/dynamic-full-loop
Dynamic camera loop with speed ramping - slow reveals on each face, fast whips between. Shows all sides including top and bottom.
Claude Code
$ npx -y skills add cafe3310/public-agent-skills --skill dynamic-full-loop --agent claude-code
Codex
$ npx skills add cafe3310/public-agent-skills --skill dynamic-full-loop -a codex -y
Cursor
$ npx skills add cafe3310/public-agent-skills --skill dynamic-full-loop -a cursor -y
Gemini CLI
$ npx skills add cafe3310/public-agent-skills --skill dynamic-full-loop -a gemini-cli -y
GitHub Copilot
$ npx skills add cafe3310/public-agent-skills --skill dynamic-full-loop -a github-copilot -y
OpenCode
$ npx skills add cafe3310/public-agent-skills --skill dynamic-full-loop -a opencode -y
Windsurf
$ npx skills add cafe3310/public-agent-skills --skill dynamic-full-loop -a windsurf -y
SKILL.md
dynamic-full-loop.SKILL.mdname: dynamic-full-loop
description: >
Dynamic camera loop with speed ramping - slow reveals on each face, fast whips between. Shows all sides including top and bottom.
license: MIT
author: https://github.com/kevinbadi/blender-skills
depends_on_skill:
- blender-skills
depends_on_binary:
- blender
- ffmpeg
Dynamic Full Loop Camera Animation
Camera orbits the product on multiple axes with speed ramping — slow motion when revealing each side of the product, fast whip transitions between faces. Shows front, sides, back, top, and bottom.
When to Use
- User wants to "show every angle" with dynamic motion
- User says "full loop", "speed ramp", "show all sides", "dynamic spin"
- Social media / marketing hero video
Parameters
| Parameter | Default | Description | |-----------|---------|-------------| | `duration` | `10` | Video length in seconds (longer due to speed ramps) | | `fps` | `24` | Frames per second | | `camera_distance` | `4.0` | Camera distance from center | | `camera_height` | `1.8` | Camera height |
Flow
Step 1: Set Up Camera Rig
import bpy, math
bpy.ops.object.empty_add(type='PLAIN_AXES', location=(0, 0, 0))
tgt = bpy.context.active_object
tgt.name = 'DynamicTarget'
bpy.ops.object.camera_add(location=(0, -CAMERA_DISTANCE, CAMERA_HEIGHT))
cam = bpy.context.active_object
cam.name = 'DynamicCam'
cam.data.lens = 45
trk = cam.constraints.new(type='TRACK_TO')
trk.target = tgt
trk.track_axis = 'TRACK_NEGATIVE_Z'
trk.up_axis = 'UP_Y'
# Parent camera to target
bpy.ops.object.select_all(action='DESELECT')
cam.select_set(True)
tgt.select_set(True)
bpy.context.view_layer.objects.active = tgt
bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
bpy.context.scene.camera = cam
Step 2: Animate with Speed Ramping
The key is BEZIER interpolation with keyframes clustered for slow/fast:
- Close keyframes with small rotation change = SLOW (lingering on a face)
- Wide keyframes with large rotation change = FAST (whip transition)
TOTAL_FRAMES = DURATION * FPS # 240 at 10s/24fps
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = TOTAL_FRAMES
scene.render.fps = FPS
# Z rotation (horizontal orbit) - speed ramp pattern
# SLOW on each face, FAST whip between
kf_z = [
(1, 0), # front start
(30, 10), # slow drift on front
(45, 90), # FAST whip to right
(75, 100), # slow on right
(90, 180), # FAST whip to back
(120, 190), # slow on back
(135, 270), # FAST whip to left
(165, 280), # slow on left
(180, 330), # FAST whip toward front
(210, 340), # slow near bottom
(225, 355), # FAST settle
(240, 360), # back to front
]
# X rotation (vertical tilt - over/under)
kf_x = [
(1, 0),
(30, 0),
(75, 15), # slight tilt on right
(120, 0), # level on back
(135, -20), # tilt down on left
(165, -45), # going under
(180, -60), # under/bottom view
(210, -30), # coming back up
(240, 0), # level again
]
for f, d in kf_z:
tgt.rotation_euler[2] = math.radians(d)
tgt.keyframe_insert(data_path='rotation_euler', index=2, frame=f)
for f, d in kf_x:
tgt.rotation_euler[0] = math.radians(d)
tgt.keyframe_insert(data_path='rotation_euler', index=0, frame=f)
# BEZIER interpolation for speed ramp easing
action = tgt.animation_data.action
strip = action.layers[0].strips[0]
for cb in strip.channelbags:
for fc in cb.fcurves:
for kp in fc.keyframe_points:
kp.interpolation = 'BEZIER'
kp.easing = 'AUTO'Step 3: Render + Encode
ffmpeg -y -framerate 24 \
-i "~/Desktop/Blender Videos/dynamic_loop_frames/%04d.png" \
-c:v prores_ks -profile:v 4444 -pix_fmt yuva444p10le \
"~/Desktop/Blender Videos/dynamic_full_loop.mov"
Notes
- This animation is longer (10s) due to the speed ramps needing time to breathe
- If Blender freezes on large meshes, encode whatever frames completed — partial render is usable
- The speed ramp effect comes from BEZIER curves with uneven keyframe spacing
Read more
name: dynamic-full-loop description: > Dynamic camera loop with speed ramping - slow reveals on each face, fast whips between. Shows all sides including top and bottom. license: MIT author: https://github.com/kevinbadi/blender-skills depends_on_skill: - blender-skills depends_on_binary: - blender - ffmpeg
Dynamic Full Loop Camera Animation
Camera orbits the product on multiple axes with speed ramping — slow motion when revealing each side of the product, fast whip transitions between faces. Shows front, sides, back, top, and bottom.
