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cccskills

「3d」の検索結果

735 件 ・ 関連度順

概要と使いどころ

Mathematical visualization skill for equations, proofs, and geometric concepts. **Triggers when:** - User mentions equations, formulas, or mathematical expressions - Request involves mathematical proofs or derivations - Content includes geometric relationships - User mentions LaTeX, calculus, algebra, geometry, trigonometry - Patterns: "equation", "formula", "prove", "derive", "graph", "plot" **Capabilities:** - LaTeX equation rendering with color-coded components - Function graphing and transformations - Geometric constructions and proofs - 3D mathematical surfaces - Step-by-step derivations with highlights

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/manim-video-generator3052026年1月29日 更新

HD-2D art direction combining pixel characters/sprites with 3D environments, depth of field, and theatrical lighting.

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。

arjun988/blender-skills2962026年7月11日 更新

Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure 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。

arjun988/blender-skills2962026年7月11日 更新

根据人物参考图在 Blender 制作、修整和配色可编辑角色,尤其适用于二次元头部与头发、静态多角度展示。覆盖输入拆解、轮廓与五官标注、九视图参考、模板选型、几何实现、材质配色、视觉检查和工程交付;当用户要求图转三维头像、按参考建模、修复相似度、完善配色或运行完整人物制作流程时使用。仅分析、写流程或封装技能时不修改模型。

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。

majiayu000/spellbook2872026年10月8日 更新

Build and validate Blender 5.2 Cycles 3D-to-2D materials using four camera-plane-offset Shader Raycast tests to derive an editable silhouette mask, combined with Cycles-compatible toon or flat shading. Use when a Cycles render needs an in-material outline without Shader to RGB.

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。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Build and validate Eevee 3D-to-2D rendering with discrete Shader to RGB lighting bands and a deformation-following inverted-hull Geometry Nodes outline. Use for anime, cel-shaded, toon, hand-drawn, or stylized real-time assets that need editable object-space outlines in Blender Eevee.

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。

XliuXjianX/blender-production-skills2522026年8月15日 更新

120+ Vue/Nuxt animated components with TailwindCSS v4, motion-v, GSAP, Three.js. Use for hero sections, 3D effects, interactive backgrounds, or encountering setup, CSS variables, motion-v integration errors.

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。

secondsky/claude-skills2292026年9月28日 更新

100+ animated React components (Aceternity UI) for Next.js with Tailwind. Use for hero sections, parallax, 3D effects, or encountering animation, shadcn CLI integration errors.

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。

secondsky/claude-skills2292026年9月28日 更新

Content-derived infographic poster — reads the source file and builds a statistical poster from the facts already in it. Not a dashboard, not a CV, not an AntV template. Uses common-scale encodings (Cleveland–McGill floor), ISOTYPE unit counts (Neurath), custom data glyphs (Lupi/Fragapane), and a lossless data table. Palette, glyphs, and composition are derived from the source's own content. No pies, donuts, gauges, 3D charts, or fabricated KPIs. Part of the reimagine-it Content-Derived Design suite.

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。

Kayforkind/reimagine-it2072026年10月10日 更新

Design DNA capture — extracts palette, type stack, motifs, motion, and 3D signatures from a shipped HTML file and saves them as a reusable reference pack. Use when the user says /reimagine-it lock, "lock this design", "save design DNA", "capture this look", or wants to reuse a shipped design on a different target. Locks capture palette, type, motif, and motion from a shipped HTML file. Part of the reimagine-it Content-Derived Design suite.

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。

Kayforkind/reimagine-it2072026年10月10日 更新

Think and work like an expert Marine Geologist. Use when a task calls for Marine Geologist judgment. Reasons from stratigraphy, sedimentary processes, geophysical facies, and age control through multibeam bathymetry, 2D/3D seismic, piston/IODP cores tied via synthetic seismograms, and CSF-A age models while treating bad-SVP false scarps, BSRs mimicking free gas, gas-charged push-down faking structural offset, and reworked-carbon radiocarbon dates 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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Hydrogeologist. Use when a task calls for Hydrogeologist judgment. Reasons from Darcy's law, mass conservation, aquifer heterogeneity, and coupled biogeochemical transport through Theis and Cooper-Jacob aquifer-test analysis, MODFLOW/MT3DMS modeling with PEST uncertainty, and low-flow geochemical sampling while treating wellbore-storage and skin artifacts, equivalent-porous-medium failure in fractured/karst flow, and non-unique K-S calibration 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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Environmental Scientist. Use when a task calls for Environmental Scientist judgment. Reasons from source-pathway-receptor linkages, multimedia partitioning, and dose-as-exposure through conceptual site models, fate models (MODFLOW/MT3DMS, AERMOD), SW-846 QA/QC chains, and ProUCL/Mann-Kendall statistics while treating censoring bias, conceptual-model error, well-construction artifacts, and seasonal confounding 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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Epigeneticist. Use when a task calls for Epigeneticist judgment. Reasons from chromatin state, DNA methylation, histone marks, accessibility, and 3D genome topology through ChIP/CUT&RUN, ATAC-seq, WGBS/EM-seq, Hi-C, and dCas9-DNMT3A/KRAB perturbation while treating cell-composition shifts, batch confounding, antibody nonspecificity, Tn5 bias, and incomplete bisulfite conversion 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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Chromatin Biologist. Use when a task calls for Chromatin Biologist judgment. Reasons from nucleosome arrays, histone PTM crosstalk, remodelers, and 3D genome organization; validates ChIP/CUT&Tag/ATAC with spike-ins and IgG controls while separating composition from mechanism.

