higgsfield-camera

v2026.09.25

Use when the user asks about camera movements, shot types, or how to describe camera behavior in a Higgsfield prompt. Contains all named camera controls with descriptions, best use cases, and example prompt phrases.

GitHub
安装命令
npx skhub add osidemedia/higgsfield-camera
Markdown
SKILL.md

Higgsfield Camera Controls

Always reference camera controls by their exact preset name in prompts. Higgsfield recognizes these names directly.

QUICK FACTS

Routing aids — read the linked sections for the actual rules.

  • Named preset tables by family: dolly / crane / orbit / zoom / follow / specialty / time-based / through-object / vehicle, plus angles and shot sizes — always cite the exact preset name →
  • Layer max two compatible moves; sequenced combos get explicit timing; static-pan beats glide for most coverage →
  • The camera is the emotional double of the focal character — 7 emotional registers map to camera prescriptions; arcs change the camera in named phases →
  • [OFFICIAL] Lens + aperture chosen by shot purpose (85/100mm F1.4 tight emotional CU … 45mm macro F2.8), with standing focus-lock and distortion-forbid clauses →
  • [OFFICIAL] Shot duration by type: flash establish 0.3–0.5s · dialogue line 3–7s · wordless reaction 5–10s · full-arc emotional CU 8–15s →
  • Micro-moves need exact distances — state total travel + time ("10–15 cm over 7 seconds"); never write zoom for a physical move →
  • Cinema Studio 3.0: One-Move Rule, genre presets, reliable phrasing library, camera transfer via @Video →
  • What a @Video reference reads reliably (world, materials, physics, camera character) vs cannot do (frame-accurate continuation, identity) →

Dolly Movements

ControlWhat it doesBest forPrompt phrase
Dolly InSmooth linear move toward subjectIntimacy, revelation, tension build"Camera Dolly In toward her face"
Dolly OutSmooth linear move away from subjectIsolation, departure, widening context"Camera Dolly Out revealing the empty square"
Dolly LeftLateral track to the leftFollowing horizontal movement, revealing scene"Camera Dolly Left tracking alongside the runner"
Dolly RightLateral track to the rightFollowing horizontal movement, revealing scene"Camera Dolly Right as the car accelerates"
Dolly Zoom InDolly forward + zoom out simultaneouslyVertigo, shock, realization (Hitchcock effect)"Dolly Zoom In — subject stays size as background rushes away"
Dolly Zoom OutDolly back + zoom in simultaneouslyOverwhelm, isolation, world closing in"Dolly Zoom Out — city swallows the figure"
Super Dolly InExaggerated fast rush toward subjectSudden shock, urgent revelation"Super Dolly In on the handprint on the window"
Super Dolly OutExaggerated fast pull backDramatic reveal of scale, sudden context shift"Super Dolly Out to reveal the entire burning city"

Crane / Vertical Movements

ControlWhat it doesBest forPrompt phrase
Crane UpCamera rises from ground/subject level upwardReveal scope, transition intimate→grand"Crane Up from the soldier's hands to the war-torn landscape"
Crane DownCamera descends from high positionIntroduce location from above, personalize"Crane Down from the skyline to the lone figure on the street"
Crane Over The HeadOverhead god-like perspective, directly aboveVulnerability, surveillance, choreography"Crane Over The Head — top-down view of the crowd"
LevitationSmooth upward float, dreamlikeMystical, transcendence, out-of-body"Camera Levitates from her feet to her serene face"

Orbit / Arc Movements

ControlWhat it doesBest forPrompt phrase
360 OrbitFull circle around the subjectEmotional isolation, dramatic emphasis"360 Orbit around the boxer in the ring"
ArcSemi-circular sweep around subjectRevelations, emotional turning points"Camera Arcs slowly around the two detectives"
Lazy SusanSlow turntable rotation, subject centeredProduct shots, character intros, costume reveal"Lazy Susan around the antique watch on the table"
Robo ArmPrecision mechanical arc, complex pathChoreographed scenes, product reveals"Robo Arm sweeps from headlights over the roof of the car"

