Analyze, recreate, align, and verify reference-video motion. Use when the user asks to recreate, copy, match, align, pixel-align, or compare a video; when a HyperFrames or Remotion remake is judged not aligned; when fixed reference playback and reusable motion components must be separated; or when delivery needs full-frame runtime, render, decode, boundary, timing, and archive evidence instead of sampled screenshots alone.
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。
Pluviobyte/rnskill☆ 1,6482026年9月21日 更新
End-to-end Chinese video washing pipeline. Use when the user provides a Bilibili, Douyin, Xiaohongshu, YouTube, web video URL, or local video file and asks for 视频洗稿, 视频二创, 洗稿并制作视频, 链接视频改写, 提取逐字稿后洗稿, or producing a new AI video from a source video. Orchestrates ra-逐字稿提取skill and ra-洗稿, ending at the 01-内容生产/视频工作台/待制作/ handoff queue; production continues through ra-video-production-director only on explicit request (直接制作/直接出片/一条龙).
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。
Pluviobyte/rnskill☆ 1,6482026年9月21日 更新
Create reusable black-background white-text opening animations for new videos. Use when the user asks for "黑底白字开场", "纯黑加白字", "白色文字逐渐出来", "一个个字出来", "打字效果", "打字音效", "字体变化开头", "opening title animation", "kinetic text opener", or a short black-and-white intro before a HyperFrames, Remotion, ffmpeg, SaaS/product, tutorial, commentary, or course video. This is for original opener creation, not pixel-level reference matching.
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。
Pluviobyte/rnskill☆ 1,6482026年9月21日 更新
Create and composite HeyGen digital-human videos in the content workspace. Use whenever the user asks for a 数字人, 数字人5, HeyGen, AI 口播人物, 数字人小窗, 圆形头像口播, full-screen digital human, or asks to make a video that uses the existing avatar. Enforce Creator-plan CLI OAuth, the configured Digital Twin, local IndexTTS2 narration, Avatar III for an unspecified digital human but Avatar V whenever the named preset 数字人5 is requested, adaptive face measurement plus the approved human-reviewed visual-centering offset in the headroom_08 circular bottom-left layout unless full-screen is explicitly requested, subtitle-safe placement, credit-aware master reuse, final QC/archive routing, and mandatory pairing with `heygen-avatar-motion` before any motion prompt or paid generation.
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。
Pluviobyte/rnskill☆ 1,6482026年9月21日 更新
dontbesilent 慢就是快。帮创业者找到看起来更慢但长期更快的方法,用摩擦建造资产。 触发方式:/dbs-slowisfast、/慢就是快、「有没有更慢的方法」「我是不是太快了」 Slow-is-fast diagnosis. Help entrepreneurs find seemingly slower methods that build assets through friction. Trigger: /dbs-slowisfast, "is there a slower way", "am I going too fast"
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。
Pluviobyte/rnskill☆ 1,6482026年9月21日 更新
视频脚本洗稿和二创脚本工作流。Use when the user provides an existing transcript, oral draft, viral script, competitor video text, rough topic notes, or wants 洗稿, 二创改写, 爆款视频脚本重写, 逐字稿改成短视频脚本, rewrite with ra-人话, and queue the approved script into 01-内容生产/视频工作台/待制作/ as the handoff contract for video production. If the user provides a video URL or local video file and asks 视频洗稿、视频二创、洗稿并制作视频, use ra-video-wash-pipeline first.
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。
Pluviobyte/rnskill☆ 1,6482026年9月21日 更新
AI DevKit · Use the memory CLI as a durable knowledge layer. Search before non-trivial work, store verified reusable knowledge, update stale entries, and avoid saving transcripts, secrets, or one-off task progress.
