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Higgsfield Camera

skill-osidemedia-higgsfield-ai-prompt-skill-higgsfield-camera · by OSideMedia

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$ agentstack add skill-osidemedia-higgsfield-ai-prompt-skill-higgsfield-camera

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Higgsfield Camera Controls

Always reference camera controls by their exact preset name in prompts. Higgsfield recognizes these names directly.


Dolly Movements

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Dolly In | Smooth linear move toward subject | Intimacy, revelation, tension build | "Camera Dolly In toward her face" | | Dolly Out | Smooth linear move away from subject | Isolation, departure, widening context | "Camera Dolly Out revealing the empty square" | | Dolly Left | Lateral track to the left | Following horizontal movement, revealing scene | "Camera Dolly Left tracking alongside the runner" | | Dolly Right | Lateral track to the right | Following horizontal movement, revealing scene | "Camera Dolly Right as the car accelerates" | | Dolly Zoom In | Dolly forward + zoom out simultaneously | Vertigo, shock, realization (Hitchcock effect) | "Dolly Zoom In — subject stays size as background rushes away" | | Dolly Zoom Out | Dolly back + zoom in simultaneously | Overwhelm, isolation, world closing in | "Dolly Zoom Out — city swallows the figure" | | Super Dolly In | Exaggerated fast rush toward subject | Sudden shock, urgent revelation | "Super Dolly In on the handprint on the window" | | Super Dolly Out | Exaggerated fast pull back | Dramatic reveal of scale, sudden context shift | "Super Dolly Out to reveal the entire burning city" |


Crane / Vertical Movements

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Crane Up | Camera rises from ground/subject level upward | Reveal scope, transition intimate→grand | "Crane Up from the soldier's hands to the war-torn landscape" | | Crane Down | Camera descends from high position | Introduce location from above, personalize | "Crane Down from the skyline to the lone figure on the street" | | Crane Over The Head | Overhead god-like perspective, directly above | Vulnerability, surveillance, choreography | "Crane Over The Head — top-down view of the crowd" | | Levitation | Smooth upward float, dreamlike | Mystical, transcendence, out-of-body | "Camera Levitates from her feet to her serene face" |


Orbit / Arc Movements

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | 360 Orbit | Full circle around the subject | Emotional isolation, dramatic emphasis | "360 Orbit around the boxer in the ring" | | Arc | Semi-circular sweep around subject | Revelations, emotional turning points | "Camera Arcs slowly around the two detectives" | | Lazy Susan | Slow turntable rotation, subject centered | Product shots, character intros, costume reveal | "Lazy Susan around the antique watch on the table" | | Robo Arm | Precision mechanical arc, complex path | Choreographed scenes, product reveals | "Robo Arm sweeps from headlights over the roof of the car" |


Zoom Effects

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Crash Zoom In | Rapid sudden zoom toward subject | Shock, realization, emphasis on a detail | "Crash Zoom In on the bloody handprint" | | Crash Zoom Out | Rapid sudden zoom away from subject | Disconnection, sudden wider context | "Crash Zoom Out revealing the battlefield" |


Follow / Action Movements

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | FPV Drone | Fast agile drone-like weaving motion | Chase sequences, aerial action, kinetic energy | "FPV Drone chasing the motorcycle through the warehouse" | | Action Run | Low follow shot behind running subject | Chase, escape, pursuit | "Action Run — camera low behind him, matching his sprint" | | Handheld | Organic shaky hand-held feel | Documentary realism, intimacy, chaos | "Handheld camera jostling with the crowd" | | Head Tracking | Camera locked to character's head movement | First-person intensity, disorientation | "Head Tracking as the boxer staggers after the punch" | | Snorricam | Camera mounted on actor, background sways | Stress, drunkenness, heightened emotion | "Snorricam locked on her face as the room spins" |


Specialty / Cinematic

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Bullet Time | Subject frozen/slow-mo, camera sweeps around | Action climax, impact moments | "Bullet Time around the leaping assassin" | | Dutch Angle | Camera tilted diagonally | Psychological tension, instability, dread | "Dutch Angle as the conspirators whisper" | | Fisheye | Wide lens distortion, curved perspective | Surreal, skateboarding, experimental | "Fisheye lens capturing the skateboarder's trick" | | Whip Pan | Fast lateral blur pan | Dynamic transitions, follow rapid action | "Whip Pan from the thief to the officer" | | Overhead | Direct top-down bird's-eye | Choreography, spatial relationships, vulnerability | "Overhead shot of the dancers forming patterns" |


