Install
$ agentstack add skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-camera-direction ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
About
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
- Define the design frame: subject size, screen occupancy, lens, near/far,
motion, and horizon/up convention.
- Build camera targets in semantic frames: ship, body surface, docking axis,
or scene-authored shot.
- Derive position and orientation independently, then combine them once.
- Add input orbit/look only inside declared yaw/pitch and spatial constraints.
- Add frame-rate-independent follow or a bounded spring where the reference
uses inertia.
- Snapshot and restore camera projection/state when a scene owns it.
- Test mode transitions, cuts, pointer-lock reacquisition, resize, and large
coordinates.
Read [references/camera-rig-and-cinematic-systems.md](references/camera-rig-and-cinematic-systems.md) for exact chase/side/orbit rigs, projection values, transition rules, floating-origin shot, pointer controls, and implementation limits.
Non-negotiable rules
- Use subject dimensions to derive offsets; do not tune one fixed distance for
differently scaled assets.
- For planetary motion, derive up from the dominant body rather than global Y.
- Interpolate position with
lerpand orientation withslerp. - During an explicit handoff, use one interpolation stage. Do not stack a
transition blend and a second follow smoother over the same interval.
- Re-sync yaw/pitch from the camera when pointer lock is acquired.
- Update the projection matrix whenever FOV, near, far, or aspect changes.
- Keep stars or infinite backgrounds camera-relative when large translation
would create false parallax or precision loss.
- Restore camera and input ownership on scene disposal.
Routing boundary
Use $threejs-procedural-animation for object motion timelines, springs, docking, staging, and debris. This skill owns how the scene is viewed and how camera modes hand off.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: scottstts
- Source: scottstts/Threejs-Awesome-Graphics-Agent-Skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.