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cccskills

「render」の検索結果

1,954 件 ・ 関連度順

概要と使いどころ

This skill should be used when the user asks to "make a video with Remotion", "create a programmatic/data-driven video in React", "render an MP4/GIF from code", "animate with useCurrentFrame/interpolate/spring", "sync video to audio/beats", or "render a templated video per record headlessly". Covers building React compositions and rendering them via CLI or @remotion/renderer.

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。

iart-ai/motion-design-skills1152026年6月22日 更新

phase

無料

Use when optimizing, auditing, or preparing to ship web animations or rendering performance work: frame loops, scroll/viewport reveals, mount/unmount transitions, canvas/WebGL lifecycles, reduced motion, lazy rendering, and deferred off-screen work. Use for jank, per-frame allocations, forced reflows, render loops, animations that do not pause off-screen, content-visibility, requestIdleCallback, analyzing Chrome DevTools performance traces for animation or rendering issues, or choosing between browser-driven CSS/WAAPI, minimal JS, phase, and Motion/GSAP. Use when the user explicitly asks about phase APIs or behavior. Do not use during exploratory animation ideation, prototyping, visual iteration, or trying variants, even when the code already imports phase; wait until the user asks for performance guidance, an audit, production implementation, ship-readiness review, or about phase itself.

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。

vercel-labs/phase982026年10月9日 更新

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-skill892026年5月1日 更新

Drive Blender from natural language. Converts plain-English requests ("model a sword and render it with cinematic lighting", "make this glass look frosted", "set up three-point lighting", "export this scene as glTF for the web") into Blender Python code executed via the Blender MCP server. Acts as the orchestrator that picks and chain-loads specialised sub-skills (blender-modeling, blender-materials, blender-lighting, blender-cameras, blender-rendering, blender-animation, blender-export, wireframe-to-3d, blender-pro-workflow, blender-skill-harmonizer, quality-refinement-autoloop). Use this skill whenever the user wants Claude to do anything in Blender, including creating geometry, applying materials, lighting a scene, framing a camera, rendering, animating, or exporting. Make sure to invoke this skill even if the user does not say "Blender" — also covers requests like "create a 3D model of...", "render this...", "make a glTF from...", "set up a scene with...", or any 3D-creation task. Requires the Blender MCP addon (ahujasid/blender-mcp) running on port 9876.

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-skill892026年5月1日 更新

rendervid

無料

Generate videos and images from JSON templates using AI-powered video rendering

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。

QualityUnit/rendervid652026年8月12日 更新

Generates render and output configuration for Remotion videos. Focuses ONLY on output settings, codec, format, quality, resolution. Input is target platform/quality requirements. Output is RENDER_CONFIG.md with Remotion render settings.

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。

ncklrs/startup-os-skills522026年2月27日 更新

Render `.claude/canvas/opportunities.yml` as a diagram or structured list. Read-only. Default format Mermaid mindmap. Consults the attribution registry per `${CLAUDE_PLUGIN_ROOT}/engine/render-conventions.md` consent + privacy gate. Second specialist in the render fleet.

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。

haabe/mycelium462026年10月12日 更新

Render `.claude/diamonds/active.yml` as the decisions each diamond has recorded, in order, grouped by mode (discovery, delivery). Read-only. Default format Mermaid stateDiagram-v2, drawn by a script. Recommended at the end of `/mycelium:diamond-assess` so every assessment closes with a visual state-of-play. See `${CLAUDE_PLUGIN_ROOT}/engine/render-conventions.md` for shared render fleet conventions.

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。

haabe/mycelium462026年10月12日 更新

Render `.claude/canvas/cycle-history.yml` as a Gantt chart + outcome distribution pie (or ascii / json). Read-only. Consults the attribution registry per `${CLAUDE_PLUGIN_ROOT}/engine/render-conventions.md` consent + privacy gate. Third specialist in the render fleet.

