Requires OFOX_API_KEY — create one at https://app.ofox.ai. Generate a clean, catalog-style e-commerce product video from a real product photo (or, for a generic or fictional product, a text description) using the Ofox video API (Seedance 2.5) — runs a short creative brief (product photo, target platform and aspect ratio, background, camera orbit or turntable) when the request leaves them open, writes a plain-background, literal-accuracy prompt (precise product description, a simple camera orbit or turntable motion, no dramatic cinematography), shows a cost estimate, then calls ofox-video-core to submit, poll, download, and report the real cost. Use when a user asks to turn a product photo into catalog/listing footage, e.g. "make this product photo a 360-degree white-background showcase", "turn this photo into a white-background product video", "make a clean turntable video of this item", or "give me a 5-second white-background rotation video of this product for my listing". Do not use for cinematic brand/mood advertising (see seedance-ad-creative) or for anything involving people/dialogue (see seedance-short-drama).
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。
ofoxai/skills☆ 22026年9月22日 更新
撮影済みの動画や画面収録から見どころを選び、カット・構成整理・字幕や音声の追加を進めます。長い録画の短編化からSNS向けの画角調整、編集ソフトでの仕上げまで扱うスキルです。
- 長い録画から見どころを切り出したいとき
- 撮影素材からVlogを作りたいとき
- 製品デモに文字やナレーションを加えたいとき
affaan-m/ECC☆ 27.8万2026年10月10日 更新
音楽動画や短尺動画の色・光・動きと拍に合わせたカットを設計し、angelcoreやhyperpopの方向性に沿って生成素材と編集をまとめるスキル。
- 音楽動画の表現方針を決めたいとき
- AI生成の補助映像の見た目を統一
- 曲の拍に合うカットを設計
affaan-m/ECC☆ 27.8万2026年10月12日 更新
SF SymbolsやIconify APIからiOS・macOS向けのアイコンを選び、既存の配色やサイズに合わせてXcode用のPNG素材一式を生成するスキル。
- Xcode用のアイコン素材を作りたいとき
- 既存のデザインに合うアイコン探し
- 仮置きのアイコンを差し替えたいとき
affaan-m/ECC☆ 27.8万2026年10月12日 更新
Use when the user asks to discover, inspect, or invoke an agentic capability dynamically published by a paired phone or wearable, including device controls, app actions, camera or media actions, and smart-home actions.
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。
asgeirtj/system_prompts_leaks☆ 7万2026年10月12日 更新
Generate cinematic clips with ByteDance Seedance 2.0 — the preferred premium video model in OpenMontage when a paid gateway is configured. Use when: (1) producing trailers, teasers, hype edits, or premium cinematic clips, (2) needing native synchronized audio (speech, SFX, ambience) in a single pass, (3) needing multi-shot cuts inside one generation, (4) needing director-level camera control, (5) needing lip-sync from quoted dialogue in the prompt, (6) needing reference-conditioned generation with up to 9 images + 3 video clips + 3 audio clips, (7) wanting consistent character identity across shots. Accessible via fal.ai (`seedance_video` tool), HeyGen (Video Agent / Avatar Shots), Replicate, Runway (Enterprise, non-US), Freepik, BytePlus ModelArk, Higgsfield, Pollo, and other aggregators.
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/OpenMontage☆ 6.8万2026年10月13日 更新
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage. Integrates OpenMontage's threejs_world tool with HyperFrames; do not use for a single isolated 3D object or a flat parallax scene.
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/OpenMontage☆ 6.8万2026年10月13日 更新
Trigger when: (1) User mentions "manimgl" or "ManimGL" or "3b1b manim", (2) Code contains `from manimlib import *`, (3) User runs `manimgl` CLI commands, (4) Working with InteractiveScene, self.frame, self.embed(), ShowCreation(), or ManimGL-specific patterns. Best practices for ManimGL (Grant Sanderson's 3Blue1Brown version) - OpenGL-based animation engine with interactive development. Covers InteractiveScene, Tex with t2c, camera frame control, interactive mode (-se flag), 3D rendering, and checkpoint_paste() workflow. NOT for Manim Community Edition (which uses `manim` imports and `manim` CLI).
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/OpenMontage☆ 6.8万2026年10月13日 更新
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
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/OpenMontage☆ 6.8万2026年10月13日 更新
Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` CLI).
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/OpenMontage☆ 6.8万2026年10月13日 更新
A single feature card orbits a dot sphere on approved Blender camera motion. HyperFrames block, 1920×1080, 10s, 4 variables.
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。
heygen-com/hyperframes☆ 6.2万2026年10月13日 更新
GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]
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。
heygen-com/hyperframes☆ 6.2万2026年10月13日 更新
Use when a HyperFrames composition needs a punch-in, punch-out, zoom, reframe, Ken Burns treatment, camera move, visual match/whip handoff, or other seek-safe 2D/3D keyframes; also for GSAP, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw, text trails, 3D depth, or `hyperframes keyframes` diagnostics. Don't use for broad scene strategy, brand design, media sourcing, captions, or general video planning.
