本文へ移動
cccskills

「nim」の検索結果

3,362 件 ・ 関連度順

概要と使いどころ

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.dev5,3182026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.dev5,3182026年10月14日 更新

simplify

無料

Keep code, tests, documentation, configuration, and other changes as tight, clear, performant, and minimal as possible without weakening behavior. Use during implementation to prevent unnecessary complexity, after behavior is proven to consolidate working changes, before handoff for a full branch audit, and when asked to simplify, tighten, clean up, reduce verbosity, remove complexity, or minimize existing work.

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。

CherryHQ/cherry-studio-app3,9982026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-Skill3,6932026年10月6日 更新

Use when the user wants to set up, scale, validate, or harden NVIDIA physical AI infrastructure for synthetic data generation workflows across local MicroK8s or Azure AKS, including Kubernetes clusters, inference endpoint deployment, OSMO deployment, workload submission readiness, and infrastructure failure recovery. Trigger keywords: physical ai infrastructure, resilient scaling, SDG infrastructure, microk8s, azure aks, NVCF deployment, NIM Operator, OSMO deploy, workflow scaling. Don't trigger for: OSMO log summarization or workload-only operations unless infrastructure setup, scaling, validation, or recovery is requested.

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。

NVIDIA/skills3,5992026年10月15日 更新

Generate novel drug-like molecules using the GenMol NIM microservice. Use for de novo generation, scaffold decoration, motif extension, lead optimization, SAFE notation, QED or LogP ranking, hosted NVIDIA API calls, or local Docker deployment. GenMol takes SAFE notation in the smiles field, not ordinary SMILES.

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。

NVIDIA/skills3,5992026年10月15日 更新

Use this skill for OpenFold2, NVIDIA's BioNeMo NIM microservice for monomer protein structure prediction. Invoke whenever the user mentions OpenFold2, AlphaFold2-like monomer folding, protein sequence-to-structure prediction, A3M MSAs, mmCIF templates, hosted NVIDIA API calls, or local Docker deployment.

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。

NVIDIA/skills3,5992026年10月15日 更新

Use Boltz2 NIM for biomolecular structure prediction and binding affinity. Invoke for Boltz2, protein structures, protein-ligand/DNA/RNA complexes, SMILES or CCD ligands, pIC50/IC50 affinity scoring, mmCIF output, hosted NVIDIA API calls, or local Docker deployment.

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。

NVIDIA/skills3,5992026年10月15日 更新

Run RFDiffusion protein backbone design via NVIDIA NIM. Use for de novo protein backbones, motif scaffolding, binder design, hotspot residues, contigs syntax, diffusion steps, hosted NVIDIA API calls, local Docker deployment, and PDB backbone outputs for ProteinMPNN sequence 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。

NVIDIA/skills3,5992026年10月15日 更新

Use this skill for MolMIM, NVIDIA's BioNeMo NIM microservice for small-molecule latent-space generation and optimization. Invoke for MolMIM, molecular embeddings, hidden states, latent decoding, sampling around a seed SMILES, CMA-ES guided molecule generation, QED or plogP optimization, hosted NVIDIA API calls, or local Docker deployment.

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。

NVIDIA/skills3,5992026年10月15日 更新

Run DiffDock molecular docking via NVIDIA NIM to predict small-molecule binding poses against protein targets. Use for DiffDock, molecular docking, ligand docking, blind docking, SMILES or SDF ligands, ranked poses, confidence scores, hosted NVIDIA API, or local Docker deployment.

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。

NVIDIA/skills3,5992026年10月15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-skills2,9202026年9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-workflow2,9162026年9月29日 更新

expo-ui

無料

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/skills2,8512026年10月14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/skills2,8512026年10月14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-gen2,8122026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-skills2,5062026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/skills2,4252026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-skills2,1102026年10月8日 更新

Compute statistical power, required sample size, and minimum detectable effect (MDE) for a study design, then write a registry-ready power section. Handles two-arm RCTs (with clustering / ICC and unequal allocation), multiple-arm corrections, and a simulation-based power option for non-standard designs (DiD/event-study, IV, panel). Use when user says "power analysis", "power calculation", "MDE", "minimum detectable effect", "how big a sample do I need", "is my study powered", "power for an RCT", or when /preregister needs a power section for an experiment. Produces a power/MDE table, power curves, and a methods paragraph to paste into a preregistration.

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。

pedrohcgs/claude-code-my-workflow1,6602026年9月28日 更新

tts-skill

無料

Generate cloned narration for the content workspace. Use local IndexTTS2 with the canonical lossless Pluviobyte reference for every local video, voice audition, digital-human narration, and subtitle-ready audio render. Preserve MiniMax only for public-facing articles or tutorials that teach users to connect through the relay service; never use MiniMax for local video production.

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/rnskill1,6442026年9月21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/rnskill1,6442026年9月21日 更新

gsap

無料

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-kit1,4782026年10月14日 更新

gsap

無料

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-kit1,4782026年10月13日 更新