Inspect a mathematical-modeling workspace, evaluate lean or submission gates per subquestion, update machine-readable manifests, classify change impact, and route one next action without duplicating downstream 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。
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Inspect a mathematical-modeling workspace, evaluate lean or submission gates per subquestion, update machine-readable manifests, classify change impact, and route one next action without duplicating downstream 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。
Package a G6-approved mathematical-modeling paper and its exact supporting code, data, results, and figures without changing their behavior or the workspace.
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。
Rust IR, compiler transforms, CPU backend, FFI, and crate structure.
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。
Multi-agent orchestrator for Claude Code. Use when user mentions gastown, gas town, gt commands, bd commands, convoys, polecats, crew, rigs, slinging work, multi-agent coordination, beads, hooks, molecules, workflows, the witness, the mayor, the refinery, the deacon, dogs, escalation, or wants to run multiple AI agents on projects simultaneously. Handles installation, workspace setup, work tracking, agent lifecycle, crash recovery, and all gt/bd CLI operations.
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。
Tabular Editor documentation search and configuration file guidance (.tmuo, Preferences.json, UiPreferences.json, Layouts.json). Automatically invoke when the user asks about "TE docs", "Tabular Editor features", "TE3 preferences", ".tmuo files", "workspace database settings", "DAX editor settings", "per-model TE3 configuration", or needs to search Tabular Editor documentation for how-to guidance.
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。
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。
Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.
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。
Use when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper wrist, collapsing elbow or shoulder, volume loss, clothes poking through), when mirroring, copying or capping skin weights for Unreal or Unity, building blend shapes, corrective shapes or pose space deformation (Pose Editor on IK-driven joints), a face rig with shapes or joints, multiple skinClusters, Delta Mush or the ML Deformer, or running a range-of-motion deformation test.
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。
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。
Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).
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。
Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.
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。
Core Kubernetes resource management for pods, namespaces, configmaps, secrets, and nodes. Use when listing, inspecting, or managing fundamental K8s objects.
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。
Linear expert for workspace/team admin, Cycles, Projects, Initiatives, Roadmaps, GraphQL API queries, triage workflows, GitHub integration, bulk operations, and Jira-to-Linear migration.
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。
Productboard expert for workspace setup, Insight-to-Feature triage, Driver scoring, Releases, Roadmap views, and REST API automation. Use for Productboard administration, prioritization workflows, and programmatic API operations.
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。
Manage parallel development with Git worktrees: creation with port allocation, environment sync, branch isolation, and cleanup. Use when working multiple branches at once, running parallel CI validations, or isolating agent workspaces.
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。
Manage and optimize monorepos with Turborepo, Nx, pnpm workspaces, and Changesets. Use when working in monorepos, running impact analysis, optimizing build times with remote caching, migrating from multi-repo, or coordinating publishing.
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。
VP of Engineering advisor on org design, productivity, quality, delivery, and capacity planning. Use when scoring engineering org health, designing the eng org, planning capacity, or building the productivity dashboard.
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。
Use this when scaffolding a new Terraform provider with the Plugin Framework: workspace layout, go module setup, provider server main.go, and a provider.go with schema and Configure. Also use when a user wants to start building a provider for a new API or asks how to begin a terraform-provider-* 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。
Search an Agent Relay workspace's shared coding-agent sessions for prior work, decisions, fixes, or the context behind a task or pull request. Use when team history could answer the user's question or prevent repeating an investigation.
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。
Skeleton placeholders with a soft sweeping shimmer while content loads. Use to fill space for cards/lists/profiles that are still loading and make the wait feel shorter. Honors prefers-reduced-motion (static skeleton). Only show while real content is loading — never as decoration.
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。
La compétence Normalisation juridique FR nettoie un document Word rédigé en français juridique. Elle distingue deux régimes : les corrections déterministes (apostrophes courbes, guillemets français, espaces insécables, insécables des références — art. 1240, n° 21-12.345, 50 % —, ordinaux 1ère → 1re, ligatures œ, la loi dispose et non stipule, anglicismes-calques), appliquées directement ; et les réécritures de jugement (virgule avant « et », ternaires creux, formules emphatiques, harmonisations), posées en révisions Word soumises à votre acceptation. Chaque changement est consigné et restitué en tableau récapitulatif : on revient en arrière mot à mot — « défais 3, 7-10 ». La normalisation des citations reste purement formelle. Fonctionne en Cowork ou sur fichier Word.
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。
Generate retrieval practice questions at varied difficulty levels for a topic or concept. Use when creating quiz starters, revision activities, or low-stakes testing 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。
Design a structured outdoor learning sequence embedding curriculum objectives in an available outdoor space. Use when planning lessons in school grounds, parks, or local natural environments.
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。
Explain and configure individual spacing algorithms using student performance data and forgetting curves. Use when personalising retention schedules in adaptive learning platforms.
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。