Zoom Effects

ControlWhat it doesBest forPrompt phrase
Crash Zoom InRapid sudden zoom toward subjectShock, realization, emphasis on a detail"Crash Zoom In on the bloody handprint"
Crash Zoom OutRapid sudden zoom away from subjectDisconnection, sudden wider context"Crash Zoom Out revealing the battlefield"

Follow / Action Movements

ControlWhat it doesBest forPrompt phrase
FPV DroneFast agile drone-like weaving motionChase sequences, aerial action, kinetic energy"FPV Drone chasing the motorcycle through the warehouse"
Action RunLow follow shot behind running subjectChase, escape, pursuit"Action Run — camera low behind him, matching his sprint"
HandheldOrganic shaky hand-held feelDocumentary realism, intimacy, chaos"Handheld camera jostling with the crowd"
Head TrackingCamera locked to character's head movementFirst-person intensity, disorientation"Head Tracking as the boxer staggers after the punch"
SnorricamCamera mounted on actor, background swaysStress, drunkenness, heightened emotion"Snorricam locked on her face as the room spins"

Specialty / Cinematic

ControlWhat it doesBest forPrompt phrase
Bullet TimeSubject frozen/slow-mo, camera sweeps aroundAction climax, impact moments"Bullet Time around the leaping assassin"
Dutch AngleCamera tilted diagonallyPsychological tension, instability, dread"Dutch Angle as the conspirators whisper"
FisheyeWide lens distortion, curved perspectiveSurreal, skateboarding, experimental"Fisheye lens capturing the skateboarder's trick"
Whip PanFast lateral blur panDynamic transitions, follow rapid action"Whip Pan from the thief to the officer"
OverheadDirect top-down bird's-eyeChoreography, spatial relationships, vulnerability"Overhead shot of the dancers forming patterns"

Time-Based

ControlWhat it doesBest forPrompt phrase
HyperlapseMoving camera + time-lapse combinedCity transformation, travel sequences"Hyperlapse down the boulevard from dawn to dusk"
Timelapse HumanFixed camera, human activity fast-forwardedDaily routines, urban pulse"Timelapse Human — subway platform, people rushing"
Timelapse LandscapeFixed camera, nature/landscape over timeWeather change, seasons, sunrise/sunset"Timelapse Landscape — mountain valley sunrise to dusk"
Low ShutterSlow shutter, motion blur on fast movementSpeed, urgency, intoxication"Low Shutter on the spinning dancer — silhouette blurs"

Through-Object

ControlWhat it doesBest forPrompt phrase
Through Object InCamera passes through a narrow object into a new spaceReveal secrets, creative transition"Camera glides Through Object In — through the keyhole into the dusty study"
Through Object OutCamera exits through a narrow space revealing exteriorConfined-to-open transition"Through Object Out — pulls back through the cabin window into the blizzard"
Mouth InCamera zooms into a character's open mouthSurreal transitions, entering memory/dream"Mouth In transition — camera enters the storyteller's mouth into the fantasy world"

Specialty Vehicle / Action

ControlWhat it doesBest forPrompt phrase
Car ChasingLow ground-level follow of speeding vehiclesHigh-speed pursuits"Car Chasing — camera hugs the side of the black car through the streets"
Car GripCamera mounted on vehicle, rides with itImmersive vehicle sequences"Car Grip — fixed to the hood, shaking on every bump"
Buckle UpJarring, turbulent shaking cameraRough rides, turbulence, loss of control"Buckle Up as the car skids around the corner"

