agentleFS
ThanhNguyxnOrgThanhNguyxnOrg/blendops/skills/camera-composition/SKILL.md

camera-composition

Skill3 starsChanged 6 months agoMITView on GitHub

Provide detailed composition and camera planning for product hero outputs.

The file

We split this skill into the rules it gives an agent

9 rules. About 0 are common, 6 are distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈6

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    keep runtime claims evidence-bound

    line 14
  2. Distinctive:

    follow suggested next-skill handoff

    line 15
  3. Very specific:

    when subject intent is undefined → use ../product-hero-scene-planner/SKILL.md (Delegates out-of-scope requests to …

    line 28
  4. Distinctive:

    If copy overlay required → prioritize negative space and silhouette.

    line 92
  5. Distinctive:

    If product detail priority high → tighter framing and controlled depth.

    line 93
  6. Distinctive:

    If uncertainty high → provide two options and ask preference.

    line 94
  7. Very specific:

    keep Runtime: Not Run and Artifacts: Not Produced during planning

    line 109
  8. Very specific:

    keep Runtime: Not Run and Artifacts: Not Produced.

    line 113
  9. Distinctive:

    No room for copy: widen negative space allowance and shift primary focal placement off-center.

    line 144

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

camera-composition

Purpose

Design high-quality composition/camera strategy for product hero scenes in plain, actionable language.

Quick start

  • confirm this skill fits your goal
  • provide required inputs first
  • keep runtime claims evidence-bound
  • follow suggested next-skill handoff

When to use

  • expanding an upstream scene brief from product-hero-scene-planner into detailed framing and camera direction
  • defining focal hierarchy, viewer attention path, camera angle, focal length mood, and depth layering before lookdev
  • aligning hero framing and negative space with web/UI copy overlays

When not to use

<!-- blendops:generated:start exclusions -->
  • as proof of rendered output quality or to validate an existing framing → use ../composition-quality-checker/SKILL.md (use composition-quality-checker)
  • to design lighting rigs or surface materials/lookdev → use ../lighting-material-plan/SKILL.md (use lighting-material-plan)
  • to lock final pixel resolution or output aspect specs → use ../resolution-aspect-decision/SKILL.md (use resolution-aspect-decision)
  • to choose delivery file formats → use ../output-format-decision/SKILL.md (use output-format-decision)
  • when subject intent is undefined → use ../product-hero-scene-planner/SKILL.md (Delegates out-of-scope requests to product-hero-scene-planner)
<!-- blendops:generated:end exclusions -->

Trigger phrases

<!-- blendops:generated:start triggers -->
  • "improve composition and camera"
  • "choose hero framing"
  • "set camera strategy for product hero"
<!-- blendops:generated:end triggers -->

Prerequisites / readiness

  • upstream scene concept from product-hero-scene-planner (or clear subject and destination context) available
  • planning-only boundary accepted: runtime status remains Not Run and artifacts remain Not Produced

Input schema

Required inputs

  • subject intent (from product-hero-scene-planner or user brief)
  • target output context (web/app/game/render)

Optional inputs

  • target aspect ratio constraints (from resolution-aspect-decision if already locked)
  • UI/copy overlay constraints
  • cinematic vs neutral tone preference

Assumptions to confirm

  • need for negative space
  • focal detail priority
  • camera motion vs static hero shot intent

Output schema

Primary output

  • composition-camera plan with plain-language rationale

Secondary output

  • fallback framing variant for uncertain constraints

Evidence / caveat output

  • unresolved visual assumptions
  • explicit truth states: Runtime Not Run, Artifacts Not Produced (downgrade-only, never upgrade)

Required laws

  • ../../laws/non-blender-user-language.md
  • ../../laws/evidence-before-done.md
  • ../../laws/official-runtime-only.md
  • ../../laws/no-arbitrary-python-interface.md

Official runtime boundary

Planning-only skill: no Blender execution, no Python scripts, and no artifact generation. Runtime status stays Not Run and artifacts stay Not Produced (truth states are downgrade-only, never upgraded without verified evidence).

Operating procedure

  1. Define focal hierarchy (primary/secondary/background).
  2. Define hero-section objective and viewer attention path.
  3. Select aspect ratio framing strategy (deferring final resolution/aspect locks to resolution-aspect-decision).
  4. Reserve negative space for UI/text overlays if needed.
  5. Choose camera angle preset family.
  6. Set focal length guidance by mood (dramatic vs neutral).
  7. Define depth layering (foreground/midground/background).
  8. Define target silhouette/readability checks (for later validation by composition-quality-checker).
  9. Produce fallback framing variant for uncertainty.
  10. Translate plan into plain-language rationale.

Decision tree

  • If copy overlay required → prioritize negative space and silhouette.
  • If product detail priority high → tighter framing and controlled depth.
  • If uncertainty high → provide two options and ask preference.

