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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- Last checked
- Nov 10, 2026
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- Repository last updated
- Oct 22, 2026
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- MIT
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- engineering Derived category
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SKILL.mdcore · 2,378 bytesagents/openai.yamlasset · 299 bytesreferences/camera-rig-and-cinematic-systems.mddoc · 9,271 bytes
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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.