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。

haabe/mycelium462026年10月12日 更新

svg-to-png

無料日本語概要

Convert SVG files to high-quality PNG images with precise control over dimensions, background color, and CSS rendering (including mix-blend-mode, filters, gradients). Use this skill when the user wants to: (1) convert SVG to PNG, (2) generate app icons or splash screens from SVG source, (3) batch-generate multiple PNG sizes from a single SVG, (4) render SVG with advanced CSS features like mix-blend-mode or filters to PNG. Triggers: "SVG to PNG", "SVG変換", "PNG変換", "アイコン生成", "スプラッシュ生成", "app icon from SVG", "favicon generation", "splash screen generation".

sean-sunagaku/claude-code-plugin382026年7月30日 更新

Run the viz pipeline to render icons from existing glyphs. Entry point for the viz subproject covering palette generation, data building, manifest creation, and icon rendering for skills, agents, and teams. Always use build.sh as the pipeline entry point — never call Rscript directly.

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。

pjt222/agent-almanac372026年10月10日 更新

Design a generative recipe DSL so agents emit small validated JSON documents and ONE audited interpreter renders them all — data, not code. Covers the N-artifacts threshold for choosing a DSL over bespoke code, designing roles as style slots so a single recipe renders unchanged in every output style, the validator gate (compile + bounds + real render in all styles, plus a --fast mode for corpus-wide sweeps), hand-authored seed recipes, and the emergent conventions that keep a corpus of hundreds consistent without per-item steering. Use when many similar artifacts (icons, status badges, diagram nodes, test fixtures) must be generated by agents, when per-item bespoke code is multiplying unreviewable code paths, or when a whole corpus must be re-rendered cheaply into new styles.

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。

pjt222/agent-almanac372026年10月10日 更新

Deploy applications to Render by analyzing codebases, generating render.yaml Blueprints, and providing Dashboard deeplinks. Use when the user wants to deploy, host, publish, or set up their application on Render's cloud platform.

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-mcp272026年9月13日 更新

The measurement surface for ALL Pulp DSP and audio-pipeline work — read it BEFORE writing or gating DSP, not only when something already sounds wrong. Covers the C++ harness (signal generators, metrics, assertions, RenderScenario, contracts), the offline Audio Doctor (magnitude/frequency response, THD/THD+N, phase/group delay), and their Python sibling the Audio Quality Lab (tools/audio/quality-lab — null residual + alignment, LTAS log-spectral distance, spectral flux/centroid, HNR, Theil-Sen drift slope, Kaiser-sinc resampling, license-guarded corpus, regression-net ratchet). TRIGGER on AUTHORING work — "build/design an oscillator/filter/synth/effect", "add a DSP module", "what should the acceptance gate be", "how do I measure aliasing / anti-aliasing / alias floor", "null against a reference", "is this DSP correct", "choose a tolerance", "golden/regression corpus for audio", "measure drift or jitter", "A/B two renders" — AND on DEBUGGING work — "is there sound / no audio / I hear nothing", "does this filter/compressor/synth/delay produce the right signal", "prove the DSP / prove the contract", "measure the frequency response", "what's the THD / is it distorting", "what's the group delay / phase response / measured latency", "magnitude response curve", "render a test tone and assert", "audio regression", "64-frame works but 128 is silent", "sample-rate change pitch-shifted it", "describe what's in this buffer", "audio doctor", "compare before/after a DSP refactor". Reach for this BEFORE hand-rolling any FFT, null test, alias measurement, pitch tracker, or golden-render script — most of it already exists in one of the two lanes. Test/tool layer over HeadlessHost — deterministic, no audio device, no speakers. Off the realtime thread entirely.

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。

Generous-Corp/pulp222026年10月12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-studio222026年7月8日 更新

Render Aavegotchi assets by deriving renderer hashes from Goldsky Base core data and calling POST /api/renderer/batch on www.aavegotchi.com. Use when the user gives a tokenId or inventory URL, or when deterministic hash plus image artifacts are required.

