camera
Skill7 starsChanged 10 months agoMITView on GitHub
Camera movement and cinematography animations including pan, tilt, dolly, zoom, shake, orbit, parallax, and tracking shots. Use when creating cinematic sequences, 3D scene navigation, virtual camera effects, or depth-based motion.
7 other projects use a version of this.
Adopted by
Most recently taken up by
- autonomous-ai/lampOStheir own version, first seen Oct 15, 2026
- blockcell-labs/blockcelltheir own version, first seen Oct 8, 2026
- enigmatic-saini/AI_WAY_OF_BUILDING_V1their own version, first seen May 30, 2026
- autonomous-ai/autonomous-ostheir own version, first seen Mar 30, 2026
- autonomous-ai/Physical-AI-Operating-Systemtheir own version, first seen Mar 30, 2026
- claude-world/claude-agenttheir own version, first seen Mar 22, 2026
Used with
Projects with it also use claude-buddy, face-enroll and 10 more.
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autonomous-aiSkillclaude-buddy
Coordinate with the Claude Buddy companion (Claude Desktop + Claude Code on the user's Mac) — voice-approve tool permission prompts and stay aware of Claude activity.
Also in 3 projects that use this
autonomous-aiSkillface-enroll
Manage the device's face recognition roster — enroll new faces (3 paths: user-supplied photo, agent-captured snapshot on user request, or HAL's familiar-stranger prompt) and maintain the enrolled set (status / remove / reset). All enrolled persons are friends; strangers stay unnamed until promoted via one of the enroll flows.
Also in 3 projects that use this
- +10 more from autonomous-ai
Other versions7 projects use a version of this.
Word for word · 0
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None found.
Wrote their own version · 7
- autonomous-ai/autonomous-os★ 552same name
- autonomous-ai/lampOS★ 552same name
- autonomous-ai/Physical-AI-Operating-System★ 552same name
- blockcell-labs/blockcell★ 262same name
- tomo3141592653/ayumu-oss★ 9same name
- claude-world/claude-agent★ 5same name
- enigmatic-saini/AI_WAY_OF_BUILDING_V1★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository87 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- motion-designSkill
- 3d-transformsSkill
- accessibilitySkill
- android-nativeSkill
- animation-recipesSkill
- anticipationSkill
- arc-motionSkill
- attention-choreographySkill
- attentionSkill
- audio-reactiveSkill
- blurSkill
- brand-animationSkill
- characterSkill
- choice-resolutionSkill
- cinematicSkill
- code-generationSkill
- colorSkill
- component-animationsSkill
- compositingSkill
- consequenceSkill
- container-transformSkill
- css-advancedSkill
- data-visualizationSkill
- depthSkill
- distortionSkill
- dramaturgySkill
- durationSkill
- easingSkill
- emotional-journeySkill
- emotion-mappingSkill
- emotion-selectionSkill
- empty-statesSkill
- entrance-patternsSkill
- exaggerationSkill
- exit-patternsSkill
- exportSkill
- figma-integrationSkill
- follow-throughSkill
- frame-timingSkill
- gesture-motionSkill
- glow-shadowSkill
- intentSkill
- ios-nativeSkill
- loading-statesSkill
- loopingSkill
- lottieSkill
- masksSkill
- microstateSkill
- morphingSkill
- motion-auditSkill
- motion-blurSkill
- motion-principlesSkill
- motion-specsSkill
- narrative-arcSkill
- notificationsSkill
- onboardingSkill
- opacitySkill
- orchestratorSkill
- particlesSkill
- The first 60 shown.
The file
Files
Camera
Cinematographic camera movements and virtual camera effects.
Standards Reference
| Standard | Documentation |
| W3C DTCG | designtokens.org |
| CSS Perspective | developer.mozilla.org/CSS/perspective |
| Three.js Camera | threejs.org/docs/#api/cameras/PerspectiveCamera |
Quick Reference
Load from: tokens/camera.tokens.json
Camera Movements
| Token | Duration | Use |
pan.speed.slow | 2000ms | Cinematic pan |
pan.speed.whip | 150ms | Whip pan transition |
tilt.speed.normal | 1000ms | Standard vertical |
dolly.speed.crash | 200ms | Crash zoom |
zoom.speed.normal | 800ms | Standard zoom |
Shake Intensity
| Token | Value | Use |
subtle | 2px | Subtle handheld |
light | 5px | Light shake |
medium | 10px | Noticeable |
heavy | 20px | Strong impact |
violent | 40px | Extreme shake |
Selection Guide
What camera movement?
