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Pixar 3D vs Live-Action 的核心差异\n\n### 1.1 什么是 Pixar 质感\n\nPixar 质感不是\"卡通\"，而是**写实级别的材质渲染 + 动画特有的夸张幅度控制**。核心特征：\n\n- **Volumetric Lighting 体积光**：光束可见，有尘埃/微粒散射，不是平面的光斑\n- **Contact Shadow 接触阴影**：角色与地面/道具接触处有真实阴影，不是\"飘\"在场景里\n- **Material Granularity 材质颗粒度统一**：所有物体表面有统一的光线交互质感，皮肤/布料/金属各有真实反射/漫反射特性\n- **Fabric Physics 布料物理**：服装有重力垂坠感，褶皱自然，不是贴图覆盖\n\n### 1.2 Pixar 3D 与 Live-Action 的关键区别\n\n| 维度 | Pixar 3D | Live-Action / 超写实短剧 |\n|------|----------|--------------------------|\n| 皮肤质感 | 写实 pores + texture，无磨皮柔光，但整体是 CG 光泽 | 真实皮肤，带真实毛孔、痣、血管 |\n| 光线质感 | 体积光可见，光束有介质 | 天然环境光，无可见光束 |\n| 阴影 | 接触阴影 + 环境遮蔽（AO） | 真实光学阴影，自然衰减 |\n| 服装 | 有重力垂坠感，褶皱有物理逻辑 | 真实面料，自有垂坠 |\n| 渲染空间 | 统一渲染引擎，一致性好 | 真实环境，曝光/色温可能漂移 |\n| 情感距离 | 动画质感 → 天然疏离感，偏向童话/寓言 | 真实脸孔 → 天然共情，偏向现实 |\n\n### 1.3 创作判断：什么时候选 Pixar 3D\n\n- 仙侠/古风有魔法、超自然元素，需要**可控的光影特效**\n- 需要**跨镜头高度一致性**（角色外观、场景不变）\n- 需要**物理上不可能的相机运动**（穿墙、极速环绕）\n- 需要**风格化的情感距离**（寓言感、童话感）\n\n---\n\n## 2. Material Standards for 3D Rendering\n\n### 2.1 皮肤 Skin\n\n**合格标准：**\n- 写实级别 pores + texture，无磨皮无柔光磨平\n- 有真实的光线透射（sub-surface scattering 近似效果）\n- 眼角、嘴角有细微凹陷阴影\n- 户外场景皮肤有户外光的暖调，室内偏冷\n\n**AI 生成常见错误：**\n- 皮肤过于光滑/磨皮感 → 违反 Pixar 写实毛孔原则\n- 眼神光过于锐利（真实眼睛没有这么强的眼神光）\n- 皮肤和 CG 光泽混合不自然\n- 统一使用\"大眼睛+柔光\"导致失去角色差异\n\n### 2.2 服装 Fabric\n\n**合格标准：**\n- 有重力垂坠感，裙摆/袖口自然下垂\n- 褶皱有物理逻辑（关节处弯曲、静止时自然堆叠）\n- 面料质感统一（丝绸 vs 棉麻 vs 皮革有明确区分）\n- 接缝、织理可见（非纯色贴图感）\n\n**AI 生成常见错误：**\n- 服装像\"贴图覆盖\"在角色身上，无体积感\n- 褶皱过于对称/机械（真实褶皱有随机性）\n- 布料无重力感，轻飘飘\n- 古风服装过于\"新\"，无岁月感/穿着痕迹\n\n### 2.3 环境 Environment\n\n**合格标准：**\n- 体积光可见，有尘埃/微粒散射\n- 物体间接触阴影真实（角色脚下、道具与地面）\n- 空间有纵深感，前中后景有层次\n- 光线色温统一，无局部过曝或欠曝\n\n**AI 生成常见错误：**\n- 物体\"飘\"在空中，无接触阴影\n- 光线过于平面，无体积感\n- 背景与前景材质颗粒度不一致\n- 室内场景无环境遮蔽（ambient occlusion），物体边缘无阴影\n\n---\n\n## 3. Camera Movement in 3D Animation\n\n### 3.1 3D 动画相机的独特优势\n\n3D 动画的相机是\"虚拟相机\"，可以执行真实相机**无法实现**的运动：\n\n- **穿墙 Dolly**：相机直接穿过实墙进入场景\n- **极速环绕**：0.5秒完成360°环绕\n- **极端焦距**：极长焦压缩或极短焦广角变形，在实拍中需要大量设备\n- **无设备限制**：不需要摇臂、斯坦尼康，但可以实现同等甚至更复杂的运动\n\n### 3.2 推荐相机运动模式\n\n| 运动类型 | 适用场景 | AI Prompt 关键词 |\n|----------|----------|-----------------|\n| Slow Push-in 缓慢推进 | 情感聚焦、紧张感建立 | slow dolly in, gradual push in |\n| Orbit / 360° Sweep 环绕 | 建立空间关系，展示角色与环境 | slow orbit, 360-degree sweep, revolve around character |\n| Dutch Angle 斜角 | 紧张、失衡、戏剧张力 | dutch angle, tilted frame, canted angle |\n| Rack Focus 焦点切换 | 叙事引导，从一个角色切换到另一个 | rack focus, shift focus, foreground to background |\n| Aerial / Bird's Eye 鸟瞰 | 展示场景全貌，建立宏大感 | bird's eye view, top-down, aerial shot |\n| Low Angle 仰拍 | 突出角色威严、力量感 | low angle, worm's eye view, upward tilt |\n\n### 3.3 运动节奏建议\n\n- **仙侠/古风**：运动偏慢，保持意境感；快切用于战斗/紧张场景\n- **竖屏短剧（9:16）**：多用短焦近景，Z轴纵深运动比横向运动更有效\n- **情绪高潮**：用 Slow Push-in 而非 Zoom（Zoom 是焦距变化，Push-in 是物理运动，质感不同）\n\n---\n\n## 4. Quality Check 质量验收\n\n### 4.1 快速自检清单（每帧必查）\n\n```\n□ 皮肤有 pores/texture，无磨皮柔光\n□ 服装有重力垂坠感，褶皱物理合理\n□ 接触阴影存在（脚下、道具接触面）\n□ 体积光可见（光束/尘埃散射）\n□ 无物体\"飘浮\"感\n□ 光线色温统一，无局部过曝\n□ 相机运动符合叙事逻辑（非装饰性运动）\n```\n\n### 4.2 Pixar 质感 vs 超写实短剧感的判断\n\n**Pixar 3D 通过条件：**\n- 整体是 CG 动画质感，不是真实脸孔\n- 光影是\"渲染出来的\"不是\"真实光学\"\n- 材质有统一颗粒度\n\n**不合格示例：**\n- 皮肤出现真实磨皮柔光感 → 这是实拍风格，不是 Pixar\n- 眼神光过于锐利/干净 → 真实眼睛没有这种眼神光\n- 光线过于\"平\"无体积感 → 渲染深度不足\n\n### 4.3 仙侠/古风专项检查\n\n- 服装是否符合朝代/题材（交领/圆领/直裾/曲裾）\n- 发型、头饰是否有历史依据\n- 体积光是否强化了\"仙气\"氛围\n- 色彩是否偏青灰/水墨（仙侠感）vs 浓烈饱和（武侠感）\n\n---\n\n## Reference Files\n\n- `references/pixar-vs-liveaction.md` — Pixar 3D 与实拍的核心差异详解\n- `references/3d-material-standards.md` — 材质验收标准与常见错误\n\nFile v1.0.0:_meta.json\n\n{\n  \"ownerId\": \"kn71gnym4bzg29hf62wvktcrvn85pm59\",\n  \"slug\": \"3d-animation-cinematography\",\n  \"version\": \"1.0.0\",\n  \"publishedAt\": 1777419150866\n}\n\nFile v1.0.0:references/3d-material-standards.md\n\n# 3D Material Standards — AI 生成质量验收指南\n\n三维动画的材质是决定\"真实感\"还是\"塑料感\"的核心。本文档定义 Pixar 风格 3D 渲染的材质标准，以及 AI 生成中的常见错误。\n\n---\n\n## 1. 