do not use it for interactive XR apps, volumetric/world-model generation, game-engine experiences, or provider-specific video generation prompts.
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。
calesthio/generative-media-skills☆ 1992026年7月14日 更新
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" 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
Blender's compositor post-processes renders with a node graph, and this skill scripts it from Python (bpy) in Blender 5.x. Use when the user wants to set up compositor nodes, add post-processing effects, color correct renders, combine render passes, apply blur or glare, key green screens, write passes to multilayer EXR, or port a compositing script that broke after Blender 5.0 (scene.node_tree, CompositorNodeComposite, glare_type and file_slots are gone).
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。
TerminalSkills/skills☆ 1652026年10月4日 更新
Automate Adobe After Effects workflows. Use when a user asks to script After Effects with ExtendScript or CEP, batch render compositions, automate motion graphics templates (MOGRTs), build render pipelines with aerender, create expressions for animations, manage project files programmatically, automate text and image replacements in templates, build data-driven motion graphics, integrate After Effects with CI/CD, or control AE via command line. Covers ExtendScript, CEP panels, expressions, aerender CLI, and template automation.
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。
TerminalSkills/skills☆ 1652026年10月4日 更新
Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup, batch operations, and file I/O. Use when tasks involve automating repetitive 3ds Max workflows, batch processing scenes, running scripts headless with 3dsmaxbatch, creating custom tools, or scripting scene setup for archviz, product visualization, or VFX.
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。
TerminalSkills/skills☆ 1652026年10月4日 更新
把任意主题做成「讲解/科普视频」并渲染成 MP4:调研→审查→解说词→字幕→配音(edge-tts,或火山引擎语音合成 2.0)→**主题驱动风格编排**→并行构建 HTML 场景→确定性逐帧渲染→成片后出多画幅封面。**画面语言内置 23 个模板风格 / 8 个类别**(大胆信号卡、奢华极简、NYT 数据图表、瑞士网格、故障艺术、胶片漏光、流体 Hero、Logo 收尾、东方柔和有机、VFX 文字光标…共 23 种风格,含每种的画布/配色/字体/时间轴规范,见 references/style-catalog.md)。**v2.0 新增**:①**动效库**(`assets/motion.js`,5 组共 40+ 动作词汇:弹簧/进出场/承接/接触/运镜/环境光);②**4K60 + 快门运动模糊**(`--quality / --fps / --profile`,线性光积分 + 三级快门闸门 `--shutter-only` / `--motion-hold`);③**渲染提速**(多浏览器进程级并行 / `--png-fast` / `--jpeg` / `--resume` 断点续渲),且**渲染前必须先问用户选哪条中间帧通道**(`png-fast` / `jpeg q95` / `png` / `jpeg q82`,**默认推荐 `png-fast`**,四条都要列全并附速度对比与描述;未拍板由 `gate_check.py --phase render` 挡下);④**主题驱动模板编排**(`scripts/style_director.py`,按内容类型/情绪/节奏/受众挑风格、混用与局部替换、动态开头与转场,不再一片一模板)。流程规范与音画同步体系承自 anything2explainer(词边界字幕、两级时钟、语速标定、多 agent 分工与 QC 判据),渲染层为自研 seek 式渲染器。**封面默认 16:9 + 3:4 两张**:抖音主封面 1920×1080 + 兼容主页栅格 3:4 的 1440×1080(独立重排,防切字);**竖版投放再加 9:16 的 1080×1920**(左右并置必须改上下堆叠、上下边距让开平台 UI 层)。独立可移植:GSAP 内置、playwright-core 随包、ffmpeg 走 imageio-ffmpeg 回退、浏览器自动探测 Chrome/Edge;**不依赖 html-video / anything2explainer 任何代码或目录**。触发场景:要做科普/讲解/教学/知识/产品类视频、"讲一下 X 做成视频"、要用 html-video 那种模板化画面但更稳的音画同步、要挑某种视觉风格(极简/数据/赛博/电影感/品牌)出片、要出抖音封面/竖版封面/9:16 封面、anything2explainer 换 HTML 渲染、或提到 html-explainer / HTML 讲解视频 / explainer video / MG 视频。
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。
OneMoh/html-explainer☆ 1612026年10月6日 更新
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".
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。
RobLe3/cc-blender-skill☆ 892026年5月1日 更新
Scout ONE external surface of the TouchDesigner community for what's HYPED in 2025-2026 that could become a tdmcp tool. Use when a td-trend-scout sub-agent is assigned a surface (community-showcase, tutorials, generative-ai, hardware-interactive, or vfx-aesthetics) during the tdmcp-hype-scout harness — produces `_workspace/hype-scout/01_scout_<surface>.md` with cited trend candidates ranked by hype intensity, recency, and build-ease in tdmcp.
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。
Pantani/tdmcp☆ 502026年8月16日 更新
Audit a media production studio or post-production facility. Analyzes facility scheduling and utilization, equipment lifecycle tracking, editorial and VFX pipelines, color grading and finishing workflows, digital asset management (MAM/DAM), IMF/MXF format compliance.
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。
tinh2/skills-hub-registry☆ 192026年9月5日 更新
Audit film, television, and digital content production budgets for above-the-line (ATL) and below-the-line (BTL) cost accuracy, SAG-AFTRA/DGA/WGA/IATSE union rate compliance, fringe and payroll tax calculations, VFX bid variance analysis, post-production cost validation.
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。
tinh2/skills-hub-registry☆ 192026年9月5日 更新
Apply a short artistic effect or VFX transformation to an approved media parent with explicit intent, provenance, and safety labeling.
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。
SamurAIGPT/open-ai-video-agent☆ 72026年8月28日 更新
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" 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。
MikeCheng1208/BattleTree☆ 22026年7月22日 更新