Find and identify the CGameSceneNode::GetSkeletonInstance virtual function's vtable slot, plus the CBaseAnimGraph::m_skeletonInstance and CSkeletonInstance::m_animationController struct member offsets, in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering server.dll or libserver.so to locate the scene-node accessor that returns a node's CSkeletonInstance* (or null if the node isn't a skinned model), and the two related struct-member offsets used by CounterStrikeSharp's animation-graph memory patches. Trigger: CBaseAnimGraph_m_skeletonInstance, CGameSceneNode_GetSkeletonInstance, CSkeletonInstance_m_animationController
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。
mrc4tt/CS2_VibeSignatures☆ 32026年10月13日 更新
Philips Hueの照明をエージェントから操作し、点灯・消灯や明るさ、色を調整します。部屋単位の操作やシーンの切り替えにも対応するスキルです。
- 寝室の照明をまとめて消したいとき
- 仕事に合わせて明るさや色を調整
- 映画鑑賞用のシーンを設定
openclaw/openclaw☆ 39.2万2026年10月13日 更新
Unreal Engineのエディターを操作し、物体の配置、照明や素材の調整、カメラ設定を進めます。シーンの状態と見た目を確認し、画像やレンダーを出力するスキル。
- 3Dレベルの構築と配置
- 雰囲気に合う照明に調整したいとき
- カメラの構図設定とレンダー出力
NousResearch/hermes-agent☆ 25.3万2026年10月13日 更新
目標画像と実装した3Dシーンのスクリーンショットを比較し、構図・照明・質感を段階的に改善します。見た目の再現度を採点し、描画速度も確認しながら修正を重ねるスキルです。
- 目標画像に近い3Dシーンを作りたいとき
- ブラウザゲームの照明や質感を磨きたいとき
- 既存の3D作品の見た目を改善したいとき
NousResearch/hermes-agent☆ 25.3万2026年10月13日 更新
Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` CLI).
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。
calesthio/OpenMontage☆ 6.8万2026年10月13日 更新
Create AI avatar videos with precise control over avatars, voices, scripts, scenes, and backgrounds using HeyGen's v2 API. Use when: (1) Choosing a specific avatar and voice for a video, (2) Writing exact scripts for an avatar to speak, (3) Building multi-scene videos with different backgrounds per scene, (4) Creating transparent WebM videos for compositing, (5) Using talking photos as video presenters, (6) Integrating HeyGen avatars with Remotion, (7) Batch video generation with exact specs, (8) Brand-consistent production videos with precise control.
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。
calesthio/OpenMontage☆ 6.8万2026年10月13日 更新
Render-correctness doctrine for scene-to-scene seams in HyperFrames launch videos — the prerequisites that make transitions composite correctly on the master timeline. Load when assembling the master timeline / index.html, when a white flash appears at a cut or crossfade seam (especially on dark films), when reasoning about why a transition opacity dip shows through, or when verifying the render-side mechanics of how overlapping scene wrappers blend. Covers the opaque stage-ground (#root background) white-flash guard and how the injector overlaps wrappers, holds final frames, ping-pongs tracks, and stamps lint-clean template code onto the master timeline. Does NOT contain the per-transition catalog — see the transition registry for individual transition entries.
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。
heygen-com/hyperframes☆ 6.2万2026年10月13日 更新
Add volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera and carry rippling caustic streaks, with a shimmering surface underside, a sun that wobbles through the ripples, and the same light dappling fish as they swim through the beams. Use for underwater scenes, oceans seen from below, aquariums, reefs, kelp forests, diving and shipwreck scenes, schools of fish, sunbeams or light shafts through water, caustics, "rays of light shining through the ocean", or watery ripples on a background. Includes a reusable module and the Blue Hour sardine-school demo.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Edit an existing workflow Scene or task contract. Use for assets, layout, cameras, randomization, task text, or success rules; do not use to create a new workflow.
