Camera Rigs logo

Camera Rigs

Organization
SummerEngine
camera-rigs

Camera rigs: Camera2D follow with limits, first-person head, SpringArm3D third-person, top-down, FOV.

Overview

PublisherSummerEngine
Repositorysummer
Skill namecamera-rigs
Stars
91
Forks
8
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by SummerEngine on GitHub. Read the source before you install it.

Installation

Install the Camera Rigs AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/SummerEngine/summer/tree/main/library/skills/camera-rigs
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/camera-rigs .claude/skills/camera-rigs
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Camera Rigs in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Camera Rigs on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Camera Rigs is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Camera Rigs

One rule above all: exactly ONE camera is active. In 3D that is the single Camera3D with current = true; two current cameras = flicker or the wrong view, and a scene with no current camera renders nothing in the game. In 2D a Camera2D is active when enabled = true (the default) and it is in the tree; with several enabled cameras, call make_current() on the one you want.

Trigger phrases: "black screen on play", "camera shows past the level edge", "jerky follow", "wrong FOV", "I need a top-down / isometric / orbit camera".

Ops use engine variant strings ("Vector3(0, 5, 10)"), never JSON objects ({x: 0, y: 5, z: 10} fails). Every mutation names its scene: pass the exact scenePath (e.g. res://main.tscn). One summer_batch per rig saves the scene once; the examples below use it.

2D follow camera

Add the Camera2D as a CHILD of the player so it follows for free, then smooth it and clamp it to the level.

summer_batch(scenePath="res://main.tscn", ops=[
  {"op": "AddNode", "parent": "./Player", "type": "Camera2D", "name": "Camera"},
  {"op": "SetProp", "path": "./Player/Camera", "key": "position_smoothing_enabled", "value": true},
  {"op": "SetProp", "path": "./Player/Camera", "key": "position_smoothing_speed", "value": 6.0},
  {"op": "SetProp", "path": "./Player/Camera", "key": "limit_left", "value": 0},
  {"op": "SetProp", "path": "./Player/Camera", "key": "limit_right", "value": 1920},
  {"op": "SetProp", "path": "./Player/Camera", "key": "limit_top", "value": 0},
  {"op": "SetProp", "path": "./Player/Camera", "key": "limit_bottom", "value": 1080}
])
  • Smoothing speed 5-8 feels responsive; higher = tighter, lower = drifty.
  • Set limits to the actual level bounds (the numbers above are placeholders). limit_smoothing_enabled = true avoids a hard stop at the edge.
  • Zoom Vector2(2, 2) zooms IN (bigger), Vector2(0.5, 0.5) zooms OUT (top-down).

2D top-down camera

Same as above minus the platformer edge-lock urgency. Zoom out to show the field (Vector2(0.5, 0.5)). Keep it centered on the player; no vertical bias.

3D first-person camera

Camera is a child of a Head node on the player. Body yaws, Head pitches. See the character-movement skill (its 3D movement reference: summer_docs_read id skill/character-movement/references/movement-3d.md) or fps-controller for the look script. FOV 70-75, near 0.05.

summer_batch(scenePath="res://main.tscn", ops=[
  {"op": "AddNode", "parent": "./Player/Head", "type": "Camera3D", "name": "Camera"},
  {"op": "SetProp", "path": "./Player/Head/Camera", "key": "fov", "value": 72.0},
  {"op": "SetProp", "path": "./Player/Head/Camera", "key": "near", "value": 0.05},
  {"op": "SetProp", "path": "./Player/Head/Camera", "key": "current", "value": true}
])

3D third-person camera (spring arm)

The SpringArm3D pushes the camera in when a wall is behind the player, so it never clips through geometry. This is the correct third-person rig - do not just park a Camera3D behind the player.

summer_batch(scenePath="res://main.tscn", ops=[
  {"op": "AddNode", "parent": "./Player", "type": "SpringArm3D", "name": "SpringArm"},
  {"op": "SetProp", "path": "./Player/SpringArm", "key": "position", "value": "Vector3(0, 2, 0)"},
  {"op": "SetProp", "path": "./Player/SpringArm", "key": "spring_length", "value": 4.5},
  {"op": "SetProp", "path": "./Player/SpringArm", "key": "collision_mask", "value": 2},
  {"op": "AddNode", "parent": "./Player/SpringArm", "type": "Camera3D", "name": "Camera"},
  {"op": "SetProp", "path": "./Player/SpringArm/Camera", "key": "current", "value": true}
])

Set collision_mask to the LEVEL layer only. If it includes the player layer the arm collapses to length 0 and you see inside the character (a controller script can also call add_excluded_object(get_rid()) on the arm).

Orthographic top-down 3D (twin-stick, strategy, isometric)

summer_batch(scenePath="res://main.tscn", ops=[
  {"op": "SetProp", "path": "./Camera", "key": "projection", "value": 1},
  {"op": "SetProp", "path": "./Camera", "key": "size", "value": 20.0},
  {"op": "SetProp", "path": "./Camera", "key": "position", "value": "Vector3(0, 20, 0)"},
  {"op": "SetProp", "path": "./Camera", "key": "rotation_degrees", "value": "Vector3(-90, 0, 0)"}
])

projection = 1 is orthogonal. size is the vertical world units shown - bigger = more zoomed out. For isometric, rotate ~(-30, 45, 0) instead of straight down.

FOV guidance

  • 60-75: most 3D games. 90+: fast FPS (feels faster, more peripheral).
  • Under 40 or over 110 distorts. Never animate FOV wildly; a small kick (+8 on sprint, tweened back) reads as speed.

Verify

A camera is only proven by a frame. After the rig is in, summer_play, then summer_screenshot with target: "game", then summer_stop; or save frames from a RunVerification probe while the player moves (see playtesting-a-feature). An editor viewport screenshot shows the editor's camera, not the game's.

Troubleshooting

SymptomCauseFix
Black screenNo current/enabled camera3D: current = true on exactly one; 2D: one enabled Camera2D in the tree
Camera inside geometrySpawned inside a wall/playerMove it out; spring arm for 3P
Jerky followSmoothing off/too slowEnable smoothing, speed 6-10
Shows past level edgeNo 2D limitsSet limit_* to level bounds
Wrong facing (3D)rotation.y offy: 0 = forward, 180 = backward
Everything tiny/huge (ortho)size wrongTune size, not position.y

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.

In this skillCommand
summer_docs_readsummer docs read
summer_add_nodesummer engine add-node
summer_batchsummer engine batch
summer_get_diagnosticssummer engine get-diagnostics
summer_get_scene_treesummer engine get-scene-tree
summer_inspect_nodesummer engine inspect-node
summer_playsummer engine play
summer_save_scenesummer engine save-scene
summer_screenshotsummer engine screenshot
summer_set_propsummer engine set-prop
summer_stopsummer engine stop

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Camera Rigs AI skill do?

Camera rigs: Camera2D follow with limits, first-person head, SpringArm3D third-person, top-down, FOV.

Why use Camera Rigs on TypingMind?

Because you install it once and use it with any model. Camera Rigs is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Camera Rigs in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/camera-rigs. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Camera Rigs?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Camera Rigs?

As many as you like. As long as a model supports skills, you can use Camera Rigs with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Camera Rigs AI skill free?

Yes. It is published on GitHub by SummerEngine under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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