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「anima」の検索結果

1,413 件 ・ 関連度順

概要と使いどころ

Create 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive 3D elements.

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。

hybridlabor-api/aos62026年10月14日 更新

Use when choosing an animation engine, defining motion tokens, adding scroll effects or micro-interactions, or auditing motion for accessibility and performance. Covers engine selection (GSAP, Motion.dev, Anime.js, React-Spring, Three.js, CSS Native), DTCG motion tokens, and the anti-slop/a11y quality gate.

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。

hybridlabor-api/aos62026年10月14日 更新

Use when adding curated micro-interactions, delightful animations, and subtle design details that add magic and personality to web and mobile apps.

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。

hybridlabor-api/aos62026年10月14日 更新

Utilizes the After Effects MCP servers (after-effects-mcp and ae-mcp) to create compositions, layers, masks, keyframe animations, and run ExtendScript.

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。

hybridlabor-api/aos62026年10月14日 更新

Liquid Glass material best practices for SwiftUI, UIKit, and AppKit on iOS 26+/macOS 26+ (Tahoe) through iOS 27/macOS 27. Use when implementing, reviewing, or migrating to glass: glassEffect, Glass variants (.regular/.clear/.identity), tint, interactive(), GlassEffectContainer, glassEffectUnion, toolbar glass, ToolbarSpacer, scrollEdgeEffectStyle, sharedBackgroundVisibility, tabBarMinimizeBehavior, backgroundExtensionEffect, NSGlassEffectView, UIGlassEffect, Tahoe window chrome, glass accessibility (Reduce Transparency/Increase Contrast), pre-26 Material fallbacks, UIDesignRequiresCompatibility. Also fires on symptoms: glass renders dark or muddy, glass looks like a flat tinted rectangle, glass button doesn't register taps, tap passes through glass, "'glassEffect' is only available in iOS 26.0 or newer", "ambiguous use of 'opacity'", "'cornerRadius' was deprecated", glass looks different in simulator vs device, screenshots of glass UI don't match. For glass animation, morphing, glassEffectID, transitions, Metal shaders, or performance profiling use the liquid-glass-motion skill 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。

YordiLorenzo/liquid-glass-skills62026年8月9日 更新

Pixel-based motion and UI change analysis from frame sequences or screenshots using computer vision and visual comparison. Use when `.transition` or visual effects are not observable via MotionEyes logs, when you only have screenshots/video, when you need regression diffs across builds, or when you need to summarize on-screen changes without instrumentation. Do not use when MotionEyes traces are available and you need precise timing/values; use `motioneyes-animation-debug` 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。

JordanCoin/ios-skills-collection62026年9月10日 更新

scenekit

無料

Build 3D scenes and visualizations using SceneKit. Use when creating 3D views with SCNView and SCNScene, building node hierarchies with SCNNode, applying materials and lighting, animating with SCNAction, simulating physics with SCNPhysicsBody, loading 3D models (.usdz, .scn), adding particle effects, or embedding SceneKit in SwiftUI with SceneView. Note: SceneKit was deprecated at WWDC 2025 and is in maintenance mode; RealityKit is recommended for new projects.

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。

JordanCoin/ios-skills-collection62026年9月10日 更新

overdrive

無料

Pushes interfaces past conventional limits with technically ambitious implementations — shaders, spring physics, scroll-driven reveals, 60fps animations. Use when the user wants to wow, impress, go all-out, or make something that feels extraordinary.

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。

waynesutton/teleprompter52026年6月28日 更新

optimize

無料

Diagnoses and fixes UI performance across loading speed, rendering, animations, images, and bundle size. Use when the user mentions slow, laggy, janky, performance, bundle size, load time, or wants a faster, smoother experience.

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。

waynesutton/teleprompter52026年6月28日 更新

delight

無料

Add moments of joy, personality, and unexpected touches that make interfaces memorable and enjoyable to use. Elevates functional to delightful. Use when the user asks to add polish, personality, animations, micro-interactions, delight, or make an interface feel fun or memorable.

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。

waynesutton/teleprompter52026年6月28日 更新

UI/UX design system and component patterns for OpenFoodJournal. Use when building new views, adding UI components, styling elements, presenting sheets, or modifying any view file. Contains the project's design tokens, component catalog, animation conventions, and layout patterns so new UI stays visually consistent with the existing app.

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。

kvn8888/OpenFoodJournal52026年10月10日 更新

game-art

無料

Game art principles. Visual style selection, asset pipeline, animation workflow.

