本文へ移動
cccskills

「slo」の検索結果

1,283 件 ・ 関連度順

概要と使いどころ

Create polished frontend interfaces from designs/screenshots/videos. Use for web components, 3D experiences, replicating UI designs, quick prototypes, immersive interfaces, avoiding AI slop.

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。

withkynam/vibecode-pro-max-kit1,1502026年6月21日 更新

Use when generating sexy/NSFW or posed images with local Qwen-Image 2.1 — pose/NSFW LoRAs (tawsLoRa femaledVaginus, TheseAlpacas, posture-v3), pose transfer from an existing image, or exact pose control via VNCCS PoseStudio 3D pose library. Triggers: 性感姿势, 摆姿势, NSFW 出图, 换姿势, 姿势控制, pose transfer, pose lora, VNCCS, 人偶姿势, 姿势库. Independent of any general image-generation skill (which handles SFW text/edit/cutout 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。

Arekejoker/qwen21-nsfw-pose-skill1,0622026年10月14日 更新

React 19 performance patterns and composition architecture for Vite + Cloudflare projects. 50+ rules ranked by impact — eliminating waterfalls, bundle optimisation, re-render prevention, composition over boolean props, server/client boundaries, and React 19 APIs. Use when writing, reviewing, or refactoring React components. Triggers: 'react patterns', 'react review', 'react performance', 'optimise components', 'react best practices', 'composition patterns', 'why is it slow', 'reduce re-renders', 'fix waterfall'.

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。

jezweb/claude-skills1,0622026年10月9日 更新

auteur

無料

Design and build complete web experiences from scratch — award-level product and marketing pages, cinematic scroll-directed sites where the page is directed like a film, and multi-screen products (app, dashboard, admin, settings, onboarding, docs site) built as one design system with every component, state and route in one style. Use whenever the user wants to create or redesign a landing page, website, hero section, portfolio, promo or product page; wants scroll animations, storytelling pages, or a site that feels like a movie; or says "make it beautiful", "make it wow", "cinematic", or "design system" — even if they name no technique. Generates its own assets via local CLIs (images, video frames, depth maps, 3D), and gates every ship with an executable anti-slop linter and a screenshot verification loop. Not for polishing a UI someone else built, and not for backend-only 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。

agiwhitelist/auteur1,0402026年8月7日 更新

Use when investigating common or slow variants, repeated work, unusual paths, or a specific Process Mining case.

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。

microsoft/power-platform-skills1,0012026年10月14日 更新

Use when investigating slow activities, waiting, handoff duration, bottlenecks or cumulative activity workload.

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。

microsoft/power-platform-skills1,0012026年10月14日 更新

Validate a third-party control repo across four automated layers plus one printed manual recipe. Layer 1 asserts native-source structure (Android getName() and iOS +moduleName to manifest nativeModule; @ReactMethod / RCT_EXPORT_METHOD to methods; no @ReactModule) plus load/init readiness (ReactPackage public no-arg constructor, iOS [cls new] no-arg init, requiresMainQueueSetup NO, non-throwing eager construction), so launch-time crashes surface before any build. Layer 2 validates the committed `./manifest.json` against the ppmplugin-format rules. Layer 3 asserts request/response/error-code agreement across native and PCF. Layer 4 compiles the PCF (auto-skipped if absent). Layer 5 prints a device end-to-end recipe. Native compile belongs to /build-android-binary and /build-ios-binary — this is the cheap structural pre-flight before those slow builds. Reports pass/fail per layer with a fix hint and updates .extension-state.md.

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。

microsoft/power-platform-skills1,0012026年10月14日 更新

Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.

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。

scenario-labs/skills9982026年10月14日 更新

Use when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile settings, touch controls, on-screen joystick, UI under the notch or safe area, slow startup, ANRs, 'Android build fails', AAB, keystore signing, target API 36, Google Play upload, iOS Xcode export or archive, privacy manifest, app size, in-app purchases (IAP 5), rewarded ads (LevelPlay), ad consent.