Pitch & Perspective — Camera Angles

ControlWhat it doesBest forPrompt phrase
Low AngleCamera looks up at subjectPower, dominance, heroism"Low angle looking up at the general on horseback"
High AngleCamera looks down at subjectVulnerability, smallness, exposure"High angle looking down at the child in the empty hall"
Eye LevelNeutral height, conversationalDialogue, documentary, grounded scenes"Eye level, two characters facing each other"
Bird's-Eye ViewDirectly overhead, looking straight downMaps, choreography, god-like perspective"Bird's-eye view of the marketplace from above"
Worm's-Eye ViewExtreme low, looking straight upTowering scale, surreal, otherworldly"Worm's-eye view looking up through the forest canopy"
Ground LevelCamera resting on the ground surfaceIntimacy with terrain, small subjects, impact"Ground level — ants marching across cracked earth"
Canted Angle LeftTilted horizon, left lean (Dutch Tilt)Unease, tension, psychological distortion"Canted angle left as the hallway stretches ahead"
Canted Angle RightTilted horizon, right lean (Dutch Tilt)Unease, tension, psychological distortion"Canted angle right — the interrogation room feels wrong"
Static ObliqueAngled perspective, off-axis framingStylized composition, unease, visual interest"Static oblique angle on the staircase"
Over-the-Shoulder (OTS)Camera behind one subject's shoulder, facing the otherConversation framing, shot-reverse-shot"OTS from behind the detective, facing the suspect"
POV / First PersonCamera IS the character's eyesImmersion, horror, subjective experience"POV — hands push open the heavy wooden door"
Two-ShotTwo subjects framed togetherRelationship, confrontation, dialogue"Two-shot of the couple walking along the pier"
Cowboy ShotFramed from mid-thigh upWestern standoffs, character swagger, action-ready"Cowboy shot — hands hovering near the holster"

Shot Sizes

ControlWhat it doesBest forPrompt phrase
Extreme Long Shot (ELS)Vast landscape, subject tiny or absentEstablishing location, isolation, epic scale"Extreme long shot — lone figure crossing the salt flat"
Long Shot / Wide Shot (LS/WS)Full body visible + surrounding environmentEstablishing character in context, action scenes"Wide shot of the dancer on the empty stage"
Medium Long Shot / Cowboy (MLS)Mid-thigh upCharacter stance, western standoffs, group dynamics"Medium long shot — the three outlaws face the sheriff"
Medium Shot (MS)Waist upDialogue, interviews, general narrative"Medium shot — she leans against the bar, arms crossed"
Medium Close-Up (MCU)Chest upEmotional conversation, reaction shots"Medium close-up as he reads the letter aloud"
Close-Up (CU)Face fills the frameRaw emotion, intensity, intimacy"Close-up on her face — tears welling, jaw tight"
Extreme Close-Up (ECU)Single feature (eye, hand, mouth)Tension, detail, psychological intensity"Extreme close-up on the twitching eye"
Insert ShotDetail of an object or actionPlot detail, time pressure, texture"Insert shot — the clock hand ticking past midnight"

Combining Camera Controls

Layering two compatible movements creates richer shots:

CombinationEffectExample
Dolly In + Dutch AngleClosing tension + instabilityVillain reveal
Crane Up + 360 OrbitEpic reveal of scale + isolationFinal battle end
FPV Drone + Crash Zoom InKinetic energy + sudden focusChase climax
Handheld + Action RunRaw realism + pursuit urgencyEscape sequence

Avoid conflicting moves: Don't combine Dolly In with Dolly Out, or Crane Up with Crane Down in the same shot — it creates visual contradiction.

Sequenced vs simultaneous combinations. The table above lists simultaneous combinations (two motions happening at once). Production practice also uses sequenced combinations: pan to follow the character through phase one, then push-in on the face when the character stops. State the sequence with timing in the prompt — Camera pans left from 0-3s tracking the character, holds, then pushes in on the face from 4-8s — so the model renders the motions as discrete phases rather than collapsing them into a single ambiguous move.

Static pan vs glide. A camera that pans rotates from a fixed position; a camera that glides translates through space. Production practice prefers static-pan over glide for most coverage — the static-pan reads as a chosen viewpoint with directed attention, the glide reads as untethered. State which you mean: the camera stays in position and pans to follow him is distinct from the camera glides alongside him as he walks.

Negative constraints: For temporal/consistency artifacts related to camera (contradictory movements, camera not working, static I2V) and their prevention phrases, see ../shared/negative-constraints.md — Temporal/Consistency Artifacts section.


