Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
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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Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
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 the user wants to transact on any Volcengine commercial product — purchase/provision it, ask what it costs, or unsubscribe from it. Covers three actions: buy (purchase, subscribe, provision, open, place an order; Chinese "开通 / 购买 / 下单 / 买 / 售卖 / 订购"), price (how much does it cost, quote, billing rules, estimated spend; Chinese "多少钱 / 价格 / 报价 / 费用 / 怎么收费 / 如何计费 / 预估费用"), and unsubscribe (cancel a subscription, refund a prepaid instance; Chinese "退订 / 退款 / 取消订阅"). Trigger even when the user does not mention "sale" but expresses a clear purchase, pricing, or cancellation intent toward a Volcengine product. Only handles these three transaction actions; anything outside them is out of scope.
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。
Firmware development for the Guition JC-ESP32P4-M3-DEV board (JC-ESP32P4-M3 module — ESP32-P4NRW32 with 32 MB in-package PSRAM, 16 MB flash, and an ESP32-C6 radio co-processor on SDIO) — its MIPI-DSI panel and MIPI-CSI camera connectors, IP101 Ethernet, ES8311 codec with speaker amplifier and microphone, microSD on SDMMC, RS485, three USB-C sockets, the 26-pin JP1 header, and the PlatformIO + ESP-IDF (pioarduino) setup around them. Use when working on this board or any ESP32-P4 devkit: project setup, platformio.ini and sdkconfig.defaults, the silicon revision split between rev v1.3 and rev v3.x, why the bootloader dies with "Illegal instruction", the pin map and which header pins are traps, Wi-Fi through esp_hosted and esp_wifi_remote, mounting the TF card and its on-chip LDO, bringing up a DSI panel, the shared I2C bus, audio direction and the amplifier enable, Ethernet RMII pins, choosing a free GPIO, flashing over any of the three USB-C ports, or debugging why something on the board does not work.
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。
Expert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing depth to web 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。
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
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。
[General] Use when building 3D web apps with ThreeJS and related WebGL or WebGPU examples.
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。
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
Lightweight multi-agent research orchestration using one coordinator, three domain leads, and three lightweight research agents. Use for medium-size research, market scans, competitor comparisons, prior-art style exploration, report planning, and any task that benefits from parallel domain decomposition without running a full high-cost research lab.
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 the design concept calls for Three.js or React Three Fiber 3D, WebGL/WebGPU, Rive, Spline, Theatre.js, SVG, canvas, shaders, particle systems, or other immersive creative-web techniques.
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。
Expert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing dep
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 the user asks to "author our durable brand message hierarchy", "build the brand message house that seeds the canon", or "define the main narrative, three pillars, and tagline for the whole brand"; produces the DURABLE brand message system — main narrative, three value pillars, per-persona proof points (each labeled Measured / User-provided / '[needs source]'), and the tagline/one-liner — that seeds the narrative-registry canon and from which every per-launch house derives. Not for a single launch's message house or PR-FAQ — use message-house-builder; not for claim adjudication — use offer-claims-registry; not for the change-narrative arc itself — use strategic-narrative-designer. 品牌消息屋/主叙事/三支柱/标语/持久叙事 canon
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。
Expert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing ...
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 Kotlin Compose design tokens from one of three supported sources — Google Stitch (MCP), Figma (MCP or JSON), or Claude Design (kta-design-spec output, Claude HTML/markdown artifacts). Three-layer architecture (Primitive/Semantic/Component) with code generation. Use when user asks to "generate design tokens", "create theme from Figma/Stitch/Claude design", "build Compose tokens from design spec", or "convert design source to tokens". Refuses any other input source and asks user for correct seed data.
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 Kotlin Compose design tokens from one of three supported sources — Google Stitch (MCP), Figma (MCP or JSON), or Codex Design (kta-design-spec output, Codex HTML/markdown artifacts). Three-layer architecture (Primitive/Semantic/Component) with code generation. Use when user asks to "generate design tokens", "create theme from Figma/Stitch/Codex design", "build Compose tokens from design spec", or "convert design source to tokens". Refuses any other input source and asks user for correct seed data.
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。
Structured decision-making framework for technical proposals and trade-off analysis. When the user faces a choice between multiple approaches (architecture decisions, tool selection, refactoring strategies, migration paths), this skill produces a 1-3-1 format: one clear problem statement, three distinct options with pros/cons, and one concrete recommendation with definition of done and implementation plan. Use when the user asks for a "1-3-1", says "give me options", or needs help choosing between competing approaches.
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。
Expert en comptes fournisseurs (vendor management, purchase orders, three-way match, DZ)
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 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive 3D elements.
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。
Run a Busabase-backed sandbox desk for scoring and triaging course-instructor ("讲师") candidates found on a recruiting-style platform. Use whenever the user invokes $kelly-instructor-sourcing or /kelly-instructor-sourcing, wants a lightweight instructor candidate tracker, needs to score sourcing-platform leads against a three-axis rubric (background endorsement, expertise depth/breadth, teaching-service ability) before reaching out, or wants to log a WeChat add without building a live-connected outreach tool. Three subcommands - setup, criteria, review - plus the desk itself. v1 is sandbox-only — every dataset is deterministic mock data, it never connects to a real sourcing-platform or messaging account, and it never sends a message or automates a WeChat add - that stays entirely human-performed outside the app.
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。
Theatre.js アニメーションツールキットリファレンス。 @theatre/core / @theatre/studio / @theatre/r3f / @theatre/dataverse。 getProject, Sheet, Sequence, Object, val, onChange, prop-types(number / rgba / compound / image)。 studio initialize / extend / transaction / scrub / createPane。 SheetProvider, editable, useCurrentSheet, useVal, usePrism, useAtom。 keyframe アニメーション、audio sync、state JSON、React Three Fiber 統合。
Expert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing depth to web 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。
PRを作る、または既存PRのbodyを直す。ユーザーが「PRを作る」「PR出して」「PRのbodyを直して」と言ったとき、ユーザーが `/pr-create` と打ったとき、または `gh pr create` や `gh pr edit --body` がhookにブロックされたときに使う。Creates or edits a pull request with a three-line body.
Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
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。
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
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。
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
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。