Guidance for .NET MAUI XAML and C# data bindings — compiled bindings, INotifyPropertyChanged / ObservableObject, value converters, binding modes, multi-binding, relative bindings, fallbacks, and MVVM best practices. USE FOR: setting up compiled bindings with x:DataType, implementing INotifyPropertyChanged or CommunityToolkit ObservableObject, creating IValueConverter / IMultiValueConverter, choosing binding modes, configuring BindingContext, relative bindings, binding fallbacks, StringFormat, code-behind SetBinding with lambdas, and enforcing XC0022/XC0025 warnings. DO NOT USE FOR: CollectionView item templates and layouts (use maui-collectionview), Shell navigation data passing (use maui-shell-navigation), dependency injection (use maui-dependency-injection), or animations triggered by property changes (use .NET MAUI animation APIs).
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。
dotnet/skills☆ 5,6312026年10月14日 更新
Make any UI appear as if an AI agent is generating it. A dotted wireframe is drawn from the element's own structure (outline, boxes, text lines, icon paths, with guides, corner handles and size labels), then the real UI is revealed behind a scan line with a fade on a smooth ease-out. Two modes, skeleton and skeleton + generation texts (an agent log, the motion CSS being written, and a step line). One dependency-free runtime that works with any framework (vanilla, React, Next.js, Vue, Svelte). Use when the user asks for a "generation animation", "AI generating the UI", "agent building the component", "build-in animation", "wireframe to UI reveal", "skeleton generation", "dotted wireframe", "matrix dots", "make it look generated", "futuristic reveal", "generative UI loading", or for an AI product that should show its output being built. Also the commands transitions generate, transitions generate texts and transitions generate preview.
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。
Jakubantalik/transitions.dev☆ 5,2972026年10月14日 更新
Scan a codebase for missing, janky, or inconsistent UI motion and fix it with transitions.dev recipes. ALWAYS use this skill when the user's message is or contains a transitions-agent command (npx transitions-agent, npx transitions-agent fix, any variant) - the command is a request for the full guided flow, not just command execution. Also use when the user asks about UI transitions, animations, motion quality, a motion score, janky or missing transitions, "polish the motion", "fix the animations", or whether the motion is good after UI changes.
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。
Jakubantalik/transitions.dev☆ 5,2972026年10月14日 更新
Use when writing, reviewing, or refactoring SwiftUI code for iOS or macOS, including state and `@Observable` data flow, view composition, resizable layouts, safe areas, display scale, performance, lists, environment, localization, animation, Liquid Glass, and API migration. Also use for iPhone Duo, foldable, or large-display layouts (`NavigationSplitView` on large displays, iPhone tab sidebar, two-column reflow, foldable grids, `ArrangementView`, `ReservedRegion`), hinge effects, vertical bars, `@State` initialization or synthesized-property diagnostics, `@ContentBuilder` ambiguity, `reorderable` drag/drop, custom `AsyncImage` `URLSession`, swipe actions outside List, item-bound `alert`/`confirmationDialog`, `ToolbarOverflowMenu`, `AnimatableValues`, Document APIs (`Document`/`DocumentReader`), and Instruments `.trace` capture or 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。
AvdLee/SwiftUI-Agent-Skill☆ 3,6882026年10月6日 更新
Apply interface craft when building or reviewing UI - motion, easing, timing, springs, component feel, and visual foundations. Use when building a component, animation, transition, hover or press state, modal, drawer, toast, or when polishing an interface so it feels right. Says "make this feel better", "add an animation", "polish the UI", "review this component".
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。
rohitg00/pro-workflow☆ 2,9162026年9月29日 更新
Define motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use `animation-principles` (interaction-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。
Owl-Listener/designer-skills☆ 2,9152026年9月6日 更新
Build beautiful, native-feeling Expo screens. Covers Apple HIG styling, semantic colors, native controls, SF Symbols, media, visual effects, gradients, storage, and responsive layout. For routing and navigation, use the expo-router skill; for motion and animation, use the expo-animation skill.
