Draws hand-authored SVG spot illustrations in a bold pop-geometric style for design and coding scenes. Identifying traits: a thick navy outline on every shape, solid navy extrusions that always step down-right, saturated flat fills (hot pink, lemon, aqua, violet, mint, lime) textured with navy hatching and dots, and a dense overlapping cluster of chunky props (browser windows, pinwheel tiles, iso cubes, lightning bolts) around one slim cartoon character. Covers palette, line weights, extrusion and union-outline techniques, a JS helper for the repeated marks, characters and hands, composition and a render-and-critique loop. Use when someone asks for bold pop, pop geometric, retro pop, memphis-style, navy-outline, chunky outlined or loud colourful illustrations, or for empty states, onboarding, 404 or error pages, blog headers, feature spots and marketing cards in that look.
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☆ 6,7462026年10月6日 更新
Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes. Identifying traits are a confident black line with a slight hand wobble and contours left open, grey tones made only of fine halftone dots clipped to shapes, a few solid black masses (hair, leaves, a bag, a black tee), warm off-white paper and no colour at all. Covers the two-ink palette, line weights, the open-contour and stipple techniques, a seeded compiler that turns tone tags into dot fills, rubbery long-limbed characters and expressive hands, doodles, floor pools and a render-and-critique loop. Use when someone asks for halftone, stipple, dotted, risograph-like, newsprint, black-and-white, monochrome line, editorial line or zine-style illustrations, or for empty states, onboarding, 404 pages, blog headers, feature spots and marketing cards in that look.
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☆ 6,7462026年10月6日 更新
Draws original design-and-coding scenes as SVG cards (480x360) in a framed-panel cartoon style. Identifying traits are a soft pastel card with a periwinkle-violet panel framed in thin navy, outline-only clouds and a pale lavender floor band with dashes inside it; L-shaped corner brackets outside two corners; white speech bubbles, UI cards and bushes that break out over the frame edge; and a semi-real character with a thin navy outline (1.25 px), muted flat fills, navy hair with violet highlights, blush and short paired hatch marks. Covers people working with laptops, screens, UI parts and devices. Use when someone asks for a framed panel, window-frame or picture-frame illustration, pastel violet cartoon, outlined flat character scene, empty-state, onboarding or 404 art, a blog header, a feature spot, a support, about or team page illustration, or a marketing card with a person.
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☆ 6,7462026年10月6日 更新
Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target. Use for oiled timber, kumiko, joinery and workshop scenes; wood that reads flat, plastic or washed out; volumetrics that lift the blacks; "score this out of 10"; or "get the lighting to 8".
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☆ 6,7462026年10月6日 更新
Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.
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☆ 6,7462026年10月6日 更新
Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.
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☆ 6,7462026年10月6日 更新
Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.
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☆ 6,7462026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☆ 6,7462026年10月6日 更新
Build an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and planar reflections, subsurface light through the crests, HDR sun glitter, Jacobian lace foam, a Kelvin wake, hull foam, buoyancy queries and aerial perspective into the sky's horizon haze. Use for seas, oceans, sunset or daylight water, sun glitter paths, ship or boat scenes, wakes, coastal flyovers and any 3D scene with a moving camera and a water horizon. Includes the approved water from Pirate Ship Sunset as a reusable module and 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☆ 6,7462026年10月6日 更新
Three.js performance optimization and best practices guidelines. Use when writing, reviewing, or optimizing Three.js code. Triggers on tasks involving 3D scenes, WebGL/WebGPU rendering, geometries, materials, textures, lighting, shaders, or TSL.
