Individual skill

threejs-camera-direction

Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.

skills/threejs-camera-direction/SKILL.md

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Oct 22, 2026
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# Camera Direction

Treat the camera as an authored visual system, not a passive viewport. Compose
the subject, establish scale, choose a stable up frame, and make every mode
handoff explicit.

## Build order

1. Define the design frame: subject size, screen occupancy, lens, near/far,
   motion, and horizon/up convention.
2. Build camera targets in semantic frames: ship, body surface, docking axis,
   or scene-authored shot.
3. Derive position and orientation independently, then combine them once.
4. Add input orbit/look only inside declared yaw/pitch and spatial constraints.
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