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cccskills

「mesh」の検索結果

319 件 ・ 関連度順

概要と使いどころ

Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.

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/skills9962026年10月13日 更新

Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.

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/skills9962026年10月13日 更新

Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a 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。

scenario-labs/skills9962026年10月13日 更新

Use when posing a sculpt or preparing it for 3D printing in ZBrush: "pose this character", Transpose Master, TPoseMesh, Gizmo posing with masks, ZSphere rig, Proxy Pose, weapon in the hand, stretching after posing, "3D print this", 1/6 scale statue, miniature, resin or FDM, hollowing, wall thickness, drain holes, keys and pins, cutting into parts, 3D Print Hub, Scale Master, Decimation Master, STL or 3MF, size in millimeters.

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/skills9962026年10月13日 更新

Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.

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/skills9962026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/skills9962026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/skills9962026年10月13日 更新

Use when generating 3D assets with Rodin Hyper3D models on Scenario via MCP: image-to-3D from up to five multiview stills, text-to-3D from a prompt, fast prototyping versus full quality tiers, quad or triangle topology, PBR materials, HighPack 4K textures, T-pose or A-pose characters for rigging, or splitting a finished mesh into parts and retexturing it with Bang!. Keywords: Rodin Gen-2.5, Hyper3D, Deemos, image to 3D, text to 3D, part segmentation, texture delight.

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/skills9962026年10月13日 更新

Reconstruct a readable parametric ForgeCAD model from an existing CAD or mesh file such as STL, OBJ, 3MF, STEP, or STP.

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。

ForgeCAD/forgecad-public-kit9422026年6月16日 更新

Use when coordinating multiple AI agents with Agent Relay's workflow engine and need to pick the right orchestration pattern - covers the 10 core patterns (fan-out, pipeline, hub-spoke, consensus, mesh, handoff, cascade, dag, debate, hierarchical) plus 14 specialized ones, with decision framework and accurate SDK/YAML examples.

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。

AgentWorkforce/relay8832026年10月13日 更新

Extract a real WebGL / WebGPU / Canvas / shader effect from a live webpage (e.g. an animated gradient mesh, fluid/metaball, gaussian-splat scene, image distortion) and port it to a standalone, dependency-light JS project you can run locally or drop into an HTML artifact. Use when the user points at a site's visual effect and wants to reproduce/port/replay it, especially complex GPU effects our vanilla recipes don't cover.

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-anything8632026年7月7日 更新

Expert blueprint for AI pathfinding (tower defense, RTS, stealth) using NavigationAgent2D/3D, NavigationServer, avoidance, and dynamic navigation mesh generation. Use when implementing enemy AI, NPC movement, or obstacle avoidance. Keywords NavigationAgent2D, NavigationRegion2D, pathfinding, NavigationServer, avoidance, baking, NavigationObstacle.

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-Skills8482026年10月13日 更新

Expert blueprint for performance profiling and optimization (frame drops, memory leaks, draw calls) using Godot Profiler, object pooling, visibility culling, and bottleneck identification. Use when diagnosing lag, optimizing for target FPS, or reducing memory usage. Keywords profiling, Godot Profiler, bottleneck, object pooling, VisibleOnScreenNotifier, draw calls, MultiMesh.

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-Skills8482026年10月13日 更新

Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.

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-Skills8482026年10月13日 更新

Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.

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-Skills8482026年10月13日 更新

Expert-level toolkit for modular Godot 4.7+ CLI automation and headless build orchestration. Use when you need to: (1) Build complex scene trees or UI layouts programmatically, (2) Automate expert 3D asset pipelines (glTF -> Collision), (3) Optimize procedural geometry headlessly (CSG -> Static Mesh), or (4) Engineer production-grade CI/CD pipelines. Set GODOT_PATH env var for custom engine location. Keywords: Godot CLI, headless, CI, export, builder, 4.7.

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-Skills8482026年10月13日 更新

Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion.

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-Skills8482026年10月13日 更新

AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.

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-Skills8482026年10月13日 更新

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

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-Skills8482026年10月13日 更新

15-agent hierarchical mesh coordination for v3 implementation. Orchestrates parallel execution across security, core, and integration domains following 10 ADRs with 14-week timeline.

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。

ruvnet/agentic-flow8192026年10月12日 更新

Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+

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/GodotPrompter8182026年10月12日 更新

Connect new gene expression profile with the relevant information from the existing databases, such as previous publications, MeSH terms, and gene sets.

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。

bioMate-AI/biomate-bioconductor-kb7962026年6月21日 更新

SwiftUI animation patterns including springs, transitions, PhaseAnimator, KeyframeAnimator, SF Symbol effects, scroll-driven effects, mesh gradients, text renderers, and shader effects. Use when implementing, reviewing, or fixing animation or visual-effect code on iOS/macOS.

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。

rshankras/claude-code-apple-skills7942026年7月24日 更新

Three.js 性能优化指南。当 Three.js/React Three Fiber 项目出现掉帧、内存增长、加载缓慢、绘制调用过多,或需要迁移 WebGPU、实现大规模粒子/实例化渲染、配置资源压缩管线时使用。触发关键词:"Three.js 优化"、"WebGPU"、"draw calls"、"内存泄漏"、"TSL"、"InstancedMesh"、"R3F 优化"等。不用于:通用 React 性能问题(用 vercel-react-best-practices)、WebGL/Three.js 入门教学、3D 美术资产的制作本身。

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。

staruhub/ClaudeSkills7272026年8月13日 更新