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。
heygen-com/hyperframes☆ 6.2万2026年10月13日 更新
Write publication-ready ML/AI papers for NeurIPS, ICML, ICLR, ACL, AAAI, COLM. Use when drafting papers from research repos, structuring arguments, verifying citations, or preparing camera-ready submissions. Includes LaTeX templates, reviewer guidelines, and citation verification workflows.
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。
davila7/claude-code-templates☆ 3.3万2026年10月12日 更新
3D Morph PPT — extends morph-ppt with GLB model insertion, cinematographic camera, model-content layout, and enriched visual design system.
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。
iOfficeAI/OfficeCLI☆ 3.2万2026年10月13日 更新
Tells you what CARLA on UE 5.5 (branch ue5-dev) cannot do that UE 5.8 (ue58-dev) can, so you do not attempt an unsupported workflow there — no Autoware integration, no ROS 2 middleware choice (FastDDS only), no DLSS or ray-traced-lens camera, no OFPA large-map mount so Town12/13/15 load black, and a few missing World/Actor methods. Also states what is identical, so the ue58 skills can be used directly for everything else. Use when working against a 5.5 checkout, when a ue58 skill's step has no counterpart, or when deciding whether a feature request is possible on 5.5 at all.
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☆ 1.4万2026年10月13日 更新
Runs the Autoware autonomous-driving stack against CARLA on UE 5.8 over CARLA's native ROS 2 interface — no bridge process. Reports the DDS contract (rt/vehicle/status/* out, rt/control/command/* in), the Autoware-only sensor blueprints, generates the lanelet2 + point-cloud map artifacts Autoware needs instead of an .xodr, and drives the two shipped modes (classical NDT stack, or the camera-only VAD end-to-end model). Use when the user asks to "run Autoware on CARLA", "connect an AV stack", "drive the ego from Autoware", "generate a lanelet2 map", or asks which topics CARLA exchanges with Autoware.
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☆ 1.4万2026年10月13日 更新
Cooks and packages CarlaUE4 into distributable tarballs under Dist/ — either the full simulator or a standalone asset package of selected maps and props for later import. ROS2=1 keeps the native ROS 2 interface in the cooked package (a plain cook silently drops it). Use when the user asks to "package CARLA", "make a Dist build", "cook the project", "export a map as a package", "package CARLA with ROS2", or needs a build with working camera and lidar sensors.
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☆ 1.4万2026年10月13日 更新
Creates and edits CARLA Leaderboard route files — placing waypoints and scenario trigger points interactively from the spectator camera (route_creator, scenario_creator), visualising an existing route in the simulator (route_displayer), summarising it as a table (route_summarizer), capturing the current weather in route format (weather_creator), sorting scenarios by route position (scenario_orderer) and converting 1.0-format routes to 2.x (route_bridge). Use when the user asks to "make a new route", "add a scenario to a route", "visualise/debug a route", "see what's in this route file", or "convert old leaderboard routes".
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☆ 1.4万2026年10月13日 更新
Inspects and visualises a ROS-2-enabled CARLA server from Docker containers, with no local ROS 2 install — list/echo/rate-check topics (the "are the topics actually on the wire" check), run the bundled map-and-lidar demo stack (hero vehicle with camera/lidar/GNSS/IMU on autopilot), and open RViz2 with the lane-network preset. Use when the user asks to "check the ROS topics", "echo /carla/map", "is CARLA publishing to ROS", "visualise the lidar in RViz", "open rviz", or "run the ROS 2 demo".
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☆ 1.4万2026年10月13日 更新
Write publication-ready ML/AI papers for NeurIPS, ICML, ICLR, ACL, AAAI, COLM. Use when drafting papers from research repos, structuring arguments, verifying citations, or preparing camera-ready submissions. For systems venues (OSDI, NSDI, ASPLOS, SOSP), use systems-paper-writing 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。
Orchestra-Research/AI-Research-SKILLs☆ 1.4万2026年10月11日 更新
Create cinematic product videos from shot recipe cards, a validated template, and code/audio assets (Remotion + real page screenshots + 2.5D camera moves + beat-synced cuts + sound design). Use when the user asks to turn a frontend project or webpage into a product video, says "use video-shotcraft to make a video/promo", names the Ink Press template or asks to reproduce its effect, or wants a single shot card's motion. 用镜头配方卡 + 已验收模板 + 代码/音频资产制作电影感产品视频(Remotion + 真实页面截图 + 2.5D 运镜 + 节奏卡点 + 声音设计)。当用户要求"用 video-shotcraft 做视频/宣传片"、把前端项目/网页做成产品视频、点名 Ink Press 模板或要求复刻模板片效果,或要用镜头卡做单个动效镜头时使用。
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。
Vincentwei1021/video-shotcraft☆ 1.2万2026年10月12日 更新
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD 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。
openai/plugins☆ 7,4302026年10月8日 更新
Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.
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。
rehan-remade/universal-modder☆ 7,3092026年10月13日 更新