Apply Karpathy-inspired coding behavior guidelines — think before coding, prefer simplicity, make surgical changes, and execute toward verifiable goals. Reduces wrong assumptions, overengineering, and unintended side-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。
nvdigitalsolutions/mcp-ai-wpoos☆ 72026年10月14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
Manages local UI state and side effects in Flutter using the flutter_hooks package (v0.21.x) with HookWidget, useState, useEffect, useMemoized, useAnimationController, and custom hooks. Use this skill when replacing StatefulWidget boilerplate with hooks, reusing stateful UI logic across widgets, managing controller lifecycles (TextEditingController, AnimationController, ScrollController) without manual dispose, implementing countdown timers or subscriptions in widgets, mixing flutter_hooks with Riverpod via HookConsumerWidget, or any time the words 'flutter hooks', 'useEffect', 'useState', 'HookWidget', or 'flutter_hooks' appear in the request.
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。
Poorgramer-Zack/dart-expert-skills☆ 72026年8月11日 更新
Use the local MCP gateway and the per-app MCP picks. Use when the human asks to check, start, enable or disable the gateway, adopt other MCP servers behind it, wonder why an MCP server is direct or shared, or hit an After Effects MCP that will not start (Node >= 24).
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。
hybridlabor-api/aos☆ 62026年10月14日 更新
Use for Nauthilus validation, guardrails, dependency patch refreshes, vendoring, generated-output checks, `make release-guardrails`, govulncheck-sensitive publishing, structured commits, branch/tag choreography, website-doc side effects, and final clean-state reporting.
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。
croessner/nauthilus☆ 62026年10月12日 更新
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
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。
RepairYourTech/cfsa-antigravity☆ 62026年8月16日 更新
Senior Kotlin specialist code review — framework-agnostic. Use whenever the user asks to review, audit, critique, or get feedback on Kotlin code, a file, a class, a function, a module, a diff, a branch, a commit, or a pull request. Judges Kotlin language idioms, logic correctness, architecture and layering, concurrency (coroutines, Flow, structured concurrency, cancellation, race conditions), null safety, exception safety, testability, performance, and security. Detects force-unwraps, unchecked casts, GlobalScope, leaked mutability, broken structured concurrency, hidden side effects, weak abstractions, untestable seams, allocation hot spots, weak crypto, input-validation gaps, and PII logging. Outputs prioritized findings with file:line anchors and minimal-diff fixes. No assumptions about DI framework, UI framework, or build system.
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。
dantech0xff/dreams☆ 62026年9月21日 更新
Build React animations with Motion (Framer Motion) - gestures (drag, hover, tap), scroll effects, spring physics, layout animations, SVG. Bundle: 2.3 KB (mini) to 34 KB (full). Use when: drag-and-drop, scroll animations, modals, carousels, parallax. Troubleshoot: AnimatePresence exit, list performance, Tailwind conflicts, Next.js "use client".
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。
fellipeutaka/denji☆ 62026年8月3日 更新
Review Jupyter notebooks for side effects, dependencies, and safe execution strategy before running or editing them.
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。
bg-szy/TOP-SKILLS☆ 62026年9月8日 更新
Survey the whole tdmcp project and produce a prioritized list of NEW features it could implement — across artist controls, CLI/DX, AI/LLM integration, and TouchDesigner depth. Use whenever the user wants to brainstorm, discover, survey, list, or audit what features/tools/effects/controls/commands/prompts/capabilities tdmcp *could* add, asks 'what could we build / what's missing / what are the opportunities / ideas for the project', or wants a feature backlog or gap analysis. Also for follow-ups: re-run, refresh, update, re-survey, deepen, or re-prioritize the backlog, or survey just one surface (e.g. 'CLI ideas only'). This is the IDEATION harness — it produces a list to decide from; it does NOT build. When the user has already chosen a feature and wants it implemented/shipped/added, use tdmcp-pipeline instead.
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。
hybridlabor-api/aos☆ 62026年10月14日 更新
Orchestrates the tdmcp feature team end-to-end: design/wireframe → build → integrate → QA → release. Use whenever the user wants to build, implement, develop, ship, or add one or more tdmcp features/tools/effects/controls/AI-prompts for TouchDesigner, or to run them through a coordinated design→develop→QA→deploy pipeline. Also use for follow-ups: re-run, continue, update, fix, or improve a feature/batch, ship the next version, or rebuild just one part of a previous run. Single feature or a whole batch.
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。
hybridlabor-api/aos☆ 62026年10月14日 更新
Create 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive 3D elements.
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。
hybridlabor-api/aos☆ 62026年10月14日 更新
Use when choosing an animation engine, defining motion tokens, adding scroll effects or micro-interactions, or auditing motion for accessibility and performance. Covers engine selection (GSAP, Motion.dev, Anime.js, React-Spring, Three.js, CSS Native), DTCG motion tokens, and the anti-slop/a11y quality gate.
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。
hybridlabor-api/aos☆ 62026年10月14日 更新
Utilizes the Adobe Suite MCP servers (adobe_mcp.py and adobe_uxp_mcp) to automate Photoshop, Illustrator, Premiere Pro, and After Effects using ExtendScript and UXP WebSocket bridges.