皮肤 Skin Material\n\n### 1.1 合格标准\n\n**写实 pores + texture**\n- 毛孔清晰可见，密度自然（不是均匀分布，有疏密变化）\n- 眼角、法令纹、嘴角有细微凹陷\n- T 区（额头、鼻子、下巴）有轻微油光，但不是\"磨皮感\"\n- 年龄相关的特征（细纹、眼袋）按角色设定保留\n\n**Subsurface Scattering (SSS) 近似效果**\n- 皮肤对光有轻微透射（耳朵边缘、薄皮肤区域可见）\n- 户外光：皮肤偏暖（阳光色温）\n- 室内/背光：皮肤偏冷（环境光反射）\n\n**眼神光**\n- 存在但不过于锐利\n- 双眼神光位置一致（除非特殊光照）\n- Pixar 风格的眼神光比实拍\"干净\"，但不是镜面反射那种锐利\n\n### 1.2 AI 生成常见错误\n\n| 错误 | 原因 | 修正方向 |\n|------|------|----------|\n| 皮肤过于光滑/磨皮 | prompt 含 \"smooth skin\"、\"beauty retouching\" | 加 \"detailed pores\"、\"skin texture\"、\"no skin smoothing\" |\n| 眼神光过于锐利 | prompt 用 \"sharp catchlights\" | 改为 \"soft eye catchlights\"、\"natural eye highlights\" |\n| 皮肤无 pores | prompt 缺 \"pores\"、\"texture\" | 加 \"realistic pores\"、\"skin texture\"、\"subsurface scattering\" |\n| 皮肤 CG 感过重 | 材质颗粒度与场景不统一 | 统一渲染风格描述 |\n| 局部过曝（鼻子/额头） | 光比过大 | 补充 \"soft rim light\"、\"balanced lighting\" |\n\n### 1.3 Prompt 关键词库\n\n**正向（加分项）**：\n```\nsubsurface scattering skin, detailed pores, skin texture,\nrealistic skin material, soft skin shader, natural pores distribution,\nwarm skin tones, skin with slight translucency\n```\n\n**负向（避错项）**：\n```\nsmooth skin, beauty retouching, soft focus skin,\nplastic skin, porcelain skin, overly polished skin\n```\n\n---\n\n## 2. 服装 Fabric Material\n\n### 2.1 合格标准\n\n**重力垂坠 Gravity-Affected Draping**\n- 裙摆、袖口自然下垂\n- 静止状态下无\"悬浮\"感\n- 站立时裙摆/裤脚有自然堆叠\n\n**褶皱 Wrinkle Physics**\n- 关节处（肘、膝、胯）有弯曲褶皱\n- 褶皱有随机性（非对称、非机械）\n- 静态褶皱（穿着痕迹）与动态褶皱（运动）有区别\n\n**面料质感 Fabric Material**\n- 丝绸：柔和反光，low roughness，高流动性\n- 棉麻：漫反射为主，无明显高光，粗糙度高\n- 皮革：中等 roughness，有纹理 displacement\n- 金属/铠甲：low roughness，high reflectivity，环境反射清晰\n\n**接缝与细节**\n- 接缝线可见（非纯色贴图）\n- 织理/纹理有深度（normal map/displacement 感）\n- 纽扣、花纹、刺绣有立体感\n\n### 2.2 AI 生成常见错误\n\n| 错误 | 原因 | 修正方向 |\n|------|------|----------|\n| 服装像贴图覆盖 | prompt 缺 \"cloth simulation\"、\"gravity-affected\" | 加 \"3D fabric simulation\"、\"gravity-affected draping\" |\n| 褶皱过于对称/机械 | prompt 缺 \"natural wrinkles\"、\"random wrinkles\" | 加 \"natural wrinkles\"、\"organic folds\" |\n| 服装无重力感 | 布料模拟缺失 | 加 \"fabric with weight\"、\"heavy silk\" |\n| 面料质感模糊 | prompt 缺具体面料描述 | 加 \"cotton fabric\"、\"silk dress\"、\"leather armor\" |\n| 古风服装过新 | 无穿着痕迹 | 加 \"worn fabric\"、\"natural aging\"（按题材） |\n\n### 2.3 Prompt 关键词库\n\n**正向（加分项）**：\n```\ncloth simulation, gravity-affected fabric, natural wrinkles,\nrealistic draping, fabric with weight, cloth physics,\norganic folds at joints, worn fabric texture, detailed seams,\nsilk with natural sheen, cotton fabric with texture\n```\n\n**负向（避错项）**：\n```\nflat texture, floating fabric, static cloth,\nsymmetrical wrinkles, perfect unworn fabric\n```\n\n---\n\n## 3. 环境 Environment Material\n\n### 3.1 合格标准\n\n**体积光 Volumetric Lighting**\n- 光束可见，有尘埃/微粒散射（god rays）\n- 体积雾（volumetric fog）可见光路\n- 散射强度与光源强度成正比\n\n**接触阴影 Contact Shadow + Ambient Occlusion (AO)**\n- 角色脚下有阴影\n- 道具与地面/台面接触处有暗化\n- 物体之间的缝隙有 AO 加深\n\n**空间纵深 Space Depth**\n- 前中后景有明确层次\n- 景深效果（Z-depth blur）区分前后\n- 背景物体有适当模糊（不是全画幅清晰）\n\n**材质统一性**\n- 所有物体材质颗粒度一致\n- 无局部过曝/欠曝\n- 色彩空间统一（无色偏）\n\n### 3.2 AI 生成常见错误\n\n| 错误 | 原因 | 修正方向 |\n|------|------|----------|\n| 物体飘浮 | 无 contact shadow | 加 \"contact shadow\"、\"ground shadow\"、\"AO\" |\n| 无体积光 | prompt 缺 \"volumetric\" | 加 \"volumetric lighting\"、\"god rays\"、\"atmospheric fog\" |\n| 光线平面感 | 光照计算不足 | 加 \"ray tracing\"、\"cinematic lighting\"、\"area light\" |\n| 背景与前景割裂 | 渲染风格/深度不一致 | 统一 \"same render engine\"、\"consistent materials\" |\n| 室内无 AO | 环境遮蔽缺失 | 加 \"ambient occlusion\"、\"detailed shadow\" |\n\n### 3.3 Prompt 关键词库\n\n**正向（加分项）**：\n```\nvolumetric lighting, god rays, atmospheric fog, dust particles in light,\ncontact shadow, ambient occlusion, detailed AO,\ncinematic depth of field, foreground background blur,\nray tracing quality, consistent render engine, studio lighting\n```\n\n**负向（避错项）**：\n```\nflat lighting, no shadows, floating objects,\nharsh lighting, overexposed, inconsistent depth\n```\n\n---\n\n## 4. 