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Found 1,317 Skills
Turn photos, videos, and Live Photos into a black-and-white to color reveal clip (单彩渐变 + 动感模糊 + 丁达尔旋焦). The frame starts monochrome and spun, color sweeps in from the left under a horizontal motion blur, and the spin settles from the center outward into a softly glowing full-color frame. Use when users ask for 上色效果, 黑白变彩色, 丁达尔旋焦, 旋焦上色, 剪映上色特效, color reveal, colorize transition, or want this effect on images, iPhone Live Photos (HEIC/JPG + MOV), Android motion photos, or video clips. Outputs H.264 MP4.
Use when making or fixing Roblox visual effects or game audio: ParticleEmitter, Beam, Trail, flipbook sprite sheets, slash, hit, impact, explosion, fireball, aura or projectile VFX; effects only one player sees, effects that lag or pile up, particles invisible, popping or too bright; the Audio API (AudioPlayer, Wire, AudioEmitter, AudioListener, AudioDeviceOutput, effects), "no sound", "3D sound not working", music, ducking, footsteps, SoundGroup volumes; or importing Scenario-generated sound effects, music, voice or VFX sheets into a Roblox game.
Use when generating audio with Layer: sound effects for a game or trailer, music and background tracks, or speech and voice-over from text. Also when a sound effect comes back with unwanted ambience or reverb, when a music prompt needs structure or length control, or when choosing a voice and delivery for narration. Keywords: SFX, sound effect, foley, UI sound, music, soundtrack, loop, text to speech, TTS, voice over, narration.
Build or optimize Roblox particles, beams, trails, and highlights. Use for emitter shapes, flipbooks, one-shot bursts, animation-marker effects, distance culling, and overdraw.
Provider-independent sound design and Foley direction for generated media. Use when an agent must plan, prompt, source, generate, edit, mix, hand off, repair, or QA sound effects, Foley, ambience, impacts, transitions, UI/product audio, emotional sound design, or accessibility-safe captions for videos, ads, trailers, animation, avatar clips, explainers, games/trailers, product films, and social edits.
Interprets completed doubleml-pipeline output directories across treatments, outcome KPIs, entity dimensions (geo_col, item_col), calendar periods, and CATE covariates, turning Double Machine Learning estimates into causal insight reports, ROI or effect-per-unit verdicts, and resource allocation recommendations. Use when pointing at a doubleml-pipeline output_dir (containing metadata.json and step4_consolidated_results/) or when asked which treatments paid back, where or when effects are strongest, what drives effect heterogeneity, whether estimates are trustworthy, or how to reallocate budget. Don't use for fitting new DoubleML models, running raw regressions on input CSVs, or forecasting non-causal time series.
Add particle effects (smoke, fire, sparks, magic, glow, dust, snow, drips, bubbles, bursts) to Blockbench models with MCP tools. Covers Bedrock/Snowstorm particle JSON, presets and design knobs, locators, particle keyframes on animations, Blockbench's Animate-mode preview, and delivery to Bedrock resource packs (client entity particle_effects) and GeckoLib, plus fallbacks for glTF, Java block and Hytale targets that cannot carry particles. Use when a model needs an emitter, VFX, particle effect, locator, Snowstorm file, particle_effects keyframe, or effect polish in a deliverable.
Add or debug Three.js bloom, antialiasing, ambient occlusion, depth effects, and render-target composition.
Building worlds with code - parts, models and pivots, materials, Lighting (LightingStyle, Atmosphere, post-processing), day/night, Terrain API, in-game CSG and destruction (GeometryService Subtract/Union/Fragment), ProceduralModel, EditableMesh/EditableImage, particles/beams/trails/highlights. Use when creating maps, environments, lighting, destructible objects, procedural levels, or visual effects.
Use when generating game visual effects with Layer: spell and skill effects, hit impacts, explosions, pickups and power-ups, loot chest and reward openings, auras, portals, or looping ambient effects such as fire, smoke and magic swirls. Also when an effect comes back with a scene around it, cannot be blended in the engine, or plays with no wind-up. Keywords: VFX, FX, spell effect, impact, explosion, particle, flipbook, aura, loot chest, additive, sprite sheet.
Enforces Effective-Dart casing (UpperCamelCase types, lowerCamelCase members/constants, lowercase_with_underscores files) plus architectural role suffixes so a name or grep reveals the layer — Screen/Notifier/Repository/Dao/Service/Gateway/Failure, file=primary-declaration, units-and-semantics in identifiers, booleans as is/has/can/should assertions, no get-prefix, no Hungarian, no SCREAMING_CAPS, grouped-and-sorted imports. Use when creating a file, naming a class/enum/mixin/extension/typedef/variable/function/getter/constant/parameter, organizing imports, choosing a role suffix, or reviewing a diff for naming and directive ordering.
Build backends with @alchemy.run/domain (domain-driven design on Effect) - turn requirements into aggregates, commands, events, rejections, views, policies, sagas, projections, streams, queries, external systems and Apis; lay them out in a monorepo (domain / server / web packages, kind-suffixed files); test them with stories; host them on Cloudflare Durable Objects with alchemy; and drive them from a foldkit frontend. Use when designing or changing an @alchemy.run/domain model, adding a building block, wiring hosting or a frontend, or reviewing such code.