End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill for any request that spans multiple phases of 3D work, even if the user does not say "workflow" — also covers "make a final image of X", "produce a hero render", "professional-looking result".
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
Calibrate Blender materials, lighting, camera crop, emission/glow, color management, and aura/HUD styling against supplied original/reference images using measurable color, brightness, saturation, bbox, and mask statistics. Use when a product must match the lighting/look of a source image or when audits say the product is too bright, desaturated, wrong hue, wrong glow, or wrong silhouette extent.
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
Plan, script, caption, and publish short-form video for TikTok. Use when the user wants to write the first 1-3 second hook (spoken line plus on-screen text), draft a caption under 2,200 chars with TikTok settings and hashtags, ride a trending sound without being cringe, strip AI tells from a spoken script to sound human on camera, or plan a week around completion rate. TikTok is video-only: the user supplies the video, the skills produce the script, caption, and settings, then publish via Publora.
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。
sergebulaev/tiktok-skills☆ 702026年10月7日 更新
Maximum control over AI image generation — write structured VGL (Visual Generation Language) JSON that explicitly controls every visual attribute. Define exact object placement, lighting direction, camera angle, lens focal length, composition, color scheme, and artistic style as deterministic JSON instead of ambiguous natural language. Use this skill when you need reproducible image generation, precise control over scene composition, or want to convert a natural language image request into a structured JSON schema for Bria FIBO models. Triggers on requests for structured prompts, controllable generation, VGL JSON, deterministic image descriptions, or Bria/FIBO structured_prompt format.
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。
Bria-AI/bria-skill☆ 682026年10月12日 更新
Augmented reality (AR) reality tech. Passthrough overlays, hit-test/anchors, occlusion, lighting, camera permissions, and safety.
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。
plurigrid/asi☆ 672026年7月10日 更新
多模型镜头提示词适配:把一份分镜表改写成适合不同视频生成模型的提示词(中/英、首帧/首尾帧/纯文生视频、运镜词表、负面约束),模型中立、不编造价格或参数。Use when the user wants the same shot list adapted for Seedance, 可灵 Kling, Veo, Runway, Hailuo/海螺, Wan/通义万相, Sora, Pika or 'any video model', asks 怎么写视频提示词, camera movement terms, or a model returns deformed products.
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。
xianyu110/ecommerce-video-skills☆ 662026年10月5日 更新
Trigger when: (1) User mentions "manimgl" or "ManimGL" or "3b1b manim", (2) Code contains `from manimlib import *`, (3) User runs `manimgl` CLI commands, (4) Working with InteractiveScene, self.frame, self.embed(), ShowCreation(), or ManimGL-specific patterns. Best practices for ManimGL (Grant Sanderson's 3Blue1Brown version) - OpenGL-based animation engine with interactive development. Covers InteractiveScene, Tex with t2c, camera frame control, interactive mode (-se flag), 3D rendering, and checkpoint_paste() workflow. NOT for Manim Community Edition (which uses `manim` imports and `manim` CLI).
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。
ComeOnOliver/skillshub☆ 652026年6月24日 更新
Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` CLI).
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。
ComeOnOliver/skillshub☆ 652026年6月24日 更新
Capture frames or clips from RTSP/ONVIF cameras and local webcams, including USB pan/tilt/zoom control.
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。
openclaw/nix-openclaw-tools☆ 542026年10月12日 更新
Use when the deliverable is spoken words to be performed on camera or into a mic: video and podcast scripts, hooks, and CTAs for short-form (TikTok, Reels, Shorts), YouTube long-form, or podcast episodes. Triggers: "write me a reel about X", "I need a hook for my video", "script a 60-second video", "draft a podcast episode", "turn this idea into a script". For motion/timing/shot specs rather than the words, use motion-picture.
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。
firatcand/founder-skills☆ 382026年7月2日 更新
Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` CLI).
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。
MoizIbnYousaf/marketing-cli☆ 322026年9月12日 更新
Trigger when: (1) User mentions "manimgl" or "ManimGL" or "3b1b manim", (2) Code contains `from manimlib import *`, (3) User runs `manimgl` CLI commands, (4) Working with InteractiveScene, self.frame, self.embed(), ShowCreation(), or ManimGL-specific patterns. Best practices for ManimGL (Grant Sanderson's 3Blue1Brown version) - OpenGL-based animation engine with interactive development. Covers InteractiveScene, Tex with t2c, camera frame control, interactive mode (-se flag), 3D rendering, and checkpoint_paste() workflow. NOT for Manim Community Edition (which uses `manim` imports and `manim` CLI).
