camera-shots
Skill12 starsChanged 23 days agoMITView on GitHub
Use when gameplay or cinematic states need authored camera framing, follow/orbit/rail/lock/first-person shot presentation and transitions without changing gameplay targeting, collision or simulation rules.
In this repository194 other files it gives its agents.
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- avatar-createSkill
- balance-designSkill
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- browser-inputSkill
- camera-anti-clipSkill
- camera-modestySkill
- cert-handoffSkill
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- enemy-aiSkill
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- The first 60 shown.
The file
Files
Camera shots
This skill owns camera presentation grammar. camera-anti-clip owns collision safety; camera-modesty owns dignity/modesty framing; targeting/lock eligibility remains with gameplay owners such as lock-on-target.
Compatible modes
side-plane | orbit-third | first-person | rail | lock-follow
A mode may compose authored sub-shots/transitions when the project requires it; one label is not a ban on stateful framing.
Contract
Publish shot/state ID, trigger/owner, anchor/look target for framing, transition policy, FOV/offset references, player-control allowance, interruption/return rule and camera-collision requirement.
Rules
- Shot transitions consume authoritative state/events; they do not decide hits, target eligibility, facing or movement unless a separate gameplay contract explicitly does so.
- Hitstop/pause/cutscene behavior is project policy: freeze, blend, continue or hand off according to the owning state rather than a universal “never change shot” rule.
- Final framing/offsets remain collision-safe through
camera-anti-clip, respectfov-comfort/ accessibility settings, and remain modest throughcamera-modestyunless the project explicitly opts into authored adult or medical-exam intent. - Presentation target/anchor and gameplay lock target may be related but are distinct identities; camera framing cannot silently acquire a gameplay target.
- Transition duration/easing and input takeover are authored per mode/state, not universal constants.
Boom-sweep presentation check
Validate authored boom-arm plans with boom_sweep.py and the example plan. The CLI samples boom length, elevation and azimuth into discrete presentation poses (position + look). pass is geometric presentation only: it does not solve camera-anti-clip world collision, does not replace camera-modesty dignity framing, does not acquire a gameplay lock target, and does not replace fov-comfort. When a plan also names a gameplay lock identity, that id must stay distinct from the presentation anchor/look identities. Poses that declare camera_collision_required are flagged for a later anti-clip validation that this tool does not run.
python skills/disciplines/camera-shots/scripts/boom_sweep.py skills/disciplines/camera-shots/assets/boom-sweep.example.jsonExit 0 = presentation plan pass, 1 = valid plan with failed geometric/identity checks, 2 = invalid/unsupported input or I/O failure. Reports include input/tool SHA-256 and refuse to overwrite an existing --output path.
Accept
Replay entry/exit/interruption/target-loss/collision cases and log shot ID, owner, anchor/visual target and final safe pose. Changing camera presentation alone does not alter gameplay target, hit or movement results. The bundled boom-sweep CLI is not collision, comfort, modesty or runtime evidence.
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