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。
expo/skills☆ 2,8422026年10月7日 更新
Build native UI with the @expo/ui package: real SwiftUI on iOS and Jetpack Compose on Android. Default to @expo/ui for sheets (BottomSheet), pickers, sliders, toggles, menus, and grouped-form sections — do NOT reach for Reanimated, @gorhom/bottom-sheet, or RN built-in Picker/Switch; use @expo/ui instead. Fall back to RN built-ins only when @expo/ui is missing the component. NOTE: @expo/ui List renders native grouped rows like an iOS Settings screen — it is NOT a virtualized list; use FlatList/FlashList for large datasets. Covers universal components (Host, Column, Row, Button, Text, List, BottomSheet, FieldGroup, Switch, Slider, Picker, Menu), drop-in replacements for RN community libraries, and platform-specific SwiftUI/Jetpack Compose trees. Not for Expo Router navigation, Reanimated, or data fetching.
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。
expo/skills☆ 2,8422026年10月7日 更新
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation. Handles sprite requests, ordinary image generation/editing, standalone image-to-video clips (i2v, animate this still, 그록 영상, 이매진 비디오, 스틸 움직여줘, first/last frame, reference-to-video, 영상 이어붙이기, 영상 편집, extend/edit a clip), clips from a video MCP on the agent (ZCRE, 지크 MCP), chroma removal, animation atlases, video loops, 큐레이션뷰, image candidates, 팔레트 스왑, palette swap, recolor, rig layers, engine exports, repeating backgrounds, projected shadows, motion/contact inspection and optional scene composition from existing assets.
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。
aldegad/sprite-gen☆ 2,7982026年10月14日 更新
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API. Use for text-to-3D, image-to-3D, game-ready GLB/FBX, characters, creatures, buildings, props, weapons, terrain, auto-rigging, animation retargeting, model texturing, voxel/LEGO stylization, and low-poly conversion. Pair with threejs-image-generator for concept and texture references first.
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☆ 2,5032026年9月28日 更新
Create award-winning, immersive web experiences at the level of Awwwards-featured agencies. Use when the user mentions "Awwwards quality", "make my site stunning", "scroll animations", "parallax storytelling", "cinematic web design", "portfolio site", or "brand experience". Also trigger when elevating a standard landing page into a memorable digital experience. Covers dramatic typography, purposeful motion, scroll-based composition, and performance-optimized animation. For foundational UI, see refactoring-ui. For type selection, see web-typography.
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。
wondelai/skills☆ 2,4152026年9月11日 更新
Build, run, debug and ship 3D city games in Godot 4 — procedurally generated cities (block grids, districts, weighted building typologies, MultiMesh batching, facade shaders, terrain, day/night, landmarks), first-person controllers, headless verification, Blender-generated .glb assets, rigged character and animation packs, real OpenStreetMap-derived cities, WebAssembly export, and cloud GPU streaming on GCP. Use this skill whenever the work involves Godot or a .gd/.tscn/.gdshader/project.godot file; whenever someone wants to start, set up, clone onto a new machine, or stand up a 3D game or city generator; whenever they mention procedural city, city generator, block grid, building typology, MultiMesh, facade shader, terrain heightmap, navmesh, Godot export templates, export presets, headless Godot, .glb pipeline, Blender asset generation, character rigs or borrowed animations; and whenever they want to deploy or share a game — web export, SharedArrayBuffer/COOP/COEP, Selkies, pixel streaming, GPU VM, or "let people play this without installing anything." Reach for it even on vague asks like "get this running", "why is my city slow", "my model faces backwards", "make it work on a cloud machine", or "set this up somewhere else too" when a Godot 3D project is in play.
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。
Leanmcp/gateway-skills☆ 2,1102026年10月8日 更新
Create reusable black-background white-text opening animations for new videos. Use when the user asks for "黑底白字开场", "纯黑加白字", "白色文字逐渐出来", "一个个字出来", "打字效果", "打字音效", "字体变化开头", "opening title animation", "kinetic text opener", or a short black-and-white intro before a HyperFrames, Remotion, ffmpeg, SaaS/product, tutorial, commentary, or course video. This is for original opener creation, not pixel-level reference matching.
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。
Pluviobyte/rnskill☆ 1,6432026年9月21日 更新
GSAP animation reference for HyperFrames. Covers gsap.to(), from(), fromTo(), easing, stagger, defaults, timelines (gsap.timeline(), position parameter, labels, nesting, playback), and performance (transforms, will-change, quickTo). Use when writing GSAP animations in HyperFrames compositions.
