Camera Sequence¶
Switches between multiple cameras over the course of an animation render — replicates Blender's "markers with bound cameras" behavior from inside the node graph. Connect its Camera output anywhere a Camera node would go: a Scene node's Camera input, Output Defaults, or a View Layer node's own Camera override.
When to use it¶
Use Camera Sequence instead of hand-placing markers in the Blender timeline when you want the camera cuts to live in the node graph itself — for example, a multi-shot animation where each camera should take over for a specific frame range, without needing separate Scene nodes or a Timeline node.
Properties¶
Fallback Camera — the camera used for any frame before the first entry. Leave empty to use the first entry's own camera instead (this becomes the base active camera for the whole render; no marker is needed to cover that gap).
Entries — one row per camera:
- Camera — picked via the eyedropper button (filtered to camera objects only)
- Start / End — this entry's frame range
Entries are always kept glued edge-to-edge — there is no gap or overlap between adjacent entries, and no "Allow Gaps" option. Editing one entry's boundary automatically pulls or pushes the touching neighbor's boundary to match.
Add Camera — appends a new entry right after the current last one.
Each entry row also has reorder (▲▼) and remove (×) buttons. Reordering swaps which camera plays at which position without changing any frame numbers.
How it renders¶
- Still renders resolve to whichever entry's frame range contains the target frame (or the fallback, if the target frame is before the first entry) — a single camera, no markers involved.
- Animation renders get real timeline markers written onto the assembled render scene, one per entry, each bound to that entry's camera at its start frame — the same mechanism Blender itself uses for marker-bound camera switching, and the same one the Timeline node's "Sync to Scene" button uses. Blender handles the actual per-frame switching natively.
- The preview scene (Build Preview Scene) gets the same markers, so scrubbing the timeline in the viewport shows the correct camera at every frame.
Frame range from the sequence¶
Override Frame Range — when enabled, pushes this sequence's overall span (the first entry's start frame to the last entry's end frame) onto every node directly connected to its Camera output:
- Connected to a Scene node's Camera input, or to Output Defaults — the target's Frame Range Mode dropdown is replaced entirely by a Camera Sequence status label showing the pushed range, read-only. This is not one of the Mode options and can never be picked from the dropdown — it only appears while the connection is active, so it never conflicts with a Timeline node also present in the graph. Turning the override off, disconnecting the Camera Sequence, or deleting it restores whatever Mode, frame range, and (for a Scene node) Override Frame Range setting the target had before it was taken over.
- Connected to a View Layer's own Camera input — this does not work. View layers don't have a frame range of their own to override, so the connection has no effect. The node shows a warning in this case rather than silently doing nothing.
The push happens live — editing any entry's frame range, adding or removing a camera, or connecting/disconnecting the node updates every connected target immediately.
Tips¶
- Plugging a Camera Sequence into a single View Layer's own Camera input (rather than the Scene node's shared default) is supported for the camera switching itself, but that view layer will always render as its own separate pass — a per-layer camera (static or sequenced) can never be shared across view layers in the same render. The frame-range override specifically has no effect through this connection (see above).
- Camera Burst overrides a connected Camera Sequence the same way it overrides a plain Camera node — a warning appears on the Scene node when this happens.
- If no entries have a valid camera and no fallback is set, the node reports an error and the render falls back to whatever camera would otherwise apply (typically none, which blocks the render).