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Claude Opus 5.5

將想法和原始資料轉化為可用的工作成果。撰寫文章、分析決策、構建網頁或探索代碼動態效果,並透過對話進一步完善結果。

Claude Opus 5.5
研究
網頁
PPT
圖片
視頻

Claude Opus 5.5 的核心能力

Claude Opus 5.5 結合持續推理、編碼與清晰溝通,應對需多步推進的複雜工作。以上為模型公布的能力;YouMind 中可用的輸入與控制選項取決於工作流程。

  • 貫穿長任務的推理能力

    此模型專為長時間編碼與知識工作而設計,能在大型任務推進過程中連接中間步驟。

  • 文件與代碼整合於同一上下文

    龐大的上下文窗口將大量文件與代碼納入同一工作環境,支援跨相關資訊的分析。

  • 軟件與視覺界面的代碼開發

    模型能開發並優化軟件及網頁界面,結合編碼工作與對圖形、排版和視覺效果的關注。

  • 清晰表達複雜概念

    模型強調自然溝通與易讀結構,將重要資訊置前,使較長的說明更易理解。

結合你的資料開展創作

為任務奠定基礎,選擇實用的輸出,並透過具體反饋進行優化。

從重要資料開始

使用相關筆記和文件作為寫作或分析的基礎。區分來源中的證據與你的指令;當資料不足以支持結論時,請清楚說明仍未能確定的地方。

插圖顯示筆記、書籍和參考表為中央筆記本提供資訊

選擇適合工作的形式

文章闡述觀點,決策簡報權衡選項,網頁使概念可用。請求你實際需要的輸出,並指明哪些部分能讓下一位讀者覺得有用。

插圖顯示原始資料轉化為文章、決策簡報或網頁

透過具體意見完善成果

具體意見可用於調整論點、結構或互動方式,並清楚指出需要保留的部分。

插圖顯示特定修訂保留手稿其餘部分

從起始資料到實用成果

  1. 設定任務與背景

    描述你想製作的內容、目標受眾以及有用成果應包含的元素。在初始簡報中明確說明目的和限制條件。

  2. 結合你的原始資料繼續

    選擇「在 YouMind 中嘗試」以使用此模型和你的簡報開啟任務。添加所需的筆記或文件,然後請求特定的交付成果,如文章、決策簡報或網頁。

  3. 審查並優化結果

    閱讀論點、核對資料來源或查看渲染後的成品。針對特定部分提供反饋,並在分享前驗證修訂後的工作成果。

將想法轉化為完成作品的技能

探索文章、網頁、演示文稿和動態設計的相關工作流程。

探索相關技能

瀏覽技能

比較寫作與編程模型

兩個模型均支持文本和圖像輸入的寫作、分析和編程。比較 Anthropic 聲明的重點和響應類別;上下文數值為 API 限制。

模型比較版面,具體數值待補充
比較Claude Opus 5.5Claude Sonnet 5.5
供應商定位
Anthropic 將其定位為適合跨越多個步驟、持續進行編程及知識工作的模型。
Anthropic 將其定位為在回應速度與整體能力之間取得平衡的模型。
輸入與輸出
支援文字及圖像輸入;輸出文字,適用於寫作、分析及編程。
支援文字及圖像輸入;輸出文字,適用於寫作、分析及編程。
已發布上下文窗口
供應商 API 支援 100 萬 tokens;與官方公佈的上下文容量相同。
供應商 API 支援 100 萬 tokens;與官方公佈的上下文容量相同。
供應商延遲類別
在 Anthropic 的比較中屬中等速度;實際時間視乎任務及設置而定。
在 Anthropic 的比較中屬快速;實際時間視乎任務及設置而定。

橫向捲動查看所有模型

從提示詞開始創作

瀏覽 Claude Opus 5.5 提示詞,為你的下一個網頁尋找創作起點。

Portland Bus Service Map Animation

Create a video of Portland, OR's bus service on a random Tuesday! Showcase Portland's different neighborhoods at a high level and then zoom in on specific routes in each quadrant (absorbing North Portland into NE and South Portland into SW for brevity). Use a light theme. Slow down the speed of the bus animation when zoomed in, without increasing the total duration too much so the viewer can appreciate some of the landscape and streets it travels through in a given loop.

