uikit
無料API reference: UIKit. Query for UIView, UIViewController, controls, table and collection views, navigation controllers, scenes, Auto Layout, images, colors, gestures, presentation, and SwiftUI hosting.
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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概要と使いどころ
API reference: UIKit. Query for UIView, UIViewController, controls, table and collection views, navigation controllers, scenes, Auto Layout, images, colors, gestures, presentation, and SwiftUI hosting.
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。
Guide Det3D PyTorch 3D object-detection workflows across configuration, KITTI/nuScenes/Lyft data preparation, GPU training and evaluation, custom CUDA operations, and visualization.
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。
Routes BEVFormer camera-only 3D detection workflows, from install/import and config inspection through nuScenes data prep, distributed training and evaluation, and log 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。
Operate AB3DMOT 3D multi-object tracking workflows for KITTI and nuScenes data, tracking, evaluation, and visualization.
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。
Drive the open Unity Editor from the shell with the isuzu-unity-cli command: console errors, compiling and tests, scenes, GameObjects and components, prefabs, play mode, uGUI clicks, and C# run inside the Editor. SKILL.md gives a command for each common task, so no tool list is needed.
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。
精细化 AI 短剧 IP 创作技能(v0.6.0)。三阶段架构:Phase 1 创作(剧本+ref图,反复迭代)→ Phase 1.5 分镜图(每 grid 1-4 张候选静态图 = 视频首帧,工业级核心层)→ Phase 2 出片(按集解锁,4 模自动选)。v0.6.0 关键升级:① ref 库工艺偏置铁律(现代摩天楼易拟物,古建筑必出 chibi 人体,前期 IP 设计阶段就要避坑)② 即梦 5.0 失败模式 + 敏感词清单(3 类 fail 区分 / prompt 1500 字硬上限 / 反派词替换表 / 暧昧词清单)③ 分镜图 8 段 prompt 模板(CHARACTER/BACKGROUND/ACTION/SCENE/CAMERA/LIGHT/TEXT/STYLE)+ NOT humans 子句必加。沿用 v0.3.0 升级:Phase 1.5 分镜图层、4 模视频、ref 5-8 最优。v0.2.0:bash → Python subprocess、36 grid × 4-10s 变奏、红果必爆 7 招、工业级 ref 库 80-150 张、单 prompt 300-500 字。务必触发:用户提到短剧、微短剧、竖屏剧、AI 短剧、AI 漫剧、剧本创作、分镜、即梦/Seedance 出片、红果/番茄/抖音 IP 改编、爽剧、重生、穿越、赘婿、追妻、神医相师、AI 漫剧奇观、或"帮我做一部短剧"类请求。
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为已经确定的小红书内容设计封面文字和画面布局,包括关键词、人物与场景位置以及 A/B 方案。用户要做小红书封面、参考爆款封面,或检查封面是否符合账号视觉调性时使用。 English: Design cover copy and visual composition for an approved Xiaohongshu post, including keywords, subject placement, scenes, and A/B options. Use to create or review a cover against successful examples and the account's visual style.
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。
Expert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing depth to web experiences.
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。
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter. Use for complete Godot UI integration; use ordinary Godot UI guidance for isolated node or layout questions that do not require an end-to-end visual 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。
Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere 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。
Cozy, cute, wholesome, relaxing, and peaceful mood direction for Blender assets and scenes.
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。
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender 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。
Dreamlike, surreal, mysterious, mystical, hopeful, and chaotic mood direction for Blender scenes.
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。
Brutalist and concrete-monument mood direction for Blender architecture and scenes with raw concrete, monumental scale, and austere composition.
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 original relaxed black-pen graphics from concepts or visual references, including sparse illustrations, narrative scenes, animals, objects, abstract relationships, icons, and logo marks. Use when the user wants quick hand-drawn line energy, causal story staging, non-equilibrium proportion, shorthand forms, open contours, structural line drift, misregistered junctions, selective retracing, physical pen texture, or a transferable illustration system that must not collapse into clean vector minimalism or polished period-sketch drawing.
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 short cinematic encounters that move from calm observation to an impossible close appearance, a readable startle response, and a restrained truce gesture for MiniMax H3 or Seedance 2.0. Use when a user wants fantasy-versus-technology contrast, cockpit or window eyelines, pursuit compressed into 4–15 seconds, non-lethal escalation, identity-reference continuity, or a tense scene that resolves through performance instead of injury or dialogue exposition.
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 original short videos using the 空场异常|物质扩张与片名停留 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。
Create interactive holographic cards from supplied images with colored layers, repaired scenery, signed parallax and contour glow. Use Codex native image tools with local assembly, or an explicitly selected independent API 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。
Convert image references into spatial hypotheses, camera constraints, construction routes, material evidence, and measurable Blender reconstruction gates. Use whenever a user asks to replicate, recreate, match, clone, or reconstruct a scene, environment, object, material, lighting setup, or shot from one or more images, especially when room connectivity, hidden space, perspective, visible-frame fidelity, material identity, aging, wetness, or photographic treatment matters.
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。
Orchestrate production-grade Blender work by probing the installed Blender version, retrieving relevant official Blender documentation, assigning visual design intent, classifying shape grammar and geometry/deformation/procedural/physics/shading needs, comparing direct Blender components with node systems, creating staged artifacts, and routing to specialist skills. Use for every non-trivial Blender creation, reconstruction, simulation, animation, environment, or scene-modification request, especially when the user does not know whether to use topology, Boolean, Array, curves, snapping, Displace, simulation, Geometry Nodes, or shading.
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。
Analyze reference-image illumination and build accountable Blender lighting from shadow direction, shadow length, softness, exposed faces, environment fill, bounce, practical sources, and material response. Use for reference matching, daylight, interiors, exterior environments, product scenes, atmospheric lighting, or any task where lights must be physically and visually justified instead of added as arbitrary fill or rim lights.
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。
Creative Designer skill. Takes a post concept, a client product photo, or a real lifestyle photo and produces on-brand social media visuals using the client's brand style guide. Four modes — Generate (AI image from concept), Composite (client product photo anchored in an AI-generated scene), Brand (apply text overlay treatment to a real client photo), Stop-Motion Reel (6-frame action sequence exported as MP4). Reads brand-style.md, builds prompts, generates/edits images via Nano Banana MCP, outputs images + prompt log + creative brief.
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。
Three.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction. Use when building 3D web experiences, creating WebGL visualizations, working with GLTF models, implementing custom shaders, or adding interactive 3D elements to web applications.
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。
Think and work like an expert Computer Graphics Researcher. Use when a task calls for Computer Graphics Researcher judgment. Reasons from the rendering equation, Monte Carlo bias/variance, sampling theory, and BSDF energy conservation through pbrt-v4/Mitsuba 3 references, MIS/ReSTIR/path guiding, DXR 1.2 real-time stacks, 3DGS and NerfBaselines protocols, FLIP/ColorVideoVDP evaluation, OpenUSD/MaterialX/OpenPBR interchange, and ACES 2/OCIO color while treating unconverged references, unequal-time comparisons, denoiser and temporal-reuse bias, scene- vs display-referred color errors, and white-furnace energy failures 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。