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cccskills

「casting」の検索結果

189 件 ・ 関連度順

概要と使いどころ

Runs the ongoing relationship with accounts after the sale — segmenting coverage against account value, building a health score that predicts rather than describes, running reviews customers find worth attending, forecasting renewals honestly, and finding expansion that follows usage instead of quota. Use this to design a customer success motion, decide who gets a named contact, work out why renewals surprise you, or fix a health score everyone ignores.

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。

cbrock84/headcount2,0422026年9月18日 更新

Builds and stress-tests financial models for forecasting, scenario planning, and decision support — revenue build, cost structure, driver logic, and the sensitivities that show where a plan breaks. Use this to model a decision's financial consequence, build a forecast or long-range plan, evaluate an investment or hire, or pressure-test someone else's model before relying on it.

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。

cbrock84/headcount2,0422026年9月18日 更新

Use when forecasting, estimating, or sizing risk — anchor on base rates, give ranges, update prior→likelihood→posterior on evidence, and factor unmeasured quantities into order-of-magnitude bounds.

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。

tjboudreaux/cc-thinking-skills1,6292026年8月8日 更新

Comprehensive diagnostic analysis of time series data. Use when users provide CSV time series data and want to understand its characteristics before forecasting - stationarity, seasonality, trend, forecastability, and transform recommendations.

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。

datawhalechina/agent-skills-with-anthropic1,5402026年8月27日 更新

Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

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

Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.

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

Comprehensive diagnostic analysis of time series data. Use when users provide CSV time series data and want to understand its characteristics before forecasting - stationarity, seasonality, trend, forecastability, and transform recommendations.

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。

https-deeplearning-ai/sc-agent-skills-files1,4142026年6月9日 更新

Use when working with camera, photos, audio, haptics, ShazamKit, on-device music analysis, face grouping and video highlights, screen recording, casting to non-AirPlay routes, SharePlay playback, the user's Apple Music library, lock-screen metadata, or CarPlay app design, templates, and navigation. Covers AVCaptureSession, AVFoundation, Core Haptics, MediaPlayer, MusicKit, NowPlaying, ScreenCaptureKit, DockKit.

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。

CharlesWiltgen/Axiom1,2062026年10月13日 更新

Inventory management for TikTok Shop — demand forecasting, viral stock planning, FBT optimization

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。

nexscope-ai/eCommerce-Skills1,1332026年8月26日 更新

Multi-location inventory — transfers, low stock alerts, demand forecasting, safety stock, ABC analysis

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。

nexscope-ai/eCommerce-Skills1,1332026年8月26日 更新

Use when generating or editing video with MiniMax Hailuo models on Scenario via MCP: text-to-video, image-to-video, first and last frame anchors, reference images, videos, or audio, native stereo audio, bracketed camera commands, extending a clip, inserting a new scene into one, or recasting the people in it from photos. Keywords: MiniMax, Hailuo 3.0, H3, H3 Max, Turbo, Extend Video, Insert Video, Recast, Hailuo 2.3, T2V, I2V, V2V, 2K.

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

Sales execution across pipeline, discovery, demos, negotiation, and closing. Use when qualifying opportunities, running MEDDIC discovery, building account plans, handling objections, structuring proposals, or forecasting 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。

borghei/Claude-Skills9012026年10月7日 更新

Data-driven Scrum Master for sprint health scoring, Monte Carlo velocity forecasting, retrospective analysis, capacity planning, and Tuckman team coaching. Use when facilitating sprint planning, diagnosing velocity, or running retrospectives.

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。

borghei/Claude-Skills9012026年10月7日 更新

reflect

無料

Turn reflection into decisions by scoring predictions against outcomes and tracking whether commitments held. Use when running a quarterly review, scoring forecast calibration, or reflection keeps producing notes instead of change.

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。

borghei/Claude-Skills9012026年10月7日 更新

Performs financial ratio analysis, DCF valuation, budget variance analysis, and rolling forecast construction for strategic decision-making

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。

borghei/Claude-Skills9012026年10月7日 更新

Revenue leadership for B2B SaaS: forecasting, sales model design, pricing, and net revenue retention. Use when designing the revenue engine, setting quotas, modeling NRR, evaluating pricing, or scaling sales teams.

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。

borghei/Claude-Skills9012026年10月7日 更新

Headcount and delivery-capacity planning — effective capacity from raw headcount, hire/contract/defer scenarios, and capacity-vs-commitment gap reports. Use when planning a quarter, sizing a hiring ask, or testing whether a roadmap fits.

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。

borghei/Claude-Skills9012026年10月7日 更新

Monthly CFO workflow for a company or agency — pull raw data from bank + payment processor + payroll + expense management, categorize and reconcile, compute end-of-month cash via transaction-sum method, update a scenario projector for forward forecasting, write the monthly snapshot report, surface decisions to leadership. Modes — monthly (default; the standing report), weekly (thin cash pulse), scenario (ad-hoc modeling in the projector), pickup (resume where the prior run left off). Anonymized team-scope sibling to personal-cfo (which handles personal household finances). Composes with company-brain (report gets stored + wiki-indexed there), toolify (wire company-specific data sources), loopify (schedule the monthly + weekly runs). Triggers on "/company-cfo," "/cfo," "monthly cash report," "do the CFO snapshot," "CFO monthly," "let's run CFO," "cash projection," "runway forecast," "monthly financials," "cash pulse."

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。

coreyhaines31/makerskills8562026年10月9日 更新

Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-performance server-side intersection queries. Use when implementing projectiles, LOS, terrain grounding, or AI sensors. Keywords raycast, shapecast, direct_space_state, intersect_ray, intersect_shape, PhysicsRayQueryParameters, collision mask, mouse picking.

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-Skills8452026年10月13日 更新

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

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-Skills8452026年10月13日 更新

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.

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-Skills8452026年10月13日 更新

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.

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-Skills8452026年10月13日 更新

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

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/GodotPrompter8152026年10月12日 更新

Event Sourcing and CQRS as DDD implementation patterns — when to use, aggregate event streams, projections, snapshots, sagas, upcasting, conflict resolution

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。

nWave-ai/nWave6162026年9月16日 更新