claudecodex

science-hardware

Math proof and olympiad work, Blender, and M5Stack and Cardputer hardware.

5 on GitHubby siddu1004v3.20.0MITupdated 4 days agoskills
/

Plugin science-hardware from marketplace sfp in siddu1004/SFP. Commands read from the repo's manifest — 4 days ago.

What it installs

Skills (123)

  • anndata

    Handles annotated matrices in single-cell analysis, .h5ad and Zarr files, and integration with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.

  • astropy

    Core Python library for astronomy and astrophysics workflows that need Astropy APIs, including units/quantities, coordinates, FITS I/O, tables, time systems, WCS, and cosmology. Use when implementing or debugging astronomical data analysis code with Astropy.

  • biopython

    Provides Biopython workflows for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Supports batch processing, custom molecular-biology pipelines, BLAST automation, structure analysis, and motif analysis.

  • blend-analog-found-footage-horror

    Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.

  • blend-animation

    Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

  • blend-anime-style

    Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.

  • blend-apocalypse-worlds

    Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.

  • blend-archviz

    Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.

  • blend-asset-optimization

    Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.

  • blend-biome-worlds

    Biome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.

  • blend-body-horror-style

    Body horror art direction for Blender focusing on flesh wrongness, mutation, fusion, and visceral material storytelling.

  • blend-brutalist-mood

    Brutalist and concrete-monument mood direction for Blender architecture and scenes with raw concrete, monumental scale, and austere composition.

  • blend-camera-cinematography

    Cinematic camera work in Blender including framing, lenses, composition, camera animation, and shot language beyond basic rendering setup via MCP.

  • blend-cartoon-style

    Cartoon art direction for Blender with squash-stretch readable shapes, bold colors, and graphic silhouettes for games and animation.

  • blend-character-archetypes

    Character archetype art direction for Blender covering fantasy races, horror creatures, roles (knight, assassin, detective), and body types (mecha, android, chibi, etc.).

  • blend-character-artist

    AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.

  • blend-chibi-style

    Chibi and SD proportion art direction for Blender characters with oversized heads, simplified anatomy, and cute silhouette rules.

  • blend-cloth-sim

    Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.

  • blend-collision-proxy

    Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.

  • blend-comic-book-style

    Comic book and graphic-novel art direction for Blender with ink-line emphasis, halftone cues, and high-contrast framing.

  • blend-compositing

    Blender compositor workflows for beauty stacks, render passes, color grade, glare, and delivery outputs via MCP.

  • blend-cosmic-eldritch-horror

    Cosmic, eldritch, and Lovecraftian horror art direction for Blender with non-Euclidean cues, impossible scale, and incomprehensible forms.

  • blend-cozy-wholesome-mood

    Cozy, cute, wholesome, relaxing, and peaceful mood direction for Blender assets and scenes.

  • blend-creature-artist

    AAA creature modeling for fantasy, aliens, monsters, and organic creature design with believable anatomy and movement. Use for creature blockouts, muscle flow, bone structure, and animation-ready creature assets in Blender via MCP.

  • blend-dark-gritty-mood

    Dark, grim, gritty, rusty, abandoned, decayed, industrial, lonely, and melancholic mood direction for Blender.

  • blend-dream-surreal-mood

    Dreamlike, surreal, mysterious, mystical, hopeful, and chaotic mood direction for Blender scenes.

  • blend-dream-weirdcore-style

    Dreamcore, weirdcore, and traumacore-inspired art direction for Blender with nostalgic wrongness, liminal nostalgia, and surreal childhood spaces.

  • blend-environment-artist

    AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.

  • blend-export-pipeline

    Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.

  • blend-fantasy-worlds

    Fantasy world-building art direction for Blender covering medieval, high fantasy, dark fantasy, and urban fantasy asset language.

  • blend-folk-horror-style

    Folk horror art direction for Blender with rural ritual uncanny, pastoral daylight dread, and community-wrongness storytelling.

  • blend-frutiger-aero-style

    Frutiger Aero art direction for Blender with glossy skeuomorphism, aqua UI cues, nature-tech optimism, and mid-2000s futurism.

  • blend-genre-action-combat

    Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.

  • blend-genre-card-party-idle

    Art direction for card games, deck builders, party games, idle/incremental, educational, and rhythm game presentational spaces in Blender.

  • blend-genre-metroidvania-roguelike

    Art direction for metroidvania, roguelike, and roguelite games in Blender with biome gates, room modules, and run-readable props.

  • blend-genre-narrative-vn

    Art direction for visual novel, interactive movie, walking simulator, and story-driven presentation spaces in Blender.

  • blend-genre-open-world-sandbox

    Art direction for open world and sandbox games in Blender with biome landmarks, traversable scale, and discovery props.

  • blend-genre-puzzle-platformer

    Art direction for puzzle and platformer games in Blender with readable interactables, jump volumes, and clear hazard language.

  • blend-genre-racing-sports

    Art direction for racing and sports games in Blender with track landmarks, stadium kits, and high-speed readability.

  • blend-genre-rpg

    Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.

  • blend-genre-shooter

    Art direction for FPS, TPS, shooter, battle royale, and extraction-shooter maps and props in Blender with sightline and cover language.

  • blend-genre-soulslike

    Art direction for soulslike games in Blender with monumental melancholy spaces, fog gates, bonfire landmarks, and lethal readability.

  • blend-genre-stealth

    Art direction for stealth-game spaces in Blender with shadow volumes, patrol-friendly layouts, and concealment materials.

