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「eal」の検索結果

6,893 件 ・ 関連度順

概要と使いどころ

Build guided and interactive virtual tours through a 3D environment with authored camera paths, room and floor-plan navigation, orbit inspection, smooth mode handoffs, and progressive loading. Use for architectural walkthroughs, real-estate tours, museums, showrooms, and explorable spaces built with Three.js or a similar renderer.

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。

MengTo/Skills6,8182026年10月6日 更新

Capture or repair reliable full-page screenshots for lazy-loaded, scroll-animated, Framer, WebGL/canvas, or reveal-heavy web pages. Use when full-page screenshots are blank, gray, white, sparse, show a tiny content strip, disagree with a working scroll video, or when article evidence/section crops must be derived from a trustworthy full-page image.

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。

MengTo/Skills6,8182026年10月6日 更新

Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.

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。

MengTo/Skills6,8182026年10月6日 更新

Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.

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。

MengTo/Skills6,8182026年10月6日 更新

Turn a visual or interaction technique you already built into a reusable web-design skill, by isolating the one mechanism that makes it work while reproducing its approved reference exactly around that focus, and packaging it with a demo that proves both the mechanism and the visual fidelity. Covers finding the mechanism, naming the technique plainly, disclosing the verified runtime and renderer, auditing reference layers, carrying real numbers instead of adjectives, preserving owned staging, keeping expensive gotchas, declaring the boundary against neighbouring skills, and browser-verifying before claiming it works. Use when a page, canvas scene, shader, scroll effect, layout system, or hover interaction turned out well and should become a skill rather than staying in one 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。

MengTo/Skills6,8182026年10月6日 更新

Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.

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。

MengTo/Skills6,8182026年10月6日 更新

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

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。

MengTo/Skills6,8182026年10月6日 更新

Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.

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。

MengTo/Skills6,8182026年10月6日 更新

Yellow Network Protocol app sessions for AI agents - a shared room where several agents pool funds, reallocate off-chain at machine speed, and settle one final split. Use for multiparty settlement among agents. Covers connecting, the funded-account prerequisite, creating a session with participants + weights + quorum, deposit, operate, withdraw, close, and the trust boundary. Grounded in the official @yellow-org/sdk lifecycle example.

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。

internet-court/internet-court-skill6,7562026年8月20日 更新

pyth

無料

Complete guide for Pyth Network - decentralized oracle providing real-time price feeds for DeFi. Covers price feed integration, confidence intervals, EMA prices, on-chain CPI, off-chain fetching, and streaming updates for Solana applications.

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。

internet-court/internet-court-skill6,7562026年8月20日 更新

helius

無料

Build Solana applications with Helius infrastructure. Covers transaction sending (Sender), asset/NFT queries (DAS API), real-time streaming (WebSockets, Laserstream), event pipelines (webhooks), priority fees, wallet analysis, and agent onboarding.

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。

internet-court/internet-court-skill6,7562026年8月20日 更新

Complete Switchboard Oracle Protocol SDK for Solana - the permissionless oracle solution for price feeds, on-demand data, VRF randomness, and real-time streaming via Surge. Covers TypeScript SDK, Rust integration, Oracle Quotes, and all Switchboard tools.

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。

internet-court/internet-court-skill6,7562026年8月20日 更新

birdeye

無料

Complete Birdeye API integration for real-time DeFi data across Solana and 15 other chains. Use for token prices, OHLCV charts, market discovery, on-chain trader intelligence, holder analysis, wallet portfolio & P&L, and WebSocket streams for live prices and whale alerts.

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。

internet-court/internet-court-skill6,7562026年8月20日 更新

Real-time smart money analytics API for Polymarket prediction markets, Hyperliquid perpetual futures, and Meteora Solana LP/AMM pools. 63 endpoints. Pay-per-request via x402 on Solana Mainnet USDC. No API keys.

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。

internet-court/internet-court-skill6,7562026年8月20日 更新

Access real-time crypto token data, DeFi analytics, wallet intelligence, project research, and blockchain insights through Heurist Mesh agents. Use when the user asks about token trends, DeFi protocols, wallet holdings, project due diligence, Twitter/X crypto sentiment, or deeper market analysis.

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。

internet-court/internet-court-skill6,7562026年8月20日 更新

anysearch

無料

Real-time search engine supporting web search, vertical domain search, parallel batch search, and URL content extraction.

