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cccskills

「color」の検索結果

1,108 件 ・ 関連度順

概要と使いどころ

Build Manhattan, Miami, QQ, and locuszoom-style regional plots from GWAS, TWAS, PWAS, and QTL summary statistics with correct genomic-inflation diagnostics, multi-trait overlays, lead-SNP labeling, and LD-aware regional rendering. Use when visualizing association results across the genome, comparing two traits, computing genomic inflation lambda, or zooming into a locus with LD coloring.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Visualize biological networks (PPI, gene-regulatory, co-expression, pathway) with layout algorithm choice (ForceAtlas2, Fruchterman-Reingold, Kamada-Kawai, hive plots), edge bundling, community-based coloring, and reproducible seeds using NetworkX, PyVis, igraph, and Cytoscape automation. Use when rendering biological networks for static publication, interactive HTML exploration, or Cytoscape-format export.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Corrects the gene-independent copy-number artifact in CRISPR-Cas9 screens (Aguirre 2016 / Munoz 2016 Cancer Discov) where amplified loci appear essential from DNA-damage burden of simultaneous cuts. Covers the gene-independent DNA-damage / G2-arrest mechanism, CRISPRcleanR (Iorio 2018) unsupervised pre-hoc correction, CERES (Meyers 2017) joint CN + gene-effect model, Chronos (Dempster 2021) DepMap-standard population-dynamics + CN model with lowest residual bias, the decision tree by data availability, the Spearman LFC-vs-CN diagnostic, focal-amplification examples (ERBB2 in HER2+, MYC in colorectal, FGFR1 in head and neck), and CRISPRi/a alternatives that bypass the artifact. Use when screening cancer cell lines, diagnosing essentiality at amplified loci, choosing CRISPRcleanR / CERES / Chronos, deciding whether CN correction is needed before MAGeCK / BAGEL2 / drugZ, or switching from Cas9 to CRISPRi.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Performs 3D shape-based similarity searching using ROCS (OpenEye), USRCAT (ultra-fast), Open3DAlign (RDKit), ESPSim (electrostatic), and ShaEP with explicit handling of Tanimoto-Combo (shape + color), shape vs ECFP4 complementarity, conformer-ensemble searching, alignment optimization, and scaffold hopping. Use when searching for shape-mimicking compounds with different scaffolds, identifying bioisosteric replacements, prospective scaffold hopping, or expanding hit series beyond 2D similarity.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Check that the UI you actually rendered uses the design system, by reading computed styles in the running app against the project's design tokens. Catches hardcoded hex colors, off-palette backgrounds, invisible or unusable controls, and animations that never ran. Use after building or restyling a component, when a design review is wanted, when a UI looks slightly off but nobody can say why, or when a design system exists and nothing checks whether the code follows 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。

reticlehq/reticle1,2172026年10月14日 更新

Use when fixing or auditing ANY accessibility issue — VoiceOver, Dynamic Type, color contrast, touch targets, WCAG compliance, App Store accessibility 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。

CharlesWiltgen/Axiom1,2082026年10月14日 更新

This skill should be used when creating Ultralytics-branded content of any kind, including PDF, PPTX, Canva, or Google Slides presentations, DOCX documents, marketing or newsletter HTML emails, social media post copy or visuals, website or landing page designs, and dataset or model result visuals. Provides official colors, typography, logo rules, naming rules, and tone of voice from ultralytics.com/brand.

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。

fcakyon/claude-codex-settings1,1762026年10月13日 更新

Use this skill when converting Markdown to Word DOCX or DOCX back to Markdown with Pandoc, especially when the output should use the bundled Chinese Word reference templates, heading numbering variants, list indentation variants, SCI paper templates, and Lua filters for HTML tags, image captions, font color, and inline code styles.

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。

Achuan-2/pandoc_docx_template1,0912026年7月9日 更新

American business English writing style for professional communications — direct, action-oriented, EN-US spelling (color, organize, center). Use whenever the user is writing for an American audience: emails, chat messages, proposals, client communications, blog posts, web copy, or any business writing. Apply to drafting, editing, and tone-checking professional text.

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。

jezweb/claude-skills1,0622026年10月9日 更新

Generate complete, accessible colour palettes from a single brand hex. Produces 11-shade scale (50-950), semantic tokens, dark mode variants, Tailwind v4 CSS output, WCAG contrast checks. Use whenever the user supplies a brand hex and asks for a palette, mentions setting up a design system, wants Tailwind theme colours from a brand colour, or asks to check colour accessibility / contrast.

