Image To Editable Ppt
ningzimu/image-to-editable-ppt-skill
Rebuild slide images, scanned or image-based PPT/PPTX files, and PDF decks into object-level editable PowerPoint (.pptx), preserving speaker notes when supplied.
Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter…
$ npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins animate --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/animate .claude/skills/animate && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "animate" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/animate into .claude/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/animateType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins animate --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/animate .agents/skills/animate && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "animate" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/animate into .agents/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins animate --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/animate .cursor/skills/animate && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "animate" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/animate into .cursor/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/hashgraph-online/awesome-codex-plugins.git --path plugins/homie-rocks/homie/skills/animate--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins animate --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/animate .gemini/skills/animate && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "animate" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/animate into .gemini/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install hashgraph-online/awesome-codex-plugins animateInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/animate .github/skills/animate && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "animate" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/animate into .github/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins animate --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/animate .opencode/skills/animate && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "animate" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/animate into .opencode/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
animateGive a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter…
Animate is an agent skill from hashgraph-online/awesome-codex-plugins. Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter library made phone-sized (one draw call, helper bones gone) with their clips in one shared clip library per skeleton, the library's CC0 humanoid clips retargeted at build time onto any other rig (a generated character, the person's own), the shared runtime @homie-rocks/studio/animate (idle, walk and run blended by…
Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/RIGHTS.md` and `references/SKELETONS.md`).
It sits in Documents & Office, covering Slides and decks. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.
Read from SKILL.md and the folder at commit 16b4156. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Animate loads about 2.4k tokens when it runs, and up to ~4.2k if it reads all its reference files. Until then it costs about 247 tokens; SKILL.md has 1,055 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from hashgraph-online/awesome-codex-plugins at commit 16b4156, republished under its Apache-2.0 licence (© hashgraph-online). 1,055 words, ~2,416 tokens.
.claude/skills/animate/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Read the style skill first (decisions) and the models skill (where models come from). Characters follow the same
routes: the starter library (free, CC0), the person's own files, or generated on their own fal account under a
budget (models skill: character, about US$1.44, priced and asked first). Clips are free: they come from the
character itself or from the library's CC0 humanoid set, retargeted at build time.
Commands run in the studio: npx --no-install homie-studio cast|anim|assets … (in an app with Homie's tools:
cast_plan, anim_plan, anim_add, anim_preview, character_make, asset_add).
| Family | Bones (standard names) | Who | Clips from |
|---|---|---|---|
| humanoid | VRM 1.0 names: hips, spine, chest, upperChest, neck, head, leftUpperArm, leftLowerArm, leftHand, leftUpperLeg, leftLowerLeg, leftFoot, leftToes (and right) | KayKit adventurers and skeletons, Mixamo-named rigs, Meshy and Tripo auto-rigs, Blender and Unreal rigs | its own, else KayKit's CC0 set retargeted |
| mini | hips, spine, head, leftUpperArm, rightUpperArm, leftUpperLeg, rightUpperLeg (a limb in one piece) | Kenney mini, blocky and graveyard characters | its own, else humanoid clips retargeted (each limb aims where the source's whole limb points) |
| quadruped | body, neck, head, tail, frontLeftLeg, frontRightLeg, backLeftLeg, backRightLeg | Kenney cube pets | its own species only |
| parts | anything else that moves by its nodes | — | its own only |
Names are matched however a rig spells them (mixamorig:LeftArm, upperarm.l, thigh_l, LeftUpLeg), the spine
chain by the tree (Mixamo counts up, Meshy counts down). references/SKELETONS.md has every table.
npx --no-install homie-studio assets find "knight" --kind character # free, CC0, rigged or node-animated
npx --no-install homie-studio assets add <id> kaykit-adventurers/knight --as knight --height 1.45 \
--keep "1H_Sword,Round_Shield,Knight_Helmet,Knight_Cape" --verbs idle,run,jump,attack,hit,die
npx --no-install homie-studio assets add <id> --file rigged.glb --kind character --rigged --license own --as heroWhat happens, all free, on this computer (lib/characters.mjs):
--keep: a sword, a shield, a hat: part swaps) merged into ONE
skinned mesh: one draw call; pictures resized (512 px), meshopt; the pivot at the feet, its height in metres;public/anims/<skeleton>.glb (the verbs the game needs, from its
anim.clips decision and --verbs), its own where it has them, else retargeted (--clips-from another source);assets/manifest.json with every clip's source and licence; the model names its clip library.Every character with the same skeleton shares one clip library (the adventurers share one, about 85 KB for twelve clips): shared clips are the biggest saving in a room of 32.