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。

anysearch-ai/anysearch-skill6,5892026年9月17日 更新

Interpret validation errors and guide fixing them. Use when encountering validation errors, validation warnings, false positives, operator structure issues, or need help understanding validation results. Also use when asking about validation profiles, error types, the validation loop process, or auto-fix capabilities. Consult this skill whenever a validate_node or validate_workflow call returns errors or warnings — it knows which warnings are false positives and which errors need real 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。

czlonkowski/n8n-skills6,4522026年10月16日 更新

Write JavaScript code in n8n Code nodes. Use when writing JavaScript in n8n, using $input/$json/$node syntax, making HTTP requests with this.helpers / the $helpers global, working with dates using DateTime, troubleshooting Code node errors, choosing between Code node modes, or doing any custom data transformation in n8n. Always use this skill when a workflow needs a Code node — whether for data aggregation, filtering, API calls, format conversion, batch processing logic, or any custom JavaScript. Covers SplitInBatches loop patterns, cross-iteration data, pairedItem, and real-world production patterns. Also use when asked why a Code node or workflow is slow, which execution mode is faster, or how to cut per-item overhead on large datasets. EXCEPTION — for the AI-agent-callable Custom Code Tool (@n8n/n8n-nodes-langchain.toolCode, a tool attached to an AI Agent), use the n8n-code-tool skill instead; it has a different runtime contract.

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。

czlonkowski/n8n-skills6,4522026年10月16日 更新

Wire n8n error handling so failures are loud, structured, and recoverable. Use when building any webhook/API workflow, a scheduled or unattended workflow, or any path where a silent failure would drop user-visible work — and whenever the user mentions error handling, onError, continueErrorOutput, error branches/outputs, retries, retryOnFail, Respond to Webhook status codes, 4xx/5xx, Error Trigger, or "my workflow fails silently". Covers per-node error outputs and wiring, retry/self-healing, error-trigger workflows, and 4xx/5xx response shapes.

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。

czlonkowski/n8n-skills6,4522026年10月16日 更新

Proven workflow architectural patterns from real n8n workflows. Use when building new workflows, designing workflow structure, choosing workflow patterns, planning workflow architecture, or asking about webhook processing, HTTP API integration, database operations, AI agent workflows, batch processing, or scheduled tasks. Always consult this skill when the user asks to create, build, or design an n8n workflow, automate a process, or connect services — even if they don't explicitly mention 'patterns'. Covers webhook, API, database, AI, batch processing, and scheduled automation architectures. Also use when optimizing a slow workflow or speeding up large-item-count processing (node count, batchSize, all-items vs per-item).

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。

czlonkowski/n8n-skills6,4522026年10月16日 更新

Drive native desktop apps through DeepChat's built-in Computer Use tools. Use when the user asks to operate, inspect, automate, or perform a GUI task in a real desktop application.

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。

ThinkInAIXYZ/deepchat6,3682026年10月13日 更新

Human and accessibility skill for antislop. Contrast, keyboard, focus, and states for real people. Includes the contrast checker.

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。

miqdadbadjuber/anti-slop6,3672026年10月16日 更新

Diagnose and repair LoopX control-plane drift or agent behavior drift. Use when a LoopX task makes unexpectedly small progress, follows a stale or contradictory recommended_action, ignores a higher-priority blocked item while doing fallback work, reports vague owner/user gates, loses todo projection, misaligns benchmark treatment with the real product path, mixes temporary artifacts into commits, or when the user asks for root-cause analysis, self-repair, or why the harness/agent behaved unexpectedly.

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。

loopx-project/loopx6,3562026年10月17日 更新

Migrates a Java project from FastExcel 1.3 (cn.idev.excel:fastexcel:1.3.0) to Apache Fesod (org.apache.fesod:fesod-sheet:2.0.1-incubating). Invoke this skill when asked to "migrate FastExcel to Fesod", "upgrade to Apache Fesod", or "replace cn.idev.excel". FastExcel 1.3 is the direct predecessor of Apache Fesod. Supports both legacy namespaces seen in real projects: cn.idev.excel.* and org.apache.fesod.excel.*. The entry classes FastExcel and FastExcelFactory are kept as @Deprecated aliases in Fesod, so call-site renames are strongly recommended but NOT required for compilation. The only breaking change is the Java package prefix.

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。

apache/fesod6,2622026年10月17日 更新