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。

jezweb/claude-skills1,0622026年10月9日 更新

Design, enforce, audit, and validate Power BI report themes through the pbir CLI. Invoke when a report uses a default or minimal theme, visuals have inconsistent formatting or many local overrides, or the user asks to create, copy, apply, standardize, rebrand, audit, or validate a theme; change theme colors or typography; define style presets; promote visual formatting into the theme; clear overrides; or improve theme 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。

data-goblin/power-bi-agentic-development1,0432026年10月13日 更新

Deneb visual creation, Vega/Vega-Lite spec authoring, and Deneb best practices for PBIR reports. Automatically invoke whenever the user mentions "Deneb" in any context, or asks about Vega/Vega-Lite specs in Power BI, Deneb cross-filtering, Deneb interactivity, pbiColor theme integration, Deneb field name escaping, or Deneb rendering issues.

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。

data-goblin/power-bi-agentic-development1,0432026年10月13日 更新

Rebuild or restyle editable Microsoft Visio diagrams from reference images and existing .vsdx files, then export deliverables as .vsdx, PNG, SVG, PDF, or PPTX. Use when the user asks Codex to open Visio, recreate a diagram from a PNG/JPG/screenshot/reference image, match a scientific model figure, update colors/typography/layout in a .vsdx, calibrate panel coordinates to avoid shifted or overlapping submodules, or make publication/presentation outputs while preserving Visio native editable shapes rather than embedding the reference image as a flat picture.

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。

pengjunchi0/codex-visio-paper-figure-skill1,0312026年8月16日 更新

Use when changing an existing ChatGPT pet or Codex pet sprite sheet with Scenario: fixing a broken row, frame, jump or edge, regenerating one animation state, adding the sixteen look directions to a 1536x1872 v1 sheet, giving the pet a new outfit, color or accessory, renaming it in its pet.json, or checking a pet sheet and previewing it as an animated 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/skills9982026年10月14日 更新

Use when one image must be composed from several reference pictures through the Scenario MCP server, each lending one thing: the character from one, the place, pose, style, light, palette, material, outfit, or layout from others. Also when a reference leaks into the result (its object, colors, or face showing where it should not) or a reference's role is ignored. Keywords: multi-reference, reference roles, combine references, style reference, pose reference, give each picture a job.

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/skills9982026年10月14日 更新

Use when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog and clouds, post process and color grading, the path tracer, or Movie Render Graph stills. Triggers: "Lumen is noisy", "MegaLights noise", "the interior is too dark", "light leaks", neon signs, a night or dusk scene, "fireflies", "path tracer vs Lumen", "render a still", EXR settings.

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/skills9982026年10月14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/skills9982026年10月14日 更新

Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.

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/skills9982026年10月14日 更新

Use when a UE5 task involves Niagara or Chaos destruction: a Niagara fireball, projectile trail, impact explosion, muzzle flash, spell, smoke, sparks, debris, Niagara fluids or flipbooks; "Niagara is too expensive", stat NiagaraOverview, Effect Types, pooling, Data Channels, lightweight emitters, VFX scalability; judging an effect's readability, value, color, timing, white blowout or strobing; or a wall that shatters, geometry collection fracture, Dataflow, damage thresholds, floating chunks, debris cost, Chaos Visual Debugger.

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/skills9982026年10月14日 更新

Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.

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/skills9982026年10月14日 更新

Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold.

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/skills9982026年10月14日 更新

Use when editing footage that already exists on Scenario through MCP with a tool model instead of a new generation: 3D LUT grading, color correction, film grain, vignette, blur, sharpen, glow, tint, desaturate, posterize, solarize, cubism, crystallize, oilify, chromatic aberration or dodge and burn on a clip; trimming to a time range, splitting at cut points, reversing, resizing, re-encoding, frame extraction, image sequences, background removal, segmentation masks, subjects as layers.

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/skills9982026年10月14日 更新

Use when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with pressure, filled shapes with holes, in-betweens and interpolation, onion skin, Line Art outlines, strokes on 3D meshes, NPR or hybrid motion graphics. Also when GP code fails (GPENCIL, frame.strokes, grease_pencil_modifiers), fills do not show, colors render dark, or draw brushes will not run from a script.

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/skills9982026年10月14日 更新

Use when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI, EEVEE vs Cycles settings, light leaks or noise, flat or muddy renders, subject not standing out, AgX/ACES color management, render passes, EXR, light groups, bloom and vignette in the 5.x compositor, rule of thirds and value checks, toon/NPR looks, or judging a render like a lighter.

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/skills9982026年10月14日 更新