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。

modbender/skill-library-mcp162026年9月28日 更新

Render Aavegotchi assets by deriving renderer hashes from Goldsky Base core data and calling POST /api/renderer/batch on www.aavegotchi.com. Use when the user gives a tokenId or inventory URL, or when deterministic hash plus image artifacts are required.

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。

modbender/skill-library-mcp162026年9月28日 更新

Render a Template + data + Style into a final artifact in one of HTML, PDF, PNG, SVG or PPTX. Use whenever the user asks for a concrete deliverable like "make me a poster", "render a card", "give me a one-pager".

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。

clawic/Clawix82026年6月6日 更新

threejs

無料日本語概要

Three.js (WebGL / WebGPU ベース 3D グラフィクスライブラリ) リファレンス。 Scene, PerspectiveCamera, OrthographicCamera, WebGLRenderer, WebGPURenderer、 BufferGeometry, BufferAttribute, Mesh, Group, InstancedMesh, SkinnedMesh、 MeshStandardMaterial, MeshPhysicalMaterial, ShaderMaterial, node-materials (TSL)、 DirectionalLight, PointLight, SpotLight, AmbientLight、 TextureLoader, GLTFLoader, DRACOLoader, FBXLoader、 AnimationMixer, AnimationClip, AnimationAction, KeyframeTrack、 Vector3, Matrix4, Quaternion, Euler, Color, Raycaster, Box3、 OrbitControls, TransformControls, WebXRManager。

Fandhe-AI/agent-reference-skills42026年10月11日 更新

Use this skill when previewing files with nuxt-ui-tools as a package consumer. Covers mounting UiFilePreviewProvider, opening one file or a gallery with useFilePreview() or useNuxtApp().$filePreview, file descriptors (URL, File/Blob, or a function that returns a signed URL), options (index, mode, gallery, loop, pdf page, callbacks), the returned handle, the built-in renderers (image, video, audio, PDF, text/JSON, CSV, Markdown, Office and archive fallbacks), renditions, download and custom header actions, the markdown render hook, custom renderers with defineFilePreviewRenderer and UiFilePreviewTools, theming tokens, and how the upload field uses the preview.

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。

ChronicStone/nuxt-ui-tools22026年10月8日 更新

swiftui-patterns

無料日本語概要

SwiftUIの画面づくりで、状態管理、部品の分割、画面遷移、描画性能を整えるスキル。iOS・macOS向けの実装やレビューを具体例で支えます。

  • SwiftUIの状態管理を選びたいとき
  • NavigationStackの遷移設計
  • 一覧の描画性能を改善したいとき
affaan-m/ECC27.8万2026年10月12日 更新

frontend-patterns

無料日本語概要

ReactやNext.jsの画面を実装・レビューするために、部品の組み立て、状態管理、データ取得、表示速度、フォームや操作性の改善パターンを示すスキル。

  • Reactの部品を再利用したいとき
  • 状態管理とデータ取得の見直し
  • 長い一覧の表示を軽くしたいとき
affaan-m/ECC27.8万2026年10月12日 更新

unreal-mcp

無料日本語概要

Unreal Engineのエディターを操作し、物体の配置、照明や素材の調整、カメラ設定を進めます。シーンの状態と見た目を確認し、画像やレンダーを出力するスキル。

  • 3Dレベルの構築と配置
  • 雰囲気に合う照明に調整したいとき
  • カメラの構図設定とレンダー出力
NousResearch/hermes-agent25.3万2026年10月12日 更新

Use when auditing slow page loads, heavy assets, or rendering delays related to Eliminate render-blocking resources. Verify the actual bottleneck in DevTools, Lighthouse, or field data before recommending changes.

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。

thedaviddias/Front-End-Checklist7.4万2026年10月6日 更新