@vladmdgolam/agent-skills
A collection of skills for AI coding agents
Agent Skills
A collection of skills for AI coding agents. Skills are packaged instructions that extend agent capabilities with domain-specific knowledge.
Skills follow the Agent Skills format.
Install
npx skills add vladmdgolam/agent-skills
Or install a specific skill:
npx skills add vladmdgolam/agent-skills --skill cinema4d-mcp
Available Skills
🎬 cinema4d-mcp
Cinema 4D MCP expert for extracting scene data, writing C4D Python scripts, and controlling Cinema 4D through MCP tools.
Use when:
- Using Cinema 4D MCP tools (
get_scene_info,list_objects,execute_python_script, etc.) - Writing Python scripts for C4D extraction or manipulation
- Working with MoGraph cloners, effectors, and fields
- Baking animation data from C4D scenes
- Debugging C4D Python API errors
Covers:
- 7 critical C4D API gotchas (world/local coords, visibility constants, sequential stepping, etc.)
- MoGraph extraction and animation track discovery patterns
- When to use structured MCP tools vs
execute_python_script - Known error tables with fixes (Python API + MCP tool errors)
- Redshift availability matrix
- Timeout management and chunked baking strategies
🧊 blender-mcp
Blender MCP expert for scene inspection, Python scripting, GLTF export, and material/animation extraction.
Use when:
- Using Blender MCP tools (
get_scene_info,execute_python,screenshot, etc.) - Writing Blender Python scripts for scene extraction or manipulation
- Exporting scenes to GLTF/GLB for web (Three.js, R3F)
- Debugging material or texture export losses
- Optimizing GLB files with gltf-transform
- Using asset integrations (PolyHaven, Sketchfab, Hyper3D Rodin, Hunyuan3D)
Covers:
- 7 critical rules (export timeouts, modifier handling, Draco pitfalls, name mapping, etc.)
- Scene hierarchy, material, and animation extraction patterns
- Headless CLI export (bypasses MCP timeout)
- Material export survival matrix (what survives GLTF, what doesn't)
- Texture optimization pipeline (resize → WebP → Draco)
- Known error tables with fixes (MCP, export, Python API, texture paths)
⏱️ time-lens
Analyze and visualize time spent on software projects by combining data from multiple sources: WakaTime coding time, git commit session detection, Claude Code usage, Codex CLI usage, and Cursor IDE usage.
Use when:
- Analyzing work hours or calculating time spent on a project
- Generating a work hours report or visualizing coding activity
- Creating a project time breakdown
- Summarizing development effort across date ranges
Covers:
- 5 data sources: WakaTime API, git sessions, Claude Code prompts, Codex CLI prompts, Cursor IDE prompts
- Interactive HTML dashboard (dark-themed, Chart.js)
- Markdown report with ASCII charts
- Reconciliation logic across overlapping sources
🖨️ pdf-look-scanned
Make PDF documents look like they were scanned on a physical scanner, with optional signature replacement.
Use when:
- Making a PDF look scanned (grayscale, noise, blur, rotation, edge shadows)
- Replacing digital signatures with real handwritten ones from a source PDF
- Preparing documents that need a "printed and scanned" appearance
Covers:
- Configurable scan effects (DPI, noise, blur, contrast, JPEG quality)
- Signature extraction from source PDFs (phone photos, scans)
- Multi-signature replacement on different pages
- Coordinate discovery workflow for signature placement
- Metadata considerations
🎨 figma-context-mcp
Expert guide for using the Figma Context MCP (Framelink) efficiently while avoiding 429 rate-limit errors.
Use when:
- Using Framelink Figma MCP tools (
get_figma_data,download_figma_images) - Fetching Figma designs for code generation
- User hits 429 rate limits from Figma API
- Extracting design tokens or component data from Figma
- Downloading Figma assets/images
- Any design-to-code workflow involving Figma URLs
Covers:
- Metadata-first, prune-first, fetch-last pipeline (2-3 API calls instead of dozens)
- Depth-limited node tree fetching to keep responses <500 KB
- Batch image downloads with deduplication
- Plan-tier awareness (limits tied to file owner's plan, not yours)
- Rate-limit diagnostics and recovery steps
- Common anti-patterns that cause 429 lockouts
- Alternative workflows when rate-limited (screenshots, manual export)
📚 apple-books-mcp
Extracts highlights, annotations, and book data from Apple Books via MCP.
Use when:
- Exporting book highlights with colors and notes
- Extracting annotations from specific books or a reading list
- Searching highlights across your entire library
- Matching books from an external list against Apple Books library
Covers:
- Efficient batch color extraction (5 API calls instead of 150+)
- Color map building via
get_highlights_by_color+ Python cross-referencing - Annotation data structure (style values, color mapping, underlines)
- Markdown export patterns with color-coded emoji indicators
- Book matching strategies (translations, partial titles, multiple editions)
- Troubleshooting common issues (empty results, null colors, large outputs)
👁️ visual-feedback-loop
AI agent visual feedback loop for capturing and inspecting rendered output from any web app during iterative development.
