Use when doing any Autodesk Maya task through Python or a bridge, headless or live: maya.cmds or OpenMaya 2.0 scripts, mayapy or maya.standalone batch jobs, a commandPort or MCP connection into a running Maya, "Maya 2027", validating or exporting scenes, or a maya.cmds script that fails after the 2025 to 2027 changes (PySide6, OpenPBR, renamed math nodes, removed flags). Also when a Maya model, rig, shot or render must be judged like a professional before it is called done, or a brief must be routed to the right Maya specialist.
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/skills☆ 9962026年10月13日 更新
Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would.
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/skills☆ 9962026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/skills☆ 9962026年10月13日 更新
Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing.
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/skills☆ 9962026年10月13日 更新
Core Kubernetes resource management for pods, namespaces, configmaps, secrets, and nodes. Use when listing, inspecting, or managing fundamental K8s objects.
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。
rohitg00/kubectl-mcp-server☆ 9642026年4月9日 更新
Diagnose and remediate cluster-wide HyperPod (EKS or Slurm) problems — creation / deployment failures (CloudFormation, EFA health check, lifecycle scripts, capacity), EKS access, node replacement, CloudFormation nested-stack errors, post-maintenance rollback state, dangling nodes, autoscaler conflicts. Includes `--validate` pre-flight. Read-only.
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。
awslabs/agent-plugins☆ 9182026年10月10日 更新
Diagnostic-only skill for Slurm scheduler and node-daemon issues on Amazon SageMaker HyperPod Slurm clusters. Scope mirrors the HyperPod troubleshooting guide. Invoke when the user reports a Slurm node stuck in down/drain, "Node unexpectedly rebooted" after auto-repair, slurmd not running, jobs stuck PENDING with REASON=Resources while sinfo shows idle nodes, jobs stuck COMPLETING after node replacement, GRES/GPU counts wrong, scontrol ping failing, slurmctld unresponsive, an Action:Reboot/Replace request that did not trigger HyperPod auto-recovery, or auto-resume not restarting a job. Also triggers on "drain before reboot", "diagnose a Slurm node", "investigate stuck jobs."
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。
awslabs/agent-plugins☆ 9182026年10月10日 更新
Edit, validate, debug, publish, and inspect ReachAI Workflow drafts through the Workflow AI Coding REST API. Use when asked to create or modify a workflow graph, add/update/delete nodes or edges, validate GraphSpec, dry-run or debug-run a workflow, inspect trace/run output, check release readiness, publish a validated draft, or work on PAGE_ASSISTANT workflows from Cursor/Codex.
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。
w8123/EnterpriseAgentFramework☆ 8992026年10月7日 更新
Linked nodes drifting — a data / AI backdrop. A bold, canvas-based effect from Open Design's html-ppt fx pack — for slides and launch videos. Guards prefers-reduced-motion (does not start). One per screen; on web use sparingly.
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。
nexu-io/motion-anything☆ 8632026年7月7日 更新
Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtual_list pooling, stretch_shrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus. Keywords: Container, HBoxContainer, VBoxContainer, GridContainer, HFlowContainer, SubViewportContainer, virtual_list, stretch_shrink, size_flags, EXPAND_FILL, anchors, responsive.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert blueprint for signal-driven architecture using "Signal Up, Call Down" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, Callable.bind, typed_collections, await_sequence.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Lay out and organize a ComfyUI workflow cleanly on the live panel canvas. Dependency-layered node placement with no overlaps, subgraphs, colored group boxes, and subgraph rail alignment. Use when asked to tidy / clean up / organize / arrange a workflow, add groups or subgraphs, fix overlapping nodes, or build a workflow that should look good from the start.
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Debug a WRONG or imperfect render (not a hard error) by inspecting inputs and intermediate steps with run-to-node. Render one branch up to an output, preview-tap latents/masks/preprocessor maps, localize the first bad stage, then fix. Use when a final image/video completes but looks wrong, such as artifacts, wrong subject/pose/composition/color, blur, a ControlNet/IPAdapter/mask/LoRA not taking, or a two-stage refiner or upscale degrading the result. For errors/OOM/missing nodes use the troubleshooting skill.
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Build MiniMax H3 (Hailuo) local video workflows with native T2V/I2V/R2V nodes, Comfy-Org INT8 weights, turbo LoRAs for 8GB VRAM, 15-second stereo-audio clips, and the official MiniMax prompting guides (cite by link, do not copy).
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Author ComfyUI-LoRA-Manager nodes from the panel. Use when adding a LoRA Manager loader, stacker, prompt, or text node, or when panel_add_node refuses AUTOCOMPLETE_TEXT_LORAS / AUTOCOMPLETE_TEXT_PROMPT after waiting for a widget.
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Authoring & publishing ComfyUI custom nodes to the Comfy Registry, covering node structure, pyproject.toml spec, comfy-cli publishing, and CI
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
On-demand procedures for the ComfyUI sidebar panel agent that are too long to sit in the system prompt. Read it when a task lands in one of these areas. subgraph boundary rails and blueprint reuse, merging or composing workflows across tabs, pinning your edits to one workflow, opening staged or downloaded workflow files, untangling Get/Set-bus and rgthree toggle-heavy graphs, authoring rgthree Fast Groups nodes, the LoRA Manager autocomplete-node limitation, the CivitAI browser flow, downloading model weights, reading hardware and runtime stats, Prompt Director audits, custom-node crash recovery, run-to-node render debugging, and multi-stage pipeline chaining. Each section is a lookup, not background reading. Reach for the one you need instead of guessing, and follow the tool's own description for parameter detail.
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Swap an OUTFIT or transfer CLOTHING onto a person LOCALLY, keeping their face, pose and background. Use for "put this jacket on her", "change his shirt", "clothes swap", "try on", "outfit transfer", "virtual try-on", "dress her in", "wear this outfit". Prefer this over API/cloud edit nodes and over generic img2img/inpainting. NOT for identity-preserving edits that are not about clothing (background swaps, relighting, age/expression changes, object removal). Use a general image-edit workflow for those.
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Common ComfyUI errors and fixes. OOM, missing nodes, dtype mismatches, black images, and debugging strategies
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals
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。
jame581/GodotPrompter☆ 8182026年10月12日 更新
Use when a new Godot system or feature has open design decisions — interrogates them in batched rounds, scope first, each question with a recommended answer, and records the answers before any design or code. Triggers on "grill me", "ask me first", "question me on the design", "what do I need to decide before building". Not for choosing between nodes or APIs, and not for bug fixes.
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。
jame581/GodotPrompter☆ 8182026年10月12日 更新