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「assets」の検索結果

901 件 ・ 関連度順

概要と使いどころ

Upload local assets (images, mockups, extracted HTML, design markdown) to a Stitch project. ALWAYS use this skill when you need to upload visual assets, HTML pages, or design docs to Stitch, particularly when direct MCP tool calls fail or truncate due to base64 token limits.

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。

google-labs-code/stitch-skills8,4882026年8月18日 更新

Resize, crop, or export any image or video into platform-ready social media assets using Adobe Creative Cloud tools. Use this skill when a user wants to prepare a photo, image, or video for one or more social platforms — Instagram, TikTok, LinkedIn, Facebook, YouTube, Snapchat, Pinterest, Threads, or X/Twitter. Triggers on: "prepare my image for Instagram", "resize for TikTok", "get this ready to post", "make versions for all platforms", "social media sizes", "crop for stories", "export for LinkedIn", "resize my video for social", "make social media assets", or any request to adapt a photo or video for specific platforms. Handles subject-aware cropping, AI canvas expansion, test previews before full runs, and same-ratio video resizing.

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。

openai/plugins7,4312026年10月8日 更新

Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.

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。

rehan-remade/universal-modder7,3272026年10月13日 更新

Prepare selected workspace images and information cards as WeChat Official Account cover and article assets without reading outside the active workspace.

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。

Devin-AXIS/iPolloWork6,9242026年10月12日 更新

Implement and maintain Nexent's traditional Python UT for product changes and bugfixes under test/backend, test/sdk, and test/ext_components. Cover unit behavior, boundaries, errors and regression assertions with isolated pytest tests. Formal D1-D5 assets in test-e2e use nexent-test-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。

ModelEngine-Group/nexent5,9322026年10月13日 更新

Triage ASM/recon output for ownership before testing — separate the target's real assets from namespace-collision noise. Automated recon keyword-matches on the brand name, so for any target whose name is a common/dictionary word, the output is dominated by assets belonging to UNRELATED same-named companies (repos, cloud buckets, mobile apps, breach corpora, typosquats). Built from an authorized engagement where an ASM report's "Criticals" were overwhelmingly false positives and the combo/repos/mobile/bucket lists were polluted with unrelated same-named orgs. Use at the START of any engagement, immediately on receiving any ASM/recon/OSINT dataset, BEFORE testing anything.

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。

elementalsouls/Claude-BugHunter5,0752026年10月12日 更新

Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.

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。

IvanMurzak/Unity-MCP4,4282026年10月12日 更新

Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode 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。

IvanMurzak/Unity-MCP4,4282026年10月12日 更新

Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset 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。

IvanMurzak/Unity-MCP4,4282026年10月12日 更新

Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode 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。

IvanMurzak/Unity-MCP4,4282026年10月12日 更新

Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset 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。

IvanMurzak/Unity-MCP4,4282026年10月12日 更新

Use this skill to generate well-branded interfaces and assets for fast-agent, either for production or throwaway prototypes/mocks/etc. Contains essential design guidelines, colors, type, fonts, assets, and UI kit components for protoyping.

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。

evalstate/fast-agent3,9322026年10月13日 更新

Use whenever the agent creates, writes, moves, or renames a file in a team/delegate (shared) workspace, OR when the user asks to organize, clean up, restructure, audit, or find files in any workspace or the Vault, OR when starting a multi-file task or named project. Enforces a purpose-based folder convention (flat mode: notes/, data/, outputs/, scripts/, archive/; project mode: projects/<slug>/{docs,assets,source,reports,research}/), per-agent namespacing under shared/<agent_key>/, and pre-write discovery via memory_search, vault_search, knowledge_graph_search to surface related files and avoid duplicates. Trigger before any write_file or exec at workspace root, when starting a project, generating reports/assets/exports, delegating, or when the user says "messy", "where did I save", "tổ chức lại", "dọn workspace", "tạo report", "find related", "search vault". Do NOT trigger for read-only ops, edits inside an existing project tree (cloned repo), or short-lived files deleted in the same turn.

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。

nextlevelbuilder/goclaw3,6482026年10月5日 更新

Execute and manage Athena SQL queries across default and federated catalogs (Glue, S3 Tables, Redshift). Triggers on phrases like: query data, run SQL, athena query, analyze table, SQL query, workgroup status, profile table, query Redshift catalog, query S3 Tables. Do NOT use for finding specific data assets (use finding-data-lake-assets), full catalog audits (use exploring-data-catalog), importing data (use ingesting-into-data-lake).