Use when:
- Iterating on visual code (UI, canvas, 3D, SVG, charts, animations)
- You need to SEE the rendered result to evaluate quality
- Doing visual QA or A/B comparison of render variants
Covers:
- Dev-screenshot API pattern (GET trigger → SSE → client capture → POST back → file saved)
- Parameterized offscreen rendering with custom params
- WebMCP tool registration for Chrome Canary agents
- Console and Chrome MCP fallbacks
- Next.js reference implementation
🪛 reverse-engineer-js
LLM-assisted deobfuscation of minified or obfuscated JavaScript bundles. Wraps humanifyjs with the right defaults, the pseudo-TTY workaround, and patterns for both whole-bundle and single-module workflows.
Use when:
- Deobfuscating
bundle.js, fxhash projects, or any minified JS - The user says "humanify this", "deobfuscate this", "rename mangled vars", "what does bundle.js do"
- Working in a project with an
og/ormodules/folder fed by humanify - humanify crashed with
cursorTo is not a function
Covers:
- Default model:
gemini-3.1-flash-lite-preview - Pseudo-TTY workaround (
script -q /dev/null ...) for non-interactive shells - Single-module extraction from large bundles
webcrackpre-split for webpacked bundles- Sourcemap-first check (often beats LLM rename for free)
- Common backends: gemini / openai / local
🔍 agent-sessions
Search, list, and resume AI agent sessions across Claude Code, Codex CLI, Gemini CLI, opencode, Hermes Agent, and Cline CLI from the terminal.
Use when:
- Finding a past conversation ("find that session where I worked on...")
- Reading latest/last messages from a session id (
ses_..., UUID, or Cline id) - Resuming a previous Claude Code session by ID
- Listing recent activity across agents
- Searching session history for a topic or project
Covers:
- CLI tool at
~/Play/radar/tools/agent-sessionswith--agent,--search,--search-scope,--projectfilters - Direct handoff flow:
--pack <session-id> --max-chars 8000before manual filesystem or database inspection - Compact JSON output for scripting;
--include-search-textis opt-in for transcript indexes - Compact handoff snippets via
--context <session-id...> - Bounded evidence packs and excerpts via
--pack <id...>and--read <id...> --query; use--role userfor user-only messages - Claude session resume via
--resume <id> - Data sources:
~/.claude/projects/,~/.codex/sessions/,~/.gemini/tmp/*/chats/,~/.local/share/opencode/opencode.db,~/.hermes/state.db,~/.cline/data/db/sessions.db - Companion tools:
claude-history(TUI), Claude Code History Viewer (GUI)
🌊 fluid-interfaces
Design and review principles for fluid, gestural, physically-responsive interfaces, distilled from Apple's WWDC 2018 "Designing Fluid Interfaces" talk (the team that built the iPhone X gestural UI).
Use when:
- Designing or reviewing touch/gesture interactions (drag, swipe, dismiss, dock)
- Tuning spring-based motion, elastic/rubberband behaviors, or scroll physics
- Something "feels off", "feels janky", or "doesn't feel native"
- Deciding between timed animations and continuous spring behaviors
Covers:
- 8 core principles: instant response, redirectability/interruption, spatial consistency, gesture hinting, lightweight-input/amplified-output, rubberbanding, smooth frames of motion, behavior-over-animation
- Spring tuning via
damping/responseinstead of raw mass/stiffness/duration - Momentum projection formula for "throw to nearest endpoint" interactions (with Swift code)
- Gesture mechanics checklist: taps, swipes, one-to-one tracking, continuous feedback, resolving competing gestures
- Teaching techniques for gestural UI (visual cues, elevation, paired animations, explanations, designing for play)
⚡ threejs-perf-loading
Performance and loading patterns for real-time Three.js/WebGL/WebGPU sites, based on modern approaches and best practices from top-notch studios and developers (Ivress, Threejspunk, igloo.inc, Noomo Agency) rather than generic advice.
Use when:
- Eliminating the loading-spinner-to-scene freeze/jank (uncompiled shader pipelines hitting the first real frame)
- Designing an adaptive-quality or perf-budget system, or desktop/mobile post-processing tiers
- Tuning scroll/camera damping so input can't "outrun" a max speed
- Deciding where to spend a render-loop's cost (MRT routing, layer-split passes, on-demand shadows, GPU-resident particles, proximity gating)
Covers:
- Shader/pipeline warmup: force every material to compile behind the loading screen before firing the reveal event, including per-camera
compileAsyncfor layer-masked cameras - Render-loop cost discipline: MRT emissive routing for selective bloom, layer-split passes,
shadowMap.autoUpdate = false, GPU-resident particle motion, proximity + hysteresis gating, fused post-processing passes - Adaptive quality: one flat perf-budget config object, one-way FPS-latched degradation, UA-based gating, genuinely different desktop/mobile post tiers
- Scroll/input smoothing: step-clamped damped lerp (the
maxSpeedprimitive behind drei'sScrollControls) vs. direct authored-timeline scrubbing - Transmission/glass materials: owning your render target for a static-fallback trick, and why a shared pre-blurred buffer beats a hand-optimized per-fragment sampler
Adding Skills
Each skill lives in skills/<skill-name>/ with a required SKILL.md and optional references/, scripts/, and assets/ directories.
License
MIT
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