template-skill
해당 기술에 대한 설명과 클로드가 언제 이 기술을 사용해야 하는지에 대한 내용을 대신 기재해 주세요.
SKILL DIRECTORY
설치 수와 최근 흐름을 기준으로 필요한 Agent Skill을 찾아보세요.
skills.sh API 기준방금 확인
해당 기술에 대한 설명과 클로드가 언제 이 기술을 사용해야 하는지에 대한 내용을 대신 기재해 주세요.
mmx CLI를 통해 MiniMax-H3 동영상을 생성, 모니터링 및 다운로드할 수 있습니다. H3 텍스트-비디오 변환, 첫 번째/마지막 프레임 비디오, 다중 모달 참조 이미지/비디오/오디오 생성, H3 프롬프트 개선, 미디어 사전 검증, 종량제 API 키 선택, 작업 대기, 다운로드 및 H3 오류 처리에 사용합니다.
Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain `.gcode`, using Bambu LAN FTPS/MQTT handoffs.
Use the Appllama MCP (mcp.appllama.io) well — research real top-grossing mobile apps, their screens, flows, and UI elements, then build from what you learn. Load when the Appllama MCP is connected and the task involves building a mobile app or screen, researching app design patterns, studying onboarding/paywall/feature flows, improving an existing screen, or whenever an appllama_* / search_apps / list_app_screens tool is available. Covers the tool map, pagination, expiring media, and the full build-from-research playbooks.
SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for `.sdf` files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use for signed-distance-field geometry.
Sets up, configures, and debugs URP post-processing effects using the Volume framework. Use when the user asks about bloom, tonemapping, color adjustments, depth of field, vignette, motion blur, or other Volume overrides in a URP project.
Optimizes Unity 6 audio memory, CPU cost, and playback quality through correct import settings and mixer configuration. Use when the user wants to reduce audio memory usage, choose the right Load Type for short clips versus music versus ambient beds, configure platform-appropriate sample rates and codecs, force 3D audio to mono, or reduce AudioMixer CPU cost from deep group trees or effects running on silent paths.
MoveIt2 SRDF authoring, validation, and planning-semantics workflow. Use when creating, editing, inspecting, or validating `.srdf` files, MoveIt planning groups, virtual joints, passive joints, end effectors, group states, disabled collisions, URDF-paired planning semantics, or SRDF handoff for live review. Use the URDF skill for robot structure, the SDF skill for simulator descriptions, and the cad-viewer skill for rendering and live review links.
Use when the user wants to review or validate a Unity 6+ URP ScriptableRendererFeature that uses the Render Graph API. Checks for correctness issues - resource wiring, material binding, execution structure, descriptor usage, global resource exposure, and Render Graph best practices.
Generates custom Shader Graph nodes from HLSL code. Use when the user wants to create a new Shader Graph node or make existing HLSL code work as a reflected function node.