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rivet-workflowsrivet-devWorkflows: Durable, replayable multi-step operations.shapingrjsUse this methodology when collaboratively shaping a solution with the user - iterating on problem definition (requirements) and solution options (shapes).play-developer-consolerjyoUse when managing Google Play Developer Console metadata, graphics, tracks, app bundles, reviews, subscriptions, or in-app products with the local `play` CLI. Trigger this for Moshi Android Play Store work, especially when editing `/Users/jyo/projects/ai/moshi/marketing/play` assets or debugging `/Users/jyo/projects/tools/play-cli`.alphaear-logic-visualizerrkidingCreate visualize finance logic diagrams (e.g., Draw.io XML) to explain complex finance transmission chains or finance logic flows.alphaear-predictorrkidingMarket prediction skill using Kronos. Use when user needs finance market time-series forecasting or news-aware finance market adjustments.alphaear-reporterrkidingPlan, write, and edit professional financial reports; generate finance chart configurations. Use when condensing finance analysis into a structured output.alphaear-searchrkidingPerform finance web searches and local context searches. Use when the user needs general finance info from the web (Jina/DDG/Baidu) or needs to retrieve finance information from a local document store (RAG).alphaear-sentimentrkidingAnalyze finance text sentiment using FinBERT or LLM. Use when the user needs to determine the sentiment (positive/negative/neutral) and score of financial text markets.alphaear-signal-trackerrkidingTrack finance investment signal evolution and update logic based on new finance market information. Use when monitoring finance signals and determining if they are strengthened, weakened, or falsified.alphaear-stockrkidingSearch A-Share/HK/US finance stock tickers and retrieve finance stock price history. Use when user asks about finance stock codes, recent price changes, or specific company finance stock info.Python Backend Architecture ReviewrknallComprehensive design architecture review for Python backend applications. Use this skill when users ask you to review, analyze, or provide feedback on backend architecture designs, system design documents, or Python application architecture. Covers scalability, security, performance, database design, API design, microservices patterns, deployment architecture, and best practices.industry-researchrkreddypComprehensive industry research skill providing methodologies, frameworks, and best practices for analyzing industry trends, key companies, market dynamics, and industry-specific developments across consumer, tech, healthcare, and finance sectorshiverllm-orgRun the hive experiment loop — autonomous iteration on a shared task. Use when the agent is in a hive task directory and needs to run experiments, submit results, or participate in the swarm. Triggers on "hive", "run hive", "autoresearch", "start experimenting", "join the swarm", "start the loop", or when .hive/task file is detected.hive-create-taskrllm-orgDesign and create a new hive task through guided conversation. Walks the user through problem definition, eval design, constraint specification, repo scaffolding, baseline testing with iteration, and upload. Use when user wants to create a new task, add a benchmark, or publish a challenge to the swarm.hive-setuprllm-orgInstall hive-evolve, register an agent, clone a task, and prepare the environment. Use when user wants to set up hive, join a swarm, or get started with a task. Triggers on "setup hive", "join hive", "hive setup", or first-time hive requests.amazon-working-backwardsrobdefeoGuide the Amazon Working Backwards process from the 5 Questions through to a full PR-FAQ document. Use when the user wants to (1) draft answers to the Amazon 5 Questions for a proposal or idea, (2) refine or critique existing 5Q answers, (3) verify and challenge 5Q answers with probing questions, (4) generate a PR-FAQ document from 5Q answers, (5) review or critique an existing PR-FAQ against Amazon standards, or (6) clarify any element of the 5Q or PR-FAQ process. Triggers include mentions of "para-second-brainrobdefeoUse this skill when the user wants to organize, classify, or maintain a PARA-method second brain. Triggers include asking where to file something, distinguishing projects from areas, processing an inbox, setting up a new project, completing or archiving a project, running a monthly review, validating system structure, or finding stale/orphaned content.animation-quality-gateroble3Validate Blender animation attempts before accepting them by rendering contact sheets, checking silhouette stability, flicker, framing, subject dominance, layer separation, export compatibility, and motion-design coherence. Use after animation renders or when the user says motion/morph/outside elements look bad.atlas-uv-fittingroble3Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.blender-animationroble3Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use tblender-camerasroble3Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — also blender-exportroble3Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "expoblender-lightingroble3Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "moodblender-materialsroble3Create 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 /blender-modelingroble3Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "moblender-pro-workflowroble3End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill forblender-renderingroble3Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "makeblender-skill-harmonizerroble3Harmonize multiple Blender skills into a coherent pipeline with clear activation precedence, handoff artifacts, dependency gates, and conflict-resolution rules. Use when a Blender task spans several skills, when reference-locked work conflicts with generic production workflow, after adding/updating skills, or when repeated failures indicate skill interference or missing inter/intra-play.blender-uv-texturingroble3UV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off textures. Pairs with reference-to-3d for template-accurate reconstruction and blender-materials for PBR values.closed-surface-uv-coverageroble3Ensure textures and decals cover all visible surfaces of a closed or extruded Blender asset, especially front/back caps and sidewalls, instead of relying on partial projected planes, curves, or linework overlays. Use