UI Morphing Motion Design Template

<inputs>
Ask me for: 8 to 12 UI states I want the shape to become (e.g. button, loader, player, slider, toggle, tabs, chart, command palette, toast), pure black and white or one accent color, and a royalty-free song around 120 BPM (e.g. Mixkit, free for commercial use).
</inputs>

<direction>
Dribbble-level UI motion. One shape, never cut: every state is the same element morphing its size, radius and color while its content swaps with a short blur. A cursor drives every change with real clicks and drags. Light warm-gray canvas, black and white components, one clean UI font (Geist). Springs everywhere, a tiny overshoot at most. The camera zooms so each state fills the frame. The last frame is the first frame, so it loops.
Banned: bouncy easing, particle bursts, glows, gradients on UI chrome, mismatched icon strokes, dead time, anything that looks like a template.
</direction>

<structure>
120 BPM, 7 bars, something happens on every beat.
Button → loader → check → dynamic island → music player with a play/pause morph → scrub the progress bar → it becomes a volume slider that stretches when dragged past max → a toggle flips on the beat → the knob becomes a liquid tab indicator → the tabs open into a chart that draws itself, with a tooltip on hover → it collapses into ⌘K → type to filter → enter → toast → back to the button.
</structure>

<build>
1. One HTML file, square 1440x1440. Every style is computed from time inside seek(t): no CSS transitions, no timers, no state carried between frames.
2. Springs are closed-form step responses. A value that changes target many times is the sum of one spring per change, so it stays a pure function of time.
3. The tab indicator's two edges ride different springs, so the leading edge stretches ahead of the trailing one. Same trick for the toggle knob.
4. Drags are direct manipulation: while the cursor is held, the value is computed from its position. On release it springs back from wherever it was.
5. Analyze the song with numpy for the beat grid and start on a downbeat. Place every UI sound by its measured peak.
6. Render with Playwright: 4 subframes per frame, blended with ffmpeg tmix for motion blur at 60fps.
7. Render one frame per beat before the full render. Fix anything off the grid, cramped or hard to read.
</build>

<gotchas>
Never put will-change on anything the camera scales or the text renders blurry. Text that swaps inside a morphing container needs its own enter and exit timing or it overlaps. Make the last frame identical to the first, cursor position and speed included, or the loop stutters.
</gotchas>

<start>
Ask me for the inputs, then show me the state list on the beat grid before you write any code.
</start>

Claude Opus 5.5 Blender Laundromat Animation

Create an atmospheric 3D laundromat scene in Blender using Python scripting. Include realistic lighting, washing machines with rotating drums, and a cozy ambiance. Do not use manual UI operations; generate all geometry, materials, and animations via code.

Rainy Night Convenience Store Scene

Third-person perspective miniature 3D model with free drag/rotate/zoom capabilities, no UI elements, square base.
The main subject is a Japanese convenience store street corner, complete with glass display windows, automatic doors, eaves rain shelters, vending machines, bicycles, and umbrella racks.
The interior must be bright and warm, with neatly arranged shelves and rich details including bento areas, drink fridges, cash registers, and oden counters, clearly visible through the large glass.
The exterior is a damp, dim rainy night, creating a strong warm-cool contrast to evoke a classic anime-style rainy night atmosphere.
Art style: High-fidelity modeling + cel-shaded cartoon rendering, clear outlines, wet reflections, slice-of-life anime aesthetic.
Animation accents: Continuous rainfall, dripping from eaves, ripples in puddles, flickering signs, occasional opening of automatic doors, road reflections, etc., adding just the right amount of life within stillness.

Claude Motion: Opus 5.5 Animated Story Prompt

Opus 5.5: a hand-drawn story. a little agent wakes up at its desk, gets feedback notes, fixes them, ends on heart eyes and a green check. 53 s
Sonnet 5.5: a kinetic type showreel. six easing curves, a morphing star, particles, blurred type, "every frame written in code". 15 s
Haiku 5.5: a step-by-step White Russian recipe. ice, vodka, coffee liqueur, cream, with live counters and a checklist. 30 s

Canvas 2D Animation Explainer

Convert this into an animation using Canvas 2D in the best creative way you can, without using any image generation model. Topic: In 1638, Galileo asked: Which path is the fastest for a ball to descend from point A to point B? His solution was a straight ramp, which is the shortest path but not the fastest! Galileo showed that a circular arc is faster. The actual answer (cycloid) was found by Bernoulli in 1696.

