Adopt a virtual Ferret exotic animal at animalhouse.ai. Chaos agent. Steals items. Hides food. Entertaining but unpredictable. Feeding every 4 hours. Common tier animal.
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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Adopt a virtual Ferret exotic animal at animalhouse.ai. Chaos agent. Steals items. Hides food. Entertaining but unpredictable. Feeding every 4 hours. Common tier animal.
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。
Adopt a virtual Kinkajou exotic animal at animalhouse.ai. Nocturnal. Sweet. Literally — it eats fruit and honey. Feeding every 5 hours. Rare tier animal.
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 a codebase or UI for places that don't animate but should, and reject everything that shouldn't. Read-only; it proposes motion with exact values, it does not implement it. Use when the user asks "what could be animated here?" or wants to "make this feel more alive". For fixing existing animations, use improve-animations or review-animations 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。
Build an animation from scratch, making the decisions in the order that determines whether it feels right — should it animate at all, what purpose, which tool, which properties, which curve and duration, how it interrupts, how it exits. Writes the implementation. Use when asked to animate something, add motion, make a component feel alive, or build a transition. For critiquing existing motion use review-animations; for auditing a whole codebase use improve-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。
Reactで動画を作る際に、Remotionの実装例と制作ルールを参照できるスキル。アニメーション、音声、字幕、グラフ、3D表現や場面転換を扱います。
Use this skill whenever the user wants to build scroll animations, scroll effects, parallax, scroll-triggered reveals, pinned sections, horizontal scroll, text animations, or any motion tied to scroll position — in vanilla JS, React, or Next.js. Covers GSAP ScrollTrigger (pinning, scrubbing, snapping, timelines, horizontal scroll, ScrollSmoother, matchMedia) and Framer Motion / Motion v12 (useScroll, useTransform, useSpring, whileInView, variants). Use this skill even if the user just says "animate on scroll", "fade in as I scroll", "make it scroll like Apple", "parallax effect", "sticky section", "scroll progress bar", or "entrance animation". Also triggers for Copilot prompt patterns for GSAP or Framer Motion code generation. Pairs with the premium-frontend-ui skill for creative philosophy and design-level polish.
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。
Creates programmatic video with React via Remotion — compositions, sequences, and motion graphics animated with useCurrentFrame() and rendered to MP4. USE WHEN video, animation, motion graphics, video rendering, React video, render video, animate content, make a short, create animations, video overlay, explainer video, animated explainer, content to video, programmatic video. NOT FOR static images, diagrams, or illustrations (use Art), tight-cut filler removal from raw talking-head recordings (that is video editing, not motion graphics), or audio-only podcast cleaning (use AudioEditor).
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。
Translates Figma motion and animations into production-ready application code. Use when implementing animation/motion from a Figma design — user mentions "implement this motion", "add animation from Figma", "animate this component", provides a Figma URL whose node is animated, or when `get_design_context` returns motion data or instructs you to call `get_motion_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。
Translates Figma motion and animations into production-ready application code. Use when implementing animation/motion from a Figma design — user mentions "implement this motion", "add animation from Figma", "animate this component", provides a Figma URL whose node is animated, or when `get_design_context` returns motion data or instructs you to call `get_motion_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。
Create an on-scroll animation trigger using IntersectionObserver with Tailwind-friendly animation classes and keyframes. Use when asked for scroll-reveal, animate-on-scroll, or sequencing element animations when they enter the viewport.
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。
React Three Fiber animation - useFrame, useAnimations, spring physics, keyframes. Use when animating objects, playing GLTF animations, creating procedural motion, or implementing physics-based movement.
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。
Build automated Figma-to-React pipeline with the Anima SDK. Use when automating design handoff, building CI/CD design-to-code workflows, or creating a design system code generator from Figma components. Trigger with: "anima design pipeline", "figma to react pipeline", "automated design handoff", "anima component generator".
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。
Audit and harden Anima and Figma tokens for design-to-code pipelines. Use when protecting API credentials, restricting Figma access scope, or hardening CI/CD design automation pipelines. Trigger with: "anima security", "anima token safety", "figma token security".
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 Figma webhooks to trigger automatic Anima code generation on design changes. Use when building event-driven design-to-code pipelines, auto-generating components when Figma files change, or integrating design updates into CI. Trigger with: "anima webhook", "figma webhook", "anima auto-generate on change".
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。
Implement reference architecture for Anima design-to-code automation. Use when designing a design system automation pipeline, structuring a Figma-to-React project, or planning team-scale design handoff. Trigger with: "anima architecture", "design-to-code architecture", "anima project structure", "figma automation architecture".
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。
The animal is the lead and a phone is the only camera. Lock the count to exactly one, keep the animal behaving like an animal, and let the payoff come from it closing in on the lens. Use when the user wants a Seedance 2.5 / 2.0 video prompt for this kind of clip (Pets and animals as the lead; 中文触发词: 宠物动物当主角, 宠物, 猫, 狗, 动物), or asks how published cases of this type were prompted. Read references/cases.md before drafting.
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 a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.
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。
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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。
Bevy ECS skill for animation blending. Keywords: Bevy, AnimationGraph, blend, AnimationGraphHandle, AnimationNodeType.
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。
SwiftUI animation patterns including springs, transitions, PhaseAnimator, KeyframeAnimator, SF Symbol effects, scroll-driven effects, mesh gradients, text renderers, and shader effects. Use when implementing, reviewing, or fixing animation or visual-effect code on iOS/macOS.
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。
Membangun motion graphic sinematik di browser (promo video, opener, intro, bumper, kinetic typography, explainer/video penjelasan bergambar 16:9 atau 9:16) memakai HTML + CSS + GSAP (+ Three.js bila perlu), dengan hasil yang bergerak seperti video sungguhan — bukan slide presentasi. Gunakan skill ini setiap kali user meminta "video promo", "opener", "intro animasi", "motion graphic", "bumper", "kinetic typography", "animasi teks sinematik", "explainer", "video penjelasan" (jurnalisme visual, kartun edukasi, kolase), atau menunjukkan referensi video promosi/explainer dan ingin dibuatkan versi web-nya — bahkan bila mereka tidak menyebut kata "motion graphic" secara eksplisit. Juga gunakan bila user mengeluh hasil animasi web "seperti PPT/presentasi" dan ingin lebih sinematik, atau ingin merender animasi web menjadi file video MP4, atau ingin explainer kartun/animasi dibangun LANGSUNG di After Effects lewat bridge/MCP Higgsfield.
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。
Inspect a Core UI or code surface for a small number of justified motion opportunities and explicitly identify what should remain static. Use when asked what should animate, where motion would improve feedback or comprehension, how to make an interface feel more alive without over-animating it, or whether a proposed animation is worth adding. Read-only; do not use to review or fix existing motion code or to implement 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。
AutoAnimate (@formkit/auto-animate) zero-config animations for React. Use for list transitions, accordions, toasts, or encountering SSR errors, animation libraries complexity.
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。