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/skills☆ 3,5822026年10月10日 更新
One traveller moves through a place scene by scene, each scene carrying its own timecode, its own location and one short line. The polish is bought with film grain and golden-hour light. Use when the user wants a Seedance 2.5 / 2.0 video prompt for this kind of clip (Cinematic travel vlog montage; 中文触发词: 电影感旅行漫游, 旅拍, 城市漫游, 旅行), or asks how published cases of this type were prompted. Read references/cases.md before drafting.
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。
LearnPrompt/awesome-seedance☆ 2,0122026年10月13日 更新
Worked full-length scripts of banqiang-system Chinese opera with their creation records (板腔体全本语料库). Primary texts; 翁偶虹《锁麟囊》 (the revised score edition, 65 arias, 15 self-account-vs-score checks), 汪曾祺等《沙家浜》 (the 1965 text, not the 1970 one; 36 arias, a 12-row two-version diff), 田汉《白蛇传》 (the 1955 book, not the web revision; 16 scenes, 王瑶卿说腔五条), 杨兰春《朝阳沟》 (1978 revival, 50 arias, 口语入唱, per-scene sung/spoken ratios), 魏明伦《潘金莲》 (跨时空, missing pages), 罗怀臻's 越剧《李清照》《真假驸马》, 淮剧《金龙与蜉蝣》, 甬剧《典妻》; plus index tables of 翁偶虹's 60 创作记 and 范钧宏's seven 改编札记. Use when you want to see how a 唱工戏 lays out its 板式, need real scene counts, aria counts and 辙口 to imitate, want the road from raw material to 审腔, are writing a 现代戏 or colloquial lyrics, or compare one author across two声腔 systems. Method is in sw-chinese-opera-banqiang; this skill holds the worked scripts and their creation records.
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。
jtydhr88/screenwriting-skills☆ 1,6482026年10月3日 更新
Assemble a multi-scene GRWM beauty-demo ad from a config — a locked-identity creator applies ~5 products step by step while a SEPARATE ElevenLabs voiceover narrates and every scene cut is snapped to the VO's product-name word-starts (Whisper word-level timestamps), then ~5 Playwright product overlay cards (real PDP-verified taglines) are composited onto the master each on its product-NAME word-start, the SEPARATE VO is mixed on top of a ducked music bed at loudnorm I=-14, clean-white 3-words/cue captions are burned, and the video closes on a flat-lay end card. This is the FREE deterministic assembly stage (re-cut to the VO word-starts, hard-concat, Playwright card render + card composite, VO plus music mix, caption burn, flat-lay end card); the VO, scene clips, product cutouts, and music come from create-music-elevenlabs / create-image-gpt-image-fal / create-video-fal. Use for the glassy-matte-grwm format.
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。
gooseworks-ai/goose-skills☆ 1,2452026年10月13日 更新
Assemble a split-screen creator ad from a config — a two-zone vertical composite where a supplied AI-creator lip-sync take fills the BOTTOM ~48% while real 16:9 product/demo clips run uncropped in the TOP ~52%, each top clip contain-fit with a darkened blurred cover-scale fill of the same clip (never black bars), a 3px brand-color divider between the zones, the creator slice cover-fit per the per-scene VO timing, scenes hard-concatenated with the body audio being the concatenated creator VO slices, an end card held on the last sharp frame ~3s, then the ASSEMBLED cut transcribed with local Whisper (not the raw VO — concat drops inter-scene silence) and word-level captions burned in the chosen style. This is the FREE deterministic assembly + caption stage (two-zone composite + blurred fill + divider + hard-concat + end card + captions); the VO comes from create-vo-elevenlabs, the anchor from create-image-gpt-image-fal, and the whole-VO lip-sync from a paid VEED Fabric 1.0 take (a no-atom upstream input). Use for the split-screen-creator format.
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。
gooseworks-ai/goose-skills☆ 1,2452026年10月13日 更新
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。
dpearson2699/swift-ios-skills☆ 1,1922026年8月1日 更新
Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` CLI).