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。

aws/agent-toolkit-for-aws2,8592026年10月13日 更新

Full inventory and audit of AWS Glue Data Catalog assets across S3 Tables, Redshift-federated, and remote Iceberg catalogs. Triggers on: inventory the catalog, audit databases, list all tables, catalog overview, data landscape, enumerate catalogs, data inventory, search the catalog. Do NOT use for finding specific data (use finding-data-lake-assets), running queries (use querying-data-lake), or creating tables (use creating-data-lake-table).

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。

aws/agent-toolkit-for-aws2,8592026年10月13日 更新

Org-grade attack-surface mapping: given a company's legal identity, discover its ENTIRE owned internet footprint — corporate family -> owned domains -> owned netblocks/ASN -> live assets — with attribution discipline, not just DNS breadth. The org-first attribution pyramid (legal entity -> LEI/registration -> corporate family -> owned domains -> owned netblocks/ASN -> live assets). Corporate-identity resolution via the GLEIF LEI API (legal name -> LEI, exact-LEI direct-children expansion, downward-only depth-capped BFS, NEVER a name re-resolution), SEC-EDGAR full-text search + Exhibit-21 subsidiary entity names, OpenCorporates entity corroboration, Wikidata SPARQL corporate graph (P856/P355/P749/P1830). Domain attribution via reverse-WHOIS (WhoisXML preview-then-purchase quota guard, SecurityTrails associated-domains — both paid), crt.sh O= certificate-transparency organization pivot (keyless), infrastructure correlation (shared NS/MX/SaaS-TXT, netblock membership, reverse-DNS PTR), and the independent-evidence combiner (1-prod(1-w_i), rule of three, OwnerTier NONE/WEAK/MODERATE/STRONG/CONFIRMED) — discover-only `related:` candidates are NEVER auto-scanned. Netblock/ASN attribution via org-first RIR queries (ARIN Whois-RWS org-handle search, RIPE DB organisation + inverse-org search) that recover 'dark netblocks' with no DNS link to the seed, ASN discovery (RIPEstat + BGPView union), the HYPERSCALER-SCOPE GUARD (never attribute a whole AWS/GCP/Azure/Cloudflare announced range to a tenant — keep only the seed-containing block, tag shared_hosting_cdn), and org-identity-seeded internet-scan-index queries (Shodan/Censys/ZoomEye/FOFA/BinaryEdge org: filters + an always-on keyless crt.sh fallback). Promote-to-scan triage ranks forgotten discover-only netblocks by remote-access exposure (gateway-vendor/KEV/control-plane/datastore port scoring) into an operator queue. Attribution confidence rubric + anti-patterns (namesake grafting via GLEIF name re-resolution, single-signal ownership, hyperscaler over-attribution, privacy-WHOIS pivot poisoning, RIR org-name collisions). Passive/keyless-first OSINT only — every paid-key dependency is enrichment on top of a keyless core, never a hard requirement. Use when mapping an organization's full corporate-family internet footprint, resolving a legal entity to its LEI/subsidiaries, discovering domains/netblocks/ASNs an org owns beyond its one seed domain, auditing M&A/shadow-IT sprawl, or scoping an engagement that starts from a company NAME rather than a domain.

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。

elementalsouls/Claude-OSINT2,8112026年10月10日 更新

Creates and retrieves AI video and image-related assets via the Arcads external API (Seedance 2.0, Sora 2, Veo 3.1, Kling, Grok Video, Nano Banana, b-roll, scene, script/actor flows). Loads prompts from the bundled prompting guide and model library, respects HTTP Basic auth from ARCADS_API_KEY, and polls assets/videos until ready. Use when the user mentions Arcads, external-api.arcads.ai, Seedance, Sora2, Veo, Kling, Nano Banana, b-roll, UGC scripts, or generating marketing creative through Arcads.

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。

krusemediallc/arcads-claude-code1,5912026年9月23日 更新

Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() 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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data 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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Manage Cloudinary media: upload images and videos, list and inspect assets, update metadata, delete assets, and check plan usage. Trigger phrases: cloudinary, upload image, cloudinary usage.

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。

Anil-matcha/awesome-muse-connectors1,3582026年10月6日 更新

Find and query PI assets using MATLAB's Industrial Communication Toolbox. Two paths: (1) direct PI tag lookup via piclient + tags when user provides a tag name or description (R2022a+), (2) Asset Framework navigation via afclient when user needs element/attribute hierarchy (R2026a+). Use when working with PI AF servers, PI Data Archive tags, asset hierarchies, element templates, attribute lookup, or historical data from OSIsoft PI 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。

matlab/matlab-agentic-toolkit1,1572026年10月9日 更新

Sync, validate, and apply App Store metadata and store assets with asc. Use when updating localizations, keywords, App Clip or preview assets, Asset Library media and placements, or migrating legacy fastlane metadata.

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。

rorkai/app-store-connect-cli-skills1,0712026年10月13日 更新

Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.

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/skills9922026年10月13日 更新