Search literature across sources, verify or manage citations, and build MeSH strategies or citation-impact audits. Use for 文献检索、引文核对、参考文献管理、严格他引 and evidence-backed citer profiles; not for translating a paper or drafting manuscript prose.
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。
Yuan1z0825/nature-skills☆ 4.8万2026年10月13日 更新
Configure Istio traffic management including routing, load balancing, circuit breakers, and canary deployments. Use when implementing service mesh traffic policies, progressive delivery, or resilience 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。
wshobson/agents☆ 4.1万2026年10月12日 更新
Expert skill for writing FreeCAD Python scripts, macros, and automation. Use when asked to create FreeCAD models, parametric objects, Part/Mesh/Sketcher scripts, workbench tools, GUI dialogs with PySide, Coin3D scenegraph manipulation, or any FreeCAD Python API task. Covers FreeCAD scripting basics, geometry creation, FeaturePython objects, interface tools, and macro development.
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。
github/awesome-copilot☆ 4万2026年10月14日 更新
Gets payroll ready to run without anyone getting shorted: pulls timesheets from Gusto, QuickBooks Payroll, or an uploaded spreadsheet, totals regular, overtime, and PTO hours by person, flags every anomaly it finds — missed punches, overtime spikes, rate changes, mid-period hires and terminations, hours off the schedule — and stages the run for the owner to approve line by line before a dollar moves. Anomalies are always raised, never quietly corrected. Once the owner runs it, the journal posts to the ledger or goes to the bookkeeper. Reach for this whenever payroll comes up at all — "run payroll," "payroll is due," "check the timecards," "did everyone clock out," "how many hours did the crew put in," "why is payroll so high this week," "I need to pay the guys Friday" — and use it after cash-flow-snapshot when the owner is worried about whether payroll clears.
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。
anthropics/knowledge-work-plugins☆ 3万2026年10月12日 更新
/cs:cdo-review <plan> — Decision-driven Chief Data Officer interrogation of any plan that touches training data, data architecture, data productization, or data team hiring. Use when validating training-data rights before model work, choosing warehouse vs lakehouse vs mesh, or valuing data assets for productization or M&A.
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。
alirezarezvani/claude-skills☆ 2.8万2026年8月30日 更新
SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for `.sdf` files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use for signed-distance-field geometry. Open and visually review existing SDF files in CAD Viewer.
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。
earthtojake/text-to-cad☆ 2万2026年10月13日 更新
URDF robot description authoring and validation. Use when creating, editing, inspecting, validating, or debugging `.urdf` files, robot links, joints, limits, inertials, visual/collision geometry, mesh references, frame conventions, or robot-description artifacts. Use the SRDF skill for MoveIt2 semantic groups and IK/path-planning semantics; use the CAD skill for STEP/STL/3MF/DXF/GLB outputs. Open and visually review existing URDF files in CAD Viewer.
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。
earthtojake/text-to-cad☆ 2万2026年10月13日 更新
React Three Fiber 3D renderer for json-render. Use when working with @json-render/react-three-fiber, building 3D scenes from JSON specs, rendering meshes/lights/models/environments, or integrating Three.js with json-render catalogs.
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。
vercel-labs/json-render☆ 1.9万2026年10月13日 更新
Gets a custom map into CARLA on UE 5.8 — the four distinct routes and which one to pick — via Util/Tools/Import.py for FBX+OpenDRIVE assets into a source build, CARLA_MAPS_TO_COOK to ship a map inside a package, or client.generate_opendrive_world() for an OpenDRIVE-only map at runtime with no build at all. Covers where imported assets land, why an imported map cannot be loaded from a package by name, and the four capabilities the UE4 skill has that ue58 lacks — standalone asset packages, their installer, semantic-material tagging, and a pedestrian navmesh that is generated but silently skipped. Use when the user asks to "import a map", "add a custom map", "load my .xodr", "package my own town", or "create a standalone map package".
