Use when defining visual novel characters for a @drincs/pixi-vn game — creating a character with a name, color, icon and other props, registering it so it can be looked up by id, and referencing it from dialogue/narration. Load this before writing any `CharacterBaseModel` or `RegisteredCharacters` code.
中文简介正在准备中。当前显示原文说明。
DRincs-Productions/pixi-vn☆ 1522026年10月15日 更新
Agent fallback for CBaseCombatCharacter_OnKilled (auto-generated, category: func). Locate CBaseCombatCharacter::OnKilled in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBaseCombatCharacter_OnKilled, CBaseCombatCharacter::OnKilled
中文简介正在准备中。当前显示原文说明。
mrc4tt/CS2_VibeSignatures☆ 32026年10月15日 更新
Review the HTML delivered to browsers for a correct UTF-8 character encoding declaration. Find missing or misplaced charset tags in templates and rendered pages, then position the declaration early to help prevent garbled multilingual text.
中文简介正在准备中。当前显示英语简介。
- Investigating garbled Japanese or special characters
- Checking character encoding declarations before release
- Reviewing HTML output from shared templates
thedaviddias/Front-End-Checklist☆ 7.5万2026年10月6日 更新
Review local character animations before sharing previews or final renders. Check structured design data, asset files, browser errors, sampled motion frames, and MP4 metadata, then classify the result as pass, revise, or fail.
中文简介正在准备中。当前显示英语简介。
- Checking character animation previews before sharing
- Finding missing assets and browser errors
- Inspecting sampled frames for motion and visual issues
calesthio/OpenMontage☆ 7万2026年10月17日 更新
Design reusable pose data for 2D characters, covering emotions, actions, mouth shapes, and repeated movements. Organize changes to individual body parts, pose durations, and transitions so animation sequences have clearly defined stages.
中文简介正在准备中。当前显示英语简介。
- Planning a reusable set of emotional expressions
- Designing walking and other repeated movements
- Organizing mouth shapes for a character
calesthio/OpenMontage☆ 7万2026年10月17日 更新
Animate characters built from SVG parts using GSAP and CSS transforms. Coordinate gestures and facial expressions, keep joints connected, and control playback by frame in Remotion or validate browser previews with HyperFrames.
中文简介正在准备中。当前显示英语简介。
- Coordinate head and arm movements
- Check blinks, gaze, and mouth shapes
- Control a GSAP timeline by frame in Remotion
calesthio/OpenMontage☆ 7万2026年10月17日 更新
Turn game design documents and character profiles into asset specifications and image generation prompts. Define appearance, dimensions, file formats, and naming rules, then maintain an asset list that tracks progress and identifies shared assets.
中文简介正在准备中。当前显示英语简介。
- List the visual assets needed for a game
- Define consistent character and environment asset specifications
- Prepare image generation prompts from an art direction guide
Donchitos/Claude-Code-Game-Studios☆ 2.7万2026年10月8日 更新
Examine writing for familiar AI patterns, statistical features, Pangram detection scores, and hidden character signatures. Compare drafts against known human writing to interpret the evidence, with explanations and limitations rather than a definitive authorship claim.
中文简介正在准备中。当前显示英语简介。
- Check a post for common AI writing patterns
- Compare AI detection scores across drafts
- Compare a revision with known human writing
danielmiessler/LifeOS☆ 2万2026年9月4日 更新
Convert Markdown into Word, PDF, and HTML using a workflow suited to the document. Simple files use direct delegation, while documents with special characters use separate conversion steps, character replacement, and output checks.
中文简介正在准备中。当前显示英语简介。
- Creating a simple Word document from meeting notes
- Exporting one document to several formats
- Converting documents containing special characters to PDF
HKUDS/OpenSpace☆ 77592026年8月13日 更新
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.
中文简介正在准备中。当前显示原文说明。
gamedev-skills/awesome-gamedev-agent-skills☆ 16322026年10月9日 更新
Assemble an animated character-explainer video ad (any art style — Pixar-style 3D, claymation, anime, paper-cut, felt) (~77s, 9:16) built on an "N types of X" listicle spine — a recurring human protagonist plus a locked cast of N persona characters, one per list item. Given the per-scene i2v clips + a per-scene target-duration table + a narration track, it trims each clip to its scene window, re-encodes every segment to identical 1080x1920/30fps/libx264/yuv420p (decrease+pad, never crop) so the concat demuxer never drops frames, concats, and muxes audio — in RESTYLE mode the source ad's VO+music mix is reused verbatim, in ORIGINAL mode fresh per-scene VO (loudnorm I=-14) is mixed under an optional music bed (loudnorm I=-26). A static-still fallback loops a scene's keyframe when its clip is missing/failed, so the master always assembles; libass captions are burned last. FREE deterministic assembly (Python + ffmpeg, no bash, no paid calls); the recipe supplies the clips, keyframes, VO or source audio, and caption table and gates the paid cast-anchor/keyframe/Kling-i2v/VO/music calls to their own capabilities. Use for the 3d-character-explainer listicle format.
