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cccskills

「loops」の検索結果

495 件 ・ 関連度順

概要と使いどころ

Use when planning an ACL project calendar across ACL Rolling Review cycles, covering cycle selection against conference commitment windows, backward planning from an ARR deadline, the review-response-meta-review timeline, commitment decisions, resubmission loops to later cycles, and camera-ready through ACL Anthology publication.

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。

brycewang-stanford/Awesome-Journal-Skills1,2512026年9月27日 更新

Generate a personal voice guide for X (Twitter) and/or LinkedIn by scanning a user's past posts and iteratively refining with sample-and-feedback loops. Produces a structured markdown voice guide that sibling skills (create-x-content, create-linkedin-content) consume to draft in-voice posts. Different from brand-voice-extractor, which analyses company blogs/landing pages — this skill is for personal social voice.

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。

gooseworks-ai/goose-skills1,2472026年10月13日 更新

Assemble an animated character-explainer video ad (any art style — Pixar-style 3D, claymation, anime, paper-cut, felt) (~77s, 9:16) built on an "N types of X" listicle spine — a recurring human protagonist plus a locked cast of N persona characters, one per list item. Given the per-scene i2v clips + a per-scene target-duration table + a narration track, it trims each clip to its scene window, re-encodes every segment to identical 1080x1920/30fps/libx264/yuv420p (decrease+pad, never crop) so the concat demuxer never drops frames, concats, and muxes audio — in RESTYLE mode the source ad's VO+music mix is reused verbatim, in ORIGINAL mode fresh per-scene VO (loudnorm I=-14) is mixed under an optional music bed (loudnorm I=-26). A static-still fallback loops a scene's keyframe when its clip is missing/failed, so the master always assembles; libass captions are burned last. FREE deterministic assembly (Python + ffmpeg, no bash, no paid calls); the recipe supplies the clips, keyframes, VO or source audio, and caption table and gates the paid cast-anchor/keyframe/Kling-i2v/VO/music calls to their own capabilities. Use for the 3d-character-explainer listicle format.

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。

gooseworks-ai/goose-skills1,2472026年10月13日 更新

Balances Hi-C contact matrices (ICE via cooler.balance_cooler, KR/SCALE/VC context), computes distance-decay expected with cooltools (expected_cis per-diagonal P(s), expected_trans scalar), builds observed/expected (O/E) matrices, and diagnoses polymer state from the P(s) log-derivative. Covers the within-matrix-vs-cross-sample distinction (balancing is NOT a normalizer), the equal-visibility assumption that CNV/aneuploidy violates (use raw counts for copy-number), cis-only balancing, mad_max/blacklist masking before balancing, multiplicative cooler weights vs divisive juicer weights, and the resolution-vs-depth budget. Use when balancing a .cool/.mcool, computing expected or P(s), making O/E matrices for compartments/loops, deciding ICE vs KR vs SCALE, choosing a resolution for a given depth, or troubleshooting NaN/all-NaN balanced matrices; route cross-sample comparison to hic-differential.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Bulk-query Ensembl BioMart (and other BioMart instances) for cross-database ID mapping, gene/transcript/exon coordinates, and ortholog tables. Use when batch-converting Ensembl IDs to other namespaces (HGNC, RefSeq, UniProt, Entrez), pulling gene coordinate tables for thousands of genes, building ortholog wide-tables across species, or replacing slow Ensembl REST loops with one-shot bulk export. Encodes BioMart's XML query format, R biomaRt vs Python pybiomart trade-off, mart-vs-dataset hierarchy, and the URL endpoint that's BioMart-specific (separate from rest.ensembl.org).

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Use when building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit, or adding touch controls or game controller support. Covers scene graphs, ECS, physics, actions, game loops, rendering, TouchController, GCController.

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。

CharlesWiltgen/Axiom1,2082026年10月13日 更新

Design and implement real-time audio processing chains using Audio Toolbox streaming objects. Use when building frame-based audio processing loops, multiband filters, dynamic range control, parametric EQ, level metering, loudness metering, SPL metering, octave-band analysis, sample rate conversion, frequency-domain filtering (long impulse responses, custom filter banks), or audio chains in Simulink. Covers visualization (visualize method), interactive tuning (parameterTuner), MIDI control, and Audio Toolbox Simulink blocks. Use when the user says "real-time audio", "streaming audio", "audio filter", "compressor", "equalizer", "level meter", "loudness meter", "SPL meter", "octave bands", "crossover filter", "audio chain", "MIDI control", "convolution reverb", "impulse response streaming", "frequency-domain filter", or asks to process audio frame-by-frame.

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。

matlab/matlab-agentic-toolkit1,1612026年10月9日 更新

Analyzes sensor configurations and creates inertial fusion filters in MATLAB Navigation Toolbox. Manages filter selection (imufilter, ahrsfilter, complementaryFilter, insfilterMARG, insfilterAsync, insfilterNonholonomic, insfilterErrorState, insEKF, insCF), construction, tuning, and fusion loops. Use when fusing IMU/AHRS/INS/GPS+IMU data, estimating orientation or pose, or choosing a filter. Do NOT use for vision-only SLAM, Simulink fusion, or IMU simulation.