综合质量验收表\n\n### 每帧必查\n\n| 检查项 | 标准 | 不合格表现 |\n|--------|------|------------|\n| 皮肤 pores | 有真实毛孔，无磨皮 | 皮肤光滑/柔光 |\n| 皮肤 SSS | 光线有透射感 | 皮肤像塑料/橡胶 |\n| 眼神光 | 存在但不过锐 | 过锐/不存在/双侧不一致 |\n| 服装重力 | 有垂坠感 | 飘浮/贴图感 |\n| 褶皱 | 非对称/有随机性 | 对称/机械/缺失 |\n| 接触阴影 | 脚下/接触面有阴影 | 飘浮感 |\n| 体积光 | 光束/散射可见 | 平面光/无光束 |\n| 材质统一 | 所有物体颗粒度一致 | 部分CG感/部分真实感 |\n| 景深 | 有前后虚实 | 全画面清晰或全模糊 |\n\n### 仙侠/古风专项\n\n| 检查项 | 标准 |\n|--------|------|\n| 服装朝代 | 交领/圆领/直裾/曲裾等符合设定 |\n| 发型/头饰 | 有历史依据 |\n| 色彩基调 | 青灰/水墨（仙侠）vs 浓烈饱和（武侠）|\n| 仙气氛围 | 体积光是否强化了\"仙\"的感觉 |\n| 武器/道具 | 有材质感和物理接触阴影 |\n\n---\n\n## 5. AI 3D 生成错误案例与修正\n\n### 案例 1：皮肤磨皮感\n**不合格 Prompt**：`beautiful woman, smooth skin, soft lighting, portrait`\n\n**修正 Prompt**：`Pixar style 3D render, detailed pores, skin texture, subsurface scattering skin, no skin smoothing, cinematic lighting`\n\n### 案例 2：服装飘浮\n**不合格 Prompt**：`character wearing flowing red dress, dramatic pose`\n\n**修正 Prompt**：`Pixar style 3D render, cloth simulation, gravity-affected red silk dress, natural drape, realistic wrinkles at joints, contact shadow on floor`\n\n### 案例 3：无体积光\n**不合格 Prompt**：`warrior in ancient temple, dramatic lighting`\n\n**修正 Prompt**：`Pixar style 3D render, warrior in ancient Chinese temple, volumetric god rays through dust particles, atmospheric fog, strong contact shadows, ambient occlusion, cinematic lighting`\n\n### 案例 4：眼神光过锐\n**不合格 Prompt**：`character portrait, sharp catchlights in eyes`\n\n**修正 Prompt**：`Pixar style 3D portrait, soft natural eye catchlights, detailed pores skin, warm cinematic lighting`\n\nFile v1.0.0:references/pixar-vs-liveaction.md\n\n# Pixar-Style 3D vs Live-Action Cinematography\n\n## 为什么 Pixar 3D 和实拍需要完全不同的 Prompt 逻辑\n\n实拍（Live-Action）和 CG 三维动画（Pixar Style）虽然都能呈现\"真实\"，但底层物理完全不同。Prompt 构建如果混用，会导致质感错位。\n\n---\n\n## 1. 物理基础差异\n\n### 实拍：真实光学成像\n- 光线来自真实光源（太阳、灯）\n- 阴影由真实物体遮挡产生，衰减自然\n- 材质反射是真实光线交互\n- 相机是真实机械，镜头有真实光学特性\n\n### Pixar 3D：渲染引擎计算\n- 光线由渲染器计算（Arnold、RenderMan、Cycles 等）\n- 阴影是光线追踪（Ray Tracing）或光栅化（Rasterization）的近似\n- 材质是 shader 定义的光线交互规则\n- 相机是虚拟的，焦距/光圈是数学参数\n\n**结果**：两者外观可以接近，但\"接近\"不等于\"相同\"。AI 生成如果混淆两者逻辑，会产生\"四不像\"结果。\n\n---\n\n## 2. 核心差异详解\n\n### 2.1 材质渲染 Material Rendering\n\n#### 实拍材质\n- 皮肤：真实 pores、毛孔、皮脂反光，有血管隐约可见\n- 服装：真实面料，纤维质感，磨损自然\n- 环境：真实物体，灰尘、划痕、岁月痕迹\n\n#### Pixar 3D 材质\n- 皮肤：写实 pores + texture，但整体 CG 光泽统一；sub-surface scattering 模拟皮肤透光感\n- 服装：有重力物理模拟，褶皱由 topology 和 cloth simulation 计算\n- 环境：统一渲染引擎，材质颗粒度一致，无真实灰尘/划痕随机性\n\n**Prompt 差异**：\n- 实拍方向：`realistic skin, natural pores, candid photography`\n- Pixar 3D 方向：`Pixar style, 3D render, subsurface scattering skin, detailed pores, clean CG aesthetic`\n\n### 2.2 接触阴影 Contact Shadow\n\n#### 实拍阴影\n- 真实光学阴影，边缘由光源大小决定（硬阴影=点光源，软阴影=面光源）\n- 阴影有自然衰减\n- 接触阴影真实但可能不完美（地面不平、鞋子形状）\n\n#### Pixar 3D 阴影\n- Ambient Occlusion (AO) 环境遮蔽：物体接触面有额外暗化\n- Contact Shadow 接触阴影：角色与地面/道具接触处强化阴影\n- 阴影可以比实拍更\"精确\"（因为是计算的，不是光学的）\n\n**为什么重要**：AI 生成如果缺少接触阴影，物体看起来会\"飘\"在空中。这是 Pixar 3D 质量的关键指标。\n\n**Prompt 关键词**：\n```\nstrong contact shadows, detailed ambient occlusion, ground shadow,\nno floating objects, objects touching the surface\n```\n\n### 2.3 布料物理 Fabric Physics\n\n#### 实拍服装\n- 真实重力、纤维弹性、风力影响\n- 褶皱由真实折叠、压迫产生\n- 穿着痕迹（肘部、膝盖、臀部）自然形成\n\n#### Pixar 3D 服装\n- Cloth Simulation（布料模拟）计算垂坠\n- 褶皱由 mesh topology 和物理参数决定\n- 可以比实拍更\"整洁\"（风格化选择），但必须有物理感\n\n**Prompt 关键词**：\n```\ncloth simulation, gravity-affected fabric, natural wrinkles,\nfabric with weight, realistic draping, no flat texture\n```\n\n**常见错误 Prompt**（导致贴图感）：\n- `wearing silk dress` → 只描述了材质，没有物理\n- `dress with flowing fabric` → 流动感但不一定有重力\n\n**正确方向**：\n- `cloth simulation, gravity-affected silk dress, natural drape, realistic wrinkles at joints`\n\n### 2.4 体积光 Volumetric Lighting\n\n#### 实拍体积光\n- 真实空气中的尘埃、水汽散射\n- 光束可见（god rays）\n- 散射强度由介质密度决定\n\n#### Pixar 3D 体积光\n- Volumetric Fog/Scattering 渲染\n- 光束由体积雾（volumetric fog）计算\n- 可以比实拍更\"干净\"或更\"戏剧化\"（风格化调整）\n\n**Prompt 关键词**：\n```\nvolumetric lighting, god rays, dust particles in light beam,\natmospheric fog, light scattering, visible light shafts\n```\n\n---\n\n## 3. Prompt 构建原则\n\n### 3.1 不要混用实拍和 3D 渲染描述\n\n| 实拍描述 | 对应 Pixar 3D 描述 |\n|----------|-------------------|\n| cinematic lighting | 3D cinematic lighting, ray tracing |\n| film grain | clean CG aesthetic |\n| handheld