Camera-Emotion Sync — Movement per Focal Character Emotion

The camera is the emotional double of the focal character. Movement, lens choice, and shot duration should be picked by the character's emotional state — not by what looks "cinematic" in the abstract. The mismatch is one of the most visible tells of an AI-video prompt that hasn't done the emotional-syncing work: a calm scene with a jittery handheld camera reads as wrong even when nothing else is broken; an angry scene with a smooth dolly reads as detached even when the action is right.

Six emotional registers cover most scenes:

Focal character emotionCamera prescription
Anger / rage / tension / on edgeHandheld breathing, jittery and unstable — broken breath rhythm, visible micro-twitches in both axes, small amplitude, irregular rhythm. Avoid stabilizers.
Calm / control / confidenceHandheld breathing, smooth — steady breath rate, regular micro-amplitude. Stabilizer-light, but still alive.
Sadness / vulnerabilityHandheld, slow, low — lower breath frequency, slight downward camera drift, weight feels heavier on the operator.
Shock / revelationStatic + very slow push-in or pull-out — sharp freeze at the moment of revelation, then minimal movement for the next 0.5-2s.
Action60fps, 180° shutter — clean motion with shutter-bound motion blur; avoid pulled motion blur from longer shutters.
Final beat / verdictTop-shot freeze, 0.3-0.5s — directly from above, time stops, all positions locked.
Emotional breakdown / character needs spaceSlow pull-back from medium/close to wide — "leave the character alone." Production-team named technique for emotional moments (a character sobs, curls up, or otherwise needs to be witnessed-but-not-pressured); pulling the camera back gives the audience visual distance that registers as emotional space rather than abandonment.

Emotional arcs within a single shot

When the focal character's emotion changes across a continuous take (e.g. rage → controlled in a single shot), the camera should change synchronously. Write it as named phases in the prompt:

  • Opening phase: prescribe the camera for the entry emotion
  • Transition phase: describe how the camera character shifts (handheld amplitude reduces, drift settles, push-in slows)
  • Closing phase: prescribe the camera for the exit emotion

The camera moves with the actor, not on its own clock.

Decompose the emotion before picking the camera. The 6 emotional registers above are tracked by named emotions (anger, calm, sadness, shock). If the user supplies a generic emotion ("surprised", "tense") the first step is decomposing it into a specific named register — see ../higgsfield-prompt/SKILL.md § Generic-Emotion Decomposition for the "which kind of X?" clarification template.

Lens + aperture by shot purpose

[OFFICIAL — Higgsfield shotlist-builder skill, 2026-07; re-authored from the Chinese source] — pick the glass from the shot's purpose, then say both lens and aperture in the prompt:

PurposeLensAperture
Extreme tight emotional close-up (forehead-to-chin fills frame)85mm or 100mm (FOV 29° or 18°)F1.4
Mid dialogue, two-shot50mm (FOV 47°)F2.0–F2.8
Wide / establishing35mm (FOV 63°)F4–F5.6
Insert / object detail (focus locked on the object)50mm or 85mm (FOV 47°/29°)F1.4
Macro (pores, droplets, fabric)45mm macro — no FOV-anchor equivalent; macro framing is described by subject scale in block promptsF2.8

Two standing clauses that ride with these choices:

  • Focus lock on inserts and tight close-ups: "focus plane locked on [object] from first frame to last — no focus drift, no rack focus, no autofocus hunting."
  • Distortion forbid on wide/fast glass: "straight rectilinear lines, no barrel or pincushion distortion, no fisheye, no wide-angle warp." (For Seedance block prompts, FOV is stated in degrees instead of mm — ../higgsfield-seedance/SKILL.md § FOV anchors; this table's mm/aperture vocabulary serves Cinema Studio and non-Seedance surfaces, and the purpose→glass logic transfers either way.)