Playbooks

  • Playbook A: Full brief path — expand upstream product-hero-scene-planner output into primary framing + fallback variant (Runtime: Not Run, Artifacts: Not Produced).
  • Playbook B: Overlay-heavy path — prioritize negative space and silhouette separation for UI/copy constraints (Runtime: Not Run, Artifacts: Not Produced).
  • Playbook C: High-uncertainty path — provide two distinct framing variants with trade-off rationale and explicit caveats (Runtime: Not Run, Artifacts: Not Produced).

Mode handling

Text-only mode

  • provide primary composition/camera plan and fallback variant in plain language
  • report Runtime: Not Run and Artifacts: Not Produced

Runtime-ready mode

  • provide the composition/camera plan plus explicit target criteria for composition-quality-checker to validate once a scene exists
  • keep Runtime: Not Run and Artifacts: Not Produced during planning

Blocked runtime mode

  • deliver full composition/camera plan and fallback variant with explicit caveats
  • keep Runtime: Not Run and Artifacts: Not Produced; make no visual success claims

Validation checklist

  • focal hierarchy explicit
  • hero framing objective and attention path explicit
  • aspect ratio framing strategy documented (without overriding resolution-aspect-decision)
  • negative space policy documented
  • camera angle preset rationale documented
  • focal length guidance by mood documented
  • depth layering (foreground/midground/background) documented
  • target silhouette/readability checks documented for composition-quality-checker
  • fallback framing variant documented
  • plain-language rationale included throughout
  • truth states explicitly set to Runtime: Not Run and Artifacts: Not Produced

Pass / Warn / Fail rubric

CategoryPassWarnFail
Focal hierarchyClear primary/secondary/background priorityPartial hierarchyMissing hierarchy
Framing strategyMatches output context and includes fallback variantGeneric framing or weak fallbackMismatched framing or missing fallback
Camera rationaleSpecific plain-language angle, focal-length mood, and depth layeringVague rationale or unexplained jargonNo rationale or includes Python/execution commands
Role & truth boundaryStays in planning; reports Runtime: Not Run and Artifacts: Not ProducedMild boundary overlap with lookdev/validationClaims verified framing quality or upgrades truth states

Failure handling

  • Conflicting goals: provide trade-off options.
  • Missing constraints: ask targeted follow-up.
  • Unknown destination: use conservative web-hero defaults + caveat.

Troubleshooting

  • Subject lost in frame: tighten framing focus, adjust camera angle preset, or increase spatial separation between foreground, midground, and background layers.
  • No room for copy: widen negative space allowance and shift primary focal placement off-center.
  • Flat spatial staging: adjust camera angle and focal-length perspective or increase depth-layer spacing (route lighting/material contrast issues to lighting-material-plan).
  • Existing scene framing needs pass/fail grading: hand off to composition-quality-checker.

Best practices

  • optimize for clarity before stylization
  • tie each camera choice to user outcome
  • preserve fallback path for uncertain constraints

Good examples

“Primary subject occupies center-right with left negative space for hero copy; camera 3/4 angle chosen for silhouette and depth readability.”

Bad examples

“Use cinematic camera.” (no context, no criteria)

User-facing response template

  • Composition summary (focal hierarchy, attention path, negative space, depth layering, silhouette checks)
  • Camera strategy summary (aspect strategy, angle preset, focal length by mood)
  • Fallback framing variant
  • Why this helps your goal (plain-language rationale)
  • Truth states (Runtime: Not Run, Artifacts: Not Produced) and unverified assumptions
  • Recommended next skill handoff

Anti-patterns

  • skipping required laws or runtime boundary statements
  • claiming runtime/artifact success without evidence
  • claiming runtime or artifact states above Not Run / Not Produced (violating downgrade-only truth rules)
  • writing Python code or Blender camera execution commands
  • designing lighting rigs or material lookdev instead of handing off to lighting-material-plan
  • validating rendered/viewport composition instead of handing off to composition-quality-checker
  • locking final export resolution/aspect (resolution-aspect-decision) or file formats (output-format-decision)
  • producing jargon-heavy camera specs without plain-language rationale

Cross-skill handoff

<!-- blendops:generated:start handoffs -->
  • [upstream_reference] Upstream input from → ../product-hero-scene-planner/SKILL.md
  • [conditional] Lateral output specs (if needed) (output-format-decision) → ../output-format-decision/SKILL.md
  • [conditional] Lateral output specs (if needed) (resolution-aspect-decision) → ../resolution-aspect-decision/SKILL.md
  • [progression] Next (lookdev & lighting) → ../lighting-material-plan/SKILL.md
  • [progression] Then (validation) (scene-readiness) → ../scene-readiness/SKILL.md
  • [progression] Then (validation) (composition-quality-checker) → ../composition-quality-checker/SKILL.md
<!-- blendops:generated:end handoffs -->

Non-goals

  • executing Blender commands, writing Python scripts, or generating scene/render artifacts
  • designing lighting setups or materials (owned by lighting-material-plan)
  • validating or scoring completed scene framing (owned by composition-quality-checker)
  • locking output resolution/aspect standards (owned by resolution-aspect-decision) or file formats (owned by output-format-decision)

References

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