camera | stable virtual camera |\n| natural pores | detailed pores, subsurface scattering |\n| candid | stylized animation, Pixar aesthetic |\n\n### 3.2 Pixar 3D Prompt 结构\n\n推荐结构：\n```\n[题材/场景] + Pixar style, 3D render, [渲染引擎关键词] +\n[相机/镜头描述] + [光影描述：体积光/接触阴影] +\n[材质描述：皮肤/服装/环境] + [情绪氛围]\n```\n\n示例：\n```\nA warrior in ancient Chinese armor, Pixar style, 3D render,\ncinematic lighting, volumetric light shafts through mist,\nsubsurface scattering skin with detailed pores,\ncloth simulation on armor fabric, strong contact shadows,\nlow angle shot, dramatic atmosphere, 4K\n```\n\n### 3.3 仙侠/古风专项\n\n仙侠/古风的 Pixar 3D 化需要额外注意：\n- 体积光是\"仙气\"的主要来源，必须强调\n- 色彩偏青灰/低饱和（不同于武侠的浓烈）\n- 服装要有\"非真实\"的美感（丝绸+魔法光泽）\n\n---\n\n## 4. 质量判断\n\n### Pixar 质感通过条件\n1. ✅ 皮肤 pores + texture 存在，无磨皮柔光\n2. ✅ 接触阴影存在（脚下、物体接触面）\n3. ✅ 体积光可见（光束/尘埃散射）\n4. ✅ 服装有重力垂坠感，褶皱物理合理\n5. ✅ 无物体飘浮感\n6. ✅ 材质颗粒度统一\n\n### 不合格标志\n- ❌ 皮肤过于光滑（磨皮感）→ 混入实拍风格\n- ❌ 无接触阴影 → 渲染深度不足\n- ❌ 服装无重力感 → 缺少 cloth simulation\n- ❌ 光线过于平面 → volumetric lighting 缺失\n- ❌ 眼神光过于锐利 → 真实眼睛没有这种眼神光\n\nFile v1.0.0:skill-card.md\n\n## Description:\n\nGuides agents in creating and reviewing Pixar-style 3D animation prompts, with emphasis on material standards, lighting, contact shadows, fabric physics, camera movement, and differences from live-action looks.\n\nThis skill is ready for commercial/non-commercial use.\n\n## Publisher:\n\n[beermanzz](https://clawhub.ai/user/beermanzz)\n\n### License/Terms of Use:\n\nMIT-0\n\n## Use Case:\n\nExternal creators, developers, and agents use this skill to construct and quality-check prompts for Pixar-style 3D animation shorts or scenes. It helps evaluate skin, fabric, lighting, shadows, camera movement, and style separation from live action.\n\n### Deployment Geography for Use:\n\nGlobal\n\n## Known Risks and Mitigations:\n\nRisk: The guidance is written in Chinese, which may lead to misuse or misinterpretation by readers who cannot review that language fluently.\n\nMitigation: Review the skill content for language fit before deployment or use it with agents and reviewers that can evaluate Chinese-language prompt guidance.\n\n## Reference(s):\n\n- [3D Animation Cinematography ClawHub Page](https://clawhub.ai/beermanzz/skills/3d-animation-cinematography)\n- [Pixar-Style 3D vs Live-Action Cinematography](references/pixar-vs-liveaction.md)\n- [3D Material Standards](references/3d-material-standards.md)\n\n## Skill Output:\n\n**Output Type(s):** [Text, Markdown, Guidance]\n\n**Output Format:** [Markdown guidance with prompt keywords, comparison tables, and quality-check lists]\n\n**Output Parameters:** [1D]\n\n**Other Properties Related to Output:** [Chinese-language guidance focused on 3D animation prompt construction and visual quality review.]\n\n## Skill Version(s):\n\n1.0.0 (source: server release evidence)\n\n## Ethical Considerations:\n\nUsers should evaluate whether this skill is appropriate for their environment, review any generated or modified files before relying on them, and apply their organization's safety, security, and compliance requirements before deployment.","readmeExcerpt":"Skill: 3D Animation Cinematography Owner: beermanzz Summary: 3D动画电影摄影术 — Pixar风格三维动画的 cinematography 专项技能。触发词：3D动画、Pixar、动画质感、三维动画、渲染、材质、体积光、接触阴影、布料物理、皮克斯风格、三维渲染、三维光影、3D render。适用场景：AI生成Pixar风格短剧/短片，从prompt构建到画面验收全流程。 Tags: latest:1.0.0 Version history: v1.0.0 | 2026-04-28T23:32:30.866Z | user 3D动画影视级摄影 Archive index: Archive v1.0.0: 5 files, 11690 bytes Files: references/3d-material-standards.md (7716b), references/","codeSnippets":[],"executableExamples":[{"language":"text","snippet":"□ 皮肤有 pores/texture，无磨皮柔光\n□ 服装有重力垂坠感，褶皱物理合理\n□ 接触阴影存在（脚下、道具接触面）\n□ 体积光可见（光束/尘埃散射）\n□ 无物体\"飘浮\"感\n□ 光线色温统一，无局部过曝\n□ 相机运动符合叙事逻辑（非装饰性运动）"},{"language":"text","snippet":"subsurface scattering skin, detailed pores, skin texture,\nrealistic skin material, soft skin shader, natural pores distribution,\nwarm skin tones, skin with slight translucency"},{"language":"text","snippet":"smooth