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。
codeaholicguy/ai-devkit☆ 1,6472026年10月15日 更新
Design, improve, and review interfaces for websites, apps, dashboards, and components: explore distinct design directions, compare styles side by side, and refine visual hierarchy against real screenshots. Delivers comparison pages, design notes, mockups, or working interfaces. Use for new interface design, style comparison, visual polish, screenshot recreation, or interface review. Not for business logic, APIs, builds, code cleanup without visible UI changes, or routine edits where the exact change is already specified (changing copy or counts, removing named elements, reusing existing styles), even if phrased as 'optimize'. If oil-ui-pro is installed, use oil-ui-pro instead. 设计、改进和评审网站、App、后台与组件的界面,完成设计方向探索、多风格同屏比较、视觉层级和基于实际画面的迭代;按请求交付对比页、设计说明、设计稿或可运行界面。当用户需要新界面设计、比较不同设计风格、视觉精修、截图还原或界面评审时使用。只负责设计判断,组件归属、数据流、状态正确性和测试等代码实现质量不在范围内。不用于纯业务逻辑、接口、构建部署、无界面行为变化的代码整理、单独绘制普通插画、操作现有网站,以及改文案、调数量、删指定元素、复用现有样式这类已经说清怎么改的日常修改(哪怕带有“优化”字样)。已安装 oil-ui-pro 时交给 oil-ui-pro。
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。
oil-oil/oil-ui☆ 1,6392026年10月16日 更新
How to capture new reusable patterns into ktx's semantic layer - when a measure, segment, or join belongs in the catalog and how to write it generically so it stays small and useful over time. Loaded by the post-turn memory-agent only. The research agent does not write to the SL.
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。
Kaelio/ktx☆ 1,6182026年9月11日 更新
ktx's knowledge base - wiki pages for durable, reusable business knowledge. Covers capture workflow for user preferences, metric definitions, organizational conventions, and cross-references between wiki pages and semantic-layer sources. Loaded by the post-turn memory-agent only. The research agent reads wiki via `wiki_read`/`wiki_search` but does not write it.
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。
Kaelio/ktx☆ 1,6182026年9月11日 更新
Analyze a reference video and reverse-engineer its style into a reusable Seedance 2.0 prompting template. The output is a new skill/formula (like seedance-2-ugc.md) that captures the video's structure, pacing, camera work, edit style, and tone so it can be recreated with any product, any person, in any setting. Use this whenever someone provides a video they want to use as a style reference, says "I want to make videos like this", "deconstruct this video", "turn this into a template", "analyze this style", or drops a video file and wants to recreate that format repeatedly.
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。
krusemediallc/arcads-claude-code☆ 1,6082026年9月23日 更新
Turn the current interactive conversation into an owner-reviewed reusable Agentlas agent; accept JSON or JSONL only for explicit terminal and automation runs.
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。
agentlas-ai/Agentlas-OS☆ 1,5942026年10月16日 更新
Use when the user asks to use d3k, run/dev/test/debug a web project with d3k, or reproduce a browser issue. Own the runtime: reuse or background-start d3k non-interactively, wait for readiness, use its project-stable managed Chrome profile, and inspect unified browser/server evidence.
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/dev3000☆ 1,5842026年10月10日 更新
Troubleshoot and resolve issues with Azure Messaging SDKs for Event Hubs and Service Bus. Covers connection failures, authentication errors, message processing issues, and SDK configuration problems. WHEN: event hub SDK error, service bus SDK issue, messaging connection failure, AMQP error, event processor host issue, message lock lost, message lock expired, lock renewal, lock renewal batch, send timeout, receiver disconnected, SDK troubleshooting, azure messaging SDK, event hub consumer, service bus queue issue, topic subscription error, enable logging event hub, service bus logging, eventhub python, servicebus java, eventhub javascript, servicebus dotnet, event hub checkpoint, event hub not receiving messages, service bus dead letter, batch processing lock, session lock expired, idle timeout, connection inactive, link detach, slow reconnect, session error, duplicate events, offset reset, receive batch.
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。
microsoft/azure-skills☆ 1,5732026年10月16日 更新
Foundry IQ knowledge bases. WHEN: make local or Blob documents searchable; create/diagnose KBs; triage unsupported connectors or multi-source KB creation/reconfiguration (even with classic-search terms); connect existing KB to agents (including multi-source KBs); create/reuse a Search service; retrieve from an existing knowledge base with citations; no brand words needed. Read its procedure before query/target questions. NOT: other KB providers, repository-file search, classic Azure AI Search index/query/app work with no Foundry IQ KB or connector request, generic agent creation.
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。
microsoft/azure-skills☆ 1,5732026年10月16日 更新
Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新
Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5592026年10月9日 更新