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/klik-cam

@3e54925
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The camera-movement craft layer for Remotion motion graphics — the companion to klik-anim (which governs everything moving WITHIN the shot; this skill governs the shot itself). Read and obey this WHENEVER a Remotion piece moves, or considers moving, its camera: pushes, dollies, orbits, pans, parallax and 2.5D depth moves, "camera shake", momentum handoffs between shots, or any request mentioning camera work, camera energy, or a moving/locked camera. It owns the Camera Motion Dial (C0, 1–5) that sets a video's camera energy as a branding decision, and the camera grammar: anti-AI-camera move pairing, monotone-spline pose interpolation, shutter blur at velocity peaks, camera signature variation scene to scene, focus discipline (the focal plane sits on the words), and 3D-space hygiene. klik-anim's base laws (determinism, thin-peak easing, pacing dial C0.5) still bind every camera parameter. No camera move ships without passing the CAM checklist at the end.

Use this Skill: https://skilld.dev/gh/t3knobox/klik-anim-skill-creation/klik-cam

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referencescamera-moves.md

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The camera-move vocabulary — named moves, 2.5D implementations

The classic move names, each with: what it physically is, what it says, and the EXACT implementation in this skill's rig convention (one perspective wrapper → one transform on the space → planes at translateZ). Camera pose convention: transform: translate3d(−x, −y, z) rotateZ(−rz) rotateY(ry) rotateX(rx) on the space; scale(s) on the OUTER wrapper is the zoom axis (post-projection = FOV change).

The two distinctions that only exist once you have depth planes:

  • Pan/tilt (rotation) vs truck/pedestal (translation): rotation produces NO parallax; translation separates the planes. In 2.5D, big "pans across a scene" are almost always trucks.
  • Zoom (outer scale) vs dolly (camera z): zoom magnifies everything equally; a dolly changes the relationships — near planes grow faster. This difference is the whole reason to build in 2.5D.
Move Physical Says 2.5D implementation Watch out
Truck camera slides left/right follow travel, scan a scene, scene-to-scene transit animate x; planes parallax automatically the workhorse — preset A's glides are trucks
Pedestal camera rises/falls, axis level change of level, hands→faces reveals animate y pairs with truck for L-shaped reveals
Dolly in/out camera moves toward/away entering the world / leaving it; depth context animate z (+ = in); planes separate never a bare scale() — that's zoom, and the anti-AI-camera rule wants dollies paired with a lateral or roll component
Zoom in/out focal length change attention squeeze without spatial change animate outer-wrapper scale 1→~1.2 flat feel is the POINT of zoom; use when you don't want parallax (archival/CCTV/broadcast flavors)
Dolly-zoom (Vertigo) dolly one way, zoom the other unease, realization, world-shift z: 0→c while outer scale compensates s = (P − c)/P (P = perspective, 1100): focal plane holds size, background crawls the strongest move in the kit — one per piece, on the biggest narrative turn, tier-5 territory
Pan camera rotates on Y glance left/right, tension between two subjects animate ry, SMALL (≤ ~6°) flat planes go edge-on at big angles and the illusion dies; big scans = truck instead
Tilt camera rotates on X reveal up/down (knife → face) animate rx, SMALL (≤ ~5°) perspective distorts type — never tilt across crisp focal copy (A5 screen-flat plane)
Roll camera rotates on Z disorientation, energy accents animate rz already rationed by the grammar: ±0.9° poses, hit accents
Crane / jib camera arcs up + tilts down (or reverse) scale, arrival, finale path: y down→up eased WITH compensating rx so the focal stays framed the classic closer; pair with a section seam
Whip (pan/truck) violently fast lateral hard transition, chaos accent truck at minimum T (~10–14f) + velocity smear per plane; landing sharp; can hide a cut at peak smear this is a TRANSITION, not a shot; A14 ledger — twice max
Handheld operator's body noise authenticity, urgency, doc energy preset B (Reactive Shake), scoped field-judged: never the standing behavior
Steadicam / follow smoothed pursuit of a subject intimacy with a moving subject preset C (Element-Follow) — camera home tracks the focal with inertia roadmap; needs travelling focals
Rack focus focus shifts between depths redirect attention without moving animate focusZ: crossfade per-plane DOF blurs (far crisp→soft while near soft→crisp) over 12–20f the "camera move" of attention; obeys CAM-2 — it must LAND on the narrative target
Signature / custom the rope-swing style identity a named pose-path defined once in the style bible, reused as the piece's motif CAM-1: vary its parameters between uses

Composing them

  • Real moves are pairs: truck+pan (scan with a look), dolly+roll (the anti-AI pairing), pedestal+tilt (crane), truck+zoom (push-slide). Single- axis moves read mechanical — same law as element arcs (A2.7).
  • Dial gates the vocabulary: 1 → cuts only · 2 → zoom/rack focus only (no spatial motion) · 3 → truck/pedestal/dolly as motivated phrases · 4 → full kit incl. crane paths · 5 → continuous pose-graph composition.
  • Music map places them: glides/trucks land on section seams (preset A); dolly-zoom and crane belong to the piece's ONE biggest moment; whips are hot-section transitions; rack focus rides vocal/narrative handoffs.
  • Every move remains a phrase (CAM-4): wind-up, travel, settle-into-breath — and the A14 ledger applies to moves exactly as to element devices.

All implementations verified in the CamMoves glossary demo (fx-poc) — rendered, viewed, each move labeled.

Source: SKILL.md on GitHub

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    This skill provides a set of design principles and technical implementation guides for camera movement within Remotion motion graphics. It outlines energy dials, focus discipline, and 3D space hygiene while providing specific React/TypeScript recipes for synchronizing camera transitions with music. No security risks or malicious patterns were identified.

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Signed by skilld at 3e54925. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 4 weeks ago.

Steadyupdated 3 months ago

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