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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

datamol

無料

Pythonic wrapper around RDKit with a simplified interface and sensible defaults. Preferred for standard drug discovery work — SMILES/SELFIES/InChI conversion, molecule standardization and sanitization, descriptors, ECFP and other fingerprints, Tanimoto distance matrices, Butina clustering and diverse subset picking, Bemis-Murcko scaffolds and scaffold splits, BRICS/RECAP fragmentation, 3D conformer generation, SDF/CSV/Excel and cloud I/O, and parallel processing via n_jobs. Returns native rdkit.Chem.Mol objects, so it composes with RDKit throughout. Also trigger on datamol, `import datamol as dm`, dm.to_mol, dm.standardize_mol, dm.cluster_mols, or dm.pick_diverse. For advanced control or custom parameters, use the rdkit skill directly.

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/drug-discovery-agent-skills372026年10月12日 更新

rdkit

無料

Cheminformatics toolkit for fine-grained molecular control. Parse and write SMILES, SDF, MOL and InChI; compute descriptors (MW, LogP, TPSA, QED, Bertz); build fingerprints (Morgan/ECFP, RDKit, MACCS, atom pair, torsion) and score Tanimoto, Dice or cosine similarity; run SMARTS substructure search and reaction SMARTS; generate 2D depictions and ETKDG 3D conformers; extract Murcko scaffolds and canonical hashes; control sanitization and stereochemistry directly. Also trigger on rdkit, Chem.MolFromSmiles, rdFingerprintGenerator, SDMolSupplier, SMARTS query, ETKDG, or FilterCatalog. For standard workflows with a simpler interface use the datamol skill, which wraps RDKit; use rdkit for advanced control, custom sanitization, and specialized algorithms.

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/drug-discovery-agent-skills372026年10月12日 更新

Programmatic React video best practices for Remotion. Use this skill whenever the user is writing, debugging, or rendering Remotion code — compositions, useCurrentFrame animations, interpolate, spring, Sequence timing, <Img>/<Video>/<Audio> from @remotion/media, staticFile, calculateMetadata, the Studio preview, `npx remotion render`, captions, subtitles, voiceover, audio visualization, ffmpeg, transitions, light leaks, transparent video, Lottie, 3D scenes, Mapbox flyovers. Triggers especially on HtmlInCanvas / "html in canvas" requests, CRT terminal effects, glitch effects, video shaders, WebGL video, and any request to scaffold a new programmatic React video. Owns `remotion render` and everything about Remotion code. Do NOT trigger for finished MP4 ad assembly from existing slides (that is `/video-content`) or for the inspiration-to-MP4 reference-video pipeline (that is `/cmo-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。

MoizIbnYousaf/marketing-cli322026年9月12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。

MoizIbnYousaf/marketing-cli322026年9月12日 更新

Trigger when: (1) User mentions "manimgl" or "ManimGL" or "3b1b manim", (2) Code contains `from manimlib import *`, (3) User runs `manimgl` CLI commands, (4) Working with InteractiveScene, self.frame, self.embed(), ShowCreation(), or ManimGL-specific patterns. Best practices for ManimGL (Grant Sanderson's 3Blue1Brown version) - OpenGL-based animation engine with interactive development. Covers InteractiveScene, Tex with t2c, camera frame control, interactive mode (-se flag), 3D rendering, and checkpoint_paste() workflow. NOT for Manim Community Edition (which uses `manim` imports and `manim` 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。

MoizIbnYousaf/marketing-cli322026年9月12日 更新

Verify a PCBA BOM and proposed components before circuit or placement freeze, including exact manufacturer part numbers, pin semantics, packages, footprints, CAD and 3D models, lifecycle, live stock, MOQ, assembly class, price, and approved substitutes. Use for sourcing locks, unavailable or expensive parts, JLCPCB/LCSC matching, BOM risk, or cost-aware substitution decisions.

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。

Keitark/pcba-design-skills292026年9月22日 更新

Complete toolkit for programmatic video creation with Remotion + React. Covers animations, timing, rendering (CLI/Node.js/Lambda/Cloud Run), captions, 3D, charts, text effects, transitions, and media handling. Use when writing Remotion code, building video generation pipelines, or creating data-driven video templates.

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。

darker2016/workbuddy-skill-groups272026年8月17日 更新

Audit, recover, and prepare portable handoffs of existing private PFC2D/PFC3D 5.0 asphalt cases, including integrity manifests, path portability, saved-state claims, cheap restore-first validation, and legacy-state quarantine.

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。

Echo-aloha/asphalt-codex-skills-5262026年8月26日 更新

Orchestrate PFC2D/PFC3D 5.0 asphalt-mixture case handoff, specimen generation, fistPkg26 integration, Burger calibration, Marshall or rutting tests, validation, and reproducible delivery; use whenever a user mentions PFC5 asphalt, AC mixtures, fistPkg, Marshall, wheel tracking, or rutting.

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。

Echo-aloha/asphalt-codex-skills-5262026年8月26日 更新

Design, implement, and audit PFC3D 5.0 asphalt wheel-tracking and intersection-rutting simulations using RVE-to-strip-to-full-size scaling, PFC5-compatible vector reaction control, Burger-calibrated contacts, vertical-horizontal coupled loads, rut/shear histories, edition-specific metrics, and explicit surrogate validation.

