Use when generating or editing images with Reve models on Scenario via MCP: text-to-image from a prompt alone, instruction edits (swap poster text, recolor a product, change materials, relight or restyle a scene), merging references with consistent subjects, blending up to 6 images into one composite, or choosing between Reve v2.1 and Reve Remix. Keywords: Reve v2.1, Reve Remix, Reve AI, txt2img, img2img, frame tags, compositing, style blending, text swap.
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/skills☆ 9892026年10月12日 更新
Practice aikido as a defensive martial art emphasizing harmony, redirection, and controlled resolution. Covers centering and grounding, ukemi (safe falling and rolling), core techniques (irimi-nage, shiho-nage, kote-gaeshi, ikkyo), blending and tai sabaki (body movement), randori (multiple attacker practice), weapons awareness, and applying principles off the mat. Use when learning a defensive martial art that prioritizes de-escalation, developing the ability to redirect aggression without causing unnecessary harm, building safe falling skills, or cultivating calm centeredness under physical pressure.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
Expert in ALL computational collage composition: photo mosaics, grid layouts, scrapbook/journal styles, magazine editorial, vision boards, mood boards, social media collages, memory walls, abstract/generative arrangements, and art-historical techniques (Hockney joiners, Dadaist photomontage, Surrealist assemblage, Rauschenberg combines). Masters edge-based assembly, Poisson blending, optimal transport color harmonization, and aesthetic optimization. Activate on 'collage', 'photo mosaic', 'grid layout', 'scrapbook', 'vision board', 'mood board', 'photo wall', 'magazine layout', 'Hockney', 'joiner', 'photomontage'. NOT for simple image editing (use native-app-designer), generating new images (use Stability AI), single photo enhancement (use photo-composition-critic), or basic image similarity search (use clip-aware-embeddings).
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。
curiositech/windags-skills☆ 132026年10月12日 更新
Expert in ALL computational collage composition: photo mosaics, grid layouts, scrapbook/journal styles, magazine editorial, vision boards, mood boards, social media collages, memory walls, abstract/generative arrangements, and art-historical techniques (Hockney joiners, Dadaist photomontage, Surrealist assemblage, Rauschenberg combines). Masters edge-based assembly, Poisson blending, optimal transport color harmonization, and aesthetic optimization. Activate on 'collage', 'photo mosaic', 'grid layout', 'scrapbook', 'vision board', 'mood board', 'photo wall', 'magazine layout', 'Hockney', 'joiner', 'photomontage'. NOT for simple image editing (use native-app-designer), generating new images (use Stability AI), single photo enhancement (use photo-composition-critic), or basic image similarity search (use clip-aware-embeddings).
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。
curiositech/port-daddy☆ 22026年10月12日 更新
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending 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。
calesthio/OpenMontage☆ 6.8万2026年10月13日 更新
Merge multiple fine-tuned models using mergekit to combine capabilities without retraining. Use when creating specialized models by blending domain-specific expertise (math + coding + chat), improving performance beyond single models, or experimenting rapidly with model variants. Covers SLERP, TIES-Merging, DARE, Task Arithmetic, linear merging, and production deployment strategies.
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。
davila7/claude-code-templates☆ 3.3万2026年10月12日 更新
Merge multiple fine-tuned models using mergekit to combine capabilities without retraining. Use when creating specialized models by blending domain-specific expertise (math + coding + chat), improving performance beyond single models, or experimenting rapidly with model variants. Covers SLERP, TIES-Merging, DARE, Task Arithmetic, linear merging, and production deployment strategies.
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。
Orchestra-Research/AI-Research-SKILLs☆ 1.4万2026年10月11日 更新
Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.
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/Skills☆ 6,7342026年10月6日 更新
Generate or edit images from text and local files, image URLs, or data URLs through image API. Use when the user asks to create an image, generate from one or more reference images, combine styles or elements across references, or edit a marked region while blending the result into the original scene.
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。
lessweb/deepcode-cli☆ 2,2602026年10月3日 更新
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4652026年10月9日 更新
SVG diagramming conventions blending a technical look with CJK-friendly typography. Use when creating flowcharts, architecture diagrams, and similar SVG figures. For one-shot generation, prefer invoking it from a subagent so the main context does not have to carry this skill plus the SVG XML; for multi-round tweaking, use it directly in the main 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。
bybit-exchange/svg-diagram☆ 6242026年9月3日 更新
CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK. No GPU required.
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。
notque/vexjoy-agent☆ 4412026年10月12日 更新
Think and work like an expert Astrochemist. Use when a task calls for Astrochemist judgment. Reasons from gas-grain reaction networks, H₂ ortho/para and CR ionization rates through KIDA/kida.uva.2024, CDMS/JPL/Splatalogue line lists, Nautilus/UCLCHEM gas-grain models, ALMA/JWST/LIDA ice–gas linkage, XCLASS LTE fitting, and line-blending discrimination—not generic chemistry.
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。
K-Dense-AI/scientific-agents☆ 2002026年10月3日 更新
Local and self-hosted text-to-speech with Kokoro, the ~82M-parameter open-weight (Apache 2.0) model by hexgrad. Use when synthesizing speech offline, on-device, in the browser, or on your own server without per-character API cost — for high-volume narration, audiobooks, privacy-constrained pipelines, and prototyping. Covers running Kokoro via the Python `kokoro` package, ONNX / kokoro-js in the browser, and the OpenAI-compatible Kokoro-FastAPI wrapper; picking voices and language codes; blending voices; chunking long text; controlling pronunciation via misaki/espeak-ng; and judging when Kokoro is the right tool versus when its lack of voice cloning, narrow emotional range, and weaker non-English quality mean you should reach for a hosted or larger model instead. Not for voice cloning, expressive/emotional character performance, or high-fidelity multilingual work — say so and route elsewhere.
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-skills☆ 1992026年7月14日 更新
CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" 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
AI pressure redirection — handling conflicting demands, tool failures, and competing constraints by blending with incoming force then reframing. Use when receiving contradictory instructions from different sources, during tool failure cascades where the planned approach becomes unviable, when scope pressure threatens to expand the task beyond what was asked, or when user frustration or correction needs to be absorbed rather than deflected.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.
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。
playcanvas/skills☆ 252026年10月12日 更新
Prevent common AI report pitfalls — bug blending, inflated threat models, and generic language. Train Claude with your best past reports for concise, technical submissions. Based on Critical Thinking Bug Bounty Podcast Episode 166.
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。
ShulkwiSEC/bb-huge☆ 242026年7月11日 更新
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending 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。
datit309/supergraph☆ 222026年10月12日 更新
Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 Cinemachine camera system guide. Use when working with virtual cameras, camera blending, follow cameras, FreeLook, camera shake, or state-driven cameras. Covers Cinemachine 3.x API. Based on Unity 6.3 LTS documentation.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Merge multiple fine-tuned models using mergekit to combine capabilities without retraining. Use when creating specialized models by blending domain-specific expertise (math + coding + chat), improving performance beyond single models, or experimenting rapidly with model variants. Covers SLERP, TIES-Merging, DARE, Task Arithmetic, linear merging, and production deployment strategies.
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。
huang-sh/DeepScience☆ 42026年7月15日 更新
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending 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。
thedaviddias/agent-forge☆ 32026年5月18日 更新