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概要と使いどころ

crabbox

無料

Use the Crabbox wrapper for OpenClaw remote validation across Linux, macOS, Windows, and WSL2, including delegated Blacksmith Testbox proof. Report the actual provider and id.

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。

openclaw/goplaces2612026年10月12日 更新

macOS / Windows / Linux 只读存储分析助手(自动识别系统)。扫描整机磁盘占用,找出 占空间大户,把每一项分成 🟢可自动清理 / 🟡需人工判断 / 🔴谨慎清理 三级并给出 可执行处置方案,生成排版精美、可折叠、命令可一键复制的交互式 HTML 报告,并可 起本地服务在网页上一键删除(移废纸篓/直接删)。扫描全程只读。务必在以下场景 使用:用户想知道磁盘或存储空间被什么占用、磁盘(含 C 盘)空间不足、想清理磁盘 或缓存、想要清理建议(中英文说法均适用,如"磁盘满了""清理空间" "storage analysis""disk cleanup"),或遇到 "No space left on device"、inode 耗尽等报错。 中文口语里"内存满了/不够/不足""看下内存"常指存储空间,也属于本 skill;用户明确指 运行内存/RAM(如"哪个进程吃内存""内存占用高"想看活动监视器)时不属于本 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。

Mizoreww/awesome-agent-config2602026年10月9日 更新

Build and validate Blender 5.2 Cycles 3D-to-2D materials using four camera-plane-offset Shader Raycast tests to derive an editable silhouette mask, combined with Cycles-compatible toon or flat shading. Use when a Cycles render needs an in-material outline without Shader to RGB.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

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.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

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.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

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.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Build and refine production Blender geometry through semantic vertex/edge/face editing, BMesh, subdivision control cages, Boolean construction, Displace relief, remesh, sculpt preparation, retopology, and deliberate surface connections. Use after blockout for hard-surface, product, organic, architectural openings, terrain/relief, or reference-driven assets when shape quality, topology, continuity, or realistic part integration matters.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Build, inspect, audit, and refactor Blender Geometry Nodes systems for procedural models, instancing, modular effects, curves, scattering, flocks, data visualization, fields, simulation zones, and node-graph cleanup. Use whenever a Blender task specifically calls for Geometry Nodes, reusable procedural node graphs, node connections/layout, or a scalable procedural asset.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Audit Blender scenes and assets for topology, transforms, normals, surface continuity, classified connections, intersections, modifier/node intent, procedural performance, simulation stability, protected-scene changes, and fixed-view visual evidence. Use after every major modeling or simulation stage and before render, bake, export, or claims of completion.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Analyze reference-image illumination and build accountable Blender lighting from shadow direction, shadow length, softness, exposed faces, environment fill, bounce, practical sources, and material response. Use for reference matching, daylight, interiors, exterior environments, product scenes, atmospheric lighting, or any task where lights must be physically and visually justified instead of added as arbitrary fill or rim lights.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Search and inspect the installed Blueish Blender Asset Library without mutating it. Use when a user asks for a local Blender asset, node preset, Blueish asset, Asset Browser entry, or named source, or when the Router has selected a node-centric/reusable Geometry Nodes, material, simulation, rigging, compositor, or NPR route with eligible local catalogs; return compatible, attributable candidates for the Router-approved 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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Build, calibrate, layer, and validate production Blender materials including bare and coated metal, brushed steel, rust, aged and wet wood planks, stone, concrete, plastic, glass, fabric, water, dirt, moss, and wetness. Use when material identity, UV direction, real-world texture scale, PBR channel handling, roughness response, anisotropy, normal/bump/displacement, transmission, volume absorption, aging, or surface layering determines realism.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Build and validate Eevee 3D-to-2D rendering with discrete Shader to RGB lighting bands and a deformation-following inverted-hull Geometry Nodes outline. Use for anime, cel-shaded, toon, hand-drawn, or stylized real-time assets that need editable object-space outlines in Blender Eevee.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Define production-ready visual intent for Blender scenes and standalone assets, including focal hierarchy, depth layers, visual flow, scale and repetition rhythm, camera mobility, representation fidelity, and performance budgets. Use for original or reference-guided Blender work before construction choices are executed, especially environments, architecture, products, hero assets, or scenes whose modeling quality depends on coordinated spatial design rather than isolated 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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

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.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Build efficient Blender repetition, Array-driven stairs/modules/openings, instancing, scattering, Bezier/NURBS curve-profile geometry, Geometry Nodes fields, repeat zones, simulation zones, particle-like systems, and collective motion. Use for stairs, railings, trim, pipes, cables, repeated windows/panels, vegetation, debris, crowds, rain, snow, modular structures, or any request involving dependent elements or reusable parameters.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Orchestrate production-grade Blender work by probing the installed Blender version, retrieving relevant official Blender documentation, assigning visual design intent, classifying shape grammar and geometry/deformation/procedural/physics/shading needs, comparing direct Blender components with node systems, creating staged artifacts, and routing to specialist skills. Use for every non-trivial Blender creation, reconstruction, simulation, animation, environment, or scene-modification request, especially when the user does not know whether to use topology, Boolean, Array, curves, snapping, Displace, simulation, Geometry Nodes, or shading.

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。

XliuXjianX/blender-production-skills2532026年8月15日 更新

Analyze failed or stuck proofs and propose auxiliary lemmas to help complete the proof in Isabelle/HOL or Coq. Use when encountering proof failures, stuck proof states, unprovable subgoals, or when needing to strengthen induction hypotheses. Identifies missing lemmas, suggests proof strategies, and generates helper lemmas with appropriate statements and proof sketches. Supports inductive proofs, case analysis, rewriting, and complex proof obligations.

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。

ArabelaTso/Skills-4-SE2532026年8月21日 更新

Generate setup scripts and instructions for development environments across platforms. Use when: (1) Setting up new development machines (Python, Node.js, Docker, databases), (2) Creating automated setup scripts for team onboarding, (3) Need cross-platform setup instructions (macOS, Linux, Windows), (4) Installing development tools and dependencies, (5) Configuring version managers and package managers. Provides executable setup scripts, platform-specific guides, and tool installation instructions.

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。

ArabelaTso/Skills-4-SE2532026年8月21日 更新

Verify GDD, UX, Architecture, and Epics alignment before production. Use when the user says "check readiness" or "implementation readiness"

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。

bmad-code-org/bmad-module-game-dev-studio2522026年9月25日 更新

Write detailed feature specifications with functional requirements, edge cases, data models, API contracts, and UX flows. Create comprehensive technical specifications that enable clear implementation.

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。

w95/awesome-claude-corporate-skills2492026年2月27日 更新

Configure Linux and Windows sandboxes, persist machines between runs, and install custom software

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。

testdriverai/testdriverai2432026年9月21日 更新

clarify

無料

Improve unclear UX copy, error messages, microcopy, labels, and instructions. Makes interfaces easier to understand and use.

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。

zacharyfmarion/openscad-studio2412026年8月20日 更新

critique

無料

Evaluate design effectiveness from a UX perspective. Assesses visual hierarchy, information architecture, emotional resonance, and overall design quality with actionable feedback.

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。

zacharyfmarion/openscad-studio2412026年8月20日 更新