Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.
中文简介正在准备中。当前显示原文说明。
scenario-labs/skills☆ 10732026年10月19日 更新
Use when automating ZBrush 2026: batch processing a folder of OBJ or ZTL files, a ZBrush Python script or ZScript, recording a macro to learn a palette path, the ZBrush -script command line, scripting UV Master, Decimation Master or Multi Map Exporter, exporting every SubTool, GoZ or GoB round trips with Maya or Blender, renaming SubTools, or batch reports. Also when a plugin press never returns, a dialog stalls a batch, one file kills the whole run, or GoZ updates the wrong SubTool.
中文简介正在准备中。当前显示原文说明。
scenario-labs/skills☆ 10732026年10月19日 更新
Use when a single image of a character, creature, prop, vehicle, or building must be seen from new camera angles through the Scenario MCP server: turnarounds, a 360 orbit, views from behind, above, below, or straight down, consistent multi-angle renders on the same grounded background or on transparency, or novel views that go through a 3D intermediary instead of guessing.
中文简介正在准备中。当前显示原文说明。
scenario-labs/skills☆ 10732026年10月19日 更新
Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, editing a mesh by prompt, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.
中文简介正在准备中。当前显示原文说明。
scenario-labs/skills☆ 10732026年10月19日 更新
Use when retexturing an existing 3D asset with PATINA PBR materials through the Scenario MCP server: a GLB or Blender scene (an image-to-3D result with flat colors, a prop, a diorama) whose surfaces need basecolor, normal, roughness, metalness, and height maps per material family with geometry untouched, or a matched before-and-after comparison film rendered in Blender with one camera path, lighting, and cut. Keywords: PATINA, PBR retexture, material families, Blender EEVEE, comparison video.
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scenario-labs/skills☆ 10732026年10月19日 更新
Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants 3D rendered, CGI, Pixar-style, Unreal Engine, photorealistic 3D, computer-generated, or digitally rendered video content. Triggers on: 3D animation, CGI, rendered, Blender, Unreal Engine, octane render, ray tracing, volumetric, subsurface scattering, physically based rendering, or any 3D/CG video request. Always use even if the user just says "make it look 3D" or describes a rendered aesthetic.
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beshuaxian/higgsfield-seedance2-jineng☆ 9782026年4月10日 更新
为 Seedance 2.0(Higgsfield)生成三维CGI和渲染视频提示词。在用户想要三维渲染、CGI、皮克斯风格、Unreal Engine、逼真3D、计算机生成或数字渲染视频内容时使用。触发词:3D动画、CGI、渲染、Blender、Unreal Engine、octane render、光线追踪、体积、次表面散射、基于物理的渲染或任何3D/CG视频请求。即使用户只说"使其看起来像3D"或描述了渲染美学,也要使用。
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beshuaxian/higgsfield-seedance2-jineng☆ 9782026年4月10日 更新
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a minimal BUILD_BRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game design, or turn this design into a running game. 游戏构建执行。先按最大风险做白盒,或在正式生产时把批准后的 GAME_DESIGN 与 ART_DIRECTION 压缩成最小 BUILD_BRIEF,在目标运行环境中实现可运行候选并用可回放证据迭代。用于验证高风险设计问题、构建游戏原型或实现批准方案。
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zenstory-ai/novel-to-game☆ 9002026年10月19日 更新
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Dev-Agentic-Skills☆ 8712026年10月17日 更新
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
中文简介正在准备中。当前显示原文说明。
jame581/GodotPrompter☆ 8532026年10月15日 更新
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
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
Design and build expressive 3D scenes, explainers and interactive models with grounded subject knowledge. Use for 3D creation or edits, including scientific visualization and spatial puzzles.
中文简介正在准备中。当前显示原文说明。
viettranx/3dviz-pro-max☆ 8222026年9月11日 更新
Use when the user wants a 3D model, mesh or GLB out of Higgsfield — image-to-3D, multi-view-to-3D, text-to-3D, rigging or animating a mesh, remesh / retopology, retexture, or 3D Body (human shape + pose from one photo) — or mentions 3D Jutsu / Scene Builder 3D (private Blender scene projects built through Python). Also use for a 3D turnaround of a character or prop as a consistent multi-angle reference, or a physical 3D blockout rendered as a staging reference for a video shot. Names that trigger it: generate_3d, sam_3_3d, image_to_3d, multi_image_to_3d, meshy_v7_image_to_3d, tripo_h3_1_image_to_3d, tripo_h3_1_multiview_to_3d, hunyuan3d_v3_image_to_3d, meshy_v6_text_to_3d, hunyuan3d_v3_1_text_to_3d, tripo_3d, 3d_rigging, meshy_v5_remesh, meshy_v5_retexture, sam_3_3d_body, animation_actions, scene_builder_3d_*.
中文简介正在准备中。当前显示原文说明。
OSideMedia/higgsfield-ai-prompt-skill☆ 7672026年9月27日 更新
Code-only motion design pipeline (no After Effects) for Raphaël / Howseen: launch films, showreels, product promos, LinkedIn/X videos, meme clips. Use when asked to make a motion design video, a promo/launch film, a showreel, "remake this video", a video from a prompt (e.g. "make a 15s motion graphics video…"), to change a video's music/SFX, or to prepare memes for posts. Covers the brief → beat map → stills → seek(t) HTML engine → Playwright render → ffmpeg → music/SFX → QA flow, plus asset sourcing (Mixkit, Pexels, Unsplash, svgl, 21st.dev) and every gotcha hit so far.
中文简介正在准备中。当前显示原文说明。
howseen-ai/claude-motion-design☆ 5882026年10月4日 更新
Generate interactive 3D holographic collectible-card websites from a user description or reference image, using layered artwork, Blender and Three.js. Includes project-local Blender installation, reusable parallax materials and browser verification. Host-agnostic — any harness that runs a multimodal model can use it, since the model draws the layer artwork and inspects the rendered frames. Use when the user asks for 全息闪卡, 镭射卡, 3D 卡牌网页, a holographic collectible card site, or an editable card.blend.
中文简介正在准备中。当前显示原文说明。
HRuiCcc/RuiC-card-skill☆ 5612026年9月30日 更新
Use the official Higgsfield CLI or its Blender integration to discover models, generate requested assets and resume recorded jobs.
中文简介正在准备中。当前显示原文说明。
witnesstodark/mr-mak-workspace☆ 5212026年10月18日 更新
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
中文简介正在准备中。当前显示原文说明。
witnesstodark/mr-mak-workspace☆ 5212026年10月18日 更新
Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere 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
Retro 16-bit art direction for Blender-assisted SNES/Genesis-era color richness, dither cues, and sprite-like clarity.
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
Minimalist and abstract-leaning art direction for Blender with reduced forms, limited palettes, and negative space.
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
Retro 8-bit art direction for Blender-assisted pixel/low-res aesthetics inspired by NES-era constraints.
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
Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches 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
Blender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation 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
Large scene layout in Blender with collections, linking, overrides, streaming-friendly organization, and set assembly 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