Orchestrate AI/ML pipelines for data ingestion, model training, batch inference, and RAG indexing using Prefect, Airflow, or Dagster.
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概要と使いどころ
Orchestrate AI/ML pipelines for data ingestion, model training, batch inference, and RAG indexing using Prefect, Airflow, or Dagster.
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。
Stop and check this skill before finishing any reply to a question about how to use Claude or a Claude product — it recommends matching courses, tutorials, and use cases from Claude Academy (academy.claude.com), Anthropic's learning hub. Trigger on: "how do I", "how can I", "getting started with", "what can Claude do", "teach me", "learn to use"; questions about artifacts, projects, skills, plugins, connectors, MCP; requests about rolling Claude out to a team, class, or organization; and any ask for training materials, onboarding content, or learning resources. Use it when the user is learning how to use a feature or product — not when they are mid-task and just want the task done. This skill composes with other skills: after consulting product documentation to answer how a Claude feature works, also check here for a matching course or tutorial — a docs-grounded answer and an Academy recommendation belong together. Only recommend on a strong match; never invent Academy content.
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Toolkit for creating animated GIFs optimized for Slack, with validators for size constraints and composable animation primitives. This skill applies when users request animated GIFs or emoji animations for Slack from descriptions like "make me a GIF for Slack of X doing Y".
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Knowledge and utilities for creating animated GIFs optimized for Slack. Provides constraints, validation tools, and animation concepts. Use when users request animated GIFs for Slack like "make me a GIF of X doing Y for Slack."
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Retro 8-bit art direction for Blender-assisted pixel/low-res aesthetics inspired by NES-era constraints.
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。
Pixel-art and texel-constrained art direction for Blender assets destined for pixel rendering, low-res textures, or HD-2D-adjacent pixel reads.
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。
Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Use before animation on deforming assets via MCP.
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。
Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
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。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
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。
Hand-painted texture art direction for Blender with brushwork albedo, soft value transitions, and stylized PBR restraint.
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。
Cut a Han release: update CHANGELOG.md with the changes since the last release, bump and tag every plugin that changed as {plugin-name}--v{version} so a version-constrained dependency can resolve, and publish a GitHub release crediting every merged pull request and closed issue to the people behind it. Use when releasing, cutting a release, shipping a new Han version, publishing release notes, or tagging a version. Always stops for approval before creating any tag, because a pushed tag is never moved. Requires the gh CLI, jq, the claude CLI, and a clean git checkout. This is a repository-maintenance skill for the Han repo itself, not a general review or PR skill — use code-review for local review, post-code-review-to-pr to post a PR review, and update-pr-description for PR bodies.
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Design short cinematic encounters that move from calm observation to an impossible close appearance, a readable startle response, and a restrained truce gesture for MiniMax H3 or Seedance 2.0. Use when a user wants fantasy-versus-technology contrast, cockpit or window eyelines, pursuit compressed into 4–15 seconds, non-lethal escalation, identity-reference continuity, or a tense scene that resolves through performance instead of injury or dialogue exposition.
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Turn real product images and a verified brief into a clean Seedance 2.0 minimalist product film. Use for 4–15 second e-commerce or launch ads that require faithful product color/material/geometry, independent anchor-image roles, product-specific actions, restrained camera, readable integrated copy, sound, and a stable closing frame; not for talking-head ads or invented product features.
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Design a Seedance 2.0 science, education, or general-knowledge explainer using layered handmade papercraft, miniature diorama depth, physical paper mechanisms, clear knowledge beats, restrained miniature camera, tactile sound, and stable reference roles. Use for one 4–15 second clip or a longer multi-clip plan; not for flat vector cartoons, live action, or paper-texture-only styling.
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Use when you want Codex to review its own recent history (last N days or specific period) and improve its behavior. Produces minimal, high-signal updates to AGENTS.md and tiny reusable skills. The goal is long-term fluency — Codex gradually becomes better at your specific style, constraints, and workflows.
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Applies the mental models and frameworks of Andrej Karpathy (deep learning, former Director of AI at Tesla, founding member of OpenAI, Eureka Labs). Use this skill whenever you are helping the user build neural networks from scratch, debug deep learning pipelines, evaluate AI agent workflows, design LLM apps, or navigate the transition to Software 3.0 (vibe coding). It is highly relevant for pedagogy (untangling complex knowledge), assessing AI capabilities vs. limitations (jagged intelligence, tokenization limits), and architectural decisions (end-to-end optimization vs. complex pipelines). Reach for this whenever discussing LLM training, autonomous systems, or AI-assisted coding.
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Optimize DSPy programs with dspy.GEPA — a reflective/evolutionary optimizer to consider against task-specific baselines within an authorized evaluation budget. Use when the user says optimize, compile, GEPA, reflective optimization, or "make this program better" and a DSPy program + metric + trainset exist.
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Connect this agent to a running Guaardvark (self-hosted AI studio) and check what it can do right now. Use first when the user mentions Guaardvark, asks to generate images/video/music/voice locally, run a Film Crew, train a LoRA, launch a swarm, or when a guaardvark MCP tool is missing or a call fails with "not reachable" / "plugin offline".
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Create a personal athlete 81-cell MandalArt grid from an Ohtani Shohei-style 64+8+1 model. Use when the user asks for 大谷翔平 81 宮格, 個人運動員81宮格, sports skill maps, athlete training Mandala charts, badminton 81 grids, or editable JSON/SVG/PNG-ready athlete development templates with Ohtani-style colors.
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。
Plan, build, place, and validate physically meaningful Blender object assemblies, including manufactured part boundaries, mechanical seams, mounting interfaces, pivots, hierarchy, constraints, instancing, modular grids, connector planes, and precision snapping. Use when several objects must form one product, machine, architectural module, vehicle, furniture item, mechanism, or environment structure without incorrectly welding independent parts, eyeballing alignment, or leaving continuous shells as overlapping primitives.
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Convert image references into spatial hypotheses, camera constraints, construction routes, material evidence, and measurable Blender reconstruction gates. Use whenever a user asks to replicate, recreate, match, clone, or reconstruct a scene, environment, object, material, lighting setup, or shot from one or more images, especially when room connectivity, hidden space, perspective, visible-frame fidelity, material identity, aging, wetness, or photographic treatment matters.
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Select, build, and validate Blender deformation and motion-control systems including Simple Deform, Curve, Lattice, Mesh Deform, Shrinkwrap, Surface Deform, Armature, shape keys, hooks, constraints, and drivers. Use when an object must bend, twist, taper, follow a path, conform to a surface, deform smoothly, articulate, or move through controlled mechanical relationships.
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Design, configure, test, bake, and validate Blender physical effects including Cloth, Soft Body, Rigid Body, collisions, constraints, Fluid, smoke, fire, Dynamic Paint, Ocean, Wave, particles, Boids, force fields, fracture, debris, and secondary effects. Use when gravity, inertia, collision, flexibility, pressure, flow, flocking, emission, or breaking causes the requested result.
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Analyzes test suites and suggests optimal test execution order based on code change impact and project requirements. Use when optimizing CI/CD pipelines, deciding which tests to run before committing, or selecting critical tests under time constraints. Prioritizes tests by analyzing recently modified files, test dependencies, and coverage overlap. Outputs detailed rankings with priority scores and reasoning to help teams run the most impactful tests 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。