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。

scenario-labs/skills9982026年10月14日 更新

Use when Godot 4.7 work must run without a mouse or at scale: batch import of hundreds of GLB props or an AI image-to-3D art drop, naming rules, import presets and post-import scripts, editor plugins, EditorScript and @tool, EditorImportPlugin, GUT or gdUnit4 tests in CI, a GitHub Actions export workflow, GDExtension basics, or a Godot MCP server; also when --import is slow, textures stay uncompressed, tests pass locally but CI fails, or an export ships test folders.

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。

scenario-labs/skills9982026年10月14日 更新

Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.

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。

scenario-labs/skills9982026年10月14日 更新

Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.

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。

scenario-labs/skills9982026年10月14日 更新

Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.

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。

scenario-labs/skills9982026年10月14日 更新

Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).

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。

scenario-labs/skills9982026年10月14日 更新

Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing.

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。

scenario-labs/skills9982026年10月14日 更新

Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert review.

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。

scenario-labs/skills9982026年10月14日 更新

Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a 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。

scenario-labs/skills9982026年10月14日 更新

Debug and optimize Android/Gradle build performance. Use when builds are slow, investigating CI/CD performance, analyzing build scans, or identifying compilation bottlenecks.

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。

new-silvermoon/awesome-android-agent-skills9752026年7月28日 更新

Audit and improve Jetpack Compose runtime performance from code review and architecture. Use when asked to diagnose slow rendering, janky scrolling, excessive recompositions, or performance issues in Compose UI.

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。

new-silvermoon/awesome-android-agent-skills9752026年7月28日 更新

Design a structured onboarding experience that gets new team members productive in 30, 60, and 90 days. Use when a new hire is joining, when contractors or agency partners need to ramp up, when an existing team is restructuring and members are switching focus, or when current onboarding feels chaotic and slow. Also triggers when one person owns all the tribal knowledge and you need to capture it, when you keep losing people in their first 90 days, or when a new project has many fresh members joining at once. Useful for engineering, design, product, marketing, and operations roles.

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。

rampstackco/claude-skills9612026年10月7日 更新

Pre-publish QA framework for content. Brief adherence, voice consistency, fact accuracy, structure and clarity, AI-content audit, SEO and AEO compliance, internal linking and schema validation, QA at scale via sampling, the QA workflow, and the discipline that distinguishes catch-problems QA from checkbox QA. Triggers on editorial QA, content review, pre-publish review, content audit, content QA process, AI-content audit, hallucination check, content sampling, programmatic QA, voice consistency check, brief adherence check. Also triggers when a content team is shipping sloppy work, when AI-co-authored content is reaching publish unaudited, when a QA process burns reviewers out, or when a programmatic SEO set needs sampling discipline. On a voice consistency check, this skill owns checking a draft against an existing voice system at the publish gate; use `brand-voice` when the voice system itself needs defining or documenting.

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。

rampstackco/claude-skills9612026年10月7日 更新

数字生命卡兹克(前UI/交互设计师→AI自媒体人→虚实传媒CEO→AIFUT大会发起人)的AI科技自媒体创作思维——平实直接、数据碾压、自嘲幽默、硬核输出。 触发词:「数字生命卡兹克视角」「像卡兹克那样写」「AI产品实测」「AI工具测评」「干货AI教程」。 擅长:AI产品实测与横评、AIGC创作实验、AI行业大会策展、Slogan式干货输出、数据粉碎型文案、一人对抗内容平台的全栈内容生产。

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。

momozi1996/awesome-ai-persona-skills9252026年9月2日 更新

Live-site visual QA audit with fix loop. 10-category checklist (~80 items) including AI Slop Detection (10 blacklisted patterns). Atomic commits per fix. Before/after screenshots. A-F grading. Parallel cross-model code-level design audit. Modes: Full, Quick, Deep, Diff-aware, Regression.

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。

paperclipai/companies9192026年3月24日 更新

Design critique with 7 rated passes: Information Architecture, Interaction State Coverage, User Journey and Emotional Arc, AI Slop Risk (10-item blacklist), Design System Alignment, Responsive and Accessibility, Unresolved Decisions. Each rated 0-10 with gap-fill loop. Parallel cross-model design voices.

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。

paperclipai/companies9192026年3月24日 更新