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Found 1,321 Skills
Generate game audio (music, voices, sound effects) via ElevenLabs.
Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX that repeat, AudioStreamRandomizer, AudioStreamGenerator, import settings, or importing AI-generated music, SFX and voice from Scenario or ElevenLabs.
Add Blobity canvas cursor effect to any landing page. Supports HTML/React/Vue3/Vue2, light/dark theme, tooltip mode. Trigger words: blobity, cursor effect, landing page cursor, 光标特效
Weather effects in Blender 5.2 - looping Geometry Nodes rain, snow, dust, ash and embers with ground hits and splashes, wet surfaces, puddles with animated ripples, wall streaks, snow cover (shader + real snow geometry), storm lightning with multi-stroke flashes and bolts, engine-ready weather masks. Use for rain, storm, snow, wet street, puddle, dust or ember scenes.
Make pixel art effects and sprite animations in code with the pixelfx library, which has 244 ready-made ones, acted out by a character who winds up, freezes on contact and recovers (fire, explosions, water, ice, lightning, sci-fi, melee, impacts, projectiles, spawn and death, arcane, holy, shadow, status, nature, weather, UI, pickups, transitions, critters) to drop into a game, recolor, export as sprite sheets or remix, plus a draft, render, look, refine loop that makes new ones look hand-animated. Use when someone wants pixel art VFX, sprite animations or sprite sheets, game juice, a specific effect ("a frost nova for my mage", "a coin pickup sparkle"), wants to use or export a pixelfx effect in Godot, Unity, Phaser or a canvas game, or wants their pixel effects to look better.
Use when implementing Disney's 12 animation principles with Lottie animations exported from After Effects
Audio and media assets for HyperFrames compositions, produced by one shared audio engine (`scripts/audio.mjs`) — multi-provider TTS (HeyGen / ElevenLabs / Kokoro local), background music + sound effects (HeyGen audio-library retrieval by default, with local Lyria / MusicGen BGM generation and a bundled SFX library as the no-credential fallback), Whisper transcription, background removal, and caption authoring. Use for voiceover / TTS, BGM, SFX / sound effects, transcription, captions / subtitles / lyrics / karaoke / per-word styling, voice + provider selection, and music-mood prompting.
Text-to-Speech (TTS), voice cloning, voiceover, narration placement/sync, and custom sound effects (SFX) generator. Use when the user wants generated speech from text, wants to clone a consented voice from uploaded reference audio, wants to correct a misspoken word or short phrase in recorded speech, wants to add/replace/align narration or voiceover for an existing video/timeline, wants to keep existing voiceover synced after visual retiming edits, needs voice audition/selection, or explicitly wants a newly generated/custom sound effect that is not available in the Sound Effects library.
AI shader generator for WebGL video effects, transitions, masks, and color grading (LUT / 调色 / 电影感 / film look). Use when the user wants a video effect (滤镜 / 特效), a transition (转场 / crossfade / wipe / cube / 3d), a mask (蒙版 / 遮罩 / reveal), a zoom / push-in (推近 / 推镜头), or a color grade — try the built-in effects (zoom, builtin LUTs) before generating a new shader.
Guided statistical analysis for research data - test selection, assumption checking, effect sizes, power analysis, Bayesian alternatives, and APA-formatted reporting. Use whenever a user wants to compare groups, test a hypothesis, analyze experimental or survey data, check statistical assumptions, compute required sample sizes, or write up results - even if they never name a specific test. Covers t-tests, ANOVA, chi-square, correlation, regression, non-parametric and Bayesian methods. For low-level model APIs, see the statsmodels and pymc skills.
Build Roblox VFX to a pro standard headlessly - anime-style moves, slashes, beams, impacts, auras, ultimates, summons - authored as effect definitions you can judge frame by frame in a browser simulator of Roblox's own VFX instances, with a generated library of 2,000+ original textures, Blender meshes for anything the effect IS (weapons, creatures, craters, debris), a polish pass, a pre-recording gate and a hit system that makes the target react like a body, then exported as a Studio kit. Also harvests free Creator Store VFX packs you have taken into your own account into a searchable library of portable JSON recipes and emits them as a Luau runtime module (VFXKit). No harvested effects ship. Use whenever the user wants a Roblox particle effect, explosion, aura, hit effect, fire, smoke, sparks, magic or anime move made rather than dragged in by hand, wants effects that look professional rather than generic, wants to build a reusable VFX library from packs they own, or asks why their ParticleEmitter is invisible, never stops, or looks nothing like it did in the pack they copied it from.
Source, verify and wire the sound for a Roblox game from the Creator Store by asset id - footsteps, gunshots, animal calls, UI clicks, ambience, music - with no upload, no Open Cloud audio quota and no API key. Searches the same unauthenticated toolbox endpoints Studio's own audio tab uses, then PROVES each candidate in Studio (IsLoaded plus a measured Sound.TimeLength) before anything is chosen, because the toolbox's own duration field is wrong often enough to be dangerous. Emits a SoundBank data module, an Sfx runtime helper that fails inert, and an install script so the bank can be heard in an open place immediately. Use whenever the user wants sound effects, audio, SFX, music or ambience for a Roblox game, wants sounds found and wired rather than dragged in by hand, is picking audio for a build, or asks why a Sound is silent, has no length, or will not load in their place.