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。
adithya-s-k/manim_skill☆ 1,1672026年1月24日 更新
Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8452026年10月13日 更新
Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
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。
jame581/GodotPrompter☆ 8152026年10月12日 更新
Use when the user wants a 3D model, mesh or GLB out of Higgsfield — image-to-3D, multi-view-to-3D, text-to-3D, rigging or animating a mesh, remesh / retopology, retexture, or 3D Body (human shape + pose from one photo) — or mentions 3D Jutsu / Scene Builder 3D (private Blender scene projects built through Python). Also use for a 3D turnaround of a character or prop as a consistent multi-angle reference, or a physical 3D blockout rendered as a staging reference for a video shot. Names that trigger it: generate_3d, sam_3_3d, image_to_3d, multi_image_to_3d, meshy_v7_image_to_3d, tripo_h3_1_image_to_3d, tripo_h3_1_multiview_to_3d, hunyuan3d_v3_image_to_3d, meshy_v6_text_to_3d, hunyuan3d_v3_1_text_to_3d, tripo_3d, 3d_rigging, meshy_v5_remesh, meshy_v5_retexture, sam_3_3d_body, animation_actions, scene_builder_3d_*.
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。
OSideMedia/higgsfield-ai-prompt-skill☆ 7332026年9月27日 更新
Build an immersive scroll-scrubbed "fly through the world" landing page for any industry or brand using Higgsfield. As the visitor scrolls, a pre-rendered camera flies from outside each scene into its interior, then flows on to the next scene with NO cuts — one continuous connected flight (Emons-style isometric diorama world, or any art direction you pick). The skill interviews the user for the topic, the story beats/sections, and brand kit, then generates cohesive scenes + seamless camera clips with Higgsfield and wires a portable, framework-agnostic scroll-scrub engine. The video chain renders through Monid by default (Seedance 2.0, pay-per-clip USD — capability re-checked each build, see Step 4) with Higgsfield credits as the fallback biller. Use when the user wants a "3D world" / "browse-through-the-industry" hero, a scroll cinematic, a diorama landing, or to turn a business into a scrollable 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。
coco-research/coco☆ 5852026年10月13日 更新
This skill should be used when the user asks to "write a chapter", "next chapter", "chapter outline", "draft chapter", "continue the story", "write a scene", "outline a chapter", or wants to write prose for a story project. NOT for planning a scene's structure, subtext, or outcome (use scene-craft), drafting without an outline (use discovery-drafting), or revising existing chapters (use revision-continuity).
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。
danjdewhurst/story-skills☆ 3052026年10月12日 更新
Define production-ready visual intent for Blender scenes and standalone assets, including focal hierarchy, depth layers, visual flow, scale and repetition rhythm, camera mobility, representation fidelity, and performance budgets. Use for original or reference-guided Blender work before construction choices are executed, especially environments, architecture, products, hero assets, or scenes whose modeling quality depends on coordinated spatial design rather than isolated objects.
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。
XliuXjianX/blender-production-skills☆ 2522026年8月15日 更新
Production guidance for planning, building, animating, capturing, and reviewing complete Three.js scenes for rendered media. Use for browser-native 3D product shots, title sequences, procedural worlds, glTF scene assembly, camera and lighting animation, shaders, post-processing, deterministic frame export, and Three.js render QA; not for modeling standalone assets, WebXR interaction, or generic website decoration.
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。
calesthio/generative-media-skills☆ 2022026年7月14日 更新
Specialist in creating size-optimized real-time audio-visual demos and procedural artUse when "demoscene, size coding, 64k intro, 4k intro, 1k intro, tiny code, shader golf, shader minification, procedural demo, bytebeat, pouet, demo party, real-time procedural, demoscene, size-coding, 64k-intro, 4k-intro, shader-optimization, procedural, webgl, graphics" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新