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。

matlab/matlab-agentic-toolkit1,1612026年10月9日 更新

CloudBase Run backend development rules (Function mode/Container mode). Use this skill when deploying backend services that require long connections, multi-language support, custom environments, AI agent development, or migrating existing/GitHub apps that need VPC access to MySQL/PostgreSQL/Redis. Also use when diagnosing CloudRun container deploy failures (deploy_failed, readiness/probe failed, image won't start, docker.io pull loops) or a deploy stuck behind a running deploy task. For stateless HTTP services, prefer HTTP cloud functions.

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。

TencentCloudBase/CloudBase-AI-Toolkit1,1362026年10月13日 更新

Iterate on a PR until actionable CI passes and high/medium review feedback is addressed. Use for PR CI failures, review feedback, or green-check loops; do not wait for human approval, draft status, or merge gates.

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。

getsentry/skills1,0502026年10月13日 更新

Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX that repeat, AudioStreamRandomizer, AudioStreamGenerator, import settings, or importing AI-generated music, SFX and voice from Scenario or ElevenLabs.

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。

scenario-labs/skills9962026年10月13日 更新

Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.

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。

scenario-labs/skills9962026年10月13日 更新

Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.

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。

scenario-labs/skills9962026年10月13日 更新

Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.

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。

scenario-labs/skills9962026年10月13日 更新

Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.

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。

scenario-labs/skills9962026年10月13日 更新

Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.

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。

scenario-labs/skills9962026年10月13日 更新

Use when a task involves creating or editing a Scenario workflow graph through MCP: building an app from a brief, adding or rewiring nodes (models, prompts, approval gates, loops), authoring editor_info, publishing, unpublishing or renaming, importing an exported workflow JSON, migrating a graph built in Weavy, ComfyUI, or another node tool, copying a workflow, or turning a prompt chain into an app. Running or pricing a workflow is scenario-workflows. Keywords: node graph, editor_info, CEL.

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。

scenario-labs/skills9962026年10月13日 更新

Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.

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。

scenario-labs/skills9962026年10月13日 更新

Use when turning a dense sculpt, scan or AI-generated mesh into clean topology in Blender, for animation, subdivision or a game low poly with a triangle budget. Also when choosing between QuadriFlow or voxel remesh and manual retopo, placing loops around eyes, mouth and joints, deciding pole placement, setting up a Shrinkwrap cage, fixing volume loss after subdivision, preparing a low poly for baking, or auditing topology for spirals, 6-poles and triangles. Keywords: retopo, retopology, quad remesh, clean up an AI mesh, edge flow, low poly, bake prep.

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。

scenario-labs/skills9962026年10月13日 更新

Use when generating or transforming audio with ElevenLabs models on Scenario via MCP: text-to-speech with inline emotion tags, music from a prompt or sectioned songs, sound effects and loops, dubbing audio or video into another language, re-voicing a recording with a preset or cloned voice, or isolating speech from noise. Keywords: ElevenLabs, Eleven v3, Multilingual v2, Turbo 2.5, Music v2, Sound Effects 2, Dubbing, Voice Changer, Speech to Speech, Voice Isolator, TTS, SFX, localization.

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。

scenario-labs/skills9962026年10月13日 更新

Use when writing test fixtures for @copilotkit/aimock — mock LLM responses, tool call sequences, error injection, multi-turn agent loops, embeddings, structured output, sequential responses, or debugging fixture mismatches

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。

CopilotKit/aimock9732026年10月13日 更新

Running closed and open betas that produce real signal. Beta participant selection, structured feedback collection, beta-to-GA decision criteria, and the difference between soft-launch (no structure, no signal), kitchen-sink (everyone in, no actionable feedback), and structured beta (calibrated cohort, intentional feedback loops, clear graduation criteria). Triggers on beta program, alpha test, beta cohort, beta participant, beta feedback, beta to GA decision, design partner, early access program, closed beta, open beta, RC release. Also triggers when a feature is approaching launch and the team needs structured pre-GA validation, when prior betas produced noise rather than signal, or when the team has soft-launched before but wants more structured feedback this time.

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。

rampstackco/claude-skills9602026年10月7日 更新

Analyze a software codebase for algorithmic complexity and performance hotspots, then propose or implement safe optimizations without breaking behavior. Use when Codex is asked to scan many files, find inefficient loops, nested iteration, repeated scans, costly rendering/recomputation, N+1 queries, avoidable O(n^2) or O(n) operations, or reduce complexity such as O(n^2) to O(n log n) / O(n), while preserving tests, APIs, outputs, and maintainability.

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。

Kappaemme-git/codex-complexity-optimizer9132026年5月15日 更新

capture

無料

Build a trusted capture-and-triage front door so no commitment lives in your head. Use when open loops keep slipping, an inbox has become a backlog, or vague notes never turn into action.

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。

borghei/Claude-Skills9052026年10月7日 更新