Switch the active Jetson target-platform pointer to an existing profile YAML. Use before customize/build/flash to change target; not for authoring profiles — use jetson-init-target instead.
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。
8 件 ・ 関連度順
概要と使いどころ
Switch the active Jetson target-platform pointer to an existing profile YAML. Use before customize/build/flash to change target; not for authoring profiles — use jetson-init-target instead.
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。
Author a new Jetson target-platform profile (reference_devkit + optional custom_carrier) and update the active pointer. Use to create a target; not for switching existing profiles.
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。
Build a per-target knowledge-base markdown next to the active profile by walking the BSP root and source tree. Use after init-image / init-source; not for editing profile fields.
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。
Bind pre-downloaded Jetson reference docs (developer guide, design guide, pinmux, schematics) into the active profile documents block. Use after staging docs on disk; not for downloading.
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。
Bootstrap a custom carrier board by forking carrier files and scaffolding a DT overlay from the reference devkit. Use after jetson-init-source; not for module-level or kernel-DTB 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。
Detect and use Crabbox for repository tests and validation on remote runners. Use when crabbox.yaml or .crabbox.yaml exists, the crabbox CLI is available, or work needs remote compute, a clean or reusable environment, target-platform coverage, or auditable execution evidence.
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。
Configure a Simulink model for Simulink Real-Time code generation and deployment. Use when setting up a model for Simulink Real-Time, selecting the correct system target file, fixing TLC/STF mismatches, applying fixed-step solver settings, validating target-platform compatibility, or configuring Simulink Real-Time build options before model build.
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。
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".
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。