│
├── PAN → Horizontal rotation
│ ├── Slow → cinematic reveal
│ ├── Normal → following action
│ └── Whip → transition/cut replacement
│
├── TILT → Vertical rotation
│ ├── Up → reveal height/power
│ └── Down → reveal ground/detail
│
├── DOLLY → Move toward/away
│ ├── In → intimacy, focus
│ ├── Out → reveal context
│ └── Crash → impact, emphasis
│
├── ZOOM → Change focal length
│ ├── In → attention, drama
│ ├── Out → disengage, broaden
│ └── With dolly → vertigo effect
│
├── ORBIT → Circle around subject
│ ├── Slow → product showcase
│ └── Fast → action, energy
│
├── TRACKING → Follow subject
│ ├── Smooth → steady follow
│ └── Lag → natural feel
│
├── CRANE → Vertical movement
│ ├── Up → reveal, establish
│ └── Down → descend into scene
│
├── SHAKE → Handheld/impact
│ ├── Subtle → documentary feel
│ ├── Medium → action sequence
│ └── Heavy → explosion, impact
│
└── PARALLAX → Depth layers
└── Layers move at different speedsPatterns
Pan Movement
Horizontal camera rotation.
CSS:
.scene {
perspective: 1000px;
perspective-origin: center center;
}
.camera-view {
transform-style: preserve-3d;
transition: transform 2s ease-out; /* {motion.camera.pan.speed.slow} */
}
.camera-view.pan-left {
transform: rotateY(-15deg);
}
.camera-view.pan-right {
transform: rotateY(15deg);
}Framer Motion:
<motion.div
style={{ perspective: 1000 }}
>
<motion.div
animate={{ rotateY: panAngle }}
transition={{
duration: 2, // {motion.camera.pan.speed.slow}
ease: "easeOut"
}}
>
{content}
</motion.div>
</motion.div>GSAP:
gsap.to('.camera-view', {
rotateY: -15,
duration: 2, // {motion.camera.pan.speed.slow}
ease: 'power2.out'
});Whip Pan Transition
Fast pan used as scene transition.
CSS:
.whip-pan {
animation: whip-pan-out 0.15s ease-in forwards;
/* {motion.camera.pan.speed.whip} */
}
@keyframes whip-pan-out {
0% {
transform: translateX(0) rotateY(0);
filter: blur(0);
}
100% {
transform: translateX(-100%) rotateY(-30deg);
filter: blur(8px);
}
}
.whip-pan-in {
animation: whip-pan-in 0.15s ease-out forwards;
}
@keyframes whip-pan-in {
0% {
transform: translateX(100%) rotateY(30deg);
filter: blur(8px);
}
100% {
transform: translateX(0) rotateY(0);
filter: blur(0);
}
}Dolly Zoom / Vertigo Effect
Combined dolly and zoom for unsettling effect.
JavaScript (Canvas/WebGL):
class VertigoEffect {
constructor(initialFov, duration) {
this.initialFov = initialFov;
this.duration = duration; // {motion.camera.vertigo.speed.normal}
this.intensity = 1.5; // {motion.camera.vertigo.intensity.moderate}
}
apply(camera, targetZ, progress) {
// Dolly in while zooming out (or vice versa)
// Keeps subject same size, but changes perspective
const eased = this.easeInOut(progress);
// Move camera forward
camera.position.z = targetZ + (100 * (1 - eased));
// Adjust FOV to compensate
camera.fov = this.initialFov + (30 * eased);
camera.updateProjectionMatrix();
}
easeInOut(t) {
return t < 0.5
? 2 * t * t
: 1 - Math.pow(-2 * t + 2, 2) / 2;
}
}Three.js:
import * as THREE from 'three';
import gsap from 'gsap';
function vertigoEffect(camera, duration = 1.5) {
const initialFov = camera.fov;
const initialZ = camera.position.z;
const tl = gsap.timeline();
tl.to(camera.position, {
z: initialZ - 50,
duration,
ease: 'power2.inOut',
onUpdate: () => {
// Adjust FOV to maintain subject size
const distanceRatio = initialZ / camera.position.z;
camera.fov = initialFov * distanceRatio;
camera.updateProjectionMatrix();
}
});
return tl;
}Camera Shake
Impact or handheld shake effect.