npx --no-install homie-studio anim plan <id> # each character's clips against the game's verbs
npx --no-install homie-studio anim add <id> knight --verbs block,dodge,cast # more verbs, retargeted, free
npx --no-install homie-studio anim preview <id> --asset knight # looping previews and a sheet; LOOK at the sheetVerbs: idle, walk, run, jump, fall, land, attack, attack2, hit, die, emote, win, interact, pickup, cast, shoot, block, dodge, crouch, sit, drive, spawn. Clips are baked in place (the game moves bodies; netplay's host moves them) at 30 fps; a loop's drift is removed. Look at the preview sheet after retargeting onto a new rig: a shoulder that flips or a foot through the floor shows there first.
import { createModels } from '@homie-rocks/studio/assets';
import { crowd, loadCharacter } from '@homie-rocks/studio/animate';
import { lab } from '@homie-rocks/studio/lab';
import tuning from '../tunables.json';
const T = lab.tunables(tuning); // the Motion group: sliders in the Game Lab
const hero = await loadCharacter(models, './models/knight.glb', { tune: T }); // finds ../anims/<skeleton>.glb itself
scene.add(hero.root);
// every frame, after the game moved the body:
hero.root.position.set(x, jumpHeight, z); hero.face(yaw, dt);
hero.move(groundSpeed); hero.air(onGround, verticalSpeed); hero.update(dt);
// events: hero.jump(); hero.act('attack', { from: 0.15 }); hero.hit(dx, dz); hero.die(); hero.hold('win');
crowd(allCharacters, camera); // far and off-screen ones pose less oftenwalkSpeed, runSpeed: tune them until the feet stop sliding).hitStopMs).jumpStretch, landSquash, squashHz).lean), look-at (lookAt, head and neck within limits), springs on bones named tail, ear,
cape, hair (spring), and two-bone foot planting on slopes (ground: (x, z) => height).ANIM_TUNING (exported) into the game's tunables.json under the "Motion" group; every number is a slider.hero-rush-3d starter shows all of it (homie-studio game new <id> --from hero-rush-3d).A move feels right when its timing does. Give the move a take in lab.json (a stage that sets it up, the press that
starts it), report its phases (lab.phase('RISE')) and a number (lab.track('height', h)), then change its
tunables and run homie-studio lab check <id> --take <take>: New (the working tree) beside Today (the last commit),
frame by frame. In the app: the animation card's Feel opens game_lab on the take that plays that verb. The
person keeps a slider in the lab and it is written into tunables.json: a kept change is code. Read the lab skill.
The models skill's character command (or character_make): one A-pose concept in the locked style (a library
character as the style reference with --like), then Meshy 7.1 image-to-3D with its humanoid auto-rig on the
person's own fal account (about US$1.40; the concept about US$0.035), then everything above for free: the library's
clips retargeted onto its rig. Humanoids with clear limbs only; a creature comes from the library or is rigged by
hand. Look at the concept before paying for the mesh, and at the preview sheet after.
homie-studio assets check <id> holds characters to: a hero 8,000 triangles (5,000 in rooms over 8), 48 bones,
one draw call, 1,024 px pictures; an NPC or creature 3,000 and 32 bones; four influences a vertex (three.js reads no
more); a clip library 1 MB a skeleton (3 MB hard), 30 samples a second; and skinning a frame: the room's players
times the heaviest character, 60,000 skinned vertices and 1,200 bones on a phone, beyond which crowd() and lighter
characters are needed. The perf skill's measured run on a phone is the real gate.
references/RIGHTS.md)remix: none.<slug>/raw/ is git-ignored).© hashgraph-online, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in plugins/homie-rocks/homie/skills/animate of hashgraph-online/awesome-codex-plugins.