skin, beauty retouching, soft focus skin,\nplastic skin, porcelain skin, overly polished skin"},{"language":"text","snippet":"cloth simulation, gravity-affected fabric, natural wrinkles,\nrealistic draping, fabric with weight, cloth physics,\norganic folds at joints, worn fabric texture, detailed seams,\nsilk with natural sheen, cotton fabric with texture"},{"language":"text","snippet":"flat texture, floating fabric, static cloth,\nsymmetrical wrinkles, perfect unworn fabric"},{"language":"text","snippet":"volumetric lighting, god rays, atmospheric fog, dust particles in light,\ncontact shadow, ambient occlusion, detailed AO,\ncinematic depth of field, foreground background blur,\nray tracing quality, consistent render engine, studio lighting"}],"parameters":null,"dependencies":[],"permissions":[],"extractedFiles":[{"path":"SKILL.md","content":"---\nname: 3d-animation-cinematography\ndescription: 3D动画电影摄影术 — Pixar风格三维动画的 cinematography 专项技能。触发词：3D动画、Pixar、动画质感、三维动画、渲染、材质、体积光、接触阴影、布料物理、皮克斯风格、三维渲染、三维光影、3D render。适用场景：AI生成Pixar风格短剧/短片，从prompt构建到画面验收全流程。\n---\n\n# 3D Animation Cinematography\n\nAI 生成三维动画内容（Pixar 风格）的 cinematography 专项技能。覆盖材质标准、光影逻辑、相机运动设计，以及与实拍/超写实短剧的质感差异判断。\n\n---\n\n## 1. Pixar 3D vs Live-Action 的核心差异\n\n### 1.1 什么是 Pixar 质感\n\nPixar 质感不是\"卡通\"，而是**写实级别的材质渲染 + 动画特有的夸张幅度控制**。核心特征：\n\n- **Volumetric Lighting 体积光**：光束可见，有尘埃/微粒散射，不是平面的光斑\n- **Contact Shadow 接触阴影**：角色与地面/道具接触处有真实阴影，不是\"飘\"在场景里\n- **Material Granularity 材质颗粒度统一**：所有物体表面有统一的光线交互质感，皮肤/布料/金属各有真实反射/漫反射特性\n- **Fabric Physics 布料物理**：服装有重力垂坠感，褶皱自然，不是贴图覆盖\n\n### 1.2 Pixar 3D 与 Live-Action 的关键区别\n\n| 维度 | Pixar 3D | Live-Action / 超写实短剧 |\n|------|----------|--------------------------|\n| 皮肤质感 | 写实 pores + texture，无磨皮柔光，但整体是 CG 光泽 | 真实皮肤，带真实毛孔、痣、血管 |\n| 光线质感 | 体积光可见，光束有介质 | 天然环境光，无可见光束 |\n| 阴影 | 接触阴影 + 环境遮蔽（AO） | 真实光学阴影，自然衰减 |\n| 服装 | 有重力垂坠感，褶皱有物理逻辑 | 真实面料，自有垂坠 |\n| 渲染空间 | 统一渲染引擎，一致性好 | 真实环境，曝光/色温可能漂移 |\n| 情感距离 | 动画质感 → 天然疏离感，偏向童话/寓言 | 真实脸孔 → 天然共情，偏向现实 |\n\n### 1.3 创作判断：什么时候选 Pixar 3D\n\n- 仙侠/古风有魔法、超自然元素，需要**可控的光影特效**\n- 需要**跨镜头高度一致性**（角色外观、场景不变）\n- 需要**物理上不可能的相机运动**（穿墙、极速环绕）\n- 需要**风格化的情感距离**（寓言感、童话感）\n\n---\n\n## 2. Material Standards for 3D Rendering\n\n### 2.1 皮肤 Skin\n\n**合格标准：**\n- 写实级别 pores + texture，无磨皮无柔光磨平\n- 有真实的光线透射（sub-surface scattering 近似效果）\n- 眼角、嘴角有细微凹陷阴影\n- 户外场景皮肤有户外光的暖调，室内偏冷\n\n**AI 生成常见错误：**\n- 皮肤过于光滑/磨皮感 → 违反 Pixar 写实毛孔原则\n- 眼神光过于锐利（真实眼睛没有这么强的眼神光）\n- 皮肤和 CG 光泽混合不自然\n- 统一使用\"大眼睛+柔光\"导致失去角色差异\n\n### 2.2 服装 Fabric\n\n**合格标准：**\n- 有重力垂坠感，裙摆/袖口自然下垂\n- 褶皱有物理逻辑（关节处弯曲、静止时自然堆叠）\n- 面料质感统一（丝绸 vs 棉麻 vs 皮革有明确区分）\n- 接缝、织理可见（非纯色贴图感）\n\n**AI 生成常见错误：**\n- 服装像\"贴图覆盖\"在角色身上，无体积感\n- 褶皱过于对称/机械（真实褶皱有随机性）\n- 布料无重力感，轻飘飘\n- 古风服装过于\"新\"，无岁月感/穿着痕迹\n\n### 2.3 环境 Environment\n\n**合格标准：**\n- 体积光可见，有尘埃/微粒散射\n- 物体间接触阴影真实（角色脚下、道具与地面）\n- 空间有纵深感，前中后景有层次\n- 光线色温统一，无局部过曝或欠曝\n\n**AI 生成常见错误：**\n- 物体\"飘\"在空中，无接触阴影\n- 光线过于平面，无体积感\n- 背景与前景材质颗粒度不一致\n- 室内场景无环境遮蔽（ambient occlusion），物体边缘无阴影\n\n---\n\n## 3. Camera Movement in 3D Animation\n\n### 3.1 3D 动画相机的独特优势\n\n3D 动画的相机是\"虚拟相机\"，可以执行真实相机**无法实现**的运动：\n\n- **穿墙 Dolly**：相机直接穿过实墙进入场景\n- **极速环绕**：0.5秒完成360°环绕\n- **极端焦距**：极长焦压缩或极短焦广角变形，在实拍中需要大量设备\n- **无设备限制**：不需要摇臂、斯坦尼康，但可以实现同等甚至更复杂的运动\n\n### 3.2 推荐相机运动模式\n\n| 运动类型 | 适用场景 | AI Prompt 关键词 |\n|----------|----------|-----------------|\n| Slow Push-in 缓慢推进 | 情感聚焦、紧张感建立 | slow dolly in, gradual push in |\n| Orbit / 360° Sweep 环绕 | 建立空间关系，展示角色与环境 | slow orbit, 360-degree sweep, revolve around character |\n| Dutch Angle 斜角 | 紧张、失衡、戏剧张力 | dutch angle, tilted frame, canted angle |\n| Rack Focus 焦点切换 | 叙事引导，从一个角色切换到另一个 | rack focus, shift focus, foreground to background |\n| Aerial / Bird's Eye 鸟瞰 | 展示场景全貌，建立宏大感 | bird's eye view, top-down, aerial shot |\n| Low Angle 仰拍 | 突出角色威严、力量感 | low angle, worm's eye view, upward tilt |\n\n### 3.3 运动节奏建议\n\n- **仙侠/古风**：运动偏慢，保持意境感；快切用于战斗/紧张场景\n- **竖屏短剧（9:16）**：多用短焦近景，Z轴纵深运动比横向运动更有效\n- **情绪高潮**：用 Slow Push-in 而非 Zoom（Zoom 是焦距变化，Push-in 是物理运动，质感不同）\n\n---\n\n## 4. Quality Check 质量验收\n\n### 4.1 快速自检清单（每帧必查）\n\n```\n□ 皮肤有 pores/texture，无磨皮柔光\n□ 服装有重力垂坠感，褶皱物理"},{"path":"_meta.json","content":"{\n  \"ownerId\": \"kn71gnym4bzg29hf62wvktcrvn85pm59\",\n  \"slug\": \"3d-animation-cinematography\",\n  \"version\": \"1.0.0\",\n  \"publishedAt\": 1777419150866\n}"},{"path":"references/3d-material-standards.md","content":"# 3D Material Standards — AI 生成质量验收指南\n\n三维动画的材质是决定\"真实感\"还是\"塑料感\"的核心。