CSS:
@keyframes camera-shake {
0%, 100% { transform: translate(0, 0) rotate(0deg); }
10% { transform: translate(-5px, -5px) rotate(-0.5deg); }
20% { transform: translate(5px, -3px) rotate(0.5deg); }
30% { transform: translate(-3px, 5px) rotate(0deg); }
40% { transform: translate(5px, 5px) rotate(0.5deg); }
50% { transform: translate(-5px, 3px) rotate(-0.5deg); }
60% { transform: translate(3px, -5px) rotate(0deg); }
70% { transform: translate(-5px, 3px) rotate(-0.5deg); }
80% { transform: translate(5px, -3px) rotate(0.5deg); }
90% { transform: translate(-3px, -5px) rotate(0deg); }
}
.shake-light {
animation: camera-shake 0.5s ease-in-out;
/* Intensity: {motion.camera.shake.intensity.light} = 5px */
}
.shake-heavy {
animation: camera-shake 0.3s ease-in-out;
/* Scale up for {motion.camera.shake.intensity.heavy} = 20px */
--shake-scale: 4;
}JavaScript (Procedural):
class CameraShake {
constructor(intensity, frequency, decay) {
this.intensity = intensity; // {motion.camera.shake.intensity.medium}
this.frequency = frequency; // {motion.camera.shake.frequency.normal}
this.decay = decay; // {motion.camera.shake.decay.normal}
this.time = 0;
this.active = false;
}
trigger(duration) {
this.time = 0;
this.duration = duration;
this.active = true;
}
update(deltaTime) {
if (!this.active) return { x: 0, y: 0, rotation: 0 };
this.time += deltaTime;
if (this.time >= this.duration) {
this.active = false;
return { x: 0, y: 0, rotation: 0 };
}
const progress = this.time / this.duration;
const currentIntensity = this.intensity * Math.pow(this.decay, progress * 10);
// Perlin-like noise for natural shake
const noiseX = Math.sin(this.time * this.frequency * 10) * Math.cos(this.time * 7);
const noiseY = Math.cos(this.time * this.frequency * 8) * Math.sin(this.time * 11);
const noiseRot = Math.sin(this.time * this.frequency * 6);
return {
x: noiseX * currentIntensity,
y: noiseY * currentIntensity,
rotation: noiseRot * currentIntensity * 0.1
};
}
}
// Usage
const shake = new CameraShake(10, 50, 0.95);
shake.trigger(500);
function animate() {
const offset = shake.update(16.67);
element.style.transform = `translate(${offset.x}px, ${offset.y}px) rotate(${offset.rotation}deg)`;
requestAnimationFrame(animate);
}Parallax Layers
Depth-based movement for 2.5D effect.
CSS:
.parallax-container {
perspective: 1000px;
overflow: hidden;
}
.parallax-layer {
position: absolute;
inset: 0;
transition: transform 0.1s linear;
}
.layer-foreground {
transform: translateZ(50px) scale(0.95);
/* {motion.camera.parallax.layers.foreground} */
}
.layer-midground {
transform: translateZ(0);
/* {motion.camera.parallax.layers.midground} */
}
.layer-background {
transform: translateZ(-50px) scale(1.05);
/* {motion.camera.parallax.layers.background} */
}
.layer-distant {
transform: translateZ(-100px) scale(1.1);
/* {motion.camera.parallax.layers.distant} */
}JavaScript (Mouse-based):
class ParallaxScene {
constructor(container) {
this.container = container;
this.layers = [
{ element: document.querySelector('.foreground'), depth: 1.5 },
{ element: document.querySelector('.midground'), depth: 1.0 },
{ element: document.querySelector('.background'), depth: 0.5 },
{ element: document.querySelector('.distant'), depth: 0.2 }
];
this.intensity = 0.3; // {motion.camera.parallax.intensity.moderate}
this.bind();
}
bind() {
this.container.addEventListener('mousemove', (e) => {
const rect = this.container.getBoundingClientRect();
const x = (e.clientX - rect.left - rect.width / 2) / rect.width;
const y = (e.clientY - rect.top - rect.height / 2) / rect.height;
this.update(x, y);
});
}
update(x, y) {
this.layers.forEach(layer => {
const moveX = x * 50 * layer.depth * this.intensity;
const moveY = y * 50 * layer.depth * this.intensity;
layer.element.style.transform = `translate(${moveX}px, ${moveY}px)`;
});
}
}Orbit Camera
Circular movement around a point.
JavaScript:
class OrbitCamera {
constructor(centerX, centerY, radius) {
this.centerX = centerX;
this.centerY = centerY;
this.radius = radius; // {motion.camera.orbit.radius.medium}
this.angle = 0;
}
orbit(duration, arc = 360) {
const startAngle = this.angle;
const endAngle = startAngle + (arc * Math.PI / 180);
const startTime = performance.now();
const orbitDuration = duration; // {motion.camera.orbit.speed.normal}
const animate = (currentTime) => {
const elapsed = currentTime - startTime;
const progress = Math.min(elapsed / orbitDuration, 1);
const eased = this.easeInOut(progress);
this.angle = startAngle + (endAngle - startAngle) * eased;
const x = this.centerX + Math.cos(this.angle) * this.radius;
const y = this.centerY + Math.sin(this.angle) * this.radius;
this.updateCamera(x, y, this.angle);
if (progress < 1) {
requestAnimationFrame(animate);
}
};
requestAnimationFrame(animate);
}
updateCamera(x, y, angle) {
// Apply to camera or viewport
const view = document.querySelector('.camera-view');
view.style.transform = `
translate(${-x}px, ${-y}px)
rotate(${-angle}rad)
`;
}
easeInOut(t) {
return t < 0.5
? 2 * t * t
: 1 - Math.pow(-2 * t + 2, 2) / 2;
}
}Tracking Shot
Camera following a moving subject.
