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cccskills

「motion」の検索結果

2,100 件 ・ 関連度順

概要と使いどころ

动效导演 + B-roll 生成器。从一段文字/脚本/视频,一次性产出 30 秒以上的动效 B-roll 视频(HTML→确定性 MP4)。不做 PPT 式翻页,从「视觉隐喻 + 运动」出发;内置多种设计风格(暗色 SaaS 魔术、黑白打字机、暖色编辑、极简白、蓝图网格);产出一律不用 emoji,用排版/几何/SVG 线性图标。当用户说「做 B-roll」「做个动效视频」「motion 开场」「文字动画」「概念动画」「HTML 转视频」「这段配个画面」「30秒 broll」时触发。

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。

SpaceZephyr/creator-buddy1,6582026年8月26日 更新

Create reusable black-background white-text opening animations for new videos. Use when the user asks for "黑底白字开场", "纯黑加白字", "白色文字逐渐出来", "一个个字出来", "打字效果", "打字音效", "字体变化开头", "opening title animation", "kinetic text opener", or a short black-and-white intro before a HyperFrames, Remotion, ffmpeg, SaaS/product, tutorial, commentary, or course video. This is for original opener creation, not pixel-level reference matching.

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。

Pluviobyte/rnskill1,6452026年9月21日 更新

Create dark cinematic SaaS/product motion videos in the Presenton-like "magic UI" style: black starfield stage, bottom purple glow, large kinetic type, cyan-to-magenta CTA buttons, prompt cards, floating UI templates, integration badges, model rings, export objects, speed-blur transitions, and short product capability arcs. Use when the user asks for "这种风格", "同款风格", dark SaaS promo, AI product demo, magic UI product video, or a style-level creation inspired by a reference video. Do not use for pixel-level or frame-accurate replication; use rn-replica-qc first for that.

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。

Pluviobyte/rnskill1,6452026年9月21日 更新

终极口播视频 skill:中文口播稿 + 成品配音 → CPU 字级时间戳 → SHOTBOOK 层矩阵分镜 → Remotion 电影感成片(横屏默认/竖屏)。当用户要"做口播视频"、"解说/科普视频"、"把文案变成视频"、"给配音配画面动效"时使用。默认使用成品配音,可选 Fish Audio 从稿子合成配音与时间戳;数字人生成技术不在本 skill 内(人物素材是输入)。含统一视觉语言(Apple 范式)、108 张动效配方卡、镜头三面分层工作单、七层镜头反PPT系统(极缓推拉相机/让位,运动做减法)、六式运动承接转场(每式一卡)、长镜头世界画布、anime.js+three.js 桥、自动静止检测 + 独立 subagent 评估循环。

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。

Vincentwei1021/video-talkcraft1,5842026年10月12日 更新

Turn a user-owned coverage CSV and reviewed press-clip captures into an honest, source-linked earned-media dashboard and a motion-designed highlight reel (MP4) that scrolls each real article to the client's sentence and highlights it. Use for coverage reports, earned-media dashboards, campaign recaps, or coverage videos; requires local files and composes press-clip instead of scraping articles itself.

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。

elvisun/newsjack1,5522026年10月11日 更新

bevy-ecs

無料

Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

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-skills1,5182026年10月9日 更新

game-feel

無料

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.

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-skills1,5182026年10月9日 更新

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

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-skills1,5182026年10月9日 更新

Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.

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-skills1,5182026年10月9日 更新

roblox-ui

無料

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.

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-skills1,5182026年10月9日 更新

Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.

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-skills1,5182026年10月9日 更新

Design and build the visual layer of a long-form talking-head video as one persistent world the camera moves through, instead of a sequence of separate graphics. Use when asked to edit a video, add motion graphics, design the visuals for a script, plan an edit, or fix an edit judged confusing, text-heavy, hard to follow, or "clearly made by an AI". Covers the persistent world, camera grammar, the spotlight rule, spatial open loops, ornament and token discipline, transcript timing, and the verification gates.

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。

nateherkai/herk-edit-kit1,4912026年10月14日 更新

Select, customize, or extend the project's reusable motion-graphics card library and style templates. Use for choosing a visual style, adding a card, building a new style pack, or reusing a template in a HyperFrames video.

