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Found 12 Skills
The live player in a Decentraland scene. Use when the user wants to read player position or profile, fetch avatar appearance for off-scene addresses (parcel owners, NFT holders), trigger emotes, read equipped wearables, attach items to players/avatar (cosmetic vs held gameplay items), hide avatars or disable passports in zones (AvatarModifierArea), adjust locomotion speed, teleport the player (movePlayerTo), or listen for scene entry/exit. Do NOT use for NPC characters (see npcs), wallet/blockchain checks (see nft-blockchain), freezing player movement (see advanced-input for InputModifier), or camera mode (see camera-control).
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
Generate AI video from static images using Kling 3.0, Hailuo, Luma Ray3, Runway Gen-4.5, and 8 other tools. Covers free vs paid tools, prompt writing (motion-only), camera control, and face stability. Use when user asks to animate an image, create AI video, or convert photo to video.
React Three Fiber interaction - pointer events, controls, gestures, selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
Control camera behavior in Decentraland scenes. Covers CameraMode, CameraModeArea, VirtualCamera, MainCamera, and camera vs collider interactions. Use when the user wants camera control, cutscenes, forced camera modes, or camera tracking. Do NOT use for input restriction during cutscenes (see advanced-input for InputModifier) or cursor lock detection (see advanced-input for PointerLock).
Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.
Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.
Use this skill when working with Sequencer, LevelSequence, cutscene, cinematic, camera, movie scene, sequencer event, or Movie Render Queue in Unreal Engine. See references/sequencer-patterns.md for dialogue cutscene, in-game camera, and scripted event patterns. For animation playback, see ue-animation-system.
One-writer camera rigs for Three.js WebGPU. Use for bounds-derived perspective or orthographic framing; control and cinematic handoffs; temporal jitter and reset ownership; or camera-relative large-world coordinates.
Prompt and direct Runway (Gen-4.5, Aleph) — the control-grade generative video tool for camera moves, character consistency, and edit-grade shots. Use when someone wants "a specific camera move," "the same character across multiple shots," "to edit/restyle existing footage," "a branded product/ad shot," "film-style previz," "image to video with Runway" (animate a still), or names Runway / Gen-4 / Gen-4.5 / Aleph / Act-Two / Motion Brush / References. Runway generates clips; a human assembles/edits; audio comes from ai-voiceover; WoopSocial schedules/publishes. Below the ai-video router, sibling to veo-3 (all-round + native audio), kling (native 4K/multi-shot/motion), and luma (cinematic HDR/mood). Consented performances only (Act-Two); AI disclosure mandatory.
Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button. Use for product, object, joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode, and 3d-virtual-tour for a camera path through a place.
Addon camera and object manipulation controls: OrbitControls, MapControls, FlyControls, FirstPersonControls, TrackballControls, ArcballControls, DragControls, PointerLockControls, TransformControls; damping, target focal point, and integration with the animation loop. Use for editor-style navigation and gizmos—not a full game character controller stack; pair with Raycaster selection patterns in threejs-objects when transforming selections.