ヒアリング駆動でデザイン仕様書(DESIGN.md)を作るスキル。 「コーポレートサイト作りたい」「LP のデザイン考えて」「ポートフォリオの世界観決めたい」 「ファンタジーゲームみたいな公式サイト作りたい」など、用途・雰囲気・世界観の相談時に使用。 静的 HTML クイズで意図を抽出し、Intent / Colors / Typography / Animations を含む DESIGN.md を生成。 既存 DESIGN.md からの HTML モック生成や、URL からの抽出には使用しない(後者は design-extractor の役割)。
「anima」の検索結果
1,436 件 ・ 関連度順
概要と使いどころ
Load Remotion best practices for React video creation, including animations, composition setup, assets, audio, captions, sequencing, transitions, media metadata, Three.js, Tailwind, and rendering patterns. Use when creating, editing, debugging, or reviewing Remotion code.
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。
Prepare and launch LoRA, LoKr, or T-LoRA training through lora-scripts-next (SD-Trainer), Anima-first. Use when the user asks to train a character, style, or concept LoRA, choose parameters or repeats and epochs, start a run, or monitor training on Anima, SD1.5, SDXL, or Flux. Organize and caption the dataset, run dataset-doctor, choose a documented starting preset from image count and VRAM, show one confirmation card, then call the mikazuki API and monitor its log.
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。
Use when a web project needs animation or motion-tool selection across native CSS/WAAPI/View Transitions, Motion, Anime.js, GSAP, Lenis, scroll choreography, SVG/text animation, or synchronized motion systems.
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。
Turn an authorized 2D logo into an approved visual treatment and animate a controlled brand reveal while preserving the mark.
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。
Manages local UI state and side effects in Flutter using the flutter_hooks package (v0.21.x) with HookWidget, useState, useEffect, useMemoized, useAnimationController, and custom hooks. Use this skill when replacing StatefulWidget boilerplate with hooks, reusing stateful UI logic across widgets, managing controller lifecycles (TextEditingController, AnimationController, ScrollController) without manual dispose, implementing countdown timers or subscriptions in widgets, mixing flutter_hooks with Riverpod via HookConsumerWidget, or any time the words 'flutter hooks', 'useEffect', 'useState', 'HookWidget', or 'flutter_hooks' appear in the request.
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。
Implements data visualization charts in Flutter using the fl_chart package (v1.2.0). Supports LineChart, BarChart, PieChart, ScatterChart, RadarChart, and CandlestickChart with implicit animations, touch interactivity, and pan/zoom transformations. Use when building any Flutter chart, graph, or data visualization — including line graphs for trends, bar charts for comparisons, pie/donut charts for proportions, scatter plots for distributions, radar charts for multi-axis comparisons, or candlestick charts for financial OHLC data. Also use when customizing chart axes, titles, tooltips, grid lines, touch callbacks, chart animations, or chart zoom/pan behavior.
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。
Builds React Native and Expo apps in TypeScript — navigation with React Navigation or Expo Router, lists, forms, styling, gestures and animations with Reanimated, safe areas, accessibility and localization; networking with TanStack Query, response validation, persistence with MMKV, AsyncStorage, SQLite and secure storage; permissions, push notifications, deep links, background tasks, native modules and config plugins; performance with Hermes and the React profiler; and release with EAS Build, EAS Submit and EAS Update or bare Gradle and Xcode builds. Use when writing or changing React Native code, adding a native capability, configuring Expo, preparing a store build or an over-the-air update, or when the user asks how to do something in React Native, even if they do not name the library.
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。
Animation as communication. Feedback, orientation, emphasis, delight. If motion doesn't serve one of these four purposes, it shouldn't exist. Use when evaluating animation quality, designing transitions, or deciding whether motion adds or subtracts.
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。
Simplified Japanese Slack GIF creator skill covering animation GIF creation with Japanese text, traditional reaction GIFs, and recommended specifications for Slack. Triggers on requests for SlackGIF作成, GIFアニメ, リアクションGIF, Slack用画像.