Animated Warehouse Simulation

Build one you can actually watch. Trucks reverse onto the dock, forklifts unload and boxes slide down chutes onto the right truck.

Opus 5.5 Code-Generated Pixel Short Film

<role> You are a pixel animator and game feel designer who also writes chiptune music. What you create with code should look like hand-drawn character animation from a top-tier 16-bit era studio, not scaled-down vector graphics. </role> <inputs> The following are defaults, start working directly without asking me: - Title: "The 99th Spell" - Resolution: 1920×1080, 60fps, duration exactly 16 seconds</inputs>

City History Data Visualization Animation

"The Rings of a City", dedicated to my hometown.
3,573 frames, 7.4 billion pixels, 319 square kilometers, 71,380 buildings, scaled down at 1:10,000 ratio, all visuals rendered by Claude writing code. From 1250 BC to 2022 AD, compressing 3,271 years of history into 149 seconds.
This is my hometown: Chengdu. If you like it, please support! Thanks!
Data source: CMAB (Tsinghua University) ©OpenStreetMap contributors

What is Transformer Explainer

Help me create a video using JS with the theme: What is a Transformer.
It should be profound yet simple, understandable even for high school students. Not only explain it clearly at a high level but also include details, covering attention mechanisms and even some mathematical concepts.

You can use any tools or install tools, and you can search online.

Please surprise me.

High-End Motion Video System Prompt

<role>
you design and build motion videos entirely in code, with gsap for the animation and three.js for any 3d. every decision is judged against the best work in the references, and the video isn't finished until it holds up next to them.
</role>

<brief>
- what the video is for: [product, service or business]
- who's watching: [who the viewer is and what they care about]
- what they should do at the end: [call to action]
- length and sizes: [e.g. 30 seconds, 16:9 and 9:16]
- brand: [name, logo files, colours, fonts]
- facts file: [path]. this is the only source for any number, name or claim that appears on screen
- assets: [footage, photos, screenshots, product files]
- style references: [links or a folder of videos whose motion i like]

i'm away and won't answer questions. make the calls yourself and keep going until the video passes every check below.
</brief>

<kit>
before anything else, clone and read https://t.co/FMs1prnPP0. read SKILL.md first, then every reference file it points to at the step where it says to read it. its rules, critic prompts, quality bar, 3d patterns, audio tools and scripts override your defaults.
</kit>

<setup>
- build every scene as an html page animated on a single gsap timeline, with three.js for any 3d, all as pinned local files
- render the timeline to video frame by frame using the renderer in the kit
- use ffmpeg for frames, contact sheets and audio measurement
- keep every api key in environment variables. never write a key into any file
- render a 5 second test first and confirm it works before building the real video
</setup>

<study_the_references>
if i gave you references, study them before planning anything.
- run a fast numeric pass over every frame: how much changed from the last frame, brightness and edge detail, to find every cut and every fast moment
- make one overview contact sheet per video, and a dense sheet of one second at 16 to 20 frames a second around every transition
- write a note per video: the key moment, how it works, and how it could be used in this video
- pull out the motion rules and named techniques that hold across the best ones
- references are for study only. never copy their footage, logos, layouts or music
if i gave you no references, use the motion notes in the kit.
</study_the_references>

<motion_principles>
1. the thing in the front of the shot becomes the transition. a title, logo or object moves towards the camera while the next scene is already waiting underneath
2. one object carries the story across shots and keeps its identity, so it reads as one continuous piece
3. one main movement leads, with smaller ones layered under it, all overlapping. the frame never stops and starts all at once
4. the speed always changes. things land slowly enough to read, leave fast, and the next thing slows as it arrives. no linear motion
5. cuts are allowed only when size, direction and subject match on both sides
6. every action produces a visible result. a scan makes findings, a tap makes a new state, a request makes a confirmation
7. type is motion too. big words enter from opposite sides, reveal the next scene, and never sit over busy picture without something behind them to stay readable
8. vary the scale from close, to wide, to overhead, to full-frame type. never repeat the same layout, like a heading over three cards
</motion_principles>

<storyboard>
write a brief and a storyboard before any animation.
- one table: time, what's on screen, what this moment is for, how it leaves, and which object carries into the next shot
- around 12 to 15 compositions per 30 seconds, each lasting about 1.4 to 3.5 seconds
- the main subject fills most of the frame. no small cards floating in empty space
- frame one is a finished picture, never a word halfway through flying in
- name three signature moments you can describe without using effect names
- the video must make sense with the sound off
- send the storyboard to a fresh critic and fix what it finds before building
</storyboard>