Open the folder on GitHubat commit 16b4156
Animate next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Animate this skillhashgraph-online/awesome-codex-plugins | 1.2k | — | ~2.4k | Automated safety check: Pass | Apache-2.0 | |
| Image To Editable Pptningzimu/image-to-editable-ppt-skill | 2.8k | — | ~4.3k | Automated safety check: Pass | MIT | |
| Slidesfcakyon/claude-codex-settings | 1.2k | 1 repos | ~1.1k | Automated safety check: Pass | MIT | |
| Ppt Image FirstNyxTides/ppt-image-first | 1.2k | — | ~1.6k | Automated safety check: Pass | Apache-2.0 | |
| Vibe to Agentic Engineering Frameworkshanraisshan/claude-code-best-practice | 67k | — | ~3.3k | Automated safety check: Pass | MIT | |
| Gpt Image2 PptJuneYaooo/gpt-image2-ppt-skills | 1.3k | — | ~8.9k | Automated safety check: Notes | Apache-2.0 |
ningzimu/image-to-editable-ppt-skill
Rebuild slide images, scanned or image-based PPT/PPTX files, and PDF decks into object-level editable PowerPoint (.pptx), preserving speaker notes when supplied.
fcakyon/claude-codex-settings
Create and edit presentation slide decks (.pptx) with PptxGenJS, bundled layout helpers, and render/validation utilities.
NyxTides/ppt-image-first
Build presentation plans for PPT / slides / decks through a conversation-first workflow, then propose multiple visual directions with preview images before writing deck specs.
shanraisshan/claude-code-best-practice
Explains the conceptual model behind a presentation on moving from unstructured vibe coding to fully configured agentic engineering, including its 4-level scoring system and slide conventions.
JuneYaooo/gpt-image2-ppt-skills
Generate visually striking PPT slides via OpenAI's gpt-image-2 -- use any style in styles/<collection/STYLEID.md or mimic a user-supplied .pptx template; outputs high-res slide PNGs and a 16:9 .pptx.
scunning1975/MixtapeTools
Create and compile beautiful Beamer presentations following the Rhetoric of Decks philosophy.
hashgraph-online/awesome-codex-plugins
Create original anime-style reaction stickers as looping GIFs and MP4 previews, using generated character pose sheets and timed key poses.
hashgraph-online/awesome-codex-plugins
Manage and query Calibre libraries with the calibredb CLI (local paths or Calibre Content server URLs).
hashgraph-online/awesome-codex-plugins
A skill your agent uses when adding, changing, testing, or debugging Rust HTTP APIs and services, especially when Codex needs black-box integration tests, random-port app startup, real database test…
hashgraph-online/awesome-codex-plugins
Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…
hashgraph-online/awesome-codex-plugins
Use CALL-E from Codex through the calle CLI. An agent skill from hashgraph-online/awesome-codex-plugins.
hashgraph-online/awesome-codex-plugins
Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.
Categories
Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter…. Animate is an agent skill from hashgraph-online/awesome-codex-plugins.
Animate fits situations like: someone wants characters that walk; asks about rigs; says the animation looks stiff; A hit to feel better.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/animate in hashgraph-online/awesome-codex-plugins) into .claude/skills/animate in your project. Claude Code loads it when a task matches its description.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/animate in hashgraph-online/awesome-codex-plugins) into .agents/skills/animate in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animate, .gemini/skills/animate, .github/skills/animate and .opencode/skills/animate in your project.
Going by SKILL.md and its folder, Animate needs the command-line tools its instructions call (npx). Our summary lists: Node.js.
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Animate is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.4k tokens (SKILL.md is roughly 9.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.8k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Animate: Image To Editable Ppt (ningzimu/image-to-editable-ppt-skill, 2.8k stars), Slides (fcakyon/claude-codex-settings, 1.2k stars), Ppt Image First (NyxTides/ppt-image-first, 1.2k stars) and Vibe to Agentic Engineering Framework (shanraisshan/claude-code-best-practice, 67k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,232 GitHub stars. The repository holds 736 skills in this directory. The repository was last updated on October 6, 2026.
Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.