Use when the user mentions SwiftUI performance, janky scrolling, slow animations, or view update issues — expensive bodies, formatters, whole-collection dependencies, and missing lazy containers.
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。
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概要と使いどころ
Use when the user mentions SwiftUI performance, janky scrolling, slow animations, or view update issues — expensive bodies, formatters, whole-collection dependencies, and missing lazy containers.
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。
Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView.
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。
Implement, diagnose, or review SwiftUI motion using explicit and scoped implicit animations, springs, transitions, PhaseAnimator, KeyframeAnimator, matched geometry or navigation zoom, SF Symbol effects, and custom Animation types. Use when views should animate on state changes, insertion, removal, navigation, or multi-step choreography, or when motion must respect Reduce Motion and Swift concurrency.
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。
Profile, diagnose, and remediate SwiftUI runtime performance using code review, Instruments, and repeatable measurements. Use when a SwiftUI screen renders slowly, scrolling or animations hitch, view bodies update excessively, list identity churns, layout work spikes, or broad Observation dependencies raise CPU cost. Covers evidence-based triage, SwiftUI Instruments lanes, lazy-container guardrails, state lifetime, and before/after verification.
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。
React Native and Expo best practices for building performant mobile apps. Use when building React Native components, optimizing list performance, implementing animations, or working with native modules. Triggers on tasks involving React Native, Expo, mobile performance, or native platform APIs.
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。
Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` CLI).
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。
React Native and Expo patterns for building performant mobile apps. Covers list performance, animations with Reanimated, navigation, UI patterns, state management, platform-specific code, and Expo workflows. Use when building or reviewing React Native code. Triggers: 'react native', 'expo', 'mobile app', 'react native performance', 'flatlist', 'reanimated', 'expo router', 'mobile development', 'ios app', 'android app'.
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。
Create data-driven presentation slides using React, Vite, and Recharts with Sentry branding. Use when asked to "create a presentation", "build slides", "make a deck", "create a data presentation", "build a Sentry presentation". Scaffolds a complete slide-based app with charts, animations, and single-file HTML output.
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。
Blender to web export workflows for 3D models and animations. Use this skill when exporting Blender models to glTF for web, optimizing 3D assets for Three.js or Babylon.js, batch processing models with Python scripts, automating Blender workflows, or creating web-ready 3D pipelines. Triggers on tasks involving Blender glTF export, bpy scripting, 3D asset optimization, model compression, texture baking, or Blender automation. Exports models for threejs-webgl, react-three-fiber, and babylonjs-engine skills.
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。
Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.
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。
Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.
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。
Meta-skill for combining Three.js, GSAP ScrollTrigger, React Three Fiber, Motion, and React Spring for complex 3D web experiences. Use when building applications that integrate multiple 3D and animation libraries, requiring architecture patterns, state management, and performance optimization across the stack. Triggers on tasks involving library integration, multi-library architectures, scroll-driven 3D experiences, physics-based 3D animations, or complex interactive 3D 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。
Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on tasks involving Zdog pseudo-3D, Vanta.js backgrounds, Vanilla-Tilt parallax, card tilt effects, hero section animations, or lightweight landing page visuals. Ideal for performance-focused designs.
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。
Page transitions library for creating fluid, smooth transitions between website pages. Use this skill when implementing page transitions, creating SPA-like experiences, adding animated route changes, or building websites with smooth navigation. Triggers on tasks involving Barba.js, page transitions, routing, view management, transition hooks, GSAP integration, or smooth page navigation. Works with gsap-scrolltrigger for transition animations.
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。
Design and build complete web experiences from scratch — award-level product and marketing pages, cinematic scroll-directed sites where the page is directed like a film, and multi-screen products (app, dashboard, admin, settings, onboarding, docs site) built as one design system with every component, state and route in one style. Use whenever the user wants to create or redesign a landing page, website, hero section, portfolio, promo or product page; wants scroll animations, storytelling pages, or a site that feels like a movie; or says "make it beautiful", "make it wow", "cinematic", or "design system" — even if they name no technique. Generates its own assets via local CLIs (images, video frames, depth maps, 3D), and gates every ship with an executable anti-slop linter and a screenshot verification loop. Not for polishing a UI someone else built, and not for backend-only work.
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。
Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.
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。
UI/UX best practices for web interfaces. Use when reviewing animations, CSS, audio, typography, UX patterns, prefetching, or icon implementations. Covers 11 categories from animation principles to typography. Outputs file:line findings.
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。
Code-drawn stills, drawing timelapses, films, explainers and interactive web animations in 32 styles, with composed scores. Matches a reference style, keeps characters consistent, teaches drawing. Deterministic, no generated assets.
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。
Edit CapCut / JianYing video projects — read and write subtitles, timing, speed, volume, templates, animations (fade/ken-burns), and cut long-form to shorts. Use when the user mentions capcut, jianying, subtitles, video editing, draft_content.json, draft_info.json, or cutting videos — in English or Chinese (剪映, 字幕, 草稿, 剪辑, 切片, 视频编辑).
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。
Reviews animation and motion code against a high craft bar derived from Emil Kowalski's design engineering philosophy. Default to flagging; approval is earned.
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。
Official GSAP skill for timelines — gsap.timeline(), position parameter, nesting, playback. Use when sequencing animations, choreographing keyframes, or when the user asks about animation sequencing, timelines, or animation order (in GSAP or when recommending a library that supports timelines).
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。
Official GSAP skill for GSAP plugins — registration, ScrollToPlugin, ScrollSmoother, Flip, Draggable, Inertia, Observer, SplitText, ScrambleText, SVG and physics plugins, CustomEase, EasePack, CustomWiggle, CustomBounce, GSDevTools. Use when the user asks about a GSAP plugin, scroll-to, flip animations, draggable, SVG drawing, or plugin registration.
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。
Official GSAP skill for performance — prefer transforms, avoid layout thrashing, will-change, batching. Use when optimizing GSAP animations, reducing jank, or when the user asks about animation performance, FPS, or smooth 60fps.
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。
Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
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。