Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1642026年1月22日 更新
Choose, compare, and decompose work into the right coordination topology: dag, workflow, manager-driven team, swarm, blackboard, team-builder, or recurring loop. Use when the coordination shape is unclear, when you need topology-native breakdown instructions instead of a generic DAG, or when planning topology and runtime topology may differ. NOT for actual execution, node-level skill matching, or framework/tool installation.
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1日 更新
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" mentioned.
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。
MikeCheng1208/BattleTree☆ 22026年7月22日 更新
Choose, compare, and decompose work into the right coordination topology: dag, workflow, manager-driven team, swarm, blackboard, team-builder, or recurring loop. Use when the coordination shape is unclear, when you need topology-native breakdown instructions instead of a generic DAG, or when planning topology and runtime topology may differ. NOT for actual execution, node-level skill matching, or framework/tool installation.
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/port-daddy☆ 22026年10月8日 更新
Use when turning a dense sculpt, scan or AI-generated mesh into clean topology in Blender, for animation, subdivision or a game low poly with a triangle budget. Also when choosing between QuadriFlow or voxel remesh and manual retopo, placing loops around eyes, mouth and joints, deciding pole placement, setting up a Shrinkwrap cage, fixing volume loss after subdivision, preparing a low poly for baking, or auditing topology for spirals, 6-poles and triangles. Keywords: retopo, retopology, quad remesh, clean up an AI mesh, edge flow, low poly, bake prep.
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☆ 9702026年10月10日 更新
Explores a CARLA map's road network through the Map/Waypoint API — a natural-language rundown of the whole map ("give me the topology"), drawing the topology to confirm the modelled map matches the visible one, enumerating junctions to resolve phrases like "the 4-way junction in the middle", nearest-waypoint lane facts, and next/previous lane navigation. Use when the user asks about the map's layout, lanes, junctions, topology, or to locate/navigate specific map elements.
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☆ 1.4万2026年10月11日 更新
Read from a UModel object-graph semantic layer with the `umctl` CLI (MCP alternative noted). Three kinds of read: (1) entities & relationships / topology (`.entity`, `.topo`) and (2) the model itself (`.umodel`, and `.entity_set` methods, including entity-linked `list_skills`) return real rows; (3) metrics & logs (`get_metrics` / `get_logs`) return an executable *plan* — PromQL / Elasticsearch DSL with the entity id pre-substituted — that you run against the backend. Against a PaaS endpoint the same calls return data rows instead of a plan. Use to query or read UModel entities, relations, topology, or model metadata; to read a service's metrics or logs; to look up services and dependencies; or to discover what objects, datasets, and methods exist. For root-cause analysis on top of these reads, see the `umodel-rca` skill. Triggers: UModel, object graph, .entity / .topo / .umodel / .entity_set, query entities, read topology, read metrics / logs, get_metrics / get_logs, list services / dependencies / datasets / skills, 实体查询, 关系/拓扑查询, 读模型, 读指标, 读日志, 查指标, 查日志, 查服务依赖.
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。
alibaba/UnifiedModel☆ 4172026年9月24日 更新
Before dispatching a multi-agent team, run a spectral diagnostic on the proposed communication graph and emit a (ρ, Δ, κ) coordination signature plus a pass/fail verdict against per-task-class thresholds. Builds the row-stochastic operator P from the team graph, computes the successor representation M = (I − γP)⁻¹, and ranks the topology for robustness (κ, condition number), consensus (Δ, spectral gap), and drift (ρ, spectral radius). Per Parks & Alharthi (arxiv 2605.11453), rank order on (κ, Δ, ρ) predicts coordination quality pre-execution with rank correlations of 1.0 / 0.5 / −1.0. Triggers: "dispatch the team", "team topology check", "before running the agents", "is this team configuration OK", "team pre-flight".
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。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Expert in point-set topology, algebraic topology, differential geometry, and geometric intuition for abstract concepts
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。
sandraschi/advanced-memory-mcp☆ 192026年10月10日 更新
Expert-level topology knowledge. Use when working with topological spaces, continuity, compactness, connectedness, metric spaces, homeomorphisms, fundamental groups, homology, manifolds, or algebraic topology. Also use when the user mentions 'open set', 'closed set', 'compactness', 'connectedness', 'homeomorphism', 'homotopy', 'fundamental group', 'covering space', 'manifold', 'homology', 'Euler characteristic', or 'topological invariant'.
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。
luokai0/ai-agent-skills-by-luo-kai☆ 122026年5月6日 更新
Explores a CARLA map's road network through the Map/Waypoint API — a natural-language rundown of the whole map ("give me the topology"), drawing the topology to confirm the modelled map matches the visible one, enumerating junctions to resolve phrases like "the 4-way junction in the middle", nearest-waypoint lane facts, and next/previous lane navigation. Use when the user asks about the map's layout, lanes, junctions, topology, or to locate/navigate specific map elements.
