roble3/cc-blender-skill

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.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/roble3/cc-blender-skill --skill blender-cameras

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

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

LengthFeelUse
14–24mmVery wide, distortedArchitecture, claustrophobic interiors, exaggerated perspective
28–35mmWide, "documentary"Establishing shots, environments
50mmNeutral (≈ human eye)Default storytelling
85mmShort telephotoPortraits, character close-ups (flattering)
100–135mmTelephotoHero product shots, isolated subjects
200mm+Long teleWildlife, surveillance look, heavy compression

Quick rule: 85mm for intimacy, 24mm for spectacle, 50mm for neutral.

Aperture / f-stop

f-stopDoFUse
f/1.2–2.0Razor thinHero portraits, dreamy
f/2.8ShallowStandard portrait
f/4ModerateTwo subjects in frame
f/5.6–8Medium-deepGroup portraits, environments
f/11+Very deepLandscape, "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.

python
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)

python
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)

python
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)

python
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)

python
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)

python
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)

python
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

  1. Rule of thirds: place the subject at one of the 4 intersection points, not center.
  2. Headroom: leave ~10% empty above the head.
  3. Nose room: if subject faces left, leave space on the left for them to "look into".
  4. Foreground/midground/background: three depth layers feel more cinematic.

Sensor sizes

SensorWidth (mm)Notes
Full frame DSLR / 35mm cinema36Default
APS-C22.51.5–1.6× crop
Super 3524.89Most cinema
Micro Four Thirds17.3Mirrorless
iPhone 15 Pro9.8Smartphone reference

Set with cam_data.sensor_width = 36.

Common pitfalls

SymptomFix
Distorted face on portraitUse 50mm+ for human subjects
Subject blurred, background sharpSet dof.focus_object to the subject
Camera dead-center on subjectApply rule of thirds; offset subject
Orbit camera tilts wildlyUse Track-To constraint, not manual rotation
Camera below ground in animationAdd Floor constraint or check Z keyframes
DoF very slow in CyclesAcceptable 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.

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