Turn a raster logo (PNG/JPG/WebP/screenshot) into a clean minimal SVG with edge smoothness as the primary hard gate and IoU optimized as high as reasonably possible without a fixed global threshold, then into a choreographed logo animation delivered as standalone JS-rendered HTML, applying Disney's 12 animation principles. Use when asked to animate a logo, build a logo reveal / splash screen / brand intro, convert a logo image into animated SVG or HTML, add motion to a vectorized mark, or create loading/idle/hover motion for a brand mark. v2: also handles self-crossing draw-on choreography (split-fill, exact easing subdivision, tip glint), closed variable-width ribbon fitting, and quantitative motion QA (easing probe, ink-delta continuity sweep).
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。
nolangz/pixel2motion☆ 2,4142026年8月21日 更新
List directory contents including files and subdirectories. When you need to explore directory structure, find specific files, or check what exists in a folder.
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。
openakita/openakita☆ 1,9992026年9月24日 更新
Turn a raster logo (PNG/JPG/WebP/screenshot) into a clean minimal SVG with edge smoothness as the primary hard gate and IoU optimized as high as reasonably possible without a fixed global threshold, then into a choreographed logo animation delivered as standalone JS-rendered HTML, applying Disney's 12 animation principles. Use when asked to animate a logo, build a logo reveal / splash screen / brand intro, convert a logo image into animated SVG or HTML, add motion to a vectorized mark, or create loading/idle/hover motion for a brand mark. v2: also handles self-crossing draw-on choreography (split-fill, exact easing subdivision, tip glint), closed variable-width ribbon fitting, and quantitative motion QA (easing probe, ink-delta continuity sweep).
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。
vibe-motion/skills☆ 1,3442026年10月6日 更新
When the user wants to decide domain structure for multiple products or brands—subfolder vs subdomain vs independent domain. Also use when the user mentions "subfolder vs subdomain," "subdirectory vs subdomain," "multiple products domain," "multiple websites," "brand architecture," "branded house," "house of brands," "where to host product," "domain structure," or "hub-spoke domain." For brand SERP, use multi-domain-brand-seo.
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。
kostja94/marketing-skills☆ 1,0322026年10月6日 更新
Use when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines, 70/30, silhouette read at a distance), exaggerating proportions on purpose, keeping stylized planes crisp through subdivision, sculpting stylized hair (chunky clumps, curve tube strands, ClayPolish), or designing a figure for toy production (articulation, wall thickness, scale).
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☆ 9852026年10月12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.
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☆ 9852026年10月12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.
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☆ 9852026年10月12日 更新
Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.
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☆ 9852026年10月12日 更新
Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.
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☆ 9852026年10月12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.
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☆ 9852026年10月12日 更新
doubletrouble aims to identify duplicated genes from whole-genome protein sequences and classify them based on their modes of duplication. The duplication modes are i. segmental duplication (SD); ii. tandem duplication (TD); iii. proximal duplication (PD); iv. transposed duplication (TRD) and; v. dispersed duplication (DD). Transposon-derived duplicates (TRD) can be further subdivided into rTRD (retrotransposon-derived duplication) and dTRD (DNA transposon-derived duplication). If users want a s
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。
bioMate-AI/biomate-bioconductor-kb☆ 8042026年6月21日 更新
Symbolic math in Python: exact algebra, calculus (derivatives, integrals, limits), equation solving, symbolic matrices, ODEs, code gen (lambdify, C/Fortran). Use for exact symbolic results. For numerical use numpy/scipy; for stats use statsmodels.
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。
jaechang-hits/SciAgent-Skills☆ 3762026年9月29日 更新
Build and refine production Blender geometry through semantic vertex/edge/face editing, BMesh, subdivision control cages, Boolean construction, Displace relief, remesh, sculpt preparation, retopology, and deliberate surface connections. Use after blockout for hard-surface, product, organic, architectural openings, terrain/relief, or reference-driven assets when shape quality, topology, continuity, or realistic part integration matters.
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。
XliuXjianX/blender-production-skills☆ 2522026年8月15日 更新
Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.
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。
RobLe3/cc-blender-skill☆ 892026年5月1日 更新
Use when a user says "add a ty diagnostic", "write this new ty diagnostic", "change a ty error message", "review ty diagnostics", or asks to add, update, or review ty checks, diagnostic messages, subdiagnostics, or concise output behavior.
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。
modem-dev/ossrules☆ 602026年9月21日 更新
Audit game level design systems and procedural generation -- BSP room subdivision, Wave Function Collapse tile placement, cellular automata cave generation, Perlin noise terrain, chunk stitching, seed determinism, difficulty scaling curves, pacing rhythm (tension/rest analysis).
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。
tinh2/skills-hub-registry☆ 192026年9月5日 更新
Dev-only check that a drafted spec for THIS baseline repo won't ship dev-tree references to consumer installs. Catches three failure modes — shipped SKILL.md prose that references paths under `src/`, `tests/`, `scripts/`, `obj/` as runtime invocations (in ```bash fences``` OR `inline backticks`, plus shipped `.mjs`/`.js`/`.sh`/`.py` helper-file imports); new Python helpers added under `.claude/skills/<slug>/` (shipped helpers must be `.sh` or `.mjs`/`.js` going forward); and imports of modules that aren't in `obj/template/.claude/manifest.json` (consumer won't have the file). The aggregate scanner (`scan-shipped-skills.mjs`) walks only baseline-owned skill dirs (via `owner: baseline` frontmatter) at top level — `references/` and other subdirs are documentation, not runtime. BLOCKER findings hard-block implementation entry; ADVISORY surfaces but doesn't block. Read-only — surfaces a punch list; maintainer edits the spec and re-runs until CLEAN.
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。
friedbotstudio/baseline☆ 142026年9月9日 更新
Use for bounded reasoning, partial planning, commitment policy, deliberation cost, and reconsideration-threshold design instead of assuming free deliberation. NOT for exhaustive planning, static optimization, or domains where reconsideration cost is irrelevant.
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
Extract structured domain knowledge from AI models in-session or from local open-source models via Ollama. No API key needed.
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。
lucaspmarie-a11y/claude-skills-vault☆ 52026年6月7日 更新
X-ray any AI model's behavioral patterns — refusal boundaries, hallucination tendencies, reasoning style, formatting defaults. No API key needed.
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。
lucaspmarie-a11y/claude-skills-vault☆ 52026年6月7日 更新
Imports FBX meshes into a CARLA source build as spawnable static.prop.* blueprints — pass a directory whose subdirectories name the semantic tags, or a single FBX with its tag, and the props are imported into content, registered, added to the prop factory and verified by spawning. Use when the user asks to "add a prop to CARLA", "import an FBX as a prop", "add street furniture/benches/signs", or needs a custom mesh spawnable from the Python API.
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。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
X-ray any AI model's behavioral patterns — refusal boundaries, hallucination tendencies, reasoning style, formatting defaults. No API key needed.
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。
phoroth/AGENTIC☆ 32026年8月8日 更新
Extract structured domain knowledge from AI models in-session or from local open-source models via Ollama. No API key needed.
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。
phoroth/AGENTIC☆ 32026年8月8日 更新
X-ray any AI model's behavioral patterns — refusal boundaries, hallucination tendencies, reasoning style, formatting defaults. No API key needed.
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。
nimoqup046-collab/agora☆ 32026年3月26日 更新