
blender-cameras
Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — also covers "hero shot", "close-up", "from above", "shallow focus", "85mm portrait look".
- Installs
- 1.1K
- Last 24h
- +31
- Trending rank
- #4299
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/roble3/cc-blender-skill --skill blender-cameras- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads blender-cameras automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
MCP backend
Use when: Any camera placement, framing, focal length, DoF, or animated camera setup in Blender.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
Blender Cameras
Set up cameras with the same decisions a real cinematographer makes: focal length for feel, f-stop for focus, composition for storytelling.
Focal length cheat sheet
| Length | Feel | Use |
|---|---|---|
| 14–24mm | Very wide, distorted | Architecture, claustrophobic interiors, exaggerated perspective |
| 28–35mm | Wide, "documentary" | Establishing shots, environments |
| 50mm | Neutral (≈ human eye) | Default storytelling |
| 85mm | Short telephoto | Portraits, character close-ups (flattering) |
| 100–135mm | Telephoto | Hero product shots, isolated subjects |
| 200mm+ | Long tele | Wildlife, surveillance look, heavy compression |
Quick rule: 85mm for intimacy, 24mm for spectacle, 50mm for neutral.
Aperture / f-stop
| f-stop | DoF | Use |
|---|---|---|
| f/1.2–2.0 | Razor thin | Hero portraits, dreamy |
| f/2.8 | Shallow | Standard portrait |
| f/4 | Moderate | Two subjects in frame |
| f/5.6–8 | Medium-deep | Group portraits, environments |
| f/11+ | Very deep | Landscape, "everything sharp" |
Recipes
Recipe 0 — Bbox-aware hero camera (preferred for orchestrator chains)
Use this when you have a specific subject. Computes the subject's bounding box, places camera at a distance that fits the subject in ~80% of the frame vertically, and aims via Track-To.
import bpy, math
from mathutils import Vector
# Choose subject — all meshes named GEO-* by default, or pass a specific list
subject_meshes = [o for o in bpy.data.objects if o.type == 'MESH' and o.name.startswith('GEO-')]
if not subject_meshes:
raise RuntimeError("No subject meshes found (looking for GEO- prefix)")
# World-space bbox
deps = bpy.context.evaluated_depsgraph_get()
all_verts = []
for o in subject_meshes:
eo = o.evaluated_get(deps); em = eo.to_mesh()
for v in em.vertices:
all_verts.append(o.matrix_world @ v.co)
eo.to_mesh_clear()
xs = [v.x for v in all_verts]; ys = [v.y for v in all_verts]; zs = [v.z for v in all_verts]
center = Vector(((min(xs)+max(xs))/2, (min(ys)+max(ys))/2, (min(zs)+max(zs))/2))
height = max(zs) - min(zs)
width = max(xs) - min(xs)
biggest = max(height, width)
# Frame fit: at distance D, vertical frame = D × (sensor_h / focal). Solve for D.
focal_mm = 60 # 60mm gives a flattering not-too-wide hero shot
sensor_h_mm = 24 # full-frame
frame_per_meter = sensor_h_mm / focal_mm # 0.4 m vertical frame per metre of distance
target_fill = 0.80
camera_distance = biggest / (frame_per_meter * target_fill)
# Camera positioned in front (negative Y) with slight X offset for a 3/4 angle
cam_pos = Vector((center.x + camera_distance * 0.3, center.y - camera_distance, center.z))
# Empty for tracking
empty_name = 'Empty-camera_target'
empty = bpy.data.objects.get(empty_name) or bpy.data.objects.new(empty_name, None)
if empty.name not in [o.name for o in bpy.context.collection.objects]:
bpy.context.collection.objects.link(empty)
empty.location = center
# Camera
cam_data = bpy.data.cameras.new('CAM-hero')
cam_data.lens = focal_mm
cam_data.dof.use_dof = True
cam_data.dof.aperture_fstop = 4.0
cam_data.dof.focus_object = subject_meshes[0] # focus on first/main subject
cam = bpy.data.objects.new('CAM-hero', cam_data)
bpy.context.collection.objects.link(cam)
cam.location = cam_pos
track = cam.constraints.new('TRACK_TO')
track.target = empty
track.track_axis = 'TRACK_NEGATIVE_Z'
track.up_axis = 'UP_Y'
bpy.context.scene.camera = cam
print(f"camera:bbox_aware center={tuple(round(v,2) for v in center)} dist={camera_distance:.2f}m focal={focal_mm}mm")
For elongated vertical subjects (sword, flag, candle): biggest dimension is height; the framing math fits height to 80% of vertical frame, which is what you want.
