Provider-independent production workflow for creating Manim-based explainer animations. Use when an agent must plan, code, render, QA, or hand off precise math, science, data, diagram, algorithm, or concept animations with Manim, including storyboard, scene architecture, formulas, coordinate systems, voiceover timing, accessibility, reproducibility, provenance, and delivery decisions.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Provider-independent production guidance for deterministic Canvas 2D and p5.js animation. Use for particles, fields, trails, weather, procedural textures, generative geometry, and lightweight 2D simulations that need fixed media dimensions, seeded repeatability, transparent compositing, aspect variants, performance QA, or frame-addressable rendering.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Generate, remix, edit, inpaint, reframe, background-process, describe, layerize, and upscale images with the Ideogram Developer API. Use when Codex must integrate Ideogram 4.0 or 3.0, render reliable typography or structured layouts, use style or character references, build synchronous or webhook workflows, migrate legacy Ideogram endpoints, or reason about Ideogram API pricing, safety, privacy, and production QA.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Generate, edit, composite, stream, and production-review still images with OpenAI GPT Image models. Use when an agent must choose between GPT Image 2 and legacy GPT Image/DALL-E integrations, select the Image API or Responses API, build prompts and reference-image workflows, use masks or multiple inputs, preserve identity or brand details, render in-image text, handle output files and partial images, estimate cost and rate limits, migrate deprecated image code, or apply OpenAI image safety, consent, privacy, provenance, and rights requirements. Do not use for OpenAI video or audio 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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare input images, control mesh/texture parameters, estimate credits and respect rate limits, review generated mesh quality (topology, UVs, poly count, texture fidelity), run iteration and repair workflows, or reason about the rights/licensing of Tripo-generated assets. Trigger on requests to generate, texture, rig, animate, retopologize, convert, or evaluate a 3D model with Tripo, or to integrate the Tripo API into a pipeline. Not for choosing a 3D renderer, editing meshes by hand, or non-Tripo generators.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Production guidance for assessing, exporting, packaging, integrating, capturing, validating, and handing off Lottie vector animations. Use for Bodymovin/Lottie JSON, dotLottie archives, renderer and player compatibility, fonts and glyphs, image assets, markers and segments, deterministic video capture, responsive sizing, optimization, accessibility, and cross-platform QA; not for general After Effects animation craft or live-action/video delivery.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Provider-independent production workflow for AI agents assembling generated or source media into HyperFrames HTML/CSS/JS videos. Use for HyperFrames composition planning, scene architecture, media custody, animation/timing, captions/audio, deterministic preview/render QA, accessibility/flashing checks, provenance ledgers, and delivery handoff.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Provider-independent still-image post-production skill for RAW/rendered intake, nondestructive development, exposure, white balance, tone, color, ICC proofing, masking, repair, compositing, truthful retouching by genre, generative disclosure, sharpening, noise, resampling, variants, metadata, export, QA, rights, and ethical finishing. Use when an agent must plan, perform, direct, or review still photography retouching and finishing for print, web, social, archive, publication, or client delivery; do not use for image-generation APIs, video grading, or campaign-specific production strategy.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Production guidance for converting sourced data and approved claims into truthful, accessible, deterministic animated visualizations with D3. Use for data-driven charts, maps, networks, hierarchies, transitions, annotations, responsive video variants, frame-by-frame browser rendering, and visualization QA; not for generic dashboards, unsourced decorative charts, or ordinary motion graphics without a data contract.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Plan, troubleshoot, and hand off provider-independent in-camera VFX and LED volume virtual-production work, with Unreal Engine/nDisplay/Live Link awareness. Use for ICVFX suitability, LED stage geometry, frustums, tracking, lens calibration, sync, render nodes, color, lighting/reflections, artifact mitigation, rehearsal, live-composite fallback, monitoring, records, QA, and handoff. Do not use for ordinary offline post compositing, generic storyboards, or full game production.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Production guidance for reusable layered 2D character rigs in browser-rendered and video media. Use for SVG hierarchies, pivots and constraints, FK/IK planning, pose and facial libraries, acting, cycles, deterministic handoff, crop variants, and rig QA; not for character concept continuity, 3D armatures, or motion-capture solving.
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。
calesthio/generative-media-skills☆ 2032026年7月14日 更新
Make kinetic-typography motion reels (MP4) in code: showreels, portfolio or work reels, product promos, intro films, "motion design"-style videos with bold condensed type, HUD micro-type, black/cream/lime palette, three.js generative layers (particle terrain, liquid marble, chrome knot, particle clouds), shape-continuity transitions and a synthesized, beat-locked score. Canvas 2D + WebGL rendered frame by frame in headless Chrome, encoded with ffmpeg. Use when the user asks for a reel, showreel, motion-graphics / kinetic-type video, a "Work Reel" in this style, or to extend/re-cut the Work Reel ’26.
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。
tuzhechen2005/opus-video-skills☆ 1952026年9月27日 更新
Use when implementing or modifying behavior that must stay consistent across TUI and Web (mode/input/tool/replay/order). Require canonical semantics first, then TUI/Web adapters, then renderer-specific UI.