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。

AxelMrak/ai52026年2月20日 更新

Validates animation durations, enforces typography scale, checks component accessibility, and prevents layout anti-patterns in Tailwind CSS projects. Use when building UI components, reviewing CSS utilities, styling React views, or enforcing design consistency.

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。

lucaspmarie-a11y/claude-skills-vault52026年6月7日 更新

Complete guide for building beautiful apps with Expo Router. Covers fundamentals, styling, components, navigation, animations, patterns, and native tabs.

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。

lucaspmarie-a11y/claude-skills-vault52026年6月7日 更新

Manim CE animations: 3Blue1Brown math/algo videos.

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。

MustafaKemal0146/fetih52026年10月11日 更新

Use to create, update or run the spec-animation mockup under lean/mockup — "run the mockup", "show the model on a screen", "try this scenario", "demo for the expert", "save a golden" — and to build the domain-language screens that let the expert review the model without reading JSON. The mockup executes the Lean model as-is; no logic in JS.

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。

asuka1975/cradle52026年10月1日 更新

frontend

無料

Use for the frontend phase after the API contract exists — deciding the screens as units of work (one job a person finishes in one go, per actor of the event timeline), collecting the views and commands each screen needs, keeping the screen map in frontend/README.md, building against the Lean CLI, then handing over to frontend-ux-review and the human screen check. Not for the spec-animation mockup (domain-mockup).

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。

asuka1975/cradle52026年10月1日 更新

Use this skill whenever helping someone build, design, or troubleshoot layouts in Elementor Pro V4 using the visual editor. Triggers on ANY mention of Elementor, page builder, Flexbox widget, Div block, section layout, widget configuration, responsive breakpoints, dark mode, scroll animations, Interactions tab, Variables Manager, Class Manager, Custom Code snippets, or any visual design work inside the Elementor panel. Also trigger when someone asks how to position elements, set spacing, apply typography, configure dark mode, prevent FOUC, or build scroll-triggered effects in Elementor. ALWAYS use this skill before suggesting any Elementor V4 implementation — it contains critical V4-specific panel structure, common AI mistakes to avoid, and production-tested patterns.

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。

jainshwetank/elementor-pro-designer-skill52026年3月31日 更新

React Native and Expo best practices for building performant mobile apps. Use when building React Native components, optimizing list performance, implementing animations, or working with native modules. Triggers on tasks involving React Native, Expo, mobile performance, or native platform APIs.

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。

0xAidan/polymarket-bot-test42026年9月4日 更新

Create data-driven presentation slides using React, Vite, and Recharts with Sentry branding. Use when asked to "create a presentation", "build slides", "make a deck", "create a data presentation", "build a Sentry presentation". Scaffolds a complete slide-based app with charts, animations, and single-file HTML output.

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。

0xAidan/polymarket-bot-test42026年9月4日 更新

Convert plain CSS stylesheets to Tailwind CSS utility classes. Handles selectors, media queries, pseudo-classes, custom properties, and animations.

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。

0xAidan/polymarket-bot-test42026年9月4日 更新

Structures biological experiments so inference is valid by construction, covering Fisher's principles (randomization, replication, local control), the experimental-vs-observational unit distinction and pseudoreplication (Hurlbert 1984; Lazic 2018), randomization mechanics (complete, restricted, stratified, rerandomization, run-order), blocking layouts (randomized complete block, Latin square, incomplete block), factorial designs and interactions, and the split-plot/nested error strata hidden inside multi-batch genomics. Use when deciding the experimental unit and what counts as a replicate, planning randomization and run order, choosing a blocked/factorial/split-plot/nested layout, avoiding pseudoreplication in cell-culture or animal studies, or specifying the random-effects structure of the analysis model. For assigning samples to sequencing batches/lanes/plates and batch-effect correction see experimental-design/batch-design; for regulated clinical-trial randomization see clinical-biostatistics.

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。

huang-sh/DeepScience42026年7月15日 更新

Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.

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。

braindeadpt/VenTu42026年10月13日 更新

Imports a pedestrian into CARLA on UE 5.8 as a spawnable, animating walker — imports the skinned FBX bound to CARLA's shared pedestrian skeleton, duplicates a donor walker blueprint and repoints it at the new mesh, and registers it in WalkerParameters.json as walker.pedestrian.<id>. Can also export a shipped walker to FBX, which is how you obtain a rig-conforming mesh to start from. Use when the user asks to "import a walker/pedestrian", "add a custom character", "clone a walker", or has a walker that spawns but stands still.

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。

carla-simulator/carla-agentic-tools42026年9月12日 更新