Time-Based

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Hyperlapse | Moving camera + time-lapse combined | City transformation, travel sequences | "Hyperlapse down the boulevard from dawn to dusk" | | Timelapse Human | Fixed camera, human activity fast-forwarded | Daily routines, urban pulse | "Timelapse Human — subway platform, people rushing" | | Timelapse Landscape | Fixed camera, nature/landscape over time | Weather change, seasons, sunrise/sunset | "Timelapse Landscape — mountain valley sunrise to dusk" | | Low Shutter | Slow shutter, motion blur on fast movement | Speed, urgency, intoxication | "Low Shutter on the spinning dancer — silhouette blurs" |


Through-Object

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Through Object In | Camera passes through a narrow object into a new space | Reveal secrets, creative transition | "Camera glides Through Object In — through the keyhole into the dusty study" | | Through Object Out | Camera exits through a narrow space revealing exterior | Confined-to-open transition | "Through Object Out — pulls back through the cabin window into the blizzard" | | Mouth In | Camera zooms into a character's open mouth | Surreal transitions, entering memory/dream | "Mouth In transition — camera enters the storyteller's mouth into the fantasy world" |


Specialty Vehicle / Action

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Car Chasing | Low ground-level follow of speeding vehicles | High-speed pursuits | "Car Chasing — camera hugs the side of the black car through the streets" | | Car Grip | Camera mounted on vehicle, rides with it | Immersive vehicle sequences | "Car Grip — fixed to the hood, shaking on every bump" | | Buckle Up | Jarring, turbulent shaking camera | Rough rides, turbulence, loss of control | "Buckle Up as the car skids around the corner" |


Pitch & Perspective — Camera Angles

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Low Angle | Camera looks up at subject | Power, dominance, heroism | "Low angle looking up at the general on horseback" | | High Angle | Camera looks down at subject | Vulnerability, smallness, exposure | "High angle looking down at the child in the empty hall" | | Eye Level | Neutral height, conversational | Dialogue, documentary, grounded scenes | "Eye level, two characters facing each other" | | Bird's-Eye View | Directly overhead, looking straight down | Maps, choreography, god-like perspective | "Bird's-eye view of the marketplace from above" | | Worm's-Eye View | Extreme low, looking straight up | Towering scale, surreal, otherworldly | "Worm's-eye view looking up through the forest canopy" | | Ground Level | Camera resting on the ground surface | Intimacy with terrain, small subjects, impact | "Ground level — ants marching across cracked earth" | | Canted Angle Left | Tilted horizon, left lean (Dutch Tilt) | Unease, tension, psychological distortion | "Canted angle left as the hallway stretches ahead" | | Canted Angle Right | Tilted horizon, right lean (Dutch Tilt) | Unease, tension, psychological distortion | "Canted angle right — the interrogation room feels wrong" | | Static Oblique | Angled perspective, off-axis framing | Stylized composition, unease, visual interest | "Static oblique angle on the staircase" | | Over-the-Shoulder (OTS) | Camera behind one subject's shoulder, facing the other | Conversation framing, shot-reverse-shot | "OTS from behind the detective, facing the suspect" | | POV / First Person | Camera IS the character's eyes | Immersion, horror, subjective experience | "POV — hands push open the heavy wooden door" | | Two-Shot | Two subjects framed together | Relationship, confrontation, dialogue | "Two-shot of the couple walking along the pier" | | Cowboy Shot | Framed from mid-thigh up | Western standoffs, character swagger, action-ready | "Cowboy shot — hands hovering near the holster" |


Shot Sizes

| Control | What it does | Best for | Prompt phrase | |---------|-------------|----------|---------------| | Extreme Long Shot (ELS) | Vast landscape, subject tiny or absent | Establishing location, isolation, epic scale | "Extreme long shot — lone figure crossing the salt flat" | | Long Shot / Wide Shot (LS/WS) | Full body visible + surrounding environment | Establishing character in context, action scenes | "Wide shot of the dancer on the empty stage" | | Medium Long Shot / Cowboy (MLS) | Mid-thigh up | Character stance, western standoffs, group dynamics | "Medium long shot — the three outlaws face the sheriff" | | Medium Shot (MS) | Waist up | Dialogue, interviews, general narrative | "Medium shot — she leans against the bar, arms crossed" | | Medium Close-Up (MCU) | Chest up | Emotional conversation, reaction shots | "Medium close-up as he reads the letter aloud" | | Close-Up (CU) | Face fills the frame | Raw emotion, intensity, intimacy | "Close-up on her face — tears welling, jaw tight" | | Extreme Close-Up (ECU) | Single feature (eye, hand, mouth) | Tension, detail, psychological intensity | "Extreme close-up on the twitching eye" | | Insert Shot | Detail of an object or action | Plot detail, time pressure, texture | "Insert shot — the clock hand ticking past midnight" |