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。

Echo-aloha/asphalt-codex-skills-5262026年8月26日 更新

Build and audit PFC2D/PFC3D 5.0 model foundations for asphalt cases, including lifecycle, domain, balls, walls, clumps, groups, ranges, top-level cmat, staged saves, and source-version purity.

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。

Echo-aloha/asphalt-codex-skills-5262026年8月26日 更新

Detects weak or misconfigured cryptography in mobile apps (Android/iOS). Trigger on: hardcoded keys, ECB mode, DES, 3DES, RC4, MD5, SHA-1, SecureRandom misuse, static IV, reused IV, Math.random, arc4random, CommonCrypto, CryptoKit, Android Keystore, SecKey, AES-ECB, RSA without OAEP, insufficient key size, predictable seed, insecure key storage, broken hash, PBKDF2 iteration count. Covers MASVS-CRYPTO-1 (algorithm choice) and MASVS-CRYPTO-2 (key management).

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。

ShulkwiSEC/bb-huge242026年7月11日 更新

Mapbox GL JS interactive vector maps. Use when building a map with sources and layers, expressions, clustering, 3D terrain, geocoding or directions.

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。

agents-inc/skills242026年9月8日 更新

Use for AI image, video, audio, or 3D generation/editing. Prefer configured media tools when present, estimate cost before running a paid model, and keep provider credentials in the user's environment or provider configuration.

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。

openinterpreter/interpreter-workstation232026年10月13日 更新

Builds a hand-sculpted stop-motion CLAY ad on the Novoads REST API as a STORYBOARD: five to eight beats, each rendered from its own key frame, a storyteller narration laid into the gaps, a music bed, captions burned on, assembled locally with ffmpeg. Carries the genre's arc (named protagonist, inciting moment, social beat, quiet despair, sculpted clay infographic, discovery, transformation, resolution card), and also recreates a found clay ad by reading the reference video locally with ffmpeg and Whisper. Use for ANY clay or stop-motion ask at ANY length: "claymation ad", "stop-motion ad", "clay ad", "a quick clay ad", "plasticine characters", "make an ad like this clay one", or a reference video with sculpted clay characters in it. There is no one-call tier here, so ffmpeg is required. Not for the smooth 3D animated look (use pixar-ad, which covers every Pixar-style length), talking-head UGC (novoads-api), or a static image ad.

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。

novoads/agent-skills232026年10月8日 更新

Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.

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。

datit309/supergraph222026年10月13日 更新

Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.

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。

datit309/supergraph222026年10月13日 更新

Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D 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。

datit309/supergraph222026年10月13日 更新

Unity 6 audio system guide. Use when working with sound effects, music, AudioSource, AudioClip, AudioListener, Audio Mixer, spatial audio, or audio optimization. Covers 3D sound, mixer groups, snapshots, and audio import settings. Based on Unity 6.3 LTS documentation.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity 6 physics development guide. Use when working with Rigidbody, colliders, raycasting, triggers, collisions, joints, or physics simulation. Covers PhysX 5 (3D) and Box2D (2D) physics, FixedUpdate timing, layer masks, and contact data. Based on Unity 6.3 LTS documentation.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Annotate genetic variants (GWAS hits, eQTLs, rare variants) with ENCODE functional data to interpret non-coding variation. Use when the user has variants of interest and wants to understand their regulatory context, identify causal variants from GWAS loci, assess variant impact on regulatory elements, perform enrichment testing of variant sets in tissue-specific annotations, or link variants to target genes through enhancer-gene maps. Handles the full post-GWAS workflow from variant set → tissue mapping → functional annotation → fine-mapping awareness → enrichment → variant-to-gene → prioritization. Use this skill for ANY variant interpretation task involving ENCODE chromatin, accessibility, TF binding, or 3D genome data.

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。

ammawla/encode-toolkit212026年9月27日 更新

Build comprehensive chromatin contact maps by aggregating Hi-C loop calls (BEDPE) across multiple ENCODE experiments, donors, and labs. Use when the user wants to answer "what regions are in 3D contact in my tissue?" by creating a union catalog of chromatin loops. Handles resolution-aware anchor matching, cross-lab variation, and Hi-C-specific quality metrics.

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。

ammawla/encode-toolkit212026年9月27日 更新

Execute ENCODE Hi-C pipeline from FASTQ to contact matrices and loop calls. Child of pipeline-guide. Provides Nextflow execution with Docker and cloud deployment. Use when processing Hi-C data, generating contact matrices, or calling loops. Trigger on: Hi-C pipeline, chromatin conformation, contact matrix, loop calling, TAD detection, Juicer, HiCCUPS, 3D genome.

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。

ammawla/encode-toolkit212026年9月27日 更新

Build comprehensive epigenomic profiles for tissues or cell types using ENCODE data. Use when the user wants to characterize chromatin states, assemble histone modification panels, create epigenomic landscapes, run ChromHMM segmentation, identify super-enhancers or bivalent domains, profile regulatory elements across a biosample, or understand epigenetic regulation in a specific biological context. Covers histone marks, chromatin accessibility, TF binding, transcription, DNA methylation, and 3D genome structure.

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。

ammawla/encode-toolkit212026年9月27日 更新