<build>
- every animated value is a function of timeline time only. no timers, no real-time animation, no unseeded randomness. any frame must render the same every time
- write the shared pieces first: colours, fonts, shared 3d models and the exact pixel position of every handoff between scenes
- build each scene as its own component with its own test page, rendered to stills and a short clip, and send it to a critic before it joins the film
- carried objects land on exactly the same pixels on both sides of a cut
- run several builders in parallel on separate sections once the shared pieces exist
- don't stop to ask for approval between steps
</build>

<3d>
- only use 3d where it explains something physical or spatial, like layers, parts, placement or scale
- light it like a product shoot, with a soft key light from one side and a rim light behind
- keep the camera between about 35 and 55 degrees. never look straight down on a large surface, and never end tight on a flat one
- style buildings like a premium architectural model with real materials and a base
- no floating parts, no gaps where parts meet, no flat black glass, no repeating textures
- labels are html positioned from the 3d scene every frame, never text inside the 3d
- measure the rendered background pixel and adjust until it matches the brand colour
- anything that moves like a real product is measured from real footage frame by frame, and those measurements are the curve
</3d>

<images_and_footage>
- prefer building shots in code. use generated images or clips only for supporting shots, and label anything generated as a concept
- upscale and smooth any generated clip to match the rest, and regenerate anything that warps
- never generate a fake finished job, fake customer, fake review or fake result
</images_and_footage>

<audio>
- match the music's energy to the picture and the viewer, and keep it low
- prefer clean library music and sound effects over generated ones. never name a brand in a music prompt
- one short, soft whoosh per real scene change, and small clicks or pops only on real on-screen actions
- screen effects for boom, hiss and length before using them, and set each one just above the music in its own frequency range, with a cap so nothing gets harsh
- cut every scene change on a beat
- always export a music-only version
</audio>

<critic_loop>
the builder never judges its own work.
- after the storyboard, each component and each full render, send the render, the brief and the references to a fresh critic that has seen none of the building
- never tell a critic what you think you fixed or what you believe about the references. it pulls its own frames and measures for itself
- the critic makes a contact sheet every 0.2 seconds plus dense frames around every transition, measures frozen time and loudness, and returns a ranked list of problems with timestamps, ending with ship or one more pass
- fix the biggest problem first, render, then send to a new critic that checks every previous item as fixed, partly fixed or still there, and hunts for anything new that broke
- keep a ledger of every round: what was found, what changed, and the numbers before and after
</critic_loop>

<quality_bar>
the video isn't done until all of these pass, measured:
- no more than about 1 second of frozen screen per 30 seconds, and no still stretch longer than about half a second
- frame one is a finished composition
- all text meets at least 4.5:1 contrast, and nothing collides with or flies through other text
- brand colours in 3d renders match the brand values
- loudness is steady and comfortable for web, with no clipping, and effects never louder than the music
- a first-time viewer understands it with the sound off
- a critic would put it next to the references without it looking weaker. a video with no bugs is not the same as a good video
</

Huashu Art Motion Animation Prompt

Use huashu-art-motion to make me a 15-second animation. The skill's docs are in Chinese; read them and talk to me in English.
1. First check for uv, ffmpeg and Playwright Chromium, and tell me how to install anything that's missing.
2. Ask me what it's about, who it's for, and whether it's landscape or portrait. From the material layer in references/style-recipes/INDEX.md, pick 3 styles that fit, three-star ones first. Redesign the composition for my subject in all three, each different from the others, and don't copy the room from the samples. Show me one still frame of each to choose from.
3. Once I pick, give each scene one main action plus two motif loops from that style's card. For Van Gogh, that's the starry sky curling into swirls and the lamp's halo spreading outward. If there's music, use the skill's BPM synthesis and put the motion on the beat.
4. If people need to appear, ask me first: my own character art, frames from an image model, or only hands and figures seen from behind.
5. After rendering, follow the skill's own QA steps: run its QA script first, then send a subagent that took no part in making it to watch only the finished film and find problems, have it write its findings into the review/ folder, and deliver with its delivery script. If anything comes up red, fix it and re-render before giving it to me.