For wide horizontal subjects (car, table): biggest is width; it fits width to 80% of vertical frame too which over-zooms — for those, swap to frame_per_meter_h = (sensor_h_mm * aspect_ratio) / focal_mm or adjust target_fill down.
Recipe 1 — Hero portrait camera (85mm + shallow DoF)
import bpy, math
subject = bpy.data.objects.get('GEO-subject') # change to your subject
# Camera
cam_data = bpy.data.cameras.new('CAM-hero')
cam = bpy.data.objects.new('CAM-hero', cam_data)
bpy.context.collection.objects.link(cam)
bpy.context.scene.camera = cam
cam.location = (3, -4, 1.6)
cam_data.lens = 85
cam_data.sensor_width = 36
# Depth of field
cam_data.dof.use_dof = True
cam_data.dof.aperture_fstop = 2.8
if subject:
cam_data.dof.focus_object = subject
# Track-to constraint (auto-aim at subject)
if subject:
track = cam.constraints.new('TRACK_TO')
track.target = subject
track.track_axis = 'TRACK_NEGATIVE_Z'
track.up_axis = 'UP_Y'
print('camera:CAM-hero set')
Recipe 2 — Wide environmental establishing shot (24mm)
import bpy, math
cam_data = bpy.data.cameras.new('CAM-establish')
cam = bpy.data.objects.new('CAM-establish', cam_data)
bpy.context.collection.objects.link(cam)
bpy.context.scene.camera = cam
cam.location = (8, -10, 2.5)
cam.rotation_euler = (math.radians(80), 0, math.radians(35))
cam_data.lens = 24
cam_data.sensor_width = 36
cam_data.dof.use_dof = False
print('camera:CAM-establish (24mm wide)')
Recipe 3 — Product hero (100mm + macro DoF)
import bpy, math
subject = bpy.data.objects.get('GEO-product')
cam_data = bpy.data.cameras.new('CAM-product')
cam = bpy.data.objects.new('CAM-product', cam_data)
bpy.context.collection.objects.link(cam)
bpy.context.scene.camera = cam
cam.location = (0.4, -1.5, 0.2) # close-in
cam_data.lens = 100
cam_data.sensor_width = 36
cam_data.dof.use_dof = True
cam_data.dof.aperture_fstop = 2.0
if subject:
cam_data.dof.focus_object = subject
if subject:
track = cam.constraints.new('TRACK_TO')
track.target = subject
track.track_axis = 'TRACK_NEGATIVE_Z'
track.up_axis = 'UP_Y'
print('camera:CAM-product (100mm hero)')
Recipe 4 — Composition guides (rule-of-thirds overlay)
import bpy
cam_data = bpy.data.cameras['CAM-hero']
cam_data.show_composition_thirds = True
cam_data.show_composition_golden = False
cam_data.show_composition_center = False
print('composition:thirds_on')
These overlays show in viewport only; no effect on render.
Recipe 5 — Orbit camera animation (10-second 360° turntable)
import bpy, math
target = bpy.data.objects.get('GEO-subject')
# Empty as pivot
pivot = bpy.data.objects.new('Empty-orbit_pivot', None)
bpy.context.collection.objects.link(pivot)
if target:
pivot.location = target.location
# Camera child of pivot
cam_data = bpy.data.cameras.new('CAM-orbit')
cam = bpy.data.objects.new('CAM-orbit', cam_data)
bpy.context.collection.objects.link(cam)
cam.parent = pivot
cam.location = (0, -5, 0.5)
cam.rotation_euler = (math.radians(85), 0, 0)
cam_data.lens = 50
bpy.context.scene.camera = cam
# Animate pivot's Z rotation: 0 → 360° over frames 1..240 (10s @ 24fps)
pivot.rotation_euler = (0, 0, 0)
pivot.keyframe_insert('rotation_euler', frame=1)
pivot.rotation_euler = (0, 0, math.radians(360))
pivot.keyframe_insert('rotation_euler', frame=240)
# Set linear interpolation for constant orbit speed
def get_fcurves_compat(action):
if hasattr(action, 'fcurves'):
return list(action.fcurves)
return [fc for layer in action.layers for strip in layer.strips
if hasattr(strip, 'channelbags') for bag in strip.channelbags
for fc in bag.fcurves]
if pivot.animation_data and pivot.animation_data.action:
for fc in get_fcurves_compat(pivot.animation_data.action):
for kp in fc.keyframe_points:
kp.interpolation = 'LINEAR'
print('camera:CAM-orbit (10s turntable)')
Recipe 6 — Push-in / dolly (camera moves forward, no zoom)
import bpy
cam = bpy.data.objects['CAM-hero']
# Start position
cam.location = (3, -8, 1.6)
cam.keyframe_insert('location', frame=1)
# End position (closer to subject)
cam.location = (3, -4, 1.6)
cam.keyframe_insert('location', frame=120)
print('camera:dolly_5s')
A push-in (physical move forward) is visually distinct from a zoom (focal length change). Use push-ins for cinematic feel, zooms for surveillance/news look.