JavaScript:
class TrackingCamera {
constructor(options = {}) {
this.target = { x: 0, y: 0 };
this.position = { x: 0, y: 0 };
this.smoothing = options.smoothing || 0.1; // {motion.camera.tracking.smoothing.light}
this.lag = options.lag || 1.0; // {motion.camera.tracking.speed.match}
}
setTarget(x, y) {
this.target.x = x;
this.target.y = y;
}
update() {
// Smooth following with lag
const dx = (this.target.x - this.position.x) * this.lag;
const dy = (this.target.y - this.position.y) * this.lag;
this.position.x += dx * this.smoothing;
this.position.y += dy * this.smoothing;
return {
x: this.position.x,
y: this.position.y
};
}
apply(viewport) {
const pos = this.update();
viewport.style.transform = `translate(${-pos.x}px, ${-pos.y}px)`;
}
}
// Usage with animation loop
const camera = new TrackingCamera({ smoothing: 0.1, lag: 0.8 });
const subject = document.querySelector('.subject');
const viewport = document.querySelector('.viewport');
function animate() {
const rect = subject.getBoundingClientRect();
camera.setTarget(rect.left + rect.width / 2, rect.top + rect.height / 2);
camera.apply(viewport);
requestAnimationFrame(animate);
}Crane Movement
Vertical sweeping motion.
CSS:
.crane-up {
animation: crane-rise 2s ease-out forwards;
/* {motion.camera.crane.speed.normal} */
}
@keyframes crane-rise {
0% {
transform: translateY(0) rotateX(0);
}
100% {
transform: translateY(-300px) rotateX(10deg);
/* Height: {motion.camera.crane.height.medium} */
}
}
.crane-down {
animation: crane-descend 2s ease-out forwards;
}
@keyframes crane-descend {
0% {
transform: translateY(-300px) rotateX(10deg);
}
100% {
transform: translateY(0) rotateX(-5deg);
}
}Focus Pull
Depth of field rack focus.
CSS (Simulated):
.scene {
position: relative;
}
.layer {
transition: filter 600ms ease-out;
/* {motion.camera.focus.pull-speed.normal} */
}
/* Focus on foreground */
.focus-foreground .layer-foreground {
filter: blur(0);
}
.focus-foreground .layer-background {
filter: blur(8px);
}
/* Focus on background */
.focus-background .layer-foreground {
filter: blur(8px);
}
.focus-background .layer-background {
filter: blur(0);
}Framer Motion:
const FocusPull = ({ focusLayer }) => {
const layers = ['foreground', 'midground', 'background'];
return (
<div className="scene">
{layers.map(layer => (
<motion.div
key={layer}
className={layer}
animate={{
filter: layer === focusLayer ? 'blur(0px)' : 'blur(8px)'
}}
transition={{
duration: 0.6, // {motion.camera.focus.pull-speed.normal}
ease: 'easeOut'
}}
/>
))}
</div>
);
};Reduced Motion
For prefers-reduced-motion: reduce:
| Full Motion | Reduced Alternative |
| Camera pan/tilt | Instant cut or disabled |
| Shake | Disabled |
| Parallax | Reduced or disabled |
| Vertigo effect | Disabled |
| Orbit | Static or very slow |
Implementation:
@media (prefers-reduced-motion: reduce) {
.camera-view {
transition: none;
}
.parallax-layer {
transform: none !important;
}
.shake-light,
.shake-heavy {
animation: none;
}
.crane-up,
.crane-down {
animation: none;
}
}const prefersReducedMotion = window.matchMedia(
'(prefers-reduced-motion: reduce)'
).matches;
if (prefersReducedMotion) {
// Disable camera shake
cameraShake.intensity = 0;
// Disable parallax
parallaxScene.intensity = 0;
// Use instant transitions
orbitCamera.duration = 0;
}Cross-References
- See
position/for basic movement primitives - See
scale/for zoom effects - See
blur/for depth of field - See
procedural/for procedural camera shake - See
3d-transforms/for 3D camera space
References
references/camera-movements.md— Cinematography terminology and techniques
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