  • blend-genre-strategy-sim

    Art direction for strategy, RTS, turn-based strategy, tower defense, MOBA, city builder, colony sim, and simulation games in Blender.

  • blend-genre-survival

    Art direction for survival and survival-horror gameplay spaces in Blender emphasizing resource props, crafting readability, and tension routes.

  • blend-geometry-nodes

    Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.

  • blend-godot-export

    Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.

  • blend-hair-groom

    Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows. Use for characters, creatures, and real-time hair cards via MCP.

  • blend-hand-painted-style

    Hand-painted texture art direction for Blender with brushwork albedo, soft value transitions, and stylized PBR restraint.

  • blend-hard-surface

    AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.

  • blend-hd-2d-style

    HD-2D art direction combining pixel characters/sprites with 3D environments, depth of field, and theatrical lighting.

  • blend-historical-worlds

    Historical and period world art direction for Blender including Western, pirate, samurai/ninja, Viking, ancient Egypt/Greece/Rome, Victorian, modern, and military eras.

  • blend-horror-style

    Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Use for sparse industrial environments, analog aesthetics, and tension-driven lighting.

  • blend-indie-horror-aesthetics

    Indie horror aesthetic pack for Blender covering Silent Hill, Fear to Fathom, Puppet Combo, corporate horror, cabin/forest/hospital horror, and related looks.

  • blend-isometric-style

    Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.

  • blend-lighting

    Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.

  • blend-liminal-space-style

    Liminal space and Backrooms art direction for Blender with empty transitional architecture, wrong familiarity, and endless repetition.

  • blend-lod-pipeline

    Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.

  • blend-lookdev

    Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.

  • blend-lowpoly-style

    Low-poly art direction for Blender inspired by PS1/PS2, Lethal Company, Mouthwashing, and Fear to Fathom. Use for readable silhouettes, minimal polygons, simple materials, and strong atmosphere.

  • blend-manga-style

    Manga-inspired art direction for Blender emphasizing monochrome value design, speed lines, screentone feel, and manga panel staging.

  • blend-mascot-puppet-horror

    Mascot and puppet horror art direction for Blender with cheerful brand characters made wrong, felt/foam materials, and uncanny performance.

  • blend-materials

    Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.

  • blend-minimalist-style

    Minimalist and abstract-leaning art direction for Blender with reduced forms, limited palettes, and negative space.

  • blend-neon-retrofuturism

    Neon, vaporwave, synthwave, and retrofuturistic mood/art direction for Blender with grid horizons, chrome, and dusk palettes.

  • blend-noir-style

    Noir art direction for Blender with high-contrast lighting, wet streets, silhouettes, and monochrome or limited-color grading.

  • blend-painterly-style

    Painterly art direction spanning watercolor and oil-painting looks for Blender using soft edges, pigment texture, and illustrative lighting.

  • blend-physics-sim

    Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.

  • blend-pixel-art-style

    Pixel-art and texel-constrained art direction for Blender assets destined for pixel rendering, low-res textures, or HD-2D-adjacent pixel reads.

  • blend-procedural-modeling

    Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.

  • blend-prop-artist

    Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop.

  • blend-psx-horror-style

    PS1/PSX-era horror art direction combining low-poly affine textures, limited color depth, fog, and psychological horror staging for Blender assets.

  • blend-qa-review

    Production QA gate for Blender assets using viewport screenshots, validation checklists, naming audits, and ship/no-ship verdicts via MCP.

  • blend-realistic-style

    Photorealistic AAA art direction for Blender including photogrammetry cleanup, real-world scale, high-poly workflows, PBR accuracy, and scan optimization. Use for cinematic and AAA game realism.

  • blend-rendering

    Blender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation via MCP.

  • blend-retopology

    Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.

  • blend-retro-16bit-style

    Retro 16-bit art direction for Blender-assisted SNES/Genesis-era color richness, dither cues, and sprite-like clarity.

  • blend-retro-8bit-style

    Retro 8-bit art direction for Blender-assisted pixel/low-res aesthetics inspired by NES-era constraints.

  • blend-rigging

    Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Use before animation on deforming assets via MCP.

  • blend-scene-assembly

    Large scene layout in Blender with collections, linking, overrides, streaming-friendly organization, and set assembly via MCP.

  • blend-sci-fi-punk-worlds
  • blend-sculpting
  • blend-set-dressing
  • blend-stop-motion-craft-style
  • blend-stylized-style
  • blend-texture-workflow
  • blend-unity-export
  • blend-unreal-export
  • blend-uv-workflow
  • blend-vector-style
  • blend-vegetation-artist
  • blend-vehicle-artist
  • blend-vfx-fx
  • blend-visual-console-eras
  • blend-voxel-style
  • blender-director
  • blender-modeler
  • blender-motion-state-inspection
  • blender-product-polish
  • blender-threejs-export
  • blender-toolkit
  • cardputer-buddy
  • crane-shot
  • datamol
  • deepchem
  • dolly-rotate
  • dynamic-full-loop
  • image-to-3d
  • m5-onboard
  • math-olympiad
  • multi-image-to-3d
  • perfect-loop
  • polyhaven-hdri-showcase
  • polyhaven-material-swap
  • polyhaven-scene-builder
  • polyhaven-studio-setup
  • polyhaven-texture-apply
  • scientific-schematics
  • scikit-bio
  • siege
  • slow-zoom
  • solo
  • turntable
View source on GitHub npmjs.com

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