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14日 更新
Imports an FBX vehicle into a CARLA source build as a spawnable vehicle.<make>.<model> — checks the FBX carries CARLA's 4-wheel bone rig, imports the mesh, then assembles the vehicle through CarlaTools' VehicleAuthoringLibrary (physics asset with kinematic wheel bodies, retargeted anim blueprint, four configured wheel blueprints, the vehicle blueprint), registers it in VehicleFactory through CARLA's own add_vehicle_to_vehicle_factory.py, and verifies it spawns, drives and steers. Use when the user asks to "add a car/truck/van to CARLA", "import a vehicle FBX", or needs a custom drivable vehicle spawnable from the Python 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。
carla-simulator/carla☆ 1.4万2026年10月14日 更新
Controls the map's light sources through the CARLA LightManager — turn street lamps, building/facade lights, vehicle lights or all of them on/off, set their colour and intensity, and toggle the automatic lights-at-night cycle. Use when the user asks to "turn on the street lights", "light up the city at night", "turn off building lights", "change the street-light colour", or "make lights come on automatically at night". Distinct from hiding lamp meshes (toggle-env-objects) and the sun (set-weather).
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14日 更新
Imports an FBX pedestrian into a CARLA source build as a spawnable walker.pedestrian.NNNN — checks the FBX is skinned to CARLA's GEN3 rig, imports the mesh, physics asset and materials, builds the walker blueprint from a GEN3 donor, registers it in WalkerFactory through CARLA's own add_walker_to_walker_factory.py, and verifies it spawns, stands on the ground and walks. Use when the user asks to "add a pedestrian to CARLA", "import a walker/character FBX", or needs a custom human spawnable from the Python 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。
carla-simulator/carla☆ 1.4万2026年10月14日 更新
Designs distributed system architectures, decomposes monoliths into bounded-context services, recommends communication patterns, and produces service boundary diagrams and resilience strategies. Use when designing distributed systems, decomposing monoliths, or implementing microservices patterns — including service boundaries, DDD, saga patterns, event sourcing, CQRS, service mesh, or distributed tracing.
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。
Jeffallan/claude-skills☆ 1.2万2026年10月4日 更新
Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music 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☆ 7,4062026年10月13日 更新
Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with flying eaves driven by a single profile function, and a clipping-plane build animation where everything below a rising line is finished work and scaffolding stands above it. Use for construction studies, architectural title sequences, procedural landmarks, or any hero object that should build itself rather than fade in.
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。
MengTo/Skills☆ 6,7462026年10月6日 更新
Create a real 3D WebGL object with geometric mesh depth, physically based material, directional and ambient lighting, perspective camera, subtle rotation, and floating motion. Use when a page needs a faceted 3D hero object or product-like visual with real lighting instead of CSS transform tricks.
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。
MengTo/Skills☆ 6,7462026年10月6日 更新
Reveal Three.js geometry with an expanding world-space scan whose wire cage leads the solid surface, then burns away. Use for wireframe scanning, radial mesh reveals, survey pulses, holographic assembly, topology intros, and 3D model entrances where a plain opacity wipe does not explain the form.
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。
MengTo/Skills☆ 6,7462026年10月6日 更新
Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.
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。
MengTo/Skills☆ 6,7462026年10月6日 更新
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.
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。
MengTo/Skills☆ 6,7462026年10月6日 更新
Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button. Use for product, object, joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode, and 3d-virtual-tour for a camera path through a place.
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。
MengTo/Skills☆ 6,7462026年10月6日 更新
Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.
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。
MengTo/Skills☆ 6,7462026年10月6日 更新
How to coordinate with squads on different machines using git as transport
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。
github/gh-aw☆ 5,3882026年10月13日 更新
15-agent hierarchical mesh coordination for v3 implementation. Orchestrates parallel execution across security, core, and integration domains following 10 ADRs with 14-week timeline.
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。
ruvnet/RuVector☆ 4,5642026年10月13日 更新
Direct REST API access to PubMed. Advanced Boolean/MeSH queries, E-utilities API, batch processing, citation management. For Python workflows, prefer biopython (Bio.Entrez). Use this for direct HTTP/REST work or custom API implementations.
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。
foryourhealth111-pixel/Vibe-Skills☆ 3,6752026年8月31日 更新