本文档定义 Pixar 风格 3D 渲染的材质标准，以及 AI 生成中的常见错误。\n\n---\n\n## 1. 皮肤 Skin Material\n\n### 1.1 合格标准\n\n**写实 pores + texture**\n- 毛孔清晰可见，密度自然（不是均匀分布，有疏密变化）\n- 眼角、法令纹、嘴角有细微凹陷\n- T 区（额头、鼻子、下巴）有轻微油光，但不是\"磨皮感\"\n- 年龄相关的特征（细纹、眼袋）按角色设定保留\n\n**Subsurface Scattering (SSS) 近似效果**\n- 皮肤对光有轻微透射（耳朵边缘、薄皮肤区域可见）\n- 户外光：皮肤偏暖（阳光色温）\n- 室内/背光：皮肤偏冷（环境光反射）\n\n**眼神光**\n- 存在但不过于锐利\n- 双眼神光位置一致（除非特殊光照）\n- Pixar 风格的眼神光比实拍\"干净\"，但不是镜面反射那种锐利\n\n### 1.2 AI 生成常见错误\n\n| 错误 | 原因 | 修正方向 |\n|------|------|----------|\n| 皮肤过于光滑/磨皮 | prompt 含 \"smooth skin\"、\"beauty retouching\" | 加 \"detailed pores\"、\"skin texture\"、\"no skin smoothing\" |\n| 眼神光过于锐利 | prompt 用 \"sharp catchlights\" | 改为 \"soft eye catchlights\"、\"natural eye highlights\" |\n| 皮肤无 pores | prompt 缺 \"pores\"、\"texture\" | 加 \"realistic pores\"、\"skin texture\"、\"subsurface scattering\" |\n| 皮肤 CG 感过重 | 材质颗粒度与场景不统一 | 统一渲染风格描述 |\n| 局部过曝（鼻子/额头） | 光比过大 | 补充 \"soft rim light\"、\"balanced lighting\" |\n\n### 1.3 Prompt 关键词库\n\n**正向（加分项）**：\n```\nsubsurface scattering skin, detailed pores, skin texture,\nrealistic skin material, soft skin shader, natural pores distribution,\nwarm skin tones, skin with slight translucency\n```\n\n**负向（避错项）**：\n```\nsmooth skin, beauty retouching, soft focus skin,\nplastic skin, porcelain skin, overly polished skin\n```\n\n---\n\n## 2. 服装 Fabric Material\n\n### 2.1 合格标准\n\n**重力垂坠 Gravity-Affected Draping**\n- 裙摆、袖口自然下垂\n- 静止状态下无\"悬浮\"感\n- 站立时裙摆/裤脚有自然堆叠\n\n**褶皱 Wrinkle Physics**\n- 关节处（肘、膝、胯）有弯曲褶皱\n- 褶皱有随机性（非对称、非机械）\n- 静态褶皱（穿着痕迹）与动态褶皱（运动）有区别\n\n**面料质感 Fabric Material**\n- 丝绸：柔和反光，low roughness，高流动性\n- 棉麻：漫反射为主，无明显高光，粗糙度高\n- 皮革：中等 roughness，有纹理 displacement\n- 金属/铠甲：low roughness，high reflectivity，环境反射清晰\n\n**接缝与细节**\n- 接缝线可见（非纯色贴图）\n- 织理/纹理有深度（normal map/displacement 感）\n- 纽扣、花纹、刺绣有立体感\n\n### 2.2 AI 生成常见错误\n\n| 错误 | 原因 | 修正方向 |\n|------|------|----------|\n| 服装像贴图覆盖 | prompt 缺 \"cloth simulation\"、\"gravity-affected\" | 加 \"3D fabric simulation\"、\"gravity-affected draping\" |\n| 褶皱过于对称/机械 | prompt 缺 \"natural wrinkles\"、\"random wrinkles\" | 加 \"natural wrinkles\"、\"organic folds\" |\n| 服装无重力感 | 布料模拟缺失 | 加 \"fabric with weight\"、\"heavy silk\" |\n| 面料质感模糊 | prompt 缺具体面料描述 | 加 \"cotton fabric\"、\"silk dress\"、\"leather armor\" |\n| 古风服装过新 | 无穿着痕迹 | 加 \"worn fabric\"、\"natural aging\"（按题材） |\n\n### 2.3 Prompt 关键词库\n\n**正向（加分项）**：\n```\ncloth simulation, gravity-affected fabric, natural wrinkles,\nrealistic draping, fabric with weight, cloth physics,\norganic folds at joints, worn fabric texture, detailed seams,\nsilk with natural sheen, cotton fabric with texture\n```\n\n**负向（避错项）**：\n```\nflat texture, floating fabric, static cloth,\nsymmetrical wrinkles, perfect unworn fabric\n```\n\n---\n\n## 3. 环境 Environment Material\n\n### 3.1 合格标准\n\n**体积光 Volumetric Lighting**\n- 光束可见，有尘埃/微粒散射（god rays）\n- 体积雾（volumetric fog）可见光路\n- 散射强度与光源强度成正比\n\n**接触阴影 Contact Shadow + Ambient Occlusion (AO)**\n- 角色脚下有阴影\n- 道具与地面/台面接触处有暗化\n- 物体之间的缝隙有 AO 加深\n\n**空间纵深 Space Depth**\n- 前中后景有明确层次\n- 景深效果（Z-depth blur）区分前后\n- 背景物体有适当模糊（不是全画幅清晰）\n\n**材质统一性**\n- 所有物体材质颗粒度一致\n- 无局部过曝/欠曝\n- 色彩空间统一（无色偏）\n\n### 3.2 AI 生成常见错误\n\n| 错误 | 原因 | 修正方向 |\n|------|------|"},{"path":"references/pixar-vs-liveaction.md","content":"# Pixar-Style 3D vs Live-Action Cinematography\n\n## 为什么 Pixar 3D 和实拍需要完全不同的 Prompt 逻辑\n\n实拍（Live-Action）和 CG 三维动画（Pixar Style）虽然都能呈现\"真实\"，但底层物理完全不同。Prompt 构建如果混用，会导致质感错位。\n\n---\n\n## 1. 物理基础差异\n\n### 实拍：真实光学成像\n- 光线来自真实光源（太阳、灯）\n- 阴影由真实物体遮挡产生，衰减自然\n- 材质反射是真实光线交互\n- 相机是真实机械，镜头有真实光学特性\n\n### Pixar 3D：渲染引擎计算\n- 光线由渲染器计算（Arnold、RenderMan、Cycles 等）\n- 阴影是光线追踪（Ray Tracing）或光栅化（Rasterization）的近似\n- 材质是 shader 定义的光线交互规则\n- 相机是虚拟的，焦距/光圈是数学参数\n\n**结果**：两者外观可以接近，但\"接近\"不等于\"相同\"。