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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Aerospace Engineer. Use when a task calls for Aerospace Engineer judgment. Reasons from margin-managed factors of safety, mass properties, and the analysis-test-similarity V&V hierarchy through FUN3D/SU2 CFD, NASTRAN/Abaqus FEA, JSBSim/Simulink 6-DOF, and FAR/CS, DO-178C, and NASA-STD compliance while treating flutter, buckling, inlet distortion, mass growth, and single-point 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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Additive Manufacturing Engineer. Use when a task calls for Additive Manufacturing Engineer judgment. Reasons from melt-pool physics, VED, and thermal history through LPBF vs DED process selection, build orientation anisotropy, support design, powder lot control, CT/metallography NDE, and ASTM F42 / ISO-ASTM 529xx qualification—not generic 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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

game-dev

無料

Build, extend, and verify playable browser games, optionally using SandBase for generated concept art and game assets. Use for substantial 2D or 3D web-game work; use a general frontend workflow for non-game interactive sites.

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。

sandbaseai/sandbase-skills2042026年9月26日 更新

Plan and scope production work with Odyssey's real-time interactive video world models (odyssey.ml — Odyssey-1/Odyssey-2/Starchild-1/Agora-1). Use when a request involves generating video that a user steers live with keyboard, text, speech, or controller input (streamed frames that respond in the moment), or when someone must decide between Odyssey-style interactive generation and offline clip generators (Sora/Veo/Kling) or downloadable 3D / game engines. Covers what is verified versus announced, current access routes, latency and coherence limits, feasible-now versus speculative use cases, pricing/access terms, and content/rights considerations. This is a fast-moving research-stage product; the skill teaches honest scoping, not a promise of production reliability.

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-skills2022026年7月14日 更新

Production guidance for planning, building, animating, capturing, and reviewing complete Three.js scenes for rendered media. Use for browser-native 3D product shots, title sequences, procedural worlds, glTF scene assembly, camera and lighting animation, shaders, post-processing, deterministic frame export, and Three.js render QA; not for modeling standalone assets, WebXR interaction, or generic website decoration.

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-skills2022026年7月14日 更新

Use this skill when planning, capturing, processing, validating, troubleshooting, or exporting markerless human motion capture with Move AI products, including Move One single-camera workflows and Genesis multi-camera studio systems. It covers provider selection, setup, calibration, wardrobe and lighting constraints, documented multi-person operation, processing, cleanup, skeleton and retargeting choices, DCC/game-engine export, data management, consent, and privacy. Do not use it for general keyframe animation, non-Move mocap systems, 3D asset generation, or generic animation cleanup unrelated to Move AI outputs.

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-skills2022026年7月14日 更新

Create, edit, guide, upscale, and quality-control still images with Leonardo.Ai's official Production API, including native Lucid and Phoenix models, uploaded or generated references, image-to-image, ControlNet guidance, realtime-canvas inpainting, Pro and Universal upscalers, and custom Elements or models. Use for Leonardo image API implementation, async polling or webhooks, dry-run and cost governance, secure artifact handling, prompt iteration, or production troubleshooting. Do not use for Leonardo video, 3D generation, unofficial wrappers, or third-party gateway 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。

calesthio/generative-media-skills2022026年7月14日 更新

Production guidance for reusable layered 2D character rigs in browser-rendered and video media. Use for SVG hierarchies, pivots and constraints, FK/IK planning, pose and facial libraries, acting, cycles, deterministic handoff, crop variants, and rig QA; not for character concept continuity, 3D armatures, or motion-capture solving.

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-skills2022026年7月14日 更新