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。
nateherkai/herk-edit-kit☆ 1,4182026年10月14日 更新
GSAP animation reference for HyperFrames. Covers gsap.to(), from(), fromTo(), easing, stagger, defaults, timelines (gsap.timeline(), position parameter, labels, nesting, playback), and performance (transforms, will-change, quickTo). Use when writing GSAP animations in HyperFrames compositions.
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。
nateherkai/hyperframes-student-kit☆ 1,4102026年10月13日 更新
Clone or update https://github.com/vibe-motion/threejs-earth and render the Three.js Earth route animation with Puppeteer frame capture. Use when users ask for 三维地球航线动画, Three.js Earth, 地球飞线, globe route animation, or exporting an Earth GIF/MP4/PNG sequence.
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。
vibe-motion/skills☆ 1,3532026年10月6日 更新
Render a Claude-style prompt typing animation video by calling Remotion CLI against the remote site https://www.laosunwendao.com. Use when the user asks for "做一个 claude 的提示词打字机动画", "做 Claude 打字动画", "创建提示词动画", or similar requests that convert a text prompt into a typing-animation video.
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。
vibe-motion/skills☆ 1,3532026年10月6日 更新
Apply Disney's 12 principles as practical design and engineering rules for procedural animation. Use when creating, improving, reviewing, or debugging code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera, or 3D scenes; especially when motion feels stiff, weightless, mechanical, unclear, or physically correct but visually weak.
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。
vibe-motion/skills☆ 1,3532026年10月6日 更新
Generate a swinging spotlight text-reveal HTML animation with configurable text, swing angle, lamp scale, glow, and colors. Use when users ask for 聚光灯扫字动画, spotlight text reveal, light logo reveal, 发光文字揭示动画, or want a reusable HTML animation instead of a static image.
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。
vibe-motion/skills☆ 1,3532026年10月6日 更新
Create animated flow diagrams from articles, workflow notes, architecture sketches, or process descriptions using a JSON specification and a local Python/Pillow renderer. Use when the user wants to turn source material into a static PNG + animated GIF diagram.
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。
AI-Builder-Club/skills☆ 1,2922026年9月16日 更新
Assemble a narrated motion-graphic LISTICLE video ad from a config — a spoken voiceover (cloned or cast, in the chosen tone) carries a numbered listicle while N web-animated hyperframe beats (HTML plus the Web Animations API, one branded design system of alternating tiles, big hero numerals, and callouts in the chosen visual style) are rendered frame-by-frame via Playwright and anchored to the VO's word-level timestamps, optional color-graded breather windows (brand clip, AI clip, or motion-graphic) give visual breath, and captions burn ONLY inside those B-roll windows (2-word chunks, ASS Format header carrying a Name field so none drop) with the VO mixed under a low music bed. This is the FREE deterministic assembly stage (Playwright beat render plus ffmpeg concat plus window-masked caption burn plus VO-and-music mix plus final composite) — the VO, the music bed, and any AI breather clips come from create-vo-elevenlabs, create-music-elevenlabs, and create-video-fal. Use for the vo-anchored-motion-listicle format.
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。
gooseworks-ai/goose-skills☆ 1,2472026年10月14日 更新
Assemble a cartoon / animated / hand-crafted music-video ad from a config — a sung song carries the whole narrative while N per-bar i2v clips (one recurring animated character, one look pack) are each cut to their BAR window from librosa beat-tracking and hard-concatenated on the bar, VEED-whisper white bold-sans captions in the BOTTOM third (Alignment 2, above the logo bug, no pill) burned from the song's word timings re-spelled against the locked lyrics, a persistent brand logo bug held over the body (suppressed on the end card), and closed on a solid-brand-color PIL end card with the song still playing under it — never AI-rendered text. This is the FREE deterministic assembly stage (cut-to-bar + hard concat + logo bug + captions + end card + song mux); the song, character, keyframes, and clips come from create-music-elevenlabs / create-image-fal / create-video-fal. Use for the cartoon-music-video format.
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。
gooseworks-ai/goose-skills☆ 1,2472026年10月14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。
dpearson2699/swift-ios-skills☆ 1,1952026年8月1日 更新
Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` CLI).
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。
adithya-s-k/manim_skill☆ 1,1682026年1月24日 更新