AI SDK for Python (the `ai` package). Use for Python model calls (LLMs, image, video, speech, embedding, transcription, reranking, or evaluation), agents, model interaction tests, tool calling, subagents, approvals, durable execution, telemetry, AI SDK UI backends, and custom providers.
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/ai-python☆ 1922026年10月10日 更新
miora 视频生成的可靠性与规格层——补内置技能未覆盖的部分:四必填参数闸门(模式/分辨率/时长/画幅缺一不可提交)、时长区间闸门、完成信号的判定与轮询等待、官方规格口径与本通道实测差异(时长/分辨率/参考图上限)、文生/首尾帧/参考生三种模式的参数事实、提示词的自动修正边界、生成状态向用户的同步。当用户要生成视频、动效、短视频,或提到参考生视频/首尾帧/图生视频、miora 视频、minimax h3、视频生成进度、视频怎么还没出来时使用。
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。
kangarooking/director-skills☆ 1912026年10月7日 更新
Use when the user wants to design, rewrite, refine, or vary emotional acting prompts for live-action AI video characters. Translate abstract emotions, dialogue, subtext, and scene context into concise, observable, temporally ordered micro-performance directions. Preserve the user's existing character, scene, camera, and dialogue requirements unless they explicitly ask to change them. Do not use for general story writing, shot design, action choreography, or visual asset design when emotional performance is not the main task.
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。
kangarooking/director-skills☆ 1912026年10月7日 更新
根据用户提供的 1–10 张真实旅拍照片和旅游地点,设计文旅宣传片的推荐分镜顺序、统一视觉母版与逐镜头首帧图生视频提示词。适用于让旅拍照片自然动起来、设计克制运镜和后期剪辑连续性的请求;输出可独立复制的提示词,不直接提交视频生成任务。
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。
kangarooking/director-skills☆ 1912026年10月7日 更新
Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, beat planning, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use `hyperframes-motion`.
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。
Sma1lboy/rove☆ 1712026年10月14日 更新
Create mathematical animations with Manim Community Edition(manimce), with optional TTS voiceover and synced subtitles. Generates distinctive, production-grade animations that avoid generic "AI slop" aesthetics. Use when user wants to animate concepts, equations, illustrate proofs, visualize algorithms, create math explainers, or produce 3Blue1Brown-style videos.
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。
Yusuke710/manim-skill☆ 1712026年10月7日 更新
Automate and script DaVinci Resolve workflows. Use when a user asks to script DaVinci Resolve via Python/Lua API, automate color grading, batch render projects, manage timelines programmatically, automate media import, build render queues, create Fusion compositions via script, automate Fairlight audio processing, manage project databases, build custom tool scripts, or integrate Resolve into production pipelines. Covers the Resolve Scripting API (Python/Lua), Fusion scripting, and workflow automation.
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。
TerminalSkills/skills☆ 1662026年10月14日 更新
Automate motion capture and tracking workflows in Blender with Python. Use when the user wants to import BVH or FBX mocap data, retarget motion to armatures, track camera or object motion from video, solve camera motion, clean up motion capture data, or script any tracking pipeline in 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。
TerminalSkills/skills☆ 1662026年10月14日 更新
Optimize mobile app listings for discovery and conversion in Apple App Store and Google Play. Use when tasks involve ASO keyword research, title and subtitle optimization, screenshot and preview video design, A/B testing store listings, review management, localization for international markets, tracking keyword rankings, or improving download conversion rates. Covers both iOS and Android store algorithms and best practices.
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。
TerminalSkills/skills☆ 1662026年10月14日 更新
AssemblyAI is a hosted speech-to-text API that transcribes audio and video files or live streams and adds speaker labels, sentiment, entity detection, PII redaction and LLM analysis of the transcript. Use when a user asks to transcribe a recording, label who said what, analyze call sentiment, redact personal data, stream live transcription, or summarize and question a transcript with LLM Gateway (the replacement for LeMUR).
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。
TerminalSkills/skills☆ 1662026年10月14日 更新
Automate online content creation and monetization with AI — blog posts, videos, social media, affiliate marketing, and digital products. Use when: building passive income streams with AI, automating content marketing, scaling content production.
