Skip to content

Video

camera-move

You place the camera. The picture holds still.

On the rail as camera-move.

Turning one still photograph into a camera move: a push, an orbit, a crane or a reveal, built from keyframes instead of describing the shot. A person or animal turning in place, a head turning, is a half orbit with the motion in the prompt.

It moves a camera around one still photo, and the scene holds still unless the prompt names a motion; it cannot change what is in the picture. If the picture itself must change, a different tool is the fit.

  1. Use the card’s Photo and camera path area. The photo and the camera path over it. Add keyframes, move the camera on each, and preview the move.
  2. Write what you want in What is happening in the shot.
  3. Press Run.
Control What it does Choices
Photo and camera path The photo and the camera path over it. Add keyframes, move the camera on each, and preview the move.
What is happening in the shot Leave it empty and everything holds still while the camera moves. Write here only when something in the scene should also happen. Your words
Run Starts the run. The number on it is what this run costs in credits, worked out before you press.
×1 Runs the card several times in a row with the same settings. 1 to 99

These sit behind the settings button on the card.

Setting What it does Choices
Camera The keyframe the playhead is parked on. Azimuth is which way round the subject you are, elevation is how high, distance is how close. Keys re-cuts the whole move at a different number of keyframes.
Ease How the camera travels from the selected keyframe to the next one. In eases the start of that move and Out eases its arrival. It never moves a keyframe.
Resolution 480p and 768p are native renders. 1080p refines a 768p source and costs twice as much per second. 480p, 768p, 1080p
Prompt effort How much effort goes into rewriting the prompt before the render. Quality adds about half a minute. Balanced, Quality