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。

nateherkai/herk-edit-kit1,4912026年10月14日 更新

Turn talking-head footage into a finished reel, YouTube Short, or short advertisement with curiosity-led openings, earned payoffs, story-driven cuts, transcript-synced motion graphics, moving B-roll, captions, subtle music, and synchronized sound effects. Use for short-form editing; use edit-video for long-form videos and cut-silences for pause removal alone.

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。

nateherkai/herk-edit-kit1,4912026年10月14日 更新

Plan, write, time, style, and validate motion-graphic beats for long-form talking-head HyperFrames videos. Use when Codex is asked to add or improve visual beats, glassmorphism lower thirds, crumpled-paper full-screen takeovers, transcript-synced callouts, pacing coverage, YouTube retention graphics, or render-ready overlays in an existing HyperFrames video project.

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。

nateherkai/herk-edit-kit1,4912026年10月14日 更新

Edit a raw talking-head video through transcription, silence trimming, mistake review, visual storytelling, motion graphics, and verified HyperFrames rendering. Use for a complete edit; route a single requested operation directly to its specialist 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。

nateherkai/herk-edit-kit1,4912026年10月14日 更新

Edit a raw talking-head video through transcription, silence trimming, mistake review, visual storytelling, motion graphics, and verified HyperFrames rendering. Use for a complete edit; route a single requested operation directly to its specialist 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。

nateherkai/hyperframes-student-kit1,4912026年10月13日 更新

Select, customize, or extend the project's reusable motion-graphics card library and style templates. Use for choosing a visual style, adding a card, building a new style pack, or reusing a template in a HyperFrames video.

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。

nateherkai/hyperframes-student-kit1,4912026年10月13日 更新

Plan, write, time, style, and validate motion-graphic beats for long-form talking-head HyperFrames videos. Use when Codex is asked to add or improve visual beats, glassmorphism lower thirds, crumpled-paper full-screen takeovers, transcript-synced callouts, pacing coverage, YouTube retention graphics, or render-ready overlays in an existing HyperFrames video project.

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。

nateherkai/hyperframes-student-kit1,4912026年10月13日 更新

Design and build the visual layer of a long-form talking-head video as one persistent world the camera moves through, instead of a sequence of separate graphics. Use when asked to edit a video, add motion graphics, design the visuals for a script, plan an edit, or fix an edit judged confusing, text-heavy, hard to follow, or "clearly made by an AI". Covers the persistent world, camera grammar, the spotlight rule, spatial open loops, ornament and token discipline, transcript timing, and the verification gates.

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。

nateherkai/hyperframes-student-kit1,4912026年10月13日 更新

Turn talking-head footage into a finished reel, YouTube Short, or short advertisement with curiosity-led openings, earned payoffs, story-driven cuts, transcript-synced motion graphics, moving B-roll, captions, subtle music, and synchronized sound effects. Use for short-form editing; use edit-video for long-form videos and cut-silences for pause removal alone.

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。

nateherkai/hyperframes-student-kit1,4912026年10月13日 更新

Generates Chinese/Japanese speech with StepFun's Contextual TTS — default stepaudio-2.5-tts, stepaudio-3-tts for whisper/inline-() prosody. Replaces step-tts-2's voice_label with natural-language instruction. Use for emotional/prosody-controlled synthesis, batch voice lines, migrating from step-tts-2, or cloned voices (2.5/step-tts-2, not v3). Triggers on 阶跃 TTS, 语音合成, 配音. Not for transcription (use stepfun-asr).

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。

daymade/claude-code-skills1,4632026年10月14日 更新

Decode a counteroffer after you resign — what the raise, promotion promise, or title bump really signals, the statistics-informed risks of staying, and a clear-eyed decision framework. Use when asked my company countered my resignation, should I accept a counteroffer, they offered me more to stay, or decode this retention offer. Produces a component-by-component decode with 🔴🟡🟢 severity, the questions that expose which promises are real, and the stay/go decision sheet.

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。

mohitagw15856/pm-claude-skills1,4572026年10月14日 更新

Support a teenager through college applications without taking them over — the parent's actual jobs (logistics, finances, emotional ballast), the ownership lines that keep the application theirs, and the scripts for the hard moments. Use when asked how do I help my kid with college apps, how involved should I be, my teenager won't start their essays, or we disagree about the college list. Produces the role split, the family timeline, the money conversation framework, and the scripts for deadlock, rejection, and the essay you must not write.

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。

mohitagw15856/pm-claude-skills1,4572026年10月14日 更新