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。
TerminalSkills/skills☆ 1662026年10月14日 更新
Patterns for building multimodal AI applications that combine text, images, audio, and video. Covers vision APIs, audio transcription, and unified pipelines. Use when "multimodal AI, vision API, image understanding, GPT-4V, Claude vision, audio transcription, Whisper, document extraction, image to text, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Use when implementing object detection, semantic/instance segmentation, 3D vision, or video understanding - covers YOLO, SAM, depth estimation, and multi-modal visionUse when ", " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
The intersection of AI generation and performance marketing. This skill covers creating ad creatives at scale using AI tools—from static images to video ads to dynamic creative optimization—while maintaining the conversion focus that performance marketing demands. Traditional creative testing is slow: create 5 variants, wait weeks for data, iterate. AI-powered ad creative is fast: generate 50 variants in an hour, test simultaneously, learn in days, iterate continuously. The constraint is no longer production capacity—it's testing velocity and creative strategy. This skill bridges AI generation capability with advertising effectiveness, ensuring that AI-created ads don't just look good—they convert. Use when "AI ads, ad creative, performance creative, ad generation, creative testing, ad variants, DCO, dynamic creative, Meta ads, Google ads, ad fatigue, conversion creative, advertising, performance-marketing, creative-testing, ai-ads, conversion, paid-media, scale" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
The orchestration layer for AI-native creative production. This skill coordinates multiple AI tools—video, image, audio, digital humans, effects—into cohesive campaigns, productions, and creative systems. As AI tools proliferate, the challenge shifts from "can we create this?" to "how do we orchestrate these capabilities into something coherent?" The AI Creative Director thinks in systems, not tools. In pipelines, not one-offs. In brand consistency across AI-generated assets. This is where creative vision meets technical orchestration. The AI Creative Director doesn't just use AI tools—they compose them into creative instruments that produce at scales and speeds previously impossible. Use when "AI creative director, orchestrate AI, AI campaign, multi-tool, AI workflow, AI pipeline, coordinate AI, AI production, AI creative system, full AI production, AI at scale, orchestration, creative-direction, ai-production, workflow, pipeline, multi-tool, scale, quality-control" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
TikTok Ads platform expertise. Audit campaigns, creative strategy, audience targeting, Spark Ads, TikTok Shop integration, pixel/Events API setup, and performance optimization. Use when the user asks about TikTok advertising, short-form video ads, TikTok Shop, Spark Ads, or social commerce advertising.
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。
thatrebeccarae/claude-marketing☆ 1642026年5月15日 更新
Azure AI Content Understanding SDK for Python workflow skill. Use this skill when the user needs Azure AI Content Understanding SDK for Python. Use for multimodal content extraction from documents, images, audio, and video and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
Azure AI Content Understanding SDK for Python workflow skill. Use this skill when the user needs Azure AI Content Understanding SDK for Python. Use for multimodal content extraction from documents, images, audio, and video and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
Summarize or extract text/transcripts from URLs, podcasts, and local files (great fallback for “transcribe this YouTube/video”).
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/Litewrite☆ 1582026年2月11日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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。
swaylq/master-skill☆ 1552026年9月6日 更新
Use when adding, moving, or removing images, sprites, text, or video on the Pixi'VN game canvas, or when applying or creating transitions (dissolve, fade, move, zoom, push, wipe, iris, split, flash, blur, pixelate, or a custom one built on `canvas.animate`/`filters.animate`), shake/animation effects, or ticker-based animations built on PixiJS. Covers the `canvas` singleton exported from `@drincs/pixi-vn`. For UI layers (HTML or PixiJS) mounted on top of the canvas, see `pixi-vn-ui` instead.
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。
DRincs-Productions/pixi-vn☆ 1512026年10月1日 更新
Listen to generated music by measuring it and by reading it as sheet music: render Strudel code or record a Web Audio page through the real engine in headless Chromium, then read spectrograms, pYIN pitch lines, chroma, roughness and semitone-rub meters; engrave notes as a score with beat-by-beat harmony; transcribe a melody from audio; read MusicXML/MIDI/ABC or a score image into notes and into Strudel code. Use to check whether generated music sounds right or better (before/after a change), to match a reference track, spectrogram image or score, or to find discordant chords, a buried melody, clipping or muddy mixes. Triggers on 'does it sound better', 'listen to', 'render and check', 'spectrogram', 'sfft/stft', 'discordant', 'clashing chords', 'sounds off', 'compare to the original', 'reproduce this track in Strudel', 'sheet music', 'score', 'notation', 'MusicXML', 'MIDI', 'ABC', 'transcribe', 'OMR'. Pairs with strudeling (writing Strudel); for format conversion use processing-video.
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。
oaustegard/claude-skills☆ 1512026年10月13日 更新
Convert a file from one format to another inside the container — documents, images, audio, video. Routes to the right engine (pandoc, LibreOffice, ImageMagick, ffmpeg) by format pair. Triggers on "convert X to Y", "turn this docx into a pdf", "make a gif from this mp4", "md to docx", "batch-convert these images", or any single-file or batch format change where the source and target extensions differ. NOT for editing content (use docx/pptx/xlsx/pdf skills), creating files from scratch, or reading a file you already have in context.
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。
oaustegard/claude-skills☆ 1512026年10月13日 更新
Create Chinese HBG “模拟人生 / 人生副本” narrative videos with a consistent comic IP, a rapid multi-life opening, continuous natural-speed narration, synchronized short captions, dense static manga storyboards, audible fixed-level BGM, alternating zoom/pan motion in HyperFrames, and a consent-gated localhost-only account-backed Images API through CLIProxyAPI as the preferred image channel. Use for 模拟人生、人生副本、统一主角漫画、快闪职业开头、旁白配图、静态漫画分镜、zoom 推拉、左右平移、Edge TTS、字幕压制、本地反代自己的 Codex 账号、CLIProxyAPI,或把长篇中文人生故事组装成视频。
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。
Mr-funny/hbg-life-simulation☆ 1442026年8月6日 更新