Back In Left — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
1,072 件 ・ 関連度順
概要と使いどころ
Back In Left — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Bounce In Right — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Bounce In — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Bounce Out Right — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Back Out Down — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Bounce In Up — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Back Out Right — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Back In Right — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Bounce In Down — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Bounce Out — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Back In Down — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Fade In Bottom Left — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Bounce In Left — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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。
Bounce Out Down — a drop-in CSS keyframe animation from Animate.css (Hippocratic-2.1, © Daniel Eden). No JS required. Honors prefers-reduced-motion. Use restrained; attribute Animate.css.
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 one sentence of intent into tasteful, produced motion. Given a natural-language request like "make a good-looking animated landing page", "add a delightful like animation", or "make a silky release video", this skill classifies the intent, picks the most suitable recipes from the motion-anything library while honoring MOTION-SPEC.md (timing, easing, and the restraint budget), and produces the output. The universal entry point to motion-anything. Works on web pages, slides, app-showcase pages, and 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。
Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.
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。
Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.
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。
导演并制作多类型视频,从创意、研究、剧本、视觉开发、人物与声音设计、分镜和生成 Prompt,一直推进到素材生成、任务追踪与交付。适用于 Storytime Animation、Animated Explainer 与 Cinematic Drama,三个 Mode 均已完成实际作品验证。尚未建立专属 Mode 的类型不得冒充已支持流程。
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。
SwiftUI's actual mental model — view identity, lifetime, and dependencies (the Demystify canon), state ownership decision rules, Observation's per-property tracking, body-performance discipline, and the main-actor concurrency contract. Use when state resets mysteriously, views re-render too often, animations glitch between branches, choosing @State vs @Bindable vs plain property, or debugging "why did body run."
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。
Generates achievement celebration UI with confetti animations, badge unlocks, progress milestones, haptic feedback, and optional share-to-social. Use when user wants to celebrate achievements, show confetti, display milestone badges, or trigger rewards on key thresholds.
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。
SF Symbols end-to-end — choosing and configuring the 7,000+ system symbols (rendering modes, variable color/draw, gradients), authoring custom symbols that interpolate across weights, and the animation preset vocabulary. Use when picking iconography, building custom symbols, animating symbol state changes, or rendering values as symbols.
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。
Design skills for Apple platform UI — Liquid Glass, animations, game feel (haptics, sound, celebrations), UI prototyping, UX writing, SF Symbols, and typography. Use when implementing design language features, adding juice/feedback, writing interface copy, or choosing type and iconography.
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。
End-to-end motion-design / animated-ad creation flow on Higgsfield via the MCP connector. Use when the user wants to create motion design, animate a logo, make a video from an image, build an animated ad or brand promo, turn a product into motion, or says 'make a motion', 'motion design', 'animate this', 'make a video from my logo', 'animated brand', 'motion graphics', 'brand motion', 'kinetic graphics', 'promo video', or 'ad video'. Drives a storyboard-first pipeline: brief → storyboard sheet (GPT Image 2) → video (Seedance 2.0) — an AI-generated pixel video clip. Distinct from higgsfield-motion (the named camera/motion preset library) and from higgsfield-vibe-motion (deterministic Remotion code with crisp text); use vibe-motion instead when the text/logo must stay perfectly crisp, editable, and deployable as 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。
Make a 10–30 second continuous-shot explainer for any product, rendered from code to MP4 with sound. One hero element (a ball, a cursor, a file, a message) travels through the product's workflow laid out as stations on one big canvas; the camera follows it, each station reacts as it passes, then the camera pulls out to reveal the whole journey. Use when someone wants an engaging, story-driven, one-take explainer or a loopable product animation.
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。