本文へ移動
cccskills

「asset」の検索結果

1,408 件 ・ 関連度順

概要と使いどころ

Generate AI images using Gemini or GPT APIs directly. Covers model selection (Gemini for scenes; GPT Image 2 for text rendering, batch variations, multi-reference compositing; GPT Image 1.5 for transparent icons), the 5-part prompting framework, API calling patterns, multi-turn editing, and quality assurance. Produces photorealistic scenes, icons, illustrations, OG images, posters, infographics, and product shots. Use when building websites that need images, creating marketing assets, or generating visual content. Triggers: 'generate image', 'ai image', 'create hero image', 'make an icon', 'generate illustration', 'create og image', 'poster', 'infographic', 'image variations', 'gpt-image-2', 'ai art', 'image generation'.

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。

jezweb/claude-skills1,0632026年10月9日 更新

Generate cohesive, project-specific SVG icon sets for websites and applications. Use this skill whenever the user needs custom icons, an icon set for a website or app, icons for a client project, or mentions needing SVG icons that look consistent together. Also trigger when the user describes a project and icons would naturally be part of the deliverable — e.g. 'I'm building a site for a plumber' implies they'll need service icons. Trigger on: 'icons for', 'icon set', 'custom icons', 'SVG icons', 'make me icons', 'I need icons', 'website icons', 'project icons', or any request for consistent visual assets for a web project. Produces individual SVG files with a consistent style engine, not generic icon library lookups.

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。

jezweb/claude-skills1,0632026年10月9日 更新

Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or Python API automation. Creates optimized textures for threejs-webgl, react-three-fiber, and babylonjs-engine materials.

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。

freshtechbro/claudedesignskills1,0532025年11月20日 更新

auteur

無料

Design and build complete web experiences from scratch — award-level product and marketing pages, cinematic scroll-directed sites where the page is directed like a film, and multi-screen products (app, dashboard, admin, settings, onboarding, docs site) built as one design system with every component, state and route in one style. Use whenever the user wants to create or redesign a landing page, website, hero section, portfolio, promo or product page; wants scroll animations, storytelling pages, or a site that feels like a movie; or says "make it beautiful", "make it wow", "cinematic", or "design system" — even if they name no technique. Generates its own assets via local CLIs (images, video frames, depth maps, 3D), and gates every ship with an executable anti-slop linter and a screenshot verification loop. Not for polishing a UI someone else built, and not for backend-only work.

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。

agiwhitelist/auteur1,0402026年8月7日 更新

When the user wants to create Pinterest Pins, optimize Pin descriptions, or grow Pinterest presence. Also use when the user mentions "Pinterest," "Pin," "Pinterest SEO," "Pinterest description," "Pinterest board," or "Pinterest marketing." For asset specs, use visual-content.

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。

kostja94/marketing-skills1,0382026年10月6日 更新

Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.

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/skills1,0052026年10月14日 更新

Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked light.

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/skills1,0052026年10月14日 更新

Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package.

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/skills1,0052026年10月14日 更新

Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.

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/skills1,0052026年10月14日 更新

scenario

無料

Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.

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/skills1,0052026年10月14日 更新

Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold.

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/skills1,0052026年10月14日 更新

Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would.

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/skills1,0052026年10月14日 更新

Use when generating or extending video with Google Veo models on Scenario via MCP: text-to-video, image-to-video from a first frame, first and last frame transitions, reference-to-video (R2V) with asset or style reference images, native audio with dialogue, sound effects, and ambience, negative prompts, seeded reruns, extending a 16:9 clip, or choosing a quality, fast, or lite tier. Keywords: Veo 3.1, Veo 3.1 Fast, Veo 3.1 Lite, Extend Video, Google, T2V, I2V, V2V, 720p, 1080p.

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/skills1,0052026年10月14日 更新

Use when turning images or photos into 3D meshes with Sparc3D models on Scenario via MCP: single-image or multi-view image-to-3D, watertight meshes for game assets, AR/VR, or 3D printing, mesh-only versus PBR-textured output, face count targets, resolution tiers, or reconstructing human heads and busts with the Portrait variants. Keywords: Sparc3D 2.1 and 2.0, Hitem3D, image to 3D, img23d, multiview, watertight, PBR, GLB, OBJ, STL, FBX.

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/skills1,0052026年10月14日 更新

Use when producing a video ad with Scenario from a product shot or brand assets: a mobile 9:16 or landscape 16:9 commercial, a TikTok, Reels, Shorts, YouTube, or CTV spot, or campaign creative needing a creative brief, storyboard, cinematic camera work, brand-faithful product footage, music and voiceover, captions, ad variants, budget planning, or platform delivery specs. Keywords: video ad, commercial, product video, advert, hook, CTA, end card, campaign, ad creative.

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/skills1,0052026年10月14日 更新

Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing.

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/skills1,0052026年10月14日 更新

Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.

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/skills1,0052026年10月14日 更新

Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.

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/skills1,0052026年10月14日 更新

Use when generated assets must keep a consistent style, character, or product look and references stop scaling, or when a user asks to train a custom model through the Scenario MCP, fine-tune a LoRA, clone a voice, curate a training dataset, choose a base model, set epochs and sample prompts, estimate training cost, diagnose a trained model that lost its identity or has one epoch, or generate with a trained model. Keywords: custom model, LoRA, dataset curation, epoch previews.

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/skills1,0052026年10月14日 更新

Use when a generated Scenario image needs a quality check or a brand-brief compliance verdict before it ships: pass/warn/fail scoring, on-brand review against a configured brief, QA gating a batch, pricing or refreshing a stored verdict, or iterating a generation until it clears the gate. Keywords: quality gate, quality check, QA, verdict, brief compliance, on-brand, brand brief, pass fail, score, review, asset_quality_gate_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。

scenario-labs/skills1,0052026年10月14日 更新

Use when a Scenario user wants to report a bug or request a change, on the public tracker at github.com/scenario-labs/skills or by email to support@scenario.com: turning a failed generation, MCP tool error, or unclear skill into a reproducible report, collecting trace ids with diagnostics_run, stripping keys, signed asset URLs, and personal data, asking before sharing a team or project id, or building a prefilled issue URL. Keywords: file an issue, feature request, feedback.

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/skills1,0052026年10月14日 更新

Use when generating or editing images with Seedream models on Scenario via MCP: text-to-image, image-to-image editing with reference images, posters or packaging with exact in-image text (non-Latin scripts too), subject-preserving edits, sets of related images in one run, editing a transparent asset without losing its alpha, or splitting an image into transparent PNG layers with Layerize. Keywords: Seedream 5.0 Pro, Lite, Flash, 4.5, Layerize, ByteDance, txt2img, img2img, layer extraction.

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/skills1,0052026年10月14日 更新

Use when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB, remeshing to a target polycount, UV unwrapping, auto-rigging a humanoid character, or applying a library animation clip. Keywords: Meshy 7 and Meshy 6, Ultra mode, Smart Topology, PBR maps, texture prompt, triangle or quad topology, game-ready mesh, A-pose, T-pose, GLB pipeline.

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/skills1,0052026年10月14日 更新

Use when generating 3D assets with Rodin Hyper3D models on Scenario via MCP: image-to-3D from up to five multiview stills, text-to-3D from a prompt, fast prototyping versus full quality tiers, quad or triangle topology, PBR materials, HighPack 4K textures, T-pose or A-pose characters for rigging, or splitting a finished mesh into parts and retexturing it with Bang!. Keywords: Rodin Gen-2.5, Hyper3D, Deemos, image to 3D, text to 3D, part segmentation, texture delight.

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/skills1,0052026年10月14日 更新