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cccskills

其他技能

不属于以上分类的技能(1.5万 个)

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Browse, inspect, and pick reusable CAD parts with the Bits & Bolts plugin.

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openai/mcp-extensions10902026年10月10日 更新

Set measurement units and grid preferences, then open the Parts Library when the user chooses Set up for Bits & Bolts or asks for onboarding.

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openai/mcp-extensions10902026年10月10日 更新

Zhimin Liu(유지민 / Karina),女 23-27,分手,白羊☀,ISFP 3w2,回避型依恋

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titanwings/ex-skill10892026年8月13日 更新

create-ex

免费

从微信聊天记录创建前任的数字人格 Skill

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titanwings/ex-skill10892026年8月13日 更新

review

免费

Use for focused review of a Neva pull request, branch, diff, or patch.

中文简介正在准备中。当前显示原文说明。

nevalang/neva10852026年8月23日 更新

Deep bug analysis to break the fix-forget-repeat cycle. Analyzes root cause category, why fixes failed, prevention mechanisms, and captures knowledge into specs. Use after fixing a bug to prevent the same class of bugs.

中文简介正在准备中。当前显示原文说明。

fy-agent/fyagent10822026年10月20日 更新

Create, synthesize, and iteratively improve agent skills following the Agent Skills specification. Use when asked to "create a skill", "write a skill", "synthesize sources into a skill", "improve a skill from positive/negative examples", "update a skill", or "maintain skill docs and registration". Handles source capture, precision passes, authoring, registration, and validation.

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getsentry/skills10742026年10月20日 更新

Iterate on a PR until actionable CI passes and high/medium review feedback is addressed. Use for PR CI failures, review feedback, or green-check loops; do not wait for human approval, draft status, or merge gates.

中文简介正在准备中。当前显示原文说明。

getsentry/skills10742026年10月20日 更新

commit

免费

Use for every request to commit changes or draft a commit message. Creates Sentry-style conventional commits with issue references.

中文简介正在准备中。当前显示原文说明。

getsentry/skills10742026年10月20日 更新

pr-writer

免费

Create or refresh reviewer-facing PR titles and descriptions. Use when opening a PR, updating its title or body, or preparing branch changes for review.

中文简介正在准备中。当前显示原文说明。

getsentry/skills10742026年10月20日 更新

Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.

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scenario-labs/skills10732026年10月20日 更新

Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.

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scenario-labs/skills10732026年10月20日 更新

Use when explicitly asked to handle a pull request in the Scenario skills repository, including review comments and skill validation.

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scenario-labs/skills10732026年10月20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.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps without a mouse, tune WorldEnvironment, tonemapper (AgX, ACES, Filmic), glow, fog, volumetric fog and god rays, shadows and shadow acne, quality presets for PC and phones, Compositor post effects, or when 'my scene looks flat', 'too dark indoors', 'light leaks', 'lightmap is black', 'looks different on mobile'.

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scenario-labs/skills10732026年10月20日 更新

Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently fails.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI, EEVEE vs Cycles settings, light leaks or noise, flat or muddy renders, subject not standing out, AgX/ACES color management, render passes, EXR, light groups, bloom and vignette in the 5.x compositor, rule of thirds and value checks, toon/NPR looks, or judging a render like a lighter.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when grooming hair or fur in Maya with XGen (Interactive Groom splines or legacy descriptions): scalp hair, eyebrows, eyelashes, fur, guides, clumps, noise, parting, density maps, a fill layer, aiStandardHair shading, noisy or flickering hair renders, hair that must move (Linear Wire, nHair, Alembic caches), or a groom for Unreal (groom Alembic, cards). Also when XGen hair looks CG, clumps look uniform, the scalp shows through, or an XGen script fails.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when a ZBrush sculpt, scan or AI-generated mesh must become production topology and files (ZRemesher and guides, the 2026 Retopo brush, reprojecting detail with Project All, rebuilding subdivision levels, UV Master or native unwrap, normal and displacement maps with Multi Map Exporter, GoZ, OBJ or FBX export, scale and axes, Decimation Master, "clean up an AI mesh in ZBrush"), or when detail is lost after ZRemesher, a map is upside down or an export arrives at the wrong size.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when an agent sculpts organic forms in ZBrush 2026 (sculpt a head, bust or creature in ZBrush from a sphere, ZSpheres or primitives); when blocking primary and secondary forms, choosing DynaMesh, Sculptris Pro or subdivision levels, or setting ClayBuildup, Dam_Standard, Move or TrimDynamic; when using masks, polygroups, Morph Targets or layers; or when scripted strokes miss, do nothing, come out too strong or leave marks, or a re-DynaMesh does nothing or loses polygroups.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新