camera-vocabulary

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Shot scale, camera move taxonomy, and cinematography rules for ai_video scene planning. Load when writing storyboard scenes in Phase 1.

theSamPadilla By theSamPadilla schedule Updated 4/22/2026

name: camera-vocabulary description: "Shot scale, camera move taxonomy, and cinematography rules for ai_video scene planning. Load when writing storyboard scenes in Phase 1."

Camera Vocabulary

Camera is a first-class decision per shot, not a throwaway clause. Pick camera_move and shot_scale BEFORE writing the prose prompt — they shape the shot. The runtime prefixes the Kling prompt with both as [SHOT SCALE] and [CAMERA MOVE] tags so the generator actually executes them.

Shot Scales

Value Framing When to use
ecu Extreme close-up: eyes, hands, small detail Intimate emotion, critical object, texture
cu Close-up: face fills frame Dialogue, reaction, emotion
mcu Medium close-up: chest up Conversation, character focus
medium Medium: waist up Standard dialogue, action
cowboy Cowboy: mid-thigh up Character with environment context, walking
wide Wide: full body + room Establishing character in space, physical action
very_wide Very wide: environment dominates Location change, scale, isolation
aerial Overhead / bird's eye Geography, transition, grandeur

Camera Moves

Grouped semantically. Draw from multiple groups to create variety.

Push / Pull

Value Motion When to use
push_in Camera moves toward subject Building tension, drawing attention
pull_out Camera moves away from subject Reveal, release, ending
dolly_forward Camera physically advances through space Moving into a scene, entering a room
dolly_back Camera physically retreats through space Departing, farewell, distancing

Lateral

Value Motion When to use
tracking Camera follows subject laterally Walking, running, procession
arc Camera sweeps in a partial curve around subject Transition, moderate emphasis
orbit Camera circles the subject fully Dramatic emphasis, hero moment, isolation

Crane / Jib

Value Motion When to use
crane_up Vertical camera rise Opening grandeur, reveal from above
crane_down Vertical camera descent Arrival, landing, grounding
jib Crane with lateral arc component Fluid elevation change with sweep

Handheld

Value Motion When to use
handheld_drift Organic, slightly unstable float Intimacy, documentary feel, unease
snorri_cam Camera fixed to subject, world moves Disorientation, intoxication, dream

Smooth

Value Motion When to use
gimbal_glide Perfectly smooth lateral/forward glide Ethereal calm, floating through space

Snappy

Value Motion When to use
whip_pan Fast horizontal snap Energy burst, surprise, comedic timing
crash_zoom Rapid lens zoom into subject Shock, sudden focus, impact
rack_focus Focus shifts between foreground/background Reveal connection, redirect attention

Tilt

Value Motion When to use
tilt_up Vertical rotation upward Reveal height, awe, looking up
tilt_down Vertical rotation downward Reveal below, grounding, descent
dutch_tilt Camera tilted off-axis Tension, unease, stylized energy

Locked

Value Motion When to use
locked_wide No movement, wide frame Stillness IS the statement — must have internal motion
locked_close No movement, close frame Portrait intensity — must have internal motion
static_macro No movement, extreme detail Texture, small object, time passing on surface

Subjective

Value Motion When to use
pov Camera IS the subject's eyes Immersion, what they see
over_shoulder Behind subject looking at their world Perspective, conversation, approach

Rules

1. Motion Budget — every shot needs motion

Every shot needs motion from EITHER the subject OR the camera — never both absent.

  • Subject is still (posing, landscape, interior, still object) → pick an assertive camera move: push_in, pull_out, orbit, arc, tracking, handheld_drift, crane_up/down, whip_pan, crash_zoom, rack_focus. A static subject + static camera reads as a photograph, not a video shot.
  • Subject is moving (running, sliding, walking, fighting) → tracking, locked_wide, or static_macro is enough — let the subject carry the motion.
  • Both moving → risk visual chaos. Reserve for peak energy moments only.
  • Locked moves (locked_wide, locked_close, static_macro) → only when stillness IS the statement AND something else in frame is visibly moving (water rippling, smoke curling, light flickering, a figure crossing behind).

2. Fresh-scene rule — vary across adjacent shots

At least 2 of these 4 must change between every consecutive pair of shots:

  1. Location / environment
  2. Shot scale
  3. Camera move
  4. Palette / lighting

ECU/crash_zoom → wide/tracking → medium/orbit reads as deliberate cinematography. medium/push_in → medium/push_in → medium/push_in reads as one confused camera operator.

Forbidden sameness: no two adjacent shots should share both the same shot scale AND the same camera move.

3. Camera pool per video

Before writing scenes, pick 4-8 camera moves that define this video's camera grammar — its visual identity. Every shot's camera_move should be drawn from this pool. This prevents both monotony (all push_in) and chaos (random moves with no through-line).

Example pool for a documentary: [push_in, pull_out, crane_up, tracking, gimbal_glide, locked_wide, tilt_up, orbit] Example pool for high-energy: [whip_pan, crash_zoom, handheld_drift, tracking, dutch_tilt, arc, pov, crane_down]

4. Pick camera BEFORE prompt

Write fields in this order: shotScalecameraMove → then the ## Camera / ## Subject / ## Action prompt sections. Camera choice shapes what the shot looks like — don't write the description first and try to fit a move after.

Scene Fields

When planning scenes in Phase 1, write these structured fields on each storyboard.scenes[i]:

{
  "id": "scene-1",
  "prompt": "...",
  "duration": 5,
  "refImages": ["ref1", "ref2"],
  "shotScale": "wide",
  "cameraMove": "tracking"
}

The kling_generate step auto-appends [SHOT SCALE] and [CAMERA MOVE] tags to the composed prompt at generation time. Do NOT write these tags in the scene prompt text.

Install via CLI
npx skills add https://github.com/theSamPadilla/montaj --skill camera-vocabulary
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