Combining Camera Controls

Layering two compatible movements creates richer shots:

| Combination | Effect | Example | |-------------|--------|---------| | Dolly In + Dutch Angle | Closing tension + instability | Villain reveal | | Crane Up + 360 Orbit | Epic reveal of scale + isolation | Final battle end | | FPV Drone + Crash Zoom In | Kinetic energy + sudden focus | Chase climax | | Handheld + Action Run | Raw realism + pursuit urgency | Escape sequence |

Avoid conflicting moves: Don't combine Dolly In with Dolly Out, or Crane Up with Crane Down in the same shot — it creates visual contradiction.

Sequenced vs simultaneous combinations. The table above lists simultaneous combinations (two motions happening at once). Production practice also uses sequenced combinations: pan to follow the character through phase one, then push-in on the face when the character stops. State the sequence with timing in the prompt — Camera pans left from 0-3s tracking the character, holds, then pushes in on the face from 4-8s — so the model renders the motions as discrete phases rather than collapsing them into a single ambiguous move.

Static pan vs glide. A camera that pans rotates from a fixed position; a camera that glides translates through space. Production practice prefers static-pan over glide for most coverage — the static-pan reads as a chosen viewpoint with directed attention, the glide reads as untethered. State which you mean: the camera stays in position and pans to follow him is distinct from the camera glides alongside him as he walks.

> Negative constraints: For temporal/consistency artifacts related to camera (contradictory > movements, camera not working, static I2V) and their prevention phrases, see > ../shared/negative-constraints.md — Temporal/Consistency Artifacts section.


Camera-Emotion Sync — Movement per Focal Character Emotion

The camera is the emotional double of the focal character. Movement, lens choice, and shot duration should be picked by the character's emotional state — not by what looks "cinematic" in the abstract. The mismatch is one of the most visible tells of an AI-video prompt that hasn't done the emotional-syncing work: a calm scene with a jittery handheld camera reads as wrong even when nothing else is broken; an angry scene with a smooth dolly reads as detached even when the action is right.

Six emotional registers cover most scenes:

| Focal character emotion | Camera prescription | |---|---| | Anger / rage / tension / on edge | Handheld breathing, jittery and unstable — broken breath rhythm, visible micro-twitches in both axes, small amplitude, irregular rhythm. Avoid stabilizers. | | Calm / control / confidence | Handheld breathing, smooth — steady breath rate, regular micro-amplitude. Stabilizer-light, but still alive. | | Sadness / vulnerability | Handheld, slow, low — lower breath frequency, slight downward camera drift, weight feels heavier on the operator. | | Shock / revelation | Static + very slow push-in or pull-out — sharp freeze at the moment of revelation, then minimal movement for the next 0.5-2s. | | Action | 60fps, 180° shutter — clean motion with shutter-bound motion blur; avoid pulled motion blur from longer shutters. | | Final beat / verdict | Top-shot freeze, 0.3-0.5s — directly from above, time stops, all positions locked. | | Emotional breakdown / character needs space | Slow pull-back from medium/close to wide — "leave the character alone." Production-team named technique for emotional moments (a character sobs, curls up, or otherwise needs to be witnessed-but-not-pressured); pulling the camera back gives the audience visual distance that registers as emotional space rather than abandonment. |

Emotional arcs within a single shot

When the focal character's emotion changes across a continuous take (e.g. rage → controlled in a single shot), the camera should change synchronously. Write it as named phases in the prompt:

  • Opening phase: prescribe the camera for the entry emotion
  • Transition phase: describe how the camera character shifts

(handheld amplitude reduces, drift settles, push-in slows)

  • Closing phase: prescribe the camera for the exit emotion

The camera moves with the actor, not on its own clock.

> Decompose the emotion before picking the camera. The 6 > emotional registers above are tracked by named emotions (anger, > calm, sadness, shock). If the user supplies a generic emotion > ("surprised", "tense") the first step is decomposing it into a > specific named register — see ../higgsfield-prompt/SKILL.md § > Generic-Emotion Decomposition for the "which kind of X?" > clarification template.


Cinema Studio 3.0 Camera Best Practices (Business/Team Plan)

> These best practices apply to Cinema Studio 3.0's generation engine, available exclusively on Business and Team plans.

The One-Move Rule

For any single shot, specify only ONE primary camera move. Do NOT stack multiple moves (e.g., dolly push + pan left + tilt up). This is the #1 cause of jitter, unwanted rotation, and failed generations.

Wrong: Camera: dolly push forward while panning left and tilting up to reveal the skyline Right:

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.