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
Use when authoring rig specs, agent specs, workflow specs, startup/context fragments, operating-mode declarations, or designing the user spec library. Covers the 4 failure modes (spec instantiates topology but not workflow/mode; spec depends on local paths and fails on another host; agents modify specs as one-off files instead of preserving reusable intent; validation proves YAML shape but not whether topology can run) and the validation-vs-runtime-realization distinction.
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。
mvschwarz/openrig☆ 7,0172026年10月12日 更新
Use when changing a rig while it is alive — `rig grow` / `rig expand` / `rig shrink` / `rig launch` / `rig remove` / `rig discover` / `rig bind` / `rig adopt` / `rig attach`. Covers the 4 failure modes (newly created seat lacks queue/startup/role; edges and permissions not updated; adopt/bind succeeds at tmux but not OpenRig identity; shrink/remove leaves stale topology references) and the rule that mutation must work while the rig is active, not just in clean fixtures.
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。
mvschwarz/openrig☆ 7,0172026年10月12日 更新
Have a fast, conversational analysis with the AWS DevOps Agent. Use for cost optimization, architecture review, topology mapping, knowledge / runbook discovery, security audits, dependency questions, and quick diagnostics — anything that needs a 5-30 second answer rather than a 5-8 minute deep investigation. Trigger words include cost, optimize, review, architecture, topology, what runbooks, show me, compare, audit, what if.
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。
aws/agent-toolkit-for-aws☆ 2,8472026年10月10日 更新
Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.
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☆ 9702026年10月10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☆ 9702026年10月10日 更新
Use when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB, remeshing to a target polycount, UV unwrapping, auto-rigging a humanoid character, or applying a library animation clip. Keywords: Meshy 7 and Meshy 6, Ultra mode, Smart Topology, PBR maps, texture prompt, triangle or quad topology, game-ready mesh, A-pose, T-pose, GLB pipeline.
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☆ 9702026年10月10日 更新
基于已有拓扑数据回答资源影响面、上下游链路、业务归属和变更波及范围。只要用户在问某个节点或资源变更会影响什么应用、入口出口、上下游链路、归属业务,或者想梳理某个 ECS/CLB/EIP/安全组/VPC/子网/EBS 的依赖关系时,都应该使用这个 skill;即使用户没有明确提到 topology,也要主动触发。
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。
bytedance/agentkit-samples☆ 4702026年10月9日 更新
面向代码变更、配置变更、扩容缩容、网络策略调整、入口切换等场景做变更风险分析。只要用户在问“这个变更风险有多大”“这个变更会影响什么”“上下游会波及哪些服务/资源”之类的问题,就应该使用这个 skill;即使用户只给了自然语言变更说明,也要主动尝试结合 topology.json 推断影响范围,并输出风险结论与文字化的上下游影响描述。
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。
bytedance/agentkit-samples☆ 4702026年10月9日 更新
Cross-framework enhancement overlay for choosing a multi-agent topology BEFORE writing any agent. A binary-question rubric — is single-agent + tools enough? do agents need to know about each other? does the output need one voice? — maps the answer to single-agent / supervisor / swarm / sequential / hierarchical. Activates when a coder agent is tempted to "split the work into roles" or reaches for a multi-agent framework. Encodes the *selection rubric* that the per-framework skills assume but never surface. Search keywords: when to use multi-agent, single vs multi agent, do I need multiple agents, supervisor vs swarm, multi-agent vs single agent, agent team design.
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。
agentsope/SkillAlchemy☆ 4412026年10月9日 更新
Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.
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。
arjun988/blender-skills☆ 2852026年7月11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☆ 2512026年8月15日 更新
Think and work like an expert Geographic Information Scientist (GIS). Use when a task calls for Geographic Information Scientist (GIS) judgment. Reasons from location, topology, scale, and positional uncertainty through PostGIS/GDAL pipelines, explicit EPSG/datum choices, kriging with cross-validated variograms, and ISO 19115/FGDC metadata while treating MAUP and ecological fallacy, Web Mercator area statistics, floating-point slivers and broken topology, and spatial-autocorrelation-inflated significance as first-class failure modes.
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。
K-Dense-AI/scientific-agents☆ 1992026年10月3日 更新
Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare input images, control mesh/texture parameters, estimate credits and respect rate limits, review generated mesh quality (topology, UVs, poly count, texture fidelity), run iteration and repair workflows, or reason about the rights/licensing of Tripo-generated assets. Trigger on requests to generate, texture, rig, animate, retopologize, convert, or evaluate a 3D model with Tripo, or to integrate the Tripo API into a pipeline. Not for choosing a 3D renderer, editing meshes by hand, or non-Tripo generators.
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。
calesthio/generative-media-skills☆ 1972026年7月14日 更新