AI 生成如果混淆两者逻辑，会产生\"四不像\"结果。\n\n---\n\n## 2. 核心差异详解\n\n### 2.1 材质渲染 Material Rendering\n\n#### 实拍材质\n- 皮肤：真实 pores、毛孔、皮脂反光，有血管隐约可见\n- 服装：真实面料，纤维质感，磨损自然\n- 环境：真实物体，灰尘、划痕、岁月痕迹\n\n#### Pixar 3D 材质\n- 皮肤：写实 pores + texture，但整体 CG 光泽统一；sub-surface scattering 模拟皮肤透光感\n- 服装：有重力物理模拟，褶皱由 topology 和 cloth simulation 计算\n- 环境：统一渲染引擎，材质颗粒度一致，无真实灰尘/划痕随机性\n\n**Prompt 差异**：\n- 实拍方向：`realistic skin, natural pores, candid photography`\n- Pixar 3D 方向：`Pixar style, 3D render, subsurface scattering skin, detailed pores, clean CG aesthetic`\n\n### 2.2 接触阴影 Contact Shadow\n\n#### 实拍阴影\n- 真实光学阴影，边缘由光源大小决定（硬阴影=点光源，软阴影=面光源）\n- 阴影有自然衰减\n- 接触阴影真实但可能不完美（地面不平、鞋子形状）\n\n#### Pixar 3D 阴影\n- Ambient Occlusion (AO) 环境遮蔽：物体接触面有额外暗化\n- Contact Shadow 接触阴影：角色与地面/道具接触处强化阴影\n- 阴影可以比实拍更\"精确\"（因为是计算的，不是光学的）\n\n**为什么重要**：AI 生成如果缺少接触阴影，物体看起来会\"飘\"在空中。这是 Pixar 3D 质量的关键指标。\n\n**Prompt 关键词**：\n```\nstrong contact shadows, detailed ambient occlusion, ground shadow,\nno floating objects, objects touching the surface\n```\n\n### 2.3 布料物理 Fabric Physics\n\n#### 实拍服装\n- 真实重力、纤维弹性、风力影响\n- 褶皱由真实折叠、压迫产生\n- 穿着痕迹（肘部、膝盖、臀部）自然形成\n\n#### Pixar 3D 服装\n- Cloth Simulation（布料模拟）计算垂坠\n- 褶皱由 mesh topology 和物理参数决定\n- 可以比实拍更\"整洁\"（风格化选择），但必须有物理感\n\n**Prompt 关键词**：\n```\ncloth simulation, gravity-affected fabric, natural wrinkles,\nfabric with weight, realistic draping, no flat texture\n```\n\n**常见错误 Prompt**（导致贴图感）：\n- `wearing silk dress` → 只描述了材质，没有物理\n- `dress with flowing fabric` → 流动感但不一定有重力\n\n**正确方向**：\n- `cloth simulation, gravity-affected silk dress, natural drape, realistic wrinkles at joints`\n\n### 2.4 体积光 Volumetric Lighting\n\n#### 实拍体积光\n- 真实空气中的尘埃、水汽散射\n- 光束可见（god rays）\n- 散射强度由介质密度决定\n\n#### Pixar 3D 体积光\n- Volumetric Fog/Scattering 渲染\n- 光束由体积雾（volumetric fog）计算\n- 可以比实拍更\"干净\"或更\"戏剧化\"（风格化调整）\n\n**Prompt 关键词**：\n```\nvolumetric lighting, god rays, dust particles in light beam,\natmospheric fog, light scattering, visible light shafts\n```\n\n---\n\n## 3. Prompt 构建原则\n\n### 3.1 不要混用实拍和 3D 渲染描述\n\n| 实拍描述 | 对应 Pixar 3D 描述 |\n|----------|-------------------|\n| cinematic lighting | 3D cinematic lighting, ray tracing |\n| film grain | clean CG aesthetic |\n| handheld camera | stable virtual camera |\n| natural pores | detailed pores, subsurface scattering |\n| candid | stylized animation, Pixar aesthetic |\n\n### 3.2 Pixar 3D Prompt 结构\n\n推荐结构：\n```\n[题材/场景] + Pixar style, 3D render, [渲染引擎关键词] +\n[相机/镜头描述] + [光影描述：体积光/接触阴影] +\n[材质描述：皮肤/服装/环境] + [情绪氛围]\n```\n\n示例：\n```\nA warrior in ancient Chinese armor, Pixar style, 3D render,\ncinematic lighting, volumetric light shafts through mist,\nsubsurface scattering skin with detailed pores,\ncloth simulation on armor fabric, strong contact "},{"path":"skill-card.md","content":"## Description:\n\nGuides agents in creating and reviewing Pixar-style 3D animation prompts, with emphasis on material standards, lighting, contact shadows, fabric physics, camera movement, and differences from live-action looks.\n\nThis skill is ready for commercial/non-commercial use.\n\n## Publisher:\n\n[beermanzz](https://clawhub.ai/user/beermanzz)\n\n### License/Terms of Use:\n\nMIT-0\n\n## Use Case:\n\nExternal creators, developers, and agents use this skill to construct and quality-check prompts for Pixar-style 3D animation shorts or scenes. It helps evaluate skin, fabric, lighting, shadows, camera movement, and style separation from live action.\n\n### Deployment Geography for Use:\n\nGlobal\n\n## Known Risks and Mitigations:\n\nRisk: The guidance is written in Chinese, which may lead to misuse or misinterpretation by readers who cannot review that language fluently.\n\nMitigation: Review the skill content for language fit before deployment or use it with agents and reviewers that can evaluate Chinese-language prompt guidance.