Fade 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。
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概要と使いどころ
Fade 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。
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。
Fade In Bottom 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。
Design a moment of awe or wonder that hooks curiosity and deepens emotional engagement with content. Use when opening units, introducing surprising material, or reigniting student interest.
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 blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.
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 patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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 patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
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 blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.
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 patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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 patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
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。
Analyze images, video, speech, motion, products, and websites; route local vision, audio, depth, tracking, matting, identity, and restoration models; auto-edit, replicate, enhance, caption, voice, assemble, annotate, validate, and export editable Timeline Studio projects and videos. Use for reference-video remakes, filter and repeated-shot reconstruction, subject-aware reframing, clip splitting, source-time speed curves, Color Wheels grading, ramps and holds, person or product cutout, person or object outline, authorized face swap, shot and timing reconstruction, timeline markers, chapters, beat cues, review notes and ranges, supplied or web-sourced footage, AI video platform selection, cleanup, highlights, product promotion, website walkthroughs, image-to-video assisted edits, optical-flow editing, depth-assisted relighting, grayscale depth-video conversion, depth/2.5D/transition finishing, AI voiceover, subtitles, short-form production, .timeline automation, or editor evaluation.
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 StoreKit 2 code for all subscription offer types — introductory, promotional, offer codes, and win-back. Includes eligibility checks, offer presentation, and the preferredSubscriptionOffer modifier. Use when adding subscription offers, free trials, or promotional pricing.
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。
App Store marketing strategy advisor that analyzes your app and recommends the best promotional features. Orchestrates sub-skills for implementation. Use when planning app promotion, launch strategy, user acquisition, or re-engagement campaigns.
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。
Brand Tailored Promotions — audience targeting, discount tiers, customer segmentation, repeat purchase incentives
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 12–20 second high-energy motion-graphics promo for any product, rendered from code to MP4 with synthesised music. Fast beat-locked scene changes, kinetic typography, a shape that carries across every transition, a HUD frame. Use when someone wants a hype reel, teaser, launch sting or showreel-style promo for a product, app or brand.
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。
Import Figma content into a HyperFrames composition — rendered assets, brand tokens, components, storyboard sections → reconstructed motion (frames read as states, not slides) (REST/CLI), connector-assisted motion when available, and shaders from a connector or native export. Use when the user pastes a figma.com link or asks to bring a Figma design, frame, logo, brand, or animation into a video/composition.
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。
Author or edit a custom HyperFrames composition when no specialized workflow fits, or when BRIEF.md sets flow: companion. Use for longer or multi-scene pieces, brand and sizzle reels, montages, static loops, static title cards, footage remixes, and freeform builds. Use motion-graphics instead for a short unnarrated motion-first unit, including an animated title. Route fresh creation through hyperframes before using this skill.
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。
Mandatory entry point: read this first for any request to make, create, edit, animate, or render a video, animation, or motion graphic, including a promo, explainer, captioned clip, title card, overlay, slideshow or interactive deck, Remotion port, or any HyperFrames HTML composition. Also use it to inspect, diagnose, validate, preview, publish, or batch-render an existing HyperFrames project. Inputs may be a website URL, GitHub PR, Figma design or URL, text or brief, existing footage, or music. It resumes project state, captures intent when applicable, selects and installs the owning workflow, and routes domain capabilities. HyperFrames is the default output framework unless the user explicitly chooses another framework for the deliverable or asks only to record a browser session.
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 the user wants a short, design-led, unnarrated motion graphic: kinetic type, stat count-up, chart hit, logo sting, lower-third, animated map, or UI animation. Longer or narrated: /general-video. Unclear: /hyperframes.
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。
Post-acceptance conference preparation workflow covering presentation slides, academic posters, and promotion content. Triggers on "scholar publish", "conference preparation", "prepare presentation", "create poster", "write promotion", "post-acceptance".
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 X/Twitter release promotion posts with ASCII tables and CodeSnap rendering. Use when writing release posts, promotion tweets, plugin announcements, or preparing social media content for new versions.
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。
One effect, done well: 먹 번짐 — a large Korean, Japanese or Chinese display headline that reads as sumi ink printed on hanji. The heading stays real, selectable DOM text in ink color from the first frame; a WebGL2 layer over it adds what real ink does: a wet, glossy stroke with a soft bloom that shrinks as it dries, ink pooling darker at stroke rims, ends and corners, paper fibers showing through thick strokes, and capillary feathering along fibers at a few edges only. Two parameters (bleed, duration), ~5 KiB gzip of library JS, procedural paper texture, static fallback, prefers-reduced-motion, real-GPU verification script. Use for a CJK hero/launch headline, brand title, campaign line or section opener that should feel like a printed calligraphy poster. Triggers: '먹 번짐', '잉크 번짐', '한지 느낌 제목', '한글 타이포 셰이더', '제목에 셰이더', '墨のにじみ', '和紙', '筆文字っぽく', '墨跡暈開', '宣紙', 'CJK headline shader', 'sumi ink text effect', 'ink bleed text', 'Hangul shader'. Not for body text, buttons, or Latin-only headlines. Full-page shader backgrounds → omd-shader-hero. Korean typesetting rules → hangul. Brand tokens → omd-apply.
One effect, done well: 먹 번짐 — a large Korean, Japanese or Chinese display headline that reads as sumi ink printed on hanji. The heading stays real, selectable DOM text in ink color from the first frame; a WebGL2 layer over it adds what real ink does: a wet, glossy stroke with a soft bloom that shrinks as it dries, ink pooling darker at stroke rims, ends and corners, paper fibers showing through thick strokes, and capillary feathering along fibers at a few edges only. Two parameters (bleed, duration), ~5 KiB gzip of library JS, procedural paper texture, static fallback, prefers-reduced-motion, real-GPU verification script. Use for a CJK hero/launch headline, brand title, campaign line or section opener that should feel like a printed calligraphy poster. Triggers: '먹 번짐', '잉크 번짐', '한지 느낌 제목', '한글 타이포 셰이더', '제목에 셰이더', '墨のにじみ', '和紙', '筆文字っぽく', '墨跡暈開', '宣紙', 'CJK headline shader', 'sumi ink text effect', 'ink bleed text', 'Hangul shader'. Not for body text, buttons, or Latin-only headlines. Full-page shader backgrounds → omd-shader-hero. Korean typesetting rules → hangul. Brand tokens → omd-apply.
디자인·프론트 업계가 '감'으로 쓰던 인터페이스 디테일을 수치화한 규칙으로 적용(APPLY)하거나 감사(AUDIT)한다. Jakub Krehel의 make-interfaces-feel-better 철학을 계승 + HIG/Material/WCAG/DS 토큰/실무자 리서치로 확장한 17축·113규칙(provenance 등급별). 모션 타이밍·이징·동심원 radius·tabular-nums·44px 타깃·focus ring·prefers-reduced-motion 등. 'feel 좋게 다듬어줘', '인터페이스 디테일 적용', 'feel 점검', '마이크로 인터랙션 손봐줘', 'make this feel better', 'polish the interactions', 「インターフェースの細部を詰めて」, 「介面細節打磨」 류에 트리거. 브랜드 토큰은 DESIGN.md(omd:apply)가 우선.