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cccskills

「blender」の検索結果

232 件 ・ 関連度順

概要と使いどころ

Command-line interface for Kdenlive - A stateful command-line interface for video editing, following the same patterns as the Blender 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。

HKUDS/CLI-Anything5.2万2026年9月22日 更新

Create, migrate, improve, or debug detailed vehicle assets for CARLA using Blender and Unreal, including reference-based geometry, materials, wheels, physics, lights, and runtime validation. Use for vehicle asset authoring rather than ordinary traffic spawning or map decoration.

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。

carla-simulator/carla1.4万2026年10月13日 更新

Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.

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。

openai/plugins7,4302026年10月8日 更新

Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.

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。

rehan-remade/universal-modder7,3092026年10月13日 更新

vgpu

無料

Build, debug, test, and optimize WebGPU projects using vgpu, its CLI, or @vgpu packages. Use for vgpu API questions, WGSL workflows, browser or Node rendering, integrations, testing, performance work, and Blender asset modeling, baking, and runtime integration.

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/vgpu2,5102026年10月13日 更新

Lead workflow for developing vgpu features and Blender assets with the repository's subharness specialists. Use for agent-based research, API design, implementation, shaders, materials, simulations, or ImageGen-guided asset iteration, and when the human mentions the agent flow or subharness team.

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/vgpu2,5102026年10月13日 更新

Control desktop software (GIMP, Blender, LibreOffice, etc.) through CLI-Anything generated command-line interfaces. Calls real application backends — much more reliable than GUI automation via desktop_* 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。

openakita/openakita1,9992026年9月24日 更新

Three.js OBJExporter utility for exporting 3D geometry to Wavefront OBJ format. Use when converting Three.js scenes, meshes, or geometries to OBJ files for use in other 3D software like Blender, Maya, or MeshLab.

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。

benchflow-ai/skillsbench1,8422026年10月13日 更新

Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package.

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/skills9922026年10月13日 更新

Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.

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/skills9922026年10月13日 更新

Use when automating ZBrush 2026: batch processing a folder of OBJ or ZTL files, a ZBrush Python script or ZScript, recording a macro to learn a palette path, the ZBrush -script command line, scripting UV Master, Decimation Master or Multi Map Exporter, exporting every SubTool, GoZ or GoB round trips with Maya or Blender, renaming SubTools, or batch reports. Also when a plugin press never returns, a dialog stalls a batch, one file kills the whole run, or GoZ updates the wrong SubTool.

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/skills9922026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/skills9922026年10月13日 更新

Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.

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/skills9922026年10月13日 更新

Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants 3D rendered, CGI, Pixar-style, Unreal Engine, photorealistic 3D, computer-generated, or digitally rendered video content. Triggers on: 3D animation, CGI, rendered, Blender, Unreal Engine, octane render, ray tracing, volumetric, subsurface scattering, physically based rendering, or any 3D/CG video request. Always use even if the user just says "make it look 3D" or describes a rendered aesthetic.

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。

beshuaxian/higgsfield-seedance2-jineng9642026年4月10日 更新

为 Seedance 2.0(Higgsfield)生成三维CGI和渲染视频提示词。在用户想要三维渲染、CGI、皮克斯风格、Unreal Engine、逼真3D、计算机生成或数字渲染视频内容时使用。触发词:3D动画、CGI、渲染、Blender、Unreal Engine、octane render、光线追踪、体积、次表面散射、基于物理的渲染或任何3D/CG视频请求。即使用户只说"使其看起来像3D"或描述了渲染美学,也要使用。

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。

beshuaxian/higgsfield-seedance2-jineng9642026年4月10日 更新

Use when the user wants a 3D model, mesh or GLB out of Higgsfield — image-to-3D, multi-view-to-3D, text-to-3D, rigging or animating a mesh, remesh / retopology, retexture, or 3D Body (human shape + pose from one photo) — or mentions 3D Jutsu / Scene Builder 3D (private Blender scene projects built through Python). Also use for a 3D turnaround of a character or prop as a consistent multi-angle reference, or a physical 3D blockout rendered as a staging reference for a video shot. Names that trigger it: generate_3d, sam_3_3d, image_to_3d, multi_image_to_3d, meshy_v7_image_to_3d, tripo_h3_1_image_to_3d, tripo_h3_1_multiview_to_3d, hunyuan3d_v3_image_to_3d, meshy_v6_text_to_3d, hunyuan3d_v3_1_text_to_3d, tripo_3d, 3d_rigging, meshy_v5_remesh, meshy_v5_retexture, sam_3_3d_body, animation_actions, scene_builder_3d_*.

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。

OSideMedia/higgsfield-ai-prompt-skill7332026年9月27日 更新

Use the official Higgsfield CLI or its Blender integration to discover models, generate requested assets and resume recorded 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。

witnesstodark/mr-mak-workspace4232026年10月11日 更新

Use and troubleshoot the Dream Textures Blender add-on for Stable Diffusion image generation, texture projection, render passes, model setup, and backend 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。

VectorSpaceLab/AREX-Skill3322026年9月3日 更新

Guides DeepMotionEditing BVH animation, skeleton-aware motion retargeting, motion style transfer, and Blender visualization workflows for research use.

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。

VectorSpaceLab/AREX-Skill3322026年9月3日 更新

Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop.

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。

arjun988/blender-skills2962026年7月11日 更新

Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.

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。

arjun988/blender-skills2962026年7月11日 更新

HD-2D art direction combining pixel characters/sprites with 3D environments, depth of field, and theatrical lighting.

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。

arjun988/blender-skills2962026年7月11日 更新

Generate persistent, explorable 3D worlds/environments with Marble by World Labs — from text, a single image, multiple images, video, or a 360 panorama, plus coarse-structure blocking with Chisel. Use this skill when a task needs a navigable 3D scene, VR/immersive backdrop, virtual-production environment, previz set, game-blockout, or web/engine-ready Gaussian splat or mesh, and you must choose an input mode, a Marble model, an export format, and a plan/API route, then review world quality. Covers the Marble web app and the World API, editing/expansion, output formats and what each supports downstream, import into Unity/Unreal/Blender/Houdini/web, pricing/credits, capability limits, and rights/licensing. Not for flat text-to-image, text-to-video clips, or real-time on-the-fly world models (Marble outputs are downloadable, static 3D environments).

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。

calesthio/generative-media-skills2022026年7月14日 更新

meshy-3d

無料

Produce 3D assets with Meshy (meshy.ai) through its REST API and web platform — text-to-3D, image-to-3D, multi-image-to-3D, AI texturing/PBR, remesh/topology control, UV, and auto-rigging/animation. Use this skill when an agent must generate a mesh from a prompt or reference image, control polygon count and topology, apply or restyle textures, rig a humanoid for animation, export to GLB/FBX/OBJ/USDZ/STL for Unity/Unreal/Blender, drive Meshy's asynchronous job API (auth, polling, streaming, webhooks, credits, rate limits), review generated meshes for game/film/print readiness, or decide whether Meshy is the right tool at all. Not for editing an existing hand-modeled asset's geometry, hard-surface CAD with exact dimensions, or guaranteed-watertight manufacturing parts.

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。

calesthio/generative-media-skills2022026年7月14日 更新