Composition rules — enforce via positioning
- Rule of thirds: place the subject at one of the 4 intersection points, not center.
- Headroom: leave ~10% empty above the head.
- Nose room: if subject faces left, leave space on the left for them to "look into".
- Foreground/midground/background: three depth layers feel more cinematic.
Sensor sizes
| Sensor | Width (mm) | Notes |
|---|---|---|
| Full frame DSLR / 35mm cinema | 36 | Default |
| APS-C | 22.5 | 1.5–1.6× crop |
| Super 35 | 24.89 | Most cinema |
| Micro Four Thirds | 17.3 | Mirrorless |
| iPhone 15 Pro | 9.8 | Smartphone reference |
Set with cam_data.sensor_width = 36.
Common pitfalls
| Symptom | Fix |
|---|---|
| Distorted face on portrait | Use 50mm+ for human subjects |
| Subject blurred, background sharp | Set dof.focus_object to the subject |
| Camera dead-center on subject | Apply rule of thirds; offset subject |
| Orbit camera tilts wildly | Use Track-To constraint, not manual rotation |
| Camera below ground in animation | Add Floor constraint or check Z keyframes |
| DoF very slow in Cycles | Acceptable for finals; viewport may use simpler approximation |
When to load references/overview.md
Load when:
- Cinematic effects beyond defaults: anamorphic, lens flares, vignette
- Multi-camera scenes (camera markers for editing)
- Camera shake / handheld noise
- Stereo / VR camera setup
The reference covers: full focal length theory, aperture/f-stop tables, composition guides, sensor variants for matching real cameras (iPhone, cinema, DSLR), animated camera patterns, cinematic effects.
FAQ
What does the blender-cameras skill do?
Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — also covers "hero shot", "close-up", "from above", "shallow focus", "85mm portrait look".
How do I install blender-cameras?
Run npx skills add https://github.com/roble3/cc-blender-skill --skill blender-cameras in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/blender-cameras/ (personal) or .claude/skills/blender-cameras/ (project).
Which AI agents can use blender-cameras?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is blender-cameras safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains blender-cameras?
It is published by roble3 in roble3/cc-blender-skill. It has 1,131 recorded installs.
More from roble3/cc-blender-skill
blender-modeling
roble3/cc-blender-skill
Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.
blender-materials
roble3/cc-blender-skill
Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).
blender-export
roble3/cc-blender-skill
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".
blender-rendering
roble3/cc-blender-skill
Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "make a picture", "save the result", "produce a final image", "export as image".
blender-animation
roble3/cc-blender-skill
Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use this skill even if the user does not say "animate" — also covers "spin it slowly", "make it wave", "fade in / out", "pulse", "facial expression".
blender-pro-workflow
roble3/cc-blender-skill
End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill for any request that spans multiple phases of 3D work, even if the user does not say "workflow" — also covers "make a final image of X", "produce a hero render", "professional-looking result".
Popular other skills
hyperframes-cli
heygen-com/hyperframes
The HyperFrames CLI by job - scaffold, check, look at frames, edit the timeline, preview, render locally or in the cloud, publish, project history - plus reading its JSON and recovering from build or render failures.
triage
mattpocock/skills
Move issues and external PRs through a state machine of triage roles, categorise, verify, grill if needed, and write agent-ready briefs.
ask-matt
mattpocock/skills
Ask which skill or flow fits your situation. A router over the skills in this repo.
to-questionnaire
mattpocock/skills
Turn a decision you can't fully answer into a questionnaire for someone else to fill in.
loop-me
mattpocock/skills
Grill me about specs for the workflows I want to build, within this workspace.