Shot duration by type

Durations inside a 15s multi-shot envelope — divide the envelope using these, and let an emotional arc earn its full length:

Shot typeDuration
Flash establishing / hard-cut intro (split-second wide)0.3–0.5s — a fraction of a second, NOT a full second
One mid-length dialogue line3–7s
Wordless reaction with an emotional arc5–10s
Insert / wide / freeze0.3–2s
Emotional close-up with a full 5–7-beat arc8–15s

Micro-moves need exact distances

For very slow dollies, state total travel and time, or the model oversells the move: "over the full 7 seconds the camera pulls back only 10–15 centimeters — slow enough to barely register. No zoom, no sudden push." Never write zoom for a physical move — name dolly / track / push-in / pull-out.

And run the check in reverse: the stated move must be able to produce the stated end framing. "A slow push" cannot end on an extreme close-up from a wide, and a 10cm pull cannot land a full-body reveal. When move and end frame disagree, the prompt is internally impossible — the model picks one and improvises the other. Fix it on whichever side is cheaper: enlarge the move (name the bigger travel) or shrink the framing change. [EMPIRICAL — third-party director-skill evaluations 2026-08-09; re-derived]


Cinema Studio 3.0 Camera Best Practices (Business/Team Plan)

These best practices apply to Cinema Studio 3.0's generation engine, available exclusively on Business and Team plans.

The One-Move Rule

For any single shot, specify only ONE primary camera move. Do NOT stack multiple moves (e.g., dolly push + pan left + tilt up). This is the #1 cause of jitter, unwanted rotation, and failed generations.

Wrong: Camera: dolly push forward while panning left and tilting up to reveal the skyline Right: Camera: slow dolly push from medium shot to tight close-up over 8 seconds

If you need multiple camera moves, break them into separate shots using Cinema Studio 3.0's Custom multi-shot mode.

Genre-Based Camera Presets

GenrePrimary CameraSecondaryAvoid
Product / E-commerceOrbit, slow push-in, staticCrane down revealHandheld, whip pan
Lifestyle / SocialHandheld, static, slow panDolly alongsideDutch angle, crash zoom
Drama / NarrativeSlow push-in, dolly pull-out, trackingCrane upFast moves, snap zoom
Music VideoWhip pan, snap zoom, fast tracking360 orbitStatic (too boring)
HorrorSlow creep (dolly in), static hold, Dutch angleCrane downFast tracking (breaks tension)
Action / ChaseFPV drone, tracking, handheld runCrash zoomStatic, slow orbit
Landscape / TravelCrane up, slow pan, drone flyoverDolly out revealHandheld, tight shots
Comedy / SocialStatic (deadpan), snap zoomWhip panSlow dramatic moves

Reliable Phrasing Library

These phrases produce consistent, predictable results:

IntentReliable Phrase
No camera motionlocked-off static camera, no movement
Slow approachslow dolly push from medium shot to tight close-up over 8 seconds
Follow subjecthandheld tracking following the subject, subtle shake, not chaotic
Reveal scalecrane shot rising from ground level to overhead
Circle subjectsmooth 180-degree orbit at eye level, constant distance
Dramatic zoomcrash zoom from wide to extreme close-up on impact
POV movementFPV camera weaving through the environment at walking pace

Camera Transfer via @Video Reference

The safest way to achieve complex camera motion is to clone it from a reference:

Match the camera movement from @Video1. A dancer performs on a rooftop at sunset.

This bypasses the One-Move Rule because the model extracts camera data directly from the reference rather than interpreting text instructions.

Dual Video Reference

Action reference and camera reference can come from DIFFERENT videos. Separate them clearly:

Reference @Video1 for the character's movement and choreography.
Reference @Video2 for camera movement only.
A martial artist performs a spinning kick in a dojo.

Smart Mode (Cinema Studio 3.0)

Cinema Studio 3.0's "Smart" shot control delegates camera planning to the model. When you select Smart mode:

  • The model auto-plans camera language based on the genre and scene description
  • Trust it for genre-appropriate camera work — describe the feeling or genre rather than specific camera moves
  • Best for: users who want professional-looking camera work without manual specification
  • Override by switching to Custom multi-shot for per-scene camera control

Smart mode prompt example:

Genre: Drama. A woman sits alone at a café table, stirring her coffee absently.
She notices someone through the window and her expression shifts from sadness to surprise.