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。
hybridlabor-api/aos☆ 62026年10月14日 更新
Liquid Glass material best practices for SwiftUI, UIKit, and AppKit on iOS 26+/macOS 26+ (Tahoe) through iOS 27/macOS 27. Use when implementing, reviewing, or migrating to glass: glassEffect, Glass variants (.regular/.clear/.identity), tint, interactive(), GlassEffectContainer, glassEffectUnion, toolbar glass, ToolbarSpacer, scrollEdgeEffectStyle, sharedBackgroundVisibility, tabBarMinimizeBehavior, backgroundExtensionEffect, NSGlassEffectView, UIGlassEffect, Tahoe window chrome, glass accessibility (Reduce Transparency/Increase Contrast), pre-26 Material fallbacks, UIDesignRequiresCompatibility. Also fires on symptoms: glass renders dark or muddy, glass looks like a flat tinted rectangle, glass button doesn't register taps, tap passes through glass, "'glassEffect' is only available in iOS 26.0 or newer", "ambiguous use of 'opacity'", "'cornerRadius' was deprecated", glass looks different in simulator vs device, screenshots of glass UI don't match. For glass animation, morphing, glassEffectID, transitions, Metal shaders, or performance profiling use the liquid-glass-motion skill instead.
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。
YordiLorenzo/liquid-glass-skills☆ 62026年8月9日 更新
Implement, review, or improve SwiftUI animations and transitions. Use when adding explicit animations with withAnimation, configuring implicit animations with .animation(_:body:) or .animation(_:value:), configuring spring animations (.smooth, .snappy, .bouncy), building phase or keyframe animations with PhaseAnimator/KeyframeAnimator, creating hero transitions with matchedGeometryEffect or matchedTransitionSource, adding SF Symbol effects (bounce, pulse, variableColor, breathe, rotate, wiggle), implementing custom Transition or CustomAnimation types, or ensuring animations respect accessibilityReduceMotion.
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。
JordanCoin/ios-skills-collection☆ 62026年9月10日 更新
Pixel-based motion and UI change analysis from frame sequences or screenshots using computer vision and visual comparison. Use when `.transition` or visual effects are not observable via MotionEyes logs, when you only have screenshots/video, when you need regression diffs across builds, or when you need to summarize on-screen changes without instrumentation. Do not use when MotionEyes traces are available and you need precise timing/values; use `motioneyes-animation-debug` instead.
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。
JordanCoin/ios-skills-collection☆ 62026年9月10日 更新
Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView.
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。
JordanCoin/ios-skills-collection☆ 62026年9月10日 更新
Build 3D scenes and visualizations using SceneKit. Use when creating 3D views with SCNView and SCNScene, building node hierarchies with SCNNode, applying materials and lighting, animating with SCNAction, simulating physics with SCNPhysicsBody, loading 3D models (.usdz, .scn), adding particle effects, or embedding SceneKit in SwiftUI with SceneView. Note: SceneKit was deprecated at WWDC 2025 and is in maintenance mode; RealityKit is recommended for new projects.
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。
JordanCoin/ios-skills-collection☆ 62026年9月10日 更新
Refactor and review SwiftUI view files with strong defaults for small dedicated subviews, MV-over-MVVM data flow, stable view trees, explicit dependency injection, and correct Observation usage. Use when cleaning up a SwiftUI view, splitting long bodies, removing inline actions or side effects, reducing computed `some View` helpers, or standardizing `@Observable` and view model initialization patterns.
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。
JordanCoin/ios-skills-collection☆ 62026年9月10日 更新
Navigate execution flow from an entry point, mapping call chains, external dependencies, and side 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。
Unique-AG/ai☆ 52026年10月14日 更新
Use this skill whenever helping someone build, design, or troubleshoot layouts in Elementor Pro V4 using the visual editor. Triggers on ANY mention of Elementor, page builder, Flexbox widget, Div block, section layout, widget configuration, responsive breakpoints, dark mode, scroll animations, Interactions tab, Variables Manager, Class Manager, Custom Code snippets, or any visual design work inside the Elementor panel. Also trigger when someone asks how to position elements, set spacing, apply typography, configure dark mode, prevent FOUC, or build scroll-triggered effects in Elementor. ALWAYS use this skill before suggesting any Elementor V4 implementation — it contains critical V4-specific panel structure, common AI mistakes to avoid, and production-tested patterns.
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。
jainshwetank/elementor-pro-designer-skill☆ 52026年3月31日 更新
Busabase-backed App-in-Skill control-panel/workspace for a deal analyst to model revenue-based-financing (RBF) deals for SME businesses (retail/F&B chain stores). Use when the user invokes $kelly-revshare-simulator or /kelly-revshare-simulator, wants to model a revenue-share or merchant-cash-advance deal, project cash flow and repayment, compute a Cash-Flow Payout Multiple, effective annualized merchant cost, or compare/underwrite multiple financing scenarios. Pure deterministic math, no external calls, no real trading/payment side effects. Scenario create/edit/delete and the underwriting decision are direct writes made by the analyst, not a review/approval queue.
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。
mr-kelly/skills☆ 52026年10月14日 更新
Build forest plots (HR, OR, RR, beta-coefficient summaries with CIs) and funnel plots (meta-analysis publication-bias diagnostics) using forestplot, metafor, ggforest, and MendelianRandomization with proper axis-scaling, summary-diamond placement, subgroup nesting, and Egger / trim-and-fill asymmetry tests. Use when summarizing effects across subgroups, trials, or instruments — meta-analysis, Mendelian randomization, subgroup HRs.
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