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-guide☆ 4,6592026年10月10日 更新
Detect and humanize AI-generated Chinese text. 20+ rule detection categories plus statistical features (sentence-length CV, short-sentence fraction, comma density, perplexity, GLTR, DivEye) plus scene-aware LR fusion (rule × 0.2 + LR × 0.8) trained on three scenes: general / academic / longform 长文本 (≥1500 字)。Unified CLI: ./humanize {detect,rewrite,academic,style,compare}. 8 style transforms (casual/zhihu/xiaohongshu/wechat/academic/literary/weibo/novel)。 Multi-paragraph rewriting (paragraph length CV、跨段 trigram 重复) plus best-of-N humanize (默认 N=10 取最低 LR)。165 replacement patterns + CiLin 同义词词林 38873 with collision blacklist。 Academic paper AIGC reduction for CNKI/VIP/Wanfang (知网/维普/万方 AIGC 检测降重)。 Pure Python, no dependencies, offline。v5.0.0 — HC3 fused 准确率 95%、学术 hero 100→35 (-65)、 工作汇报 96→13 (-83)、长篇博客 96→41 (-55)。 Use when user says: "去AI味", "降AIGC", "人性化文本", "humanize chinese", "AI检测", "AIGC降重", "去除AI痕迹", "文本改写", "论文降重", "知网检测", "维普检测", "AI写作检测", "让文字更自然", "detect AI text", "humanize text", "reduce AIGC score", "make text human-like", "去ai化", "改成人话", "去机器味", "降低AI率", "过AIGC检测", "长文本改写", "小说改写"
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。
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4,6072026年10月12日 更新
Plan and build 2D game maps and scenes - top-down and side-scrolling levels, tilemaps, prop packs, parallax backgrounds and HD-2D battle or story plates - with collision, navigation and reachability checks, environment motion, a playable HTML preview and export to Tiled, Godot 4 or LDtk. Map art (terrain, tiles, props, plates, parallax layers) is image generation by default, through generate2dmedia route_media.py (the API when a key is configured, else the local Codex or Grok CLI); map data (layout, collision, exits, spawns) is written as data. Use for any map, level, room, scene, background, terrain or prop-kit request. Not for characters, creatures, items or FX (generate2dsprite), character animation (video2dsprite), code-drawn tiles or maps (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
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。
0x0funky/agent-sprite-forge☆ 4,4382026年10月6日 更新
Open a Unity scene asset in Single or Additive mode. Returns the post-open list of all opened scenes. Use 'assets-find' to locate the scene asset first.
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。
IvanMurzak/Unity-MCP☆ 4,4322026年10月13日 更新
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate 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。
IvanMurzak/Unity-MCP☆ 4,4322026年10月13日 更新
Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the 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。
IvanMurzak/Unity-MCP☆ 4,4322026年10月13日 更新
Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.
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。
IvanMurzak/Unity-MCP☆ 4,4322026年10月13日 更新
Create Ian Xiaohei-style HTML/SVG motion illustrations for Chinese articles, scripts, storyboard scenes, workflow explanations, concept metaphors, and short video visual aids. Use when the user asks for 小黑 SVG、漫画感 HTML、分层 SVG 动效、把小黑生图做成 HTML/SVG、可编辑矢量动效、口播流程动画、手绘漫画动效、正文配图动画, or wants a Xiaohei illustration style adapted into controllable HTML/SVG/GSAP output instead of raster 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。
Agentchengfeng/chengfeng-videocut-skills☆ 3,0692026年10月10日 更新
Turn a product into ad angles, hooks, scenes, and CTA.
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。
0xsline/OpenChatCut☆ 2,3392026年10月7日 更新
Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators.
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。
mrgoonie/claudekit-skills☆ 2,2282026年4月3日 更新
Three.js OBJExporter utility for exporting 3D geometry to Wavefront OBJ format. Use when converting Three.js scenes, meshes, or geometries to OBJ files for use in other 3D software like Blender, Maya, or MeshLab.
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。
benchflow-ai/skillsbench☆ 1,8432026年10月13日 更新
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
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。
rmyndharis/antigravity-skills☆ 1,7532026年10月1日 更新
Project orchestrator for the screenwriting skill set (剧本项目主线调度 / 状态存档 / story bible) — a meta-skill that adds no new craft knowledge but routes a screenplay or stage-play project through stages (premise → structure → character → scenes → draft → revision → submission) and a TV / streaming series project (电视剧 / 剧集 / pilot / 一季) through a separate series stage table (engine → character network & season arc → documents/bible → pilot structure → break story & outline → draft → submission), names which sw-* skill to invoke at each stage, defines each stage's deliverable and advisory exit check, and keeps all project state in a story-bible.md file so work can resume across sessions. Use when starting a new script project, resuming one ("continue my screenplay", "where were we"), when the user asks "what should I do next" on a script, when converting a vague idea into a full development pipeline, or when the other sw-* skills are firing individually and the overall process needs sequencing.
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☆ 1,6532026年10月3日 更新
Writing a Succession-style ensemble series (继承之战群像剧写法) — distilled from Jesse Armstrong's complete shooting scripts for all four seasons, 39 episodes (Faber 2023), with his introductions and footnotes, plus Frank Rich's and Lucy Prebble's essays on the writers' room. Covers the invisible-act three-test for scripts with no ACT marks, container episodes built on a ceremony's running order, pressure chambers, one core question per episode, finales with fewer and longer scenes, the absent protagonist at the climax, humiliation passed downward, stage directions carrying subtext and "maybe", reversals turned on one word, writing long, alts, the mega-chart, and engineering an ending once the plot engine loses pressure. Use when the user wants a dynastic family drama, a media-power ensemble, a wedding/funeral/summit set piece, a streaming hour with no act breaks, a finale that redraws alliances, or asks how to "Succession-ize" a script or kill a lead mid-season.
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☆ 1,6532026年10月3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☆ 1,6532026年10月3日 更新