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.
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。
T8mars/minimax-h3-prompt-skill-T8☆ 2852026年10月11日 更新
Create original short videos using the 连续跟随|步态与弯曲地标共同计时 Creative DNA for MiniMax H3 or Seedance 2.0. Use when the user wants this causal, camera, motion, rhythm, or payoff structure with new subjects and surfaces.
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。
T8mars/minimax-h3-prompt-skill-T8☆ 2852026年10月11日 更新
Render the running viewer in a real headless browser and assert on what it drew — element geometry, computed colours, wrap points, truncated labels, console errors. Use when a change moves pixels (navbar/badge/chart layout, CSS, responsive behavior, theme), when a PR says it "needs a visual check", or when reviewing frontend work under src/viewer/assets/. Covers the gap viewer-smoke names: it asserts payload shape, this asserts 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。
iopsystems/rezolus☆ 2752026年10月14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-skills☆ 2522026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-skills☆ 2522026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-skills☆ 2522026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-skills☆ 2522026年8月15日 更新
Three.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction. Use when building 3D web experiences, creating WebGL visualizations, working with GLTF models, implementing custom shaders, or adding interactive 3D elements to web applications.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
Think and work like an expert Exoplanet Scientist. Use when a task calls for Exoplanet Scientist judgment. Reasons from Keplerian motion, transit and RV geometry, and degenerate retrieval spaces through TLS/BLS searches, centroid and odd-even vetting, RadVel and GP activity models, and petitRADTRANS retrievals while treating eclipsing-binary blends, stellar-rotation-mimicking RV signals, and look-elsewhere completeness cliffs as first-class failure modes.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3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☆ 2022026年7月14日 更新
Produce 3D assets with Meshy (meshy.ai) through its REST API and web platform — text-to-3D, image-to-3D, multi-image-to-3D, AI texturing/PBR, remesh/topology control, UV, and auto-rigging/animation. Use this skill when an agent must generate a mesh from a prompt or reference image, control polygon count and topology, apply or restyle textures, rig a humanoid for animation, export to GLB/FBX/OBJ/USDZ/STL for Unity/Unreal/Blender, drive Meshy's asynchronous job API (auth, polling, streaming, webhooks, credits, rate limits), review generated meshes for game/film/print readiness, or decide whether Meshy is the right tool at all. Not for editing an existing hand-modeled asset's geometry, hard-surface CAD with exact dimensions, or guaranteed-watertight manufacturing parts.
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☆ 2022026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☆ 2022026年7月14日 更新
Generates 3D conformer ensembles using RDKit ETKDGv3 with knowledge-enhanced distance geometry, MMFF94/UFF force-field optimization, CREST + GFN2-xTB semi-empirical refinement, and macrocycle-aware torsion preferences. Provides explicit decision rules for single vs ensemble conformer use, RMSD pruning, energy windows, conformer count, and force-field choice. Use when preparing 3D ligands for docking, generating descriptor input for 3D QSAR, or sampling macrocycle/peptide conformational ensembles.
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。
BioTender-max/awesome-bio-agent-skills☆ 2012026年7月2日 更新
Composite any two HTML screens into a locked photo plate of hands holding an open foldable phone — a 1448×1086 still with two blank 495×849 / 498×849 screen slots (left and right) — to make side-by-side meme and comparison videos: TikTok vs Reels, ChatGPT vs Claude, "me vs my friend", before/after, two apps racing. Trigger on: "foldable phone meme", "put X on the left screen and Y on the right", "two-screen comparison video", "the dual-screen phone meme", or any request that names two apps/feeds/chats to show at once. The plate, geometry, and camera are finished — the agent only authors what plays INSIDE the two screens and renders.
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-community-skills☆ 1982026年9月29日 更新
Write and run Blender Python scripts for 3D automation and procedural modeling. Use when the user wants to automate Blender tasks, create 3D models from code, run headless scripts, manipulate scenes, batch process .blend files, build geometry with bmesh, apply modifiers, generate procedural shapes, or import/export 3D models using the bpy API.
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。
TerminalSkills/skills☆ 1662026年10月14日 更新
Implement size-dependent behavior/geometry.
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。
TheGoat395/Codex-Skills☆ 1272026年9月11日 更新
Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an approximate mesh.
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。
RobLe3/cc-blender-skill☆ 902026年10月13日 更新
Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).
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。
RobLe3/cc-blender-skill☆ 902026年10月13日 更新
Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.
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。
RobLe3/cc-blender-skill☆ 902026年10月13日 更新
Write Swift animation code using Apple's latest frameworks — SwiftUI animations, Core Animation, and UIKit. Prefer first-party APIs over third-party libraries. Use when implementing iOS animations, writing animation code, building transitions, creating gesture-driven interactions, or converting animation specs/designs into working Swift code. Covers iOS 18 through iOS 26 APIs including KeyframeAnimator, PhaseAnimator, custom Transition protocol, zoom navigation transitions, matchedGeometryEffect, symbol effects, mesh gradients, and SwiftUI-UIKit animation bridging.
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。
existential-birds/beagle☆ 822026年9月16日 更新
Reviews iOS animation code for correctness, performance, accessibility, and Apple API best practices. Use when reviewing .swift files containing animation code — withAnimation, .animation(), PhaseAnimator, KeyframeAnimator, matchedGeometryEffect, navigationTransition, CABasicAnimation, CASpringAnimation, UIViewPropertyAnimator, UIDynamicAnimator, symbolEffect, scrollTransition, contentTransition, or custom Transition conformances.
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。
existential-birds/beagle☆ 822026年9月16日 更新
Ionic, covalent, and metallic bonding, Lewis structures, VSEPR theory, molecular geometry, polarity, and intermolecular forces. Covers octet rule and exceptions, formal charge, resonance, sigma/pi bonds, orbital hybridization, electronegativity-driven bond classification, VSEPR electron-domain and molecular geometries, dipole moments, and the four intermolecular force types (London dispersion, dipole-dipole, hydrogen bonding, ion-dipole). Use when predicting molecular shapes, bond properties, or physical behavior from molecular structure.
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。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Celestial coordinate systems and sky positioning. Covers horizon (altitude-azimuth), equatorial (right ascension-declination), ecliptic, and galactic systems; epoch and precession; coordinate transformations; planisphere use; and practical sky-locating from any latitude and date. Use when locating objects, planning observations, converting catalog coordinates, or teaching the geometry of the sky.
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。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Foundational measurements and relationships. The axioms of the system — numbers, distance, angles, and the geometry of seeing.
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。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新