Synchronize canvas state across team sessions via git. Ensures all team members see the same product knowledge.
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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概要と使いどころ
Synchronize canvas state across team sessions via git. Ensures all team members see the same product knowledge.
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。
Central dispatcher for the canvas/state render fleet. Routes intent to a specialist (`/mycelium:diamond-render`, `/mycelium:ost-render`, `/mycelium:cycle-render`) OR lists what's renderable. Cross-cutting views spanning multiple canvases (opp→sol→cycle traceability, confidence-over-time, cluster-graduation-flow) are research-gated and NOT emitted by default. See `${CLAUDE_PLUGIN_ROOT}/engine/render-conventions.md` for shared conventions.
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。
Lint canvas files for staleness, missing fields, inconsistent evidence types, and orphaned references. Run periodically or before major transitions.
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。
Reference WebGPU APIs, TSL syntax, node materials, WGSL integration, compute shaders, and post-processing in Three.js. For complete particle canvases use threejs-particle-canvas; for GLSL shaders use rocaille-shader. Triggers on TSL shader, WebGPU renderer, node material, WGSL, GPU compute, WebGPU setup.
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。
Programmatic React video best practices for Remotion. Use this skill whenever the user is writing, debugging, or rendering Remotion code — compositions, useCurrentFrame animations, interpolate, spring, Sequence timing, <Img>/<Video>/<Audio> from @remotion/media, staticFile, calculateMetadata, the Studio preview, `npx remotion render`, captions, subtitles, voiceover, audio visualization, ffmpeg, transitions, light leaks, transparent video, Lottie, 3D scenes, Mapbox flyovers. Triggers especially on HtmlInCanvas / "html in canvas" requests, CRT terminal effects, glitch effects, video shaders, WebGL video, and any request to scaffold a new programmatic React video. Owns `remotion render` and everything about Remotion code. Do NOT trigger for finished MP4 ad assembly from existing slides (that is `/video-content`) or for the inspiration-to-MP4 reference-video pipeline (that is `/cmo-video`).
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。
Brand-grounded Remotion video pipeline. Take a brief, ground it in `brand/` (voice, audience, positioning, creative-kit), write a beat sheet, scaffold a fresh Remotion project, generate any required assets, compose with frame-driven animations, and bake a final MP4. Use this skill whenever the user wants to build a NEW Remotion video from scratch — product films, motion graphics, code-driven shaders, CRT/glitch effects, HTML-in-canvas demos, React video. Triggers on requests like "make a remotion video", CRT/glitch/scanline effects, html-in-canvas demos, video shaders, WebGL video, and frame-driven React video. This is the mktg-native sibling of the personal `/cmo-video` skill: `/cmo-video` recreates the *style* of an existing reference video; `/cmo-remotion` builds something new from a brief. Always load `remotion-best-practices` before stage 5 (compose).
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。
Design a viable business model for a one-person company using Lean Canvas and a simplified Business Model Canvas. Use when Codex needs to explain the business-model concepts when needed, verify niche and value-proposition prerequisites, ask one question at a time, present multiple model choices, and write user-confirmed outputs into `opc-doc/`.
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。
Generate a single self-contained HTML file — a horizontal slide deck, a vertical-scroll explainer document, or a fixed-canvas summary image — with zero external runtime dependencies, then verify it mechanically. Use when the user asks for HTMLスライド, 単一HTMLスライド, single-file HTML presentation, ブラウザーで開く説明資料, HTML 説明資料, HTMLサマリ画像, or self-contained HTML, or wants to hand someone a deck or explainer that opens anywhere without PowerPoint. Also use to embed images into such a file or to re-check an existing one. Does not output PPTX.
Build or refine brand positioning with audience, category, differentiators, proof, tone, JTBD signals, and competitive context. Use when marketing, founders, or GTM teams need a positioning canvas, messaging pillars, or campaign foundation. Do not use for isolated ad copy tweaks with no strategy question.
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 adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
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 PlayCanvas app has too many draw calls or is CPU-bound, before hand-merging meshes or writing custom renderers.
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 before writing PlayCanvas behaviour from scratch, to reuse the scripts and helpers the installed Engine already ships.
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 before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.
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 static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.
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 implementing a PlayCanvas feature the project does not use yet, to find and adapt the official example matching the installed version.
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 lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, and post-processing.
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 before loading, placing, scaling, or animating GLB models in PlayCanvas to measure bounds, grounding, clips, joints, and hierarchy with the bundled offline inspector.
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 PlayCanvas rendering change is meant to leave the image unchanged, to prove it with deterministic captures and pixel comparison.
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 writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
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 loading glTF/GLB models or textures in PlayCanvas, choosing Draco or Basis/KTX2 compression, or setting up decoders and preloading.
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 reading state from a running PlayCanvas app, to reach its live Application through the Engine devtools hook without changing app code.
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 composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.
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 before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
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 PlayCanvas StandardMaterial needs custom shading its properties cannot express, such as stylized looks or vertex displacement, before writing a ShaderMaterial.
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。