scottstts/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.
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-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.
motion, and horizon/up convention.
or scene-authored shot.
uses inertia.
coordinates.
Read 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.
differently scaled assets.
lerp and orientation with slerp.transition blend and a second follow smoother over the same interval.
would create false parallax or precision loss.
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.
Take scottstts/threejs-camera-direction from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.