when back textures do not fill the model, side textures are missing, spin/turntable views expose plain sidewalls, or a model needs separate UV treatment for caps and side surfaces.contour-to-meshroble3Build Blender mesh surfaces directly from extracted 2D contours/masks instead of approximate primitives. Use for 1:1 mascot/logo reconstruction, exact leaf/petal silhouettes, filled wireframe shapes, shallow bas-relief forms, or when the model outline must match a front template before adding depth.fit-repair-optimizerroble3Turn multiview fit reports into a sequential or parallel repair queue for aligning Blender products to source-of-truth templates. Use after validation shows disalignment, when the agent must iteratively fix wireframe, texture, lighting, or projection mismatches, and when skill gaps should trigger self-refinement before another rebuild.landmark-fit-repairroble3Validate and repair source-locked Blender models using named landmarks such as leaf tips, shell corners, eyes, smile, rim thickness, aura center/radius, and view-specific depth markers. Use when bbox/IoU is insufficient and the model must align to templates at designed feature points.mascot-logo-reconstructionroble3Orchestrate a fail-gated, source-locked Blender reconstruction of mascots, logos, brand avatars, and stylized flat characters from wireframes, texture packs, and orthographic views. Use when the user requires a 1:1 brand/model match rather than a plausible stylized interpretation.multiview-constraint-solverroble3Determine whether front/side/back/top reference templates can be satisfied by one rigid 3D Blender model, choose a canonical source policy, and emit constraints before rebuilding. Use when multiview bboxes, silhouettes, part counts, or depth ratios contradict each other.multiview-fit-looproble3Closed-loop compare-adjust-repeat workflow for fitting Blender models to supplied front/side/back/top templates and originals. Use when the user asks to compare the product to templates/originals and adjust until it fits across all dimensions, or when all views must pass measurable bbox/centroid/silhouette/edge validation before export.orbital-hud-motionroble3Create tasteful circular/orbital HUD and aura animations around a Blender subject using source-derived arcs, dots, dashes, opacity, parallax, and restrained motion. Use when decorative circles, halos, orbit markers, scanner rings, or HUD effects must correlate with a logo/mascot rather than looking like random oversized rings.orthographic-registrationroble3Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract. Use when a 3D model must match multi-view wireframes/templates, when side/back/top silhouettes are off, or before adding depth to a front-locked contour model.quality-refinement-autolooproble3Run a self-refinement loop when a Blender result is subpar, user expectations are not met, validation fails, or repeated issues reveal missing skill depth. The loop diagnoses the gap, decides whether to repair the artifact or acquire/refine a generic skill, sanitizes lessons for reusable publication, updates docs/versioning, validates, and prepares stage/commit/push when explicitly requested.reference-analysis-validatorroble3Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP.reference-look-calibrationroble3Calibrate Blender materials, lighting, camera crop, emission/glow, color management, and aura/HUD styling against supplied original/reference images using measurable color, brightness, saturation, bbox, and mask statistics. Use when a product must match the lighting/look of a source image or when audits say the product is too bright, desaturated, wrong hue, wrong glow, or wrong silhouette extent.reference-to-3droble3Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts",source-part-segmentationroble3Segment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair.text-to-blenderroble3Drive Blender from natural language. Converts plain-English requests ("model a sword and render it with cinematic lighting", "make this glass look frosted", "set up three-point lighting", "export this scene as glTF for the web") into Blender Python code executed via the Blender MCP server. Acts as the orchestrator that picks and chain-loads specialised sub-skills (blender-modeling, blender-materials, blender-lighting, blender-cameras, blender-rendering, blender-animation, blender-export, wirefratexture-driven-mesh-fittingroble3Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an approximate mesh.texture-state-animationroble3Design and validate texture-state transitions for Blender animations without ugly whole-image crossfades, texture popping, misregistered morphs, or target-engine-incompatible Python-only swaps. Use when animating between multiple source textures, mascot/logo states, style states, lightmaps, decals, or UI skins.wireframe-to-3droble3Convert 2D orthographic wireframe PNG drawings to 3D Blender models exported as glTF/GLB. Use this skill whenever the user provides wireframe images (technical drawings, line drawings, orthographic views, side/front/back panels) and wants to generate a 3D model, mesh, or .glb file. Triggers on phrases like "convert this wireframe to 3D", "make a 3D model from these drawings", "build a model from this wireframe", "generate GLB from these views", or any image-to-3D-mesh request involving line drawgauntlet-looprobonuggetsTurns any goal into one short, paste-ready "gauntlet loop" prompt - a prompt that makes an agent set a concrete quality bar, split the work into small judgeable pieces, run a builder and a separate harsh critic on each, compare blind against the bar, and loop until it wins. Works for builds, writing, code, research, or design. Triggers on "/gauntlet-loop", "gauntlet loop", "gauntlet this", "make a gauntlet prompt", "loop until it beats X".patent-application-creatorrobthepcguyEnd-to-end patent campaign from ANY raw material ("here is some information; make a patent") to a filing-ready provisional package - invention mining, worth-it economics (design-around cost, detectability), exhaustive adversarial prior art, claims-first drafting, machine-verified compliance, hostile-examiner attack pass, and an honest no-go when nothing clears the bar or the fence is not worth the moneypatent-claims-analyzerrobthepcguyAutomated analysis of patent claims for USPTO compliance with 35 USC 112(b) requirements - antecedent basis, definiteness, claim structure

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