\n\n## Reference(s):\n\n- [3D Animation Cinematography ClawHub Page](https://clawhub.ai/beermanzz/skills/3d-animation-cinematography)\n- [Pixar-Style 3D vs Live-Action Cinematography](references/pixar-vs-liveaction.md)\n- [3D Material Standards](references/3d-material-standards.md)\n\n## Skill Output:\n\n**Output Type(s):** [Text, Markdown, Guidance]\n\n**Output Format:** [Markdown guidance with prompt keywords, comparison tables, and quality-check lists]\n\n**Output Parameters:** [1D]\n\n**Other Properties Related to Output:** [Chinese-language guidance focused on 3D animation prompt construction and visual quality review.]\n\n## Skill Version(s):\n\n1.0.0 (source: server release evidence)\n\n## Ethical Considerations:\n\nUsers should evaluate whether this skill is appropriate for their environment, review any generated or modified files before relying on them, and apply their organization's safety, security, and compliance requirements before deployment."}],"languages":[],"docsSourceLabel":"CLAWHUB","editorialOverview":"3D动画电影摄影术 — Pixar风格三维动画的 cinematography 专项技能。触发词：3D动画、Pixar、动画质感、三维动画、渲染、材质、体积光、接触阴影、布料物理、皮克斯风格、三维渲染、三维光影、3D render。适用场景：AI生成Pixar风格短剧/短片，从prompt构建到画面验收全流程。 Skill: 3D Animation Cinematography Owner: beermanzz Summary: 3D动画电影摄影术 — Pixar风格三维动画的 cinematography 专项技能。触发词：3D动画、Pixar、动画质感、三维动画、渲染、材质、体积光、接触阴影、布料物理、皮克斯风格、三维渲染、三维光影、3D render。适用场景：AI生成Pixar风格短剧/短片，从prompt构建到画面验收全流程。 Tags: latest:1.0.0 Version history: v1.0.0 | 2026-04-28T23:32:30.866Z | user 3D动画影视级摄影 Archive index: Archive v1.0.0: 5 files, 11690 bytes Files: references/3d-material-standards.md (7716b), references/","editorialQuality":{"score":100,"threshold":65,"status":"ready","wordCount":915,"uniquenessScore":54,"reasons":[]}},"media":{"evidence":{"source":"no-media","verified":false,"confidence":"low","updatedAt":"2026-10-11T19:10:10.264Z","emptyReason":"No screenshots, media assets, or demo links are available."},"primaryImageUrl":null,"mediaAssetCount":0,"assets":[],"demoUrl":null},"ownerResources":{"evidence":{"source":"unclaimed","verified":false,"confidence":"low","updatedAt":"2026-10-11T19:10:10.264Z","emptyReason":"This page has not been claimed by the agent owner."},"hasCustomPage":false,"customPageUpdatedAt":null,"customLinks":[],"structuredLinks":{"docsUrl":null,"demoUrl":null,"supportUrl":null,"pricingUrl":null,"statusUrl":null},"customPage":null},"relatedAgents":{"evidence":{"source":"protocol-neighbors","verified":false,"confidence":"medium","updatedAt":"2026-10-11T21:53:42.909Z","emptyReason":null},"items":[{"id":"8ebccd8e-3863-4187-8355-c3f14e1f9edf","entityType":"agent","canonicalPath":"/agent/iofficeai-aionui","slug":"iofficeai-aionui","name":"AionUi","description":"Free, local, open-source 24/7 Cowork app and OpenClaw for Gemini CLI, Claude Code, Codex, OpenCode, Qwen Code, Goose CLI, Auggie, and more | 🌟 Star if you like it!","url":"https://github.com/iOfficeAI/AionUi","homepage":"https://www.aionui.com","source":"GITHUB_REPOS","protocols":["MCP","OPENCLAW"],"capabilities":[],"safetyScore":100,"overallRank":70,"updatedAt":"2026-10-09T19:11:12.944Z","createdAt":"2026-02-25T03:38:16.584Z","downloads":null},{"id":"b917f68a-ebff-438e-84f8-3f4b2494c0bc","entityType":"agent","canonicalPath":"/agent/activepieces-activepieces","slug":"activepieces-activepieces","name":"activepieces","description":"AI Agents & MCPs & AI Workflow Automation • (~400 MCP servers for AI agents) • AI Automation / AI Agent with MCPs • AI Workflows & AI Agents • MCPs for AI Agents","url":"https://github.com/activepieces/activepieces","homepage":"https://www.activepieces.com","source":"GITHUB_REPOS","protocols":["OPENCLAW"],"capabilities":[],"safetyScore":100,"overallRank":70,"updatedAt":"2026-04-15T02:22:12.426Z","createdAt":"2026-02-25T03:38:12.412Z","downloads":null},{"id":"5cb26759-3a39-483f-94cf-276a98c13bb8","entityType":"agent","canonicalPath":"/agent/cherryhq-cherry-studio","slug":"cherryhq-cherry-studio","name":"cherry-studio","description":"AI productivity studio with smart chat, autonomous agents, and 300+ assistants. 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