(No camera instruction needed — Smart mode will select genre-appropriate drama camera work.)


Video Reference — What It Reads, and What It Can't

The repo documents @Video reference usage in several places (Camera Transfer above, higgsfield-motion for action choreography, higgsfield-style for grade carryover, higgsfield-audio for voice timbre, higgsfield-cinema for the Motion/Camera Sheet). The capability boundary — what a video reference reads reliably, where it falls short, and what it cannot do at all — is documented once here and applies across all those use cases.

What It Reads Reliably

A @Video reference reliably carries these properties from the source clip into the generation:

  • World design — the overall environment, set construction, lighting logic, color palette, atmosphere.
  • Material and texture — how surfaces look (wet wood, rope, water behavior, fabric weight).
  • Physics and motion style — how objects move, how water behaves, the weight and energy of action.
  • Camera character — the overall feel of how the camera operates, its proximity to subjects, its movement vocabulary.
  • Production quality level — high-budget vs. low-budget feel, the overall cinematic register.
  • Color grade — tonal treatment, contrast, saturation level.
  • Weather and environmental conditions — storm intensity, rain density, fog, light quality.

What It Reads Less Reliably

These properties carry across inconsistently. Don't depend on them when designing the prompt:

  • Frame-accurate action continuation — asking the model to pick up exactly where the last frame ended is unreliable. The reference understands the energy and world of what was happening, not the precise final position of every element.
  • Exact character identity — use an image reference for character identity locks, not a video reference. Video references read world and energy better than face or costume precision.
  • Specific dialogue or audio — voice character can carry over but exact vocal performance is not guaranteed.

Four Reference Patterns by Purpose

Make the reference's job explicit in the prompt. Pick the pattern that matches what you want the reference to do:

PurposePattern
World continuity@Video1 — use for world continuity: same set construction, same lighting logic, same atmosphere, same production quality level
Action energy continuity@Video1 — use for action energy continuity: same event still in progress, same intensity of impact, same physical weight and momentum
Camera character + production feel@Video1 — use for camera character and production feel: same cinematic register, same operator presence, same overall quality
Voice + performance style@Video1 — use for character voice and performance style: same vocal character, same delivery register, same performance energy

The pattern works because it tells the model which axis of the reference matters and lets the rest of the prompt drive the new content.

Hard Limits

These are not "less reliable" — they are things a video reference cannot do at all:

  • Cannot continue a specific action from the last frame. If the reference clip ends on a wave hitting a ship, the new clip will not automatically start with that wave still hitting. The reference supplies world context; write the new clip's opening action from scratch.
  • Cannot override your prompt. The reference informs the generation — it does not replace prompt instructions. Where prompt and reference conflict, the prompt generally wins on action and the reference wins on texture and world feel.
  • Cannot supply character identity alone. Always pair a video reference with an image reference if character consistency matters.

Load-Bearing Rule

Prompt wins on action, reference wins on texture and world feel. Write the prompt for what happens; let the reference carry how it looks. Pair with an image reference when character identity must hold.


Related skills

  • higgsfield-seedance-vfx — Video-to-video footage transforms: preserve a real handheld/driving camera move frame-for-frame while swapping the world or adding an effect, and add a timed camera move (crash-zoom, push-in, reveal pull-back) you never actually filmed
  • higgsfield-motion — Named motion presets (VFX overlays applied with camera moves)
  • higgsfield-cinema — Director Panel (18 Cinema Studio camera movements)
  • higgsfield-image-shots — Camera angles and implied movement for still images
  • higgsfield-prompt — MCSLA formula, prompt structure
  • higgsfield-style — Visual styles to pair with camera choices
  • templates/ — Annotated genre-specific prompt templates demonstrating camera use
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版本

v2026.09.25

发布时间

2026年9月25日

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MIT

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skills/higgsfield-camera

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main

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64c8b2a