AutoCam — An Intuitive Camera Animation System for Blender
AutoCam is a free Blender addon that lets you create polished camera animations without breaking your creative flow. Record a first-person walkthrough, convert it to a clean curve, and generate a fully rigged camera inside Blender, in seconds.
Core Features
POV Camera Recording:
Capture your camera movement in real time using familiar WASD controls, just like a game.
Camera Path Extraction:
Convert recordings into clean Bezier, Poly, or NURBS curves that stay fully editable.
One-Click Camera Rig:
Generate a robust rig with smooth tracking, intuitive controls, and built-in motion damping.
Animatable Speed Slider
Control your camera rig’s speed dynamically. Easily keyframe forward, pause, or reverse motions.
Easy Cleanup:
Clear all AutoCam data in one click, keeping your scene organized and clean.
Who It’s For
3D artists who need cinematic shots fast
Arch-viz creators building walkthroughs
Indie animators who prefer to stay in the creative flow
Motion designers working on product animations or visual showcases
Anyone who finds manual camera keyframing slow or intimidating
Requirements
Blender 2.83 or newer (Windows, macOS, Linux)
Python 3.7+ (bundled with Blender)
Changed
The add-on is now called “AutoCam Free” in Blender’s add-on list, matching how the Pro edition already read. Nothing else changes: it is the same extension, it updates in place over an earlier install, and the sidebar tab is still “AutoCam”.
The two aim objects are now named after what they do. The object you drag to point the camera is called “Aim” (it was “LookAt”), and the pivot that carries the Track To constraint is called “Gimbal” (it was “Aim”). Testers kept dragging the pivot, because it was the one called “Aim” – but moving it booms the camera off the dolly, it does not change what the camera is pointed AT, which is what everyone expected it to do.
The Gimbal is no longer drawn. It shares a spot with the Dolly and the camera, and a third marker there only ever gave you a wrong thing to grab. It is still a real control, though, and still selectable from the outliner: it is where the Track To is computed from, so nudging the Gimbal is how you boom the camera off its path and keep the aim exact. Moving the CAMERA instead only looks similar – the camera then aims parallel to the target rather than at it, drifting several degrees as the offset grows.
Rig handles are much bigger – roughly five times their old size. The old sizes were inherited constants that nobody had measured; in Blender’s own default scene they put the Dolly at 1.5% of the shot’s size, which reads as dust. Handles are now sized against the path, with the Aim deliberately the largest since it is the one you reach for, and the Dolly sized against the camera it rides with – a collar around the cone, not a hoop. That holds all the way up to kilometre-long paths; previously anything past about 100 m got the same handles as a 100 m shot, so architectural walkthroughs and drone moves ended up with specks again. If the new default is too large or too small for your scene, “Rig Scale” in Preferences dials it.
The Aim target is also sized from its distance to the camera, so a shot that aims at a far wall no longer leaves you hunting for a speck.
Generate Rig now leaves the Aim target selected, so the first move you make is the one that points the camera.
The FocusPoint is selectable again. It was click-through so it would not compete with the aim target for the same click – but the two never did compete, and depth of field is a creative control, not plumbing.
The Aim no longer prints its name in the viewport. The label was there because the old rig was a pile of near-identical gray empties and the text was the only way to tell them apart; the shapes do that now, so it was just a long auto-generated string sitting across the handle.
The Aim is a new handle: a ring with four arrows pointing in at it, so it reads as something you grab. The FocusPoint nested inside it is a focus box. The Dolly keeps its ring, and the rig camera now draws a little smaller so it stops swallowing that ring.
Added
A “Rig Scale” preference. Handle sizes are derived from the path, which suits most shots but cannot suit every one – this multiplies them, and it applies to every rig in the file the moment you move it, not just to rigs you build afterwards.
A “Range” default in Preferences > Bake Defaults. Every other bake setting had a default and this one did not, so anyone who always bakes the scene range was re-picking it in every new file.
“Load from Blender” under the flythrough movement keys. The key fields are what AutoCam will apply; “Apply Walk Keys” is what pushes them into Blender’s global walk keymap. If you have rebound walk elsewhere, this reads the real bindings back so the two agree.
An “About” box: which edition and version you are running, plus links to the documentation, the website, and support.
Moved
“Show Path Direction” now lives in Preferences > Viewport, alongside Rig Scale, instead of on the Rig panel. It is a viewport display choice, and the Rig panel is for things that change the shot. It was per-rig before and is now global; if you were toggling it per rig, that distinction is gone.
“Show Hints” and “Show ‘Danger Zone'” now sit in an “Interface” box at the top of Preferences. Same two settings; they were loose above the boxes while everything else was grouped.
Fixed
Binding two flythrough directions to the same key no longer half-applies. Walk needs one key per direction – the press item starts the move and the release stops it – so two directions on one key left movement that started and never stopped. Preferences now names the clash and “Apply Walk Keys” refuses until you resolve it.
The flythrough key fields no longer misreport your keys. Picking a layout preset changed the fields but not Blender’s keymap until you pressed Apply, and nothing said so; unapplied keys are now called out.
A bake suffix longer than 32 characters was silently truncated on its way from Preferences into a scene’s Bake Settings. The preference accepted 64 where the setting accepted 32.
The default Tracking mode is now applied once the rig is actually on its path, not partway through building it.
Compatibility
Rigs built in 2.1.0 or earlier keep their old object names and keep working – AutoCam recognizes both layouts. Rebuild with “Generate Rig” to pick up the new names, handle shapes and sizing. Until you do, an old rig still draws its pivot at full size; it is safe to leave alone.
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