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Found 62 Skills
Apple Silicon skill for M-series development and profiling. Use when leveraging unified memory, Metal Performance Shaders, Instruments profiling, sysctl hardware queries, Rosetta 2 behavior, or 16KB page size considerations. Activates on queries about Apple Silicon, unified memory, AMX, MPS, Instruments, Rosetta, or M-series page size.
Analyze a cyclical business - locate where it sits in its cycle (with evidence), normalize its earnings vs peak/trough, run the P/E inversion that trips up naive valuation, read the structural top/bottom tells, and end in a disposition framed as thinking (never buy/sell). A decision-support thinking tool, not financial advice. A standalone skill, independent of /munger and /investment-checklist. Use when the user invokes /cyclicals, says "analyze this cyclical", "where is X in its cycle", "normalize earnings for X", "is it time to buy cyclicals", or pastes a cyclical business (commodity, metals, semis, autos, housing, shipping, airlines, chemicals, paper) to think through.
Retrieve the full catalog of tradable commodities across energy, metals, and agriculture using Octagon MCP. Use when researching commodity markets, identifying trading firms, understanding market participants, and analyzing commodity sector coverage.
Queries Huawei Cloud computing resources (ECS/BMS/IMS/AS), Covers ECS instances, flavors, keypairs, quotas, server groups, block devices, NICs, VNC console, BMS bare metal servers/flavors/quotas, IMS images/OS versions/members/quotas, and AS scaling groups/configs/policies/activity logs/lifecycle hooks/warm pools/quotas. No write operations. Use this skill when the user needs to query ECS instance details, list flavors, check BMS availability, browse images, or view auto-scaling group/policy status. Triggers: 弹性云服务器, ECS, 裸金属, BMS, 镜像, IMS, 弹性伸缩, AS, 伸缩组, 伸缩策略, 规格查询, flavor, instance, image, scaling.
Inorganic chemistry, physical chemistry, and materials science — crystal structures, coordination chemistry, bonding theory (covalency, orbital mixing), symmetry/point groups, thermodynamics, kinetics, spectroscopy interpretation, noble gas compounds, lanthanide/actinide chemistry. Use for questions about crystal systems, unit cells, density calculations, metal complexes, solid-state chemistry, or physical chemistry calculations.
Detect crowded speculative positioning in CFTC futures markets (COT report analysis) to find contrarian setups using Jason Shapiro's methodology. Screens large-speculator ("non-commercial") net positioning across 65 futures markets (indices, rates, FX, metals, energy, crypto) via the FMP Commitment of Traders API, computes a 3-year and 26-week COT Index per market, and classifies extremes as CROWDED_LONG / CROWDED_SHORT. Use when the user asks about COT report analysis, crowded positioning, "who is trapped", speculative positioning extremes, contrarian futures setups, or wants to run Jason Shapiro-style analysis. This skill automates crowding DETECTION only (step 1 of 5) — it does not generate trade signals by itself.
Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).
Expert texture artist specializing in PBR workflows, Substance suite, Quixel Mixer, and hand-painted techniques for games and film productionUse when "texture artist, PBR textures, Substance Painter, Substance Designer, Quixel Mixer, normal map, roughness map, metallic map, albedo texture, base color map, texture baking, bake normal, texel density, trim sheet, texture atlas, channel packing, material layering, wear and tear, edge wear, hand painted texture, stylized texture, UDIM workflow, height map vs normal, color ID map, material ID, texture seams, tiling texture, seamless texture, texture, pbr, substance-painter, substance-designer, quixel, megascans, normal-map, roughness, metallic, albedo, uv-mapping, baking, trim-sheet, material, hand-painted, stylized, photorealistic, game-art, 3d-art" mentioned.
ShipSwift recipe library — 89 production-ready SwiftUI recipes for iOS/macOS covering animations (view transitions, particle transitions, change effects, shimmer, confetti, typewriter, 27 Metal shaders), charts (line, bar, donut, radar, heatmap, 3D network graph), UI components (onboarding, alert, stepper, search bar) and full-stack modules (Cognito/Supabase auth, camera, chat, StoreKit subscriptions, CDK infra). Use when building SwiftUI features, adding animations/charts/components, or when the user mentions ShipSwift.
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.
Measure mesh files against Design for Additive Manufacturing (DfAM) rules and report printability findings per process (FDM, SLS, SLA/DLP, metal PBF, MJF). Use when the user asks whether a part is printable, wants overhang/wall-thickness/support analysis of an `.stl`, `.obj`, `.ply`, or `.3mf` mesh, wants a build-orientation recommendation, or wants DfAM redesign guidance before slicing with `$gcode` or regenerating geometry with `$cad`.
Expert knowledge for GPU shader development across GLSL, HLSL, ShaderLab, and compute shadersUse when "write shader, shader code, GLSL, HLSL, ShaderLab, vertex shader, fragment shader, pixel shader, compute shader, post-processing, visual effects, screen effect, bloom effect, outline shader, toon shader, water shader, dissolve effect, custom material, render texture, GPU compute, raymarching, SDF, signed distance field, shader, glsl, hlsl, shaderlab, gpu, graphics, rendering, visual-effects, post-processing, compute, webgl, vulkan, directx, metal, opengl" mentioned.