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。
MoizIbnYousaf/marketing-cli☆ 322026年9月12日 更新
2D game development principles. Sprites, tilemaps, physics, camera.
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。
VoDaiLocz/kilo-kit-mcp☆ 272026年9月13日 更新
3D game development principles. Rendering, shaders, physics, 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。
VoDaiLocz/kilo-kit-mcp☆ 272026年9月13日 更新
Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
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
React Three Fiber (R3F) 3D rendering — Canvas, meshes, materials, lights, cameras, animations, events, physics, post-processing, performance
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。
agents-inc/skills☆ 242026年9月8日 更新
Clones a VIDEO ad end to end for a different product or offer, on the Novoads API. The deliverable is a finished rendered MP4 — the WHOLE ad, not its opening, and not a template. Reads the source's style, pacing, camera work, dialogue and tone, adapts it into a Seedance 2.0 prompt, prices it, renders it, files the source beside the clones and diffs each clip's transcript against the approved script. Use for "clone this video ad", "recreate this video for my brand", "make this ad but for my product" when the source is a video, "clone my competitors' VIDEO ads", or a video ad handed over with a product photo. **Among cloners the source's medium decides, not the wording**: "clone this ad" plus a video lands here; a still, or nothing attached, is clone-image-ad, and animating a still as-is is image-to-motion. This pack has no hook-only skill: for the opening alone, clone the whole ad and cut. If it does not move, wrong skill.
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。
novoads/agent-skills☆ 232026年10月8日 更新
Analyze a reference video and reverse-engineer its style into a reusable Seedance 2.0 prompting template for the Novoads API. The output is a new formula file — like seedance-2-ugc.md — that captures the video's structure, pacing, camera work, edit style and tone so it can be recreated with any product, any person, in any setting. Use this whenever someone provides a video they want to use as a style reference, says "I want to make videos like this", "deconstruct this video", "turn this into a template", "analyze this style", or drops a video file and wants to recreate that format repeatedly.
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。
novoads/agent-skills☆ 232026年10月8日 更新
Use when building 2D games in Python with pygame - game loop and delta time, sprites and groups, collision detection, drawing and surfaces, events and input, sound and fonts, camera, or performance optimization
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。
CodeAtCode/oss-ai-skills☆ 232026年10月9日 更新
Use when building GBA games with the BPCore Lua engine - entity, sprite and tilemap functions, SRAM save and load, link cable multiplayer protocol, camera and scrolling, or optimization patterns
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。
CodeAtCode/oss-ai-skills☆ 232026年10月9日 更新
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
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
Inject juice and game feel into gameplay code using the project's chosen middleware. Use when adding screen shake, tweens, particles, audio feedback, haptics, hitstop, or any form of "juice" to gameplay events. Triggers on requests like "add juice", "make this feel better", "add screen shake", "polish this feature", "add feedback to this action", "make the hit feel impactful", "add particles when", "screen shake on damage", "tween this", "add camera shake", "make this snappy", or any game feel, polish, or feedback work. Always reads ProjectConfig.yaml -> feel_tools and docs/GFD.md Feedback Matrix before generating code.
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 graphics and rendering guide. Use when working with render pipelines (URP, HDRP, Built-in), shaders, Shader Graph, materials, textures, cameras, post-processing, or rendering optimization. Covers Render Graph, batching, draw call optimization, and GPU instancing. 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
Drive running Unity Editor from shell to verify compiles, playmode, scenes, screenshots. Use when editing C# scripts, scenes, or assets in a Unity project and needing to: (1) check compilation succeeds, (2) read console errors, (3) enter/exit Play mode, (4) capture screenshots or frame recordings, (5) select objects or aim the Scene camera, (6) query editor window layout. Injects a file-polling command bridge (UnityRemote.cs) — prefer this over batchmode (fights the Library lock) or GUI automation.
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。
jim60105/copilot-prompt☆ 212026年10月9日 更新