CRE Industrial analysis suite - 8 specialist skills for U.S. industrial acquisitions, covering market study, lease roster analysis, lease abstraction, tenant credit, physical inspection, underwriting, financing fit, and investment committee memo writing.
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。
ahacker-1/cre-agent-skills☆ 1182026年9月2日 更新
Neo4j Visualization Library (NVL) — framework-agnostic graph rendering for the browser. Covers @neo4j-nvl/base (NVL class, nodes/relationships, Canvas vs WebGL renderer), @neo4j-nvl/interaction-handlers (ZoomInteraction, PanInteraction, DragNodeInteraction, ClickInteraction, HoverInteraction, BoxSelectInteraction, LassoInteraction, KeyboardInteraction), and @neo4j-nvl/react (InteractiveNvlWrapper, BasicNvlWrapper, StaticPictureWrapper). Use when rendering a Neo4j graph in a browser, feeding driver results through nvlResultTransformer, choosing Canvas vs WebGL, wiring node/relationship click/hover/drag handlers, or embedding NVL in React, Vite, or vanilla JS apps. Does NOT handle Cypher query authoring — use neo4j-cypher-skill. Does NOT handle driver lifecycle, sessions, or executeQuery setup — use neo4j-driver-javascript-skill. Does NOT handle GraphVisualization/Needle default embed — use @neo4j-ndl/react.
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。
neo4j-contrib/neo4j-skills☆ 1152026年10月14日 更新
Use when building a 2D web game with Phaser (3.x/4.x) or PixiJS 8 in TypeScript - framework vs renderer, Phaser scenes/game objects/arcade physics/groups as pools/scale manager/loader, scene shutdown cleanup, PixiJS 8 async init, Assets bundles, ticker units and destroy, and keeping rules in plain TS modules.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Use when building a 3D web game with three.js, Babylon.js or PlayCanvas - render loop and delta per library, fixed-step physics with Rapier or Havok, explicit dispose of GPU resources, instancing and draw-call budgets, glTF with Draco/meshopt/KTX2, pixel ratio and resize, WebGPU opt-in, React Three Fiber notes, and headless testing.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Use when writing or running Unity tests - Unity Test Framework EditMode vs PlayMode, test assembly definitions, testing plain C# and ScriptableObjects, PlayMode scene/physics/input tests, batchmode CLI with result XML, coverage, and the dotnet test fallback when no editor is installed.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Use when writing or running Godot tests - gdUnit4 or GUT (whichever the repo has), unit tests on typed GDScript classes, scene runners for frames, physics, input and signals, headless CLI with --import first, reports and exit codes, and C# tests via gdUnit4Net or plain dotnet test.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Use on every UI change - semantic HTML, labels for controls, keyboard-navigable dialogs/menus, visible focus, and never color as the only signal
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Build and debug SceneKit scenes where one 3D object (a product, badge, coin, wheel) performs on a transparent stage inside a SwiftUI app - studio lighting, real shadows, baked keyframe choreography, hand-rolled physics, gestures and haptics, multi-scene sequencing. Use when working with SCNView or SceneView in SwiftUI, UIViewRepresentable 3D scenes, product or hero-object animation, roll or spin entrances, a first-frame hitch when a scene appears, shadows missing or wrong, metal rendering black, choreographed 3D motion that must stay interruptible, a continuous vapor stream (vent air, steam, mist) drawn as a shader-driven sheet, a liquid-metal or jelly blob (noise-deformed surface with mirror reflections and tap ripples), chrome or gold that looks cartoon-flat instead of real, HDRI image-based lighting, free trackball rotation of an actor, deterministic screenshot testing of shader-driven scenes, cutting an actor in two with a finger swipe (runtime mesh slicing with sealed cross-sections and a falling piece), a die-struck relief object (badge, coin, medallion) built from a heightfield with multiple finishes on one mesh, an actor crumbling into debris that falls and rests on the floor, reproducing a real object's motion from photos or video, or keyframed motion that stutters at its own keyframes. Not for RealityKit, ARKit, visionOS, or full game worlds.
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。
dembsky/PropMotion☆ 1132026年8月15日 更新
Search the agent skills ecosystem to discover and install skills that extend AI coding agent capabilities. Use when user asks "how do I do X" (X being a common task), "find a skill for X", "is there a skill that can...", or expresses interest in extending agent capabilities. Triggers on "find a skill", "install a skill", "skill for [task]", "can you do X", "I need help with [domain]", "how do I [task]". Do NOT use when user has explicitly asked to proceed without a skill, or when the task is better handled by agent's built-in capabilities (file operations, git, basic coding).