When to Use
- User wants to "show every angle" with dynamic motion
- User says "full loop", "speed ramp", "show all sides", "dynamic spin"
- Social media / marketing hero video
Parameters
| Parameter | Default | Description | |-----------|---------|-------------| | `duration` | `10` | Video length in seconds (longer due to speed ramps) | | `fps` | `24` | Frames per second | | `camera_distance` | `4.0` | Camera distance from center | | `camera_height` | `1.8` | Camera height |
Flow
Step 1: Set Up Camera Rig
import bpy, math bpy.ops.object.empty_add(type='PLAIN_AXES', location=(0, 0, 0)) tgt = bpy.context.active_object tgt.name = 'DynamicTarget' bpy.ops.object.camera_add(location=(0, -CAMERA_DISTANCE, CAMERA_HEIGHT)) cam = bpy.context.active_object cam.name = 'DynamicCam' cam.data.lens = 45 trk = cam.constraints.new(type='TRACK_TO') trk.target = tgt trk.track_axis = 'TRACK_NEGATIVE_Z' trk.up_axis = 'UP_Y' # Parent camera to target bpy.ops.object.select_all(action='DESELECT') cam.select_set(True) tgt.select_set(True) bpy.context.view_layer.objects.active = tgt bpy.ops.object.parent_set(type='OBJECT', keep_transform=True) bpy.context.scene.camera = cam
Step 2: Animate with Speed Ramping
The key is BEZIER interpolation with keyframes clustered for slow/fast:
- Close keyframes with small rotation change = SLOW (lingering on a face)
- Wide keyframes with large rotation change = FAST (whip transition)
TOTAL_FRAMES = DURATION * FPS # 240 at 10s/24fps
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = TOTAL_FRAMES
scene.render.fps = FPS
# Z rotation (horizontal orbit) - speed ramp pattern
# SLOW on each face, FAST whip between
kf_z = [
(1, 0), # front start
(30, 10), # slow drift on front
(45, 90), # FAST whip to right
(75, 100), # slow on right
(90, 180), # FAST whip to back
(120, 190), # slow on back
(135, 270), # FAST whip to left
(165, 280), # slow on left
(180, 330), # FAST whip toward front
(210, 340), # slow near bottom
(225, 355), # FAST settle
(240, 360), # back to front
]
# X rotation (vertical tilt - over/under)
kf_x = [
(1, 0),
(30, 0),
(75, 15), # slight tilt on right
(120, 0), # level on back
(135, -20), # tilt down on left
(165, -45), # going under
(180, -60), # under/bottom view
(210, -30), # coming back up
(240, 0), # level again
]
for f, d in kf_z:
tgt.rotation_euler[2] = math.radians(d)
tgt.keyframe_insert(data_path='rotation_euler', index=2, frame=f)
for f, d in kf_x:
tgt.rotation_euler[0] = math.radians(d)
tgt.keyframe_insert(data_path='rotation_euler', index=0, frame=f)
# BEZIER interpolation for speed ramp easing
action = tgt.animation_data.action
strip = action.layers[0].strips[0]
for cb in strip.channelbags:
for fc in cb.fcurves:
for kp in fc.keyframe_points:
kp.interpolation = 'BEZIER'
kp.easing = 'AUTO'Step 3: Render + Encode
ffmpeg -y -framerate 24 \ -i "~/Desktop/Blender Videos/dynamic_loop_frames/%04d.png" \ -c:v prores_ks -profile:v 4444 -pix_fmt yuva444p10le \ "~/Desktop/Blender Videos/dynamic_full_loop.mov"
Notes
- This animation is longer (10s) due to the speed ramps needing time to breathe
- If Blender freezes on large meshes, encode whatever frames completed — partial render is usable
- The speed ramp effect comes from BEZIER curves with uneven keyframe spacing
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Questions about dynamic-full-loop.
- Which coding agents can use dynamic-full-loop?
- dynamic-full-loop installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.