中文简介正在准备中。当前显示原文说明。
gooseworks-ai/goose-skills☆ 12602026年10月19日 更新
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Dev-Agentic-Skills☆ 8692026年10月17日 更新
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
中文简介正在准备中。当前显示原文说明。
arjun988/blender-skills☆ 3592026年7月11日 更新
This skill should be used when the user asks to "create a style sheet", "style guide", "house style", "keep the voice consistent", "voice drift", "British or American spelling", "character voices", "lint the prose", "prose check", "filter words", "said-bookisms", "overused words", "repeated phrases", "similar character names", "voice fingerprints", or wants to record and enforce the voice and surface conventions of a story project. NOT for rewriting dialogue to make the voices distinct when everyone sounds the same (use line-editing), or a character's profile or arc (use character-management).
中文简介正在准备中。当前显示原文说明。
danjdewhurst/story-skills☆ 3282026年10月15日 更新
This skill should be used when the user asks about "theme", "controlling idea", "thematic argument", "moral argument", "thematic arc", "flat arc", "negative arc", "the lie", "antagonist design", "motif", "symbolism", "theme audit", or wants to plan, track, or revise the thematic layer of a story, including the lie, truth, ghost-wound, and arc-type fields of a character file. NOT for finding or testing a story premise (use premise-workshop), or a character's profile, relationships, or "character arc" record (use character-management).
中文简介正在准备中。当前显示原文说明。
danjdewhurst/story-skills☆ 3282026年10月15日 更新
Produce Hedra character, talking-avatar, lip-sync, motion-avatar, and live avatar work. Use when an AI agent needs to choose Hedra models, prepare image/audio/script inputs, direct character performance, call or plan around the Hedra API or Studio, evaluate avatar/lip-sync results, handle consent/rights/privacy, or troubleshoot Hedra character video production.
中文简介正在准备中。当前显示原文说明。
calesthio/generative-media-skills☆ 2062026年7月14日 更新
Provider-independent character design and continuity direction for generated media. Use when an agent must create, preserve, revise, or QA a recurring character across AI-generated images, video clips, avatars, animation, comics, ads, product mascots, serialized social posts, or multi-shot campaigns; especially when building character bibles, reference packs, prompts, expression/pose ranges, costume/hair/makeup/prop continuity, identity and likeness safeguards, iteration plans, handoff notes, or continuity reviews.
中文简介正在准备中。当前显示原文说明。
calesthio/generative-media-skills☆ 2062026年7月14日 更新
Building AI-powered NPCs that maintain personality, remember conversations, and never break characterUse when "npc dialogue, ai npc, llm npc, character dialogue, npc personality, ai character, dialogue system llm, talking npc, conversational npc, dynamic dialogue, llm, npc, dialogue, ai-characters, personality, memory, game-ai, conversational-ai, role-playing" mentioned.
中文简介正在准备中。当前显示原文说明。
omer-metin/skills-for-antigravity☆ 1682026年1月22日 更新
Extract and organize frames from a Bilibili video (bangumi episode, UP upload, or a local file) into scenery shots and per-character image groups, using anime-specific person detection + CCIP character-identity embeddings. Two modes — cluster everyone, or pull out one (or several) named characters via reference folders. Use when the user wants to collect, extract, or organize anime frames/screenshots by character or by scenery from a Bilibili video. Read-only download for personal viewing/analysis; uploads nothing.
中文简介正在准备中。当前显示原文说明。
Agents365-ai/365-skills☆ 862026年10月16日 更新
Use when a character must stay visually identical across AI video scenes — locks identity tokens (silhouette, palette, wardrobe, prop) in JSON. Triggers 'character lock', 'same character'.
中文简介正在准备中。当前显示原文说明。
event4u-app/agent-config☆ 122026年10月19日 更新
Requires OFOX_API_KEY — create one at https://app.ofox.ai. Turn a novel/script excerpt into an anime-style storyboard shot using the Ofox image and video APIs. Runs a short creative brief first (how many shots, the aspect ratio before any image exists, which animation look; "Let the AI decide" is offered on the taste questions, never on a must-ask one, and never as the default), generates the character with ofox-image-core — one opening frame for a single shot, a design sheet to confirm plus one opening frame per shot for a sequence — then feeds each frame to ofox-video-core as `--frame-first-image`, so every shot starts on an image of that character rather than on a text description alone. Use when a user asks to turn a story excerpt into an anime video, e.g. "turn this novel excerpt into an anime video", "make an anime-style storyboard clip of this scene", "generate a manga-drama shot with this character", or "turn this chapter into an anime short with the same character in every shot". Do not use for realistic-human dialogue scenes with no anime styling (see seedance-short-drama), silent product/brand shots (see seedance-ad-creative), or plain catalog footage (see seedance-product-video).
中文简介正在准备中。当前显示原文说明。
ofoxai/skills☆ 22026年9月22日 更新
结合骨骼、坐标、接地状态等场景数据与图像,检查Blender角色和动画,分析滑步、朝向不一致及扭曲问题,并分别整理已确认事实、可能原因和所需修正。
- 检查行走时的滑步和脚部穿地
- 比较角色朝向与移动方向
- 检查动作转移至其他骨骼后的姿态
affaan-m/ECC☆ 28.4万2026年10月16日 更新
制作文字横幅、角色对话气泡和装饰边框,将图片转换为字符画。根据用途选择本地工具或免费API,也可按主题查找已有的ASCII艺术作品。
- 制作终端文字横幅
- 添加对话气泡和装饰边框
- 将图片转换为字符画
NousResearch/hermes-agent☆ 25.5万2026年10月19日 更新