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。
yusifeng/formax☆ 1942026年7月25日 更新
Use when adding/modifying Formax slash commands (/permissions /agents /hooks /todos etc), especially output rendering (command sublines), overlay dismiss messages, and whether outputs are injected into the next LLM turn.
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。
yusifeng/formax☆ 1942026年7月25日 更新
Implement or refactor Formax tool transcript UI using the Tool UI Blocks (C-lite) pattern (ToolUiBlocks renderer + blocks presenters) to avoid touching many tool presenter files; use when adjusting ⏺/⎿ spacing, indent rules, or migrating additional tools to blocks presenters with targeted Ink/Vitest tests and Codex review before commit.
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。
yusifeng/formax☆ 1942026年7月25日 更新
Send an end-to-end-encrypted message to a peer, autonomously. Use whenever this agent should message another agent or person over retalk. Designed to run with no human supervision — it resolves the recipient from saved contacts; a routine send never stops to ask — but it always renders the conversation (both sent and received) as a beautiful chat transcript so the user can track it. (Recipient/relay are set up once by the init 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。
xhluca/agent-talk☆ 1922026年9月10日 更新
Read incoming retalk messages from this session's user's DESIGNATED sender(s) — one-shot, or as a background --follow reader that surfaces new messages in the session as they arrive (on your next turn). agent-talk only ever receives from specific saved peers, never the whole mailbox (safety). `<user>` is this session's user directory (absolute path; from init). Always renders the conversation (sent + received) as a beautiful chat transcript so the user can track it. Use to check mail or stay reachable.
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。
xhluca/agent-talk☆ 1922026年9月10日 更新
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout. Use when the user wants to port official Godot to WeChat Mini Game, refresh a nearby 4.6-based port, or inspect the shipped patch/source bundle for WXMEMFS, `wx.request`, audio cleanup, display/input, WXGLX dual-path rendering, `.wasm.br`, and `wx.exitMiniProgram`. This skill is version-locked to the bundled upstream base and must not be described as a generic “Godot 4.x” patch dump.
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。
godothub/godot-minigame☆ 1912026年9月16日 更新
CesiumJS primitives and geometry - Primitive, GeometryInstance, Appearance, BufferPrimitive collections, GeoJsonPrimitive, Billboard/Label/PointPrimitive collections, built-in geometry shapes, ground primitives, classification. Use when rendering performance-critical static or vector geometry, loading GeoJSON without entities, creating custom shapes, batching draw calls, or using low-level collections.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
CesiumJS 3D Tiles - Cesium3DTileset, compressed and CAD-style glTF content, MVTDataProvider, UrlTemplate3DTilesDataProvider, styling, metadata, feature picking, voxels, point clouds, I3S, Gaussian splats, clipping. Use when a task involves loading 3D Tiles or Mapbox Vector Tiles, draping vector tiles on terrain, rendering KHR meshopt/CAD content, styling or querying features, working with voxels or point clouds, or clipping spatial data.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Use when configuring terrain providers, querying terrain heights, customizing atmosphere or sky rendering, adding panoramas, or adjusting scene lighting and shadows.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
CesiumJS models, glTF, and particle effects - Model, KHR_meshopt_compression, CAD glTF extensions, EdgeDisplayMode, ModelAnimation, ModelNode, ParticleSystem, emitters, GPM extensions. Use when loading compressed or CAD-style glTF/GLB models, controlling edge rendering, playing model animations, positioning particles, or working with geospatial positioning metadata.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
Implement visual regression testing with Playwright screenshots, Chromatic, Percy, and Argos CI. Covers baseline management, diff threshold tuning, dynamic content masking, responsive viewport testing, and review/approval workflows. Use when: "visual test," "screenshot," "visual regression," "pixel diff," "snapshot diff," "update baselines," "Chromatic," "percy snapshot," "argos screenshot." Not for: bulk baseline regeneration after a redesign broke many tests — use selector-drift-recovery; cross-browser rendering matrices — use cross-browser-testing; general Playwright test structure — use playwright-automation. Related: playwright-automation, ci-cd-integration, cross-browser-testing.
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。
petrkindlmann/qa-skills☆ 1852026年6月11日 更新
End-to-end testing of email-dependent flows — signup confirmation, password reset, magic-link login, OTP/MFA codes, and notification emails. Covers the capture-inbox decision tree (Mailpit, Mailosaur, MailSlurp, Ethereal), Playwright polling without fixed sleeps, regex extraction of links/OTPs from the email body, deterministic per-test addresses (plus-addressing, per-inbox), subject/from/header/link assertions, and SPF/DKIM/DMARC deliverability checks as a separate suite. Use when: "test the signup confirmation email," "password reset email test," "magic-link login test," "capture OTP from email," "Mailpit," "Mailosaur," "MailSlurp," "email arrives flaky in CI," "assert email subject/from/links." Not for: Sending transactional email from your app code, or API-only contract tests of an email provider — those are api-testing / app concerns. Email HTML rendering across clients (Outlook/Gmail dark mode) is out of scope (note it as a gap; use visual-testing or Litmus). Related: playwright-automation, api-testing, test-data-management, qa-project-context.
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。
petrkindlmann/qa-skills☆ 1852026年6月11日 更新