How to Use CamKeys

1

Select Camera

At the top of the CamKeys panel, choose the source of your transformation matrices:

  • Camera vs. Viewport: Use the toggle buttons to switch between using a selected camera and using the viewport’s perspective.

    Important: The Baking Function will only work when “Camera” is selected.

  • Lock/Unlock Camera to View: If you’re using the camera (and not the viewport), you can lock or unlock the camera so that it follows your viewport movement.

2

Mesh Objects

This section lets you manage which mesh objects will be affected by CamKeys.

  • Adding Mesh Objects: Click the + button to add an object to the tracking list. If the object is rigged, you can optionally select a bone (using the provided dropdown) for more precise control.

  • Managing the List: Each object appears in a list where you can enable or disable it individually, move its position in the list, or remove it.

3

Camera Angles and ShapeKeys

This section is used to capture and manage the CamKeys for the selected mesh object.

  • Adding an Angle Item: With an object selected, click the + button to capture the current camera/viewport angle.

  • Capture a New Angle for the CamKey: Click the 📷 button at right to update the angle stored in the CamKey.

  • Select Angle Falloff for CamKey: Set how many degrees away your CamKey starts blending your ShapeKey to 1.0.

  • Enable/Disable Per CamKey: You can turn off the automatic CamKey adjustment per CamKey.

  • Baking Keyframes: Click the Bake Keyframes button to insert keyframes for the current ShapeKey values over the defined frame range. The addon will iterate through the frames and update the ShapeKeys accordingly.

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