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。
EliasOulkadi/shokunin☆ 1132026年10月5日 更新
Art-direct and generate one high-craft minimal-zine bitmap from a landscape, portrait, person, object, product, food, plant, building, interior, photograph, mood, sentence, or article concept. Use when the user wants a standalone poetic poster, editorial cover, visual concept, aesthetic photo upgrade, photo-to-zine restyle, or a subject-aware minimal-zine image without the overhead of a social carousel. Chooses adaptive composition and a physically coherent print process, preserves subject identity, saves the final prompt, invokes the runtime-native image generator, and audits the raster result.
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。
jiahuiqu17/paper-signal☆ 1092026年8月12日 更新
用户需要评估一个资产/投资/项目的价值,或纠结某个东西"值不值"时。适用于任何能产生(或不产生)现金流的资产评估。 语言信号:"这个值多少钱"/"这只股票贵不贵"/"这个项目值不值得投"/"应该用PE还是PB估值" 不适用于:不需要估值分析的纯情感/审美决策。
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。
kangarooking/buffett-letters-skill☆ 1052026年4月17日 更新
Auto-apply security basics and block deploys that would leak secrets. Never ask the user about security choices — just do it, and run a real secret scan before going live.
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。
ilang-ai/autocode☆ 1032026年10月14日 更新
Generate clean, playful low-density isometric voxel icon illustrations and explicitly requested four-frame physically credible loops built from large opaque face-lit acrylic blocks on an exact
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。
BIAsia/voxel-icon☆ 1002026年8月18日 更新
Create 3D models, textures, reference images, rigging and animation with Meshy, and prepare models for physical 3D printing: white or multicolor prints, Creative Lab products, sizing and slicer handoff. Drives the Meshy CLI; signs in through the browser, no API key required.
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。
meshy-dev/meshy-3d-agent☆ 992026年9月23日 更新
Create or edit digital 3D assets with Meshy: models, textures, rigging, animation, and reference images. For physical printing, use meshy-3d-printing.
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。
meshy-dev/meshy-3d-agent☆ 992026年9月23日 更新
Generate or prepare models for physical 3D printing, including white or multicolor prints, Creative Lab products, sizing, and slicer handoff.
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。
meshy-dev/meshy-3d-agent☆ 992026年9月23日 更新
Find the papers that answer a research query in Firecrawl's research paper index — a corpus of paper abstracts whose largest share is biomedical and life-science literature (PubMed, bioRxiv, medRxiv), alongside arXiv preprints in CS, physics, and math — using semantic search, semantic and structural expansion, and in-body verification. Use this skill for literature-finding and paper-retrieval tasks of any kind, including clinical, biomedical, drug, gene, disease, and other life-science questions, whether the answer is a single paper or a full multi-paper set. The index is reached only through the `firecrawl_research_*` MCP tools or the `firecrawl research` CLI subcommands. Calling `firecrawl_search` with its `categories` option set to `["research"]` is a different feature — it filters ordinary web search to research-affiliated websites (the list includes PubMed, bioRxiv, medRxiv, arXiv, and publisher sites) and returns page results from them, without querying the paper records in this index.
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。
firecrawl/opencode-firecrawl☆ 992026年10月6日 更新
Chooses among AI/ML approaches: classical ML, LLM, RAG, fine-tuning, agents, embeddings, MoE or SSM. Use when picking or scaling an architecture, or self-host vs 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。
vasilyu1983/AI-Agents-public☆ 972026年10月12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☆ 932026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☆ 932026年10月13日 更新
Check project progress, show context, and route to next action (execute or plan). Use --forensic to append a 6-check integrity audit after the standard report.
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。
buildomator/buildomator☆ 902026年10月14日 更新
Post-mortem investigation for failed GSD workflows — analyzes git history, artifacts, and state to diagnose what went wrong
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。
buildomator/buildomator☆ 902026年10月14日 更新
Build one-page HTML/PDF resumes from copy-paste YAML using one of 12 official templates. HARD GATES: deliver exactly one A4 page; never invent a layout — copy assets/templates/<id> into output/<id>/ and edit that copy only. Keep a full inventory in raw.data.yaml. For each job, COPY selected entries into resume.data.yaml (polish there), then apply that file to a template. Apply pasted YAML by replacing visible text in the official resume.html, then run QA. Default template is basic-a4. Use when creating, iterating, polishing copy, migrating, exporting, or designing resume/CV HTML/PDF. For polishing resume copy, prefer writing-oriented models (Claude Fable 5 / Claude Opus 4.6-4.7 or Opus 5 / Kimi K3 / GLM-5.1-5.3-max / Qwen 3.8 Max); do not use GPT-5.6 Terra/Luna or GPT-5.5 Instant.
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。
KevinYoung-Kw/vibe-resume-skill☆ 862026年10月2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