Diagnose, fix, or validate SwiftUI animation and scroll behavior by temporarily instrumenting views with MotionEyes, capturing console traces over time, and comparing motion data to user intent or test expectations. Use when users report bugs such as wrong direction, premature fade, timing or easing mismatch, unexpected movement, missing movement, incorrect relative movement between views, scroll jumps, scroll restoration drift, content-offset desynchronization, or when they want to turn MotionEyes traces into focused assertions. Prefer XcodeBuildMCP log capture first and fallback to CLI log streaming; remove only agent-added MotionEyes instrumentation after 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。
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。
Expert in building immersive scroll-driven experiences - parallax storytelling, scroll animations, interactive narratives, and cinematic web experiences. Like NY Times interactives, Apple product pages, and award-winning web experiences. Makes websites feel like experiences, not just pages. Use when: scroll animation, parallax, scroll storytelling, interactive story, cinematic website.
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。
Generate 3D models, textures, images, rig characters, and animate them using the Meshy AI API. Handles API key detection, setup, and all generation workflows via direct HTTP calls. Use when the user asks to create 3D models, convert text/images to 3D, texture models, rig or animate characters, or interact with the Meshy API.
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。
Generate 3D models, textures, images, rig characters, animate them, and prepare for 3D printing using the Meshy AI API. Handles API key detection, task creation, polling, downloading, and full 3D print pipeline with slicer integration. Use when the user asks to create 3D models, convert text/images to 3D, texture models, rig or animate characters, 3D print a model, or interact with the Meshy API.
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。
Animation storyboard: production-level frame states and scroll-beats production spec. Use when implementing, reviewing or testing animation storyboard for React, Vite, Next.js or Perfect_AI projects.
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。
Animation instrumentation: production-level frame timing, scroll state and ownership conflicts. Use when implementing, reviewing or testing animation instrumentation for React, Vite, Next.js or Perfect_AI projects.
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。
Publication-quality physics plots — vector fields, streamlines, contour maps, 3D surfaces, phase space, spectrograms, and animations. Optimized for journal submission with LaTeX labels, proper colormaps, and multi-panel layouts.
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。
Use when designing inclusive animations, addressing vestibular disorders and motion sensitivity, or ensuring animation accessibility compliance.
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。
Windows アプリ開発 (Fluent Design / WinUI 3) の デザインガイドラインリファレンス。 layout, spacing, alignment, elevation, geometry, breakpoints, Color, Mica, Acrylic, Smoke, Reveal Highlight, materials, typography, Segoe Fluent Icons, app icons, motion, easing, connected animation, page transitions, parallax, reduce motion, NavigationView, TabView, CommandBar, menus, keyboard accelerators, access keys, accessibility, high contrast, RTL, globalization, widgets design。
Windows アプリ開発 (DirectX / WinRT メディア) のグラフィックス・メディア API リファレンス。 Direct2D (ID2D1Factory, ID2D1DeviceContext, ID2D1Bitmap1, ID2D1Effect, ID2D1PathGeometry), DirectWrite (IDWriteFactory, IDWriteTextLayout, DWriteCore), Direct3D 11/12 (D3D11CreateDevice, DXGI SwapChain, HLSL, D3D12 PipelineState), Microsoft.UI.Composition (Compositor, Visual, ExpressionAnimation, InteractionTracker, MicaController), カメラ・画面キャプチャ (MediaCapture, MediaFrameReader, GraphicsCaptureSession, Windows Studio Effects)、音声・動画再生 (MediaPlayer, MediaPlaybackSession, AudioGraph, MediaTranscoder, AdaptiveMediaSource)。
Architect scalable styling systems with Tailwind v4, CSS Modules, design tokens, dynamic theming, and container queries. Activate on: design tokens, theming system, Tailwind config, CSS architecture, container queries, dark mode. NOT for: component library creation (use design-system-creator), animation systems (use animation-system-architect).
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。
Best practices for Remotion video creation in React. Use when building, reviewing, or optimizing Remotion compositions, animation timing, assets, captions, and render pipelines.
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。
Control Blender directly from Hermes via socket connection to the blender-mcp addon. Create 3D objects, materials, animations, and run arbitrary Blender Python (bpy) code. Use when user wants to create or modify anything in Blender.
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。