用戶評價

  • 我會將訪問筆記交給 Claude Opus 5.5,並要求它圍繞故事中最強烈的張力撰寫一篇文章。對我而言,AI 寫作最有用的地方在於能產生一份草稿,讓我可以質疑、重塑並轉化為自己的作品。

    Noa Gal編輯撰稿人
  • 我的研究筆記散落在不同文件中。我要求按共識、分歧及待解決問題整理出一份摘要,這讓我閱讀時更有條理。不過,當某個論述十分重要時,我仍會查閱原始來源。

    Priya Nair研究分析師
  • 在製作網頁原型時,我會向 Claude Opus 5.5 提供目標受眾、內容及一個重點互動功能。有了可供檢視的實際版面後,討論工作坊報名頁面便變得容易得多。

    Ravi產品設計師
  • 我想用代碼製作動態圖形:標題出現的同時有一條線畫出圓形。透過描述時間節奏並要求生成 HTML 和 CSS 動畫,我就能夠開啟及檢查整個序列。

    Sofia Herrera創意開發人員
  • Claude Opus 5.5 協助我將廣泛的規劃討論轉化為決策摘要。我會要求將選項、取捨及假設並列呈現。這樣的結構令團隊接下來的討論更加聚焦。

    Theo Nguyen團隊負責人
  • 帶有論點的大綱比單純的主題清單更好。這正是我在製作簡報前會提出的要求。

    Zara P.工作坊主持人
  • 資助申請書必須將問題、計劃及預算連繫起來。我會將工作筆記交給 Claude Opus 5.5,並詢問這條邏輯鏈在哪裏不夠清晰。在撰寫最終申請前,它提出的問題非常有幫助。

    Amir Haddad社區項目協調員
  • 我會要求針對學生經常誤解的一個概念設計教案。從該誤解入手,能讓活動更具目的性。我會對照教材檢查這些例子,並為課堂作出調整。

    Beatriz Costa教師
  • 規劃會議結束後,我希望將決策、負責人及未解決的問題分開列出。Claude Opus 5.5 協助我整理筆記,而不會將每個討論點都變成我們從未作出的決定。

    Dario Silva項目經理
  • 進行 AI 代碼審查時,我會分享函數並解釋其規範。在要求重寫之前,我會先詢問空輸入、失敗路徑及假設情況。結果能為我提供可用於測試代碼的問題,而非跳過測試的理由。

    Elise Martin軟件開發人員
  • 同一項產品更新,在客戶電郵及內部通知中需要不同的開場白。我會使用 Claude Opus 5.5 探索這種重點上的轉變,同時確保事實準確,並保留希望每位讀者採取的行動。

    Farah Mansour產品溝通撰稿人
  • 新隊友能否知道下一步該做甚麼?這是我審閱設置指南時會問的問題。再次檢查遺漏的步驟,往往比潤飾引言對我更有幫助。

    Hana技術撰稿人

開始前的常見問題

我可以從自己的筆記或文件開始嗎
可以。請將相關資料加入任務中,並說明應如何使用。指出哪些事實或段落較為重要、輸出的用途為何,以及不應加入哪些內容。
如何獲得反映我觀點的寫作內容
提供核心論點、目標受眾及語調,並在有需要時附上範例。若方向尚未明確,可在撰寫長篇草稿前先要求提供結構大綱,然後再修飾聽起來含糊或不似你風格的部分。
我應該如何檢查研究簡報
要求在重要論述旁附上來源參考,並清楚區分證據與詮釋。開啟所引用的資料,檢查其是否支持該論述,並核實任何影響決策的日期或數據。
我可以要求生成網頁而非解釋嗎
可以。請指明你所需的用途、內容、版面配置及互動方式。在重要的螢幕尺寸上檢視已渲染的頁面,並測試其連結及控制項。生成的代碼仍需經過實際檢視。
基於代碼的動態效果是否等同原生視頻生成
不等同。以程式碼製作的動畫會在程式碼中定義元素、動態及時間,並使用相關工具渲染。當任務需要根據提示詞或參考圖片生成影片片段時,應使用影片生成模型。
使用此模型會如何影響積分消耗
使用模型會消耗你的帳戶積分。若任務同時生成圖像或視頻,相關工具可能會消耗額外積分。定價部分列有目前的方案;免費的技能並不會令底層模型的使用變成免費。

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