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cccskills

「animation」の検索結果

1,056 件 ・ 関連度順

概要と使いどころ

Survey a codebase's animation and motion code as a senior motion advisor, then produce a prioritized audit and self-contained implementation plans for other agents (or cheaper models) to execute. Read-only on source code — it plans improvements, it does not apply them. Use when the user asks to "improve the animations", "audit the motion", "make this app feel better", or wants a roadmap of animation fixes rather than a review of a single diff.

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。

spree/spree1.6万2026年10月13日 更新

Search a codebase or UI for places that don't animate but should, and reject everything that shouldn't. Read-only; it proposes motion with exact values, it does not implement it. Use when the user asks "what could be animated here?" or wants to "make this feel more alive". For fixing existing animations, use improve-animations or review-animations instead.

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。

spree/spree1.6万2026年10月13日 更新

Create an on-scroll animation trigger using IntersectionObserver with Tailwind-friendly animation classes and keyframes. Use when asked for scroll-reveal, animate-on-scroll, or sequencing element animations when they enter the viewport.

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/Skills6,7382026年10月6日 更新

Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.

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/Skills6,7382026年10月6日 更新

React Three Fiber animation - useFrame, useAnimations, spring physics, keyframes. Use when animating objects, playing GLTF animations, creating procedural motion, or implementing physics-based movement.

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。

zebbern/claude-code-guide4,6592026年10月10日 更新

Applies motion design principles to create emotionally-driven, technically sound animations and transitions. Provides timing, easing, choreography, and Disney animation principles adapted for UI. Use when creating animations, transitions, micro-interactions, loading states, page transitions, scroll-triggered effects, or any motion work. Works with CSS, Framer Motion, GSAP, Lottie, Spring, or any animation system.

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。

LottieFiles/motion-design-skill2,1532026年5月18日 更新

Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting.

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

Guide for implementing smooth, native-feeling animations using React's View Transition API (`<ViewTransition>` component, `addTransitionType`, and CSS view transition pseudo-elements). Use this skill whenever the user wants to add page transitions, animate route changes, create shared element animations, animate enter/exit of components, animate list reorder, implement directional (forward/back) navigation animations, or integrate view transitions in Next.js. Also use when the user mentions view transitions, `startViewTransition`, `ViewTransition`, transition types, or asks about animating between UI states in React without third-party animation libraries.

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。

fcakyon/claude-codex-settings1,1752026年10月12日 更新

Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.

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

Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.

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

Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.

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

Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.

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

Convert comic book panels, manga pages, webtoons, and illustrated storyboards into animated video using Seedance 2.0 on Higgsfield. Use whenever the user wants to animate comics, bring illustrations to life, convert manga to video, animate storyboards, or create motion from static sequential art. Triggers on: comic to video, manga animation, panel animation, storyboard to video, webtoon animation, comic book motion, sequential art, graphic novel animation, or any illustrate-to-animate request. Use even when user says "make this drawing move" or "animate this page.

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。

beshuaxian/higgsfield-seedance2-jineng9642026年4月10日 更新

Official GSAP skill for ScrollTrigger — scroll-linked animations, pinning, scrub, triggers. Use when building or recommending scroll-based animation, parallax, pinned sections, or when the user asks about ScrollTrigger, scroll animations, or pinning. Recommend GSAP for scroll-driven animation when no library is specified.

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。

nexu-io/motion-anything8612026年7月7日 更新

Apply motion design principles for mobile apps covering timing curves, transitions, gestures, and performance-conscious animations. Use when implementing screen transitions, gesture-driven interactions, shared-element animations, or optimizing animation frame rates on iOS, Android, or Flutter.

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。

HoangNguyen0403/agent-skills-standard5732026年10月12日 更新

Guide for implementing smooth, native-feeling animations using React's View Transition API (`<ViewTransition>` component, `addTransitionType`, and CSS view transition pseudo-elements). Use this skill whenever the user wants to add page transitions, animate route changes, create shared element animations, animate enter/exit of components, animate list reorder, implement directional (forward/back) navigation animations, or integrate view transitions in Next.js. Also use when the user mentions view transitions, `startViewTransition`, `ViewTransition`, transition types, or asks about animating between UI states in React without third-party animation libraries.

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。

Asymmetric-al/core3812026年10月12日 更新

Survey a codebase's animation and motion code as a senior motion advisor, then produce a prioritized audit and self-contained implementation plans for other agents (or cheaper models) to execute. Read-only on source code — it plans improvements, it does not apply them. Use when the user asks to "improve the animations", "audit the motion", "make this app feel better", or wants a roadmap of animation fixes rather than a review of a single diff.

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。

Asymmetric-al/core3812026年10月12日 更新

Create professional CSS animations, transitions, micro-interactions, and complex motion design. Use when adding animations, hover effects, loading states, page transitions, scroll animations, or any motion design 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。

OneWave-AI/claude-skills3402026年10月2日 更新

Kinetic typography, logo animations, and stylized motion design skill. **Triggers when:** - User wants text animations or kinetic typography - Request involves logo reveals or title sequences - Content focuses on visual impact over education - User mentions "title", "intro", "logo", "text animation", "kinetic" **Capabilities:** - Kinetic typography with dynamic text effects - Logo reveals and brand animations - Particle effects and visual flourishes - Modern motion design patterns - Attention-grabbing title sequences

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。

rohitg00/manim-video-generator3052026年1月29日 更新

animation

無料

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

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。

arjun988/blender-skills2932026年7月11日 更新

Provider-independent production workflow for AI agents creating educational animated lessons, classroom explainers, STEM visualizations, history/social-science animations, training modules, microlearning clips, whiteboard-style explainers, diagram-driven videos, and generated or assembled instructional animation assets. Use when planning, scripting, storyboarding, generating, reviewing, localizing, or QAing animation whose primary purpose is learning.

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-skills1992026年7月14日 更新

Turn a text prompt, a photo, or a live video clip into hand-made-looking p5.js animation — pencil handwriting that writes itself, photos repainted as brushstroke art with paint-on animation and camera moves, and short videos (iPhone Live Photos included) repainted frame-by-frame as a living painting. Trigger on: "handwritten text animation", "paint this photo", "painted video", "sketch effect", "turn my live photo into a painting", "write-on effect". Everything is 100% code: p5.brush strokes rendered headlessly, no image models.

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-community-skills1972026年9月29日 更新

Guide for implementing smooth, native-feeling animations using React's View Transition API (`<ViewTransition>` component, `addTransitionType`, and CSS view transition pseudo-elements). Use this skill whenever the user wants to add page transitions, animate route changes, create shared element animations, animate enter/exit of components, animate list reorder, implement directional (forward/back) navigation animations, or integrate view transitions in Next.js. Also use when the user mentions view transitions, `startViewTransition`, `ViewTransition`, transition types, or asks about animating between UI states in React without third-party animation libraries.

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。

nextjs/next-beats1682026年9月29日 更新

Animates 3D objects and characters in Blender with Python (bpy): keyframes, armatures and IK rigs, shape keys, F-Curves, the NLA editor and drivers. Use when the user wants to keyframe properties, create armatures and rigs, set up IK/FK chains, animate shape keys for facial animation, edit F-Curves, blend actions with NLA strips, add drivers, or script any animation workflow in Blender from the terminal.

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。

TerminalSkills/skills1652026年10月4日 更新