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Version: 1.0 archive

Camera System

Visual orientation

Current Scribe Animator desktop editor with the timeline Camera drawer open in Fixed Scene Camera mode
Camera authoring stays beside the shared timeline so framing can be checked against scene and object timing.
Screenshot callouts
  1. CAMERA drawer
    Opens camera authoring beside KEYFRAMES, CURVES, and DRAW.
  2. Camera Mode
    Choose Fixed Scene Camera, Track, Follow Hand, or Follow Object.
  3. Camera Summary
    Reports active modes, authored actions, overlaps, bookmarks, and transitions.
  4. Mode-specific controls
    Fixed mode saves one view; other modes expose keys or follow targets.
  5. Shared playhead
    Track-mode camera keys are captured and inspected at this time.
Product UI verification

The camera labels plus the manual/Object/Draw source states and blocking-overlap state were checked in the real local Desktop editor at 1440 × 1000 on 27 July 2026. Mobile Lite uses a focused camera sheet over the same scene data. It is not a documentation-only canvas.

Start with Use camera moves and path following for a task-based workflow, then use this page for the deeper model and reference.


Table of Contents

  1. Overview
  2. Camera Modes
  3. Authoring Surfaces and Precedence
  4. Camera Pose
  5. Camera Keyframes
  6. Camera Bookmarks
  7. Follow Modes
  8. Generated Camera Framing
  9. Scene Transitions
  10. UI Controls
  11. Coordinate System
  12. Best Practices
  13. Troubleshooting

Overview

The camera system controls what viewers see in your animation. Think of it as a virtual camera pointing at an infinite canvas — you can pan, zoom, and animate the view to guide your audience through the content.

Key Concepts

ConceptDescription
World SpaceThe infinite project-coordinate canvas where objects exist
ViewportYour editing view; it can pan and zoom without automatically changing exported framing
CameraThe virtual window that viewers see during playback and export
Camera PoseA snapshot containing X, Y, zoom, and optional rotation
Scene CameraA saved pose used for scene playback/export and authored from the Camera drawer
Frame OverlayThe visible export area defined by project dimensions
Camera TrackA time-ordered sequence of poses interpolated into animated moves
Bookmarks / Camera ShotsNamed, reusable poses for consistent framing

Camera Modes

The camera system supports four distinct modes:

Mode Comparison

ModeMovementUse CaseRequirements
Fixed Scene CameraNoneTitle cards, static diagramsA saved viewport
TrackAuthoredManual, Object Camera, and Draw-step Camera actionsOne key can hold a pose; two different poses create visible movement
Follow HandDynamicDrawing animationsActive hand follower
Follow ObjectDynamicCharacter trackingTarget object selected

Fixed Scene Camera mode

Camera stays fixed for the entire scene duration.

Use it for title cards, static diagrams, single-shot explainers, and scenes whose important content does not move outside one framing.

How to set it:

  1. Open the timeline's CAMERA drawer.
  2. Choose Fixed Scene Camera.
  3. Pan and zoom the editor viewport to the desired framing.
  4. Choose Save View.
  5. Use Jump to View to verify the stored pose.
  6. Choose Update View after changing the framing, or Remove to clear it.

Track Mode

Camera animates between keyframes over time.

For example, a four-key move can start with a wide shot at zoom 0.5, pan to an object near X 500, zoom in to 2.0, and return to zoom 1.0. The runtime interpolates between those authored poses.

Real Scribe Animator Camera drawer with Track mode selected
Track mode exposes manual-key controls and the live state at the shared playhead. This empty project correctly reports that no key is active.
Screenshot callouts
  1. CAMERA drawer
    Camera authoring remains attached to the real project timeline.
  2. Track actions
    Add a pose at the playhead or restrict authoring to zoom-only changes.
  3. Camera Summary
    Confirms that Track is the active mode.
  4. Current at Playhead
    Reports the active key, segment, position, and zoom at the sampled time.

How to set it:

  1. Select Track in Camera Mode.
  2. Move the playhead to the start time.
  3. Frame the canvas and choose + Add @ Playhead.
  4. Move the playhead to the next time.
  5. Frame it differently and choose + Add @ Playhead again.
  6. Repeat only for the poses the move needs.
  7. Play to preview the camera move.

Follow Hand Mode

Camera automatically follows the drawing hand position.

Real Scribe Animator Camera drawer with Follow Hand mode selected
Follow Hand is a runtime follow mode; manual camera keys remain available only in Track mode.
Screenshot callouts
  1. Camera Mode
    Follow Hand is selected in the real drawer.
  2. Active-mode summary
    The summary confirms which camera source will be evaluated.
  3. Follow behavior
    The drawer explains that the camera samples the drawing hand during playback.
RequirementResult
A hand follower exists on an active drawable pathThe camera can sample the drawing-hand position
The hand is actively drawing during playbackThe camera follows with built-in smoothing
No eligible active hand existsThe camera cannot follow the hand and remains at the fallback scene framing

Best For:

  • Long horizontal/vertical drawings
  • Whiteboard reveals
  • Flowchart animations
  • Educational step-by-step content

Follow Object Mode

Camera tracks a specific object's position.

Real Scribe Animator Camera drawer with Follow Object mode selected
Follow Object requires an explicit target from the active scene. The empty fixture correctly shows that no object can be chosen yet.
Screenshot callouts
  1. Camera Mode
    Follow Object is selected in the real drawer.
  2. Active-mode summary
    The summary confirms that Follow Object is active.
  3. Target Object
    Choose a scene object before previewing; an empty scene has no eligible target.

The camera centers on the target's current position, maintains the scene camera zoom, and uses smoothing so movement can lag slightly instead of snapping.

Best For:

  • Character following
  • Moving object tracking
  • Path animations
  • Interactive elements

Authoring Surfaces and Precedence

The four options above are the only scene camera modes. Object Camera and Draw-step Camera are generated actions inside Track, not additional modes.

Authoring surfaceScopeSource editorRuntime requirementKey-table badge
CAMERA drawerWhole sceneTimeline → CAMERAThe selected mode decides what runs; manual keys require TrackM for manual keys
Object CameraOne eligible non-drawable objectSelected object → Properties → Object CameraTrackO
Draw-step CameraOne configured drawing stepDRAW → expanded step → CameraTrackD
Real Scribe Animator Camera Summary reporting manual, Object Camera, and Draw-step Camera actions
The Camera drawer coordinates one Track while each generated action remains editable at its owning object or drawing step.
Screenshot callouts
  1. Object source editor
    The selected text owns and edits the Object Camera action in Properties.
  2. Track mode
    All three authored source types run only while Track is the active scene mode.
  3. Source counts
    Manual, Object Camera, and Draw-step Camera actions are reported separately.
  4. Shared timeline
    Every source resolves against the same scene-local ruler and playhead.

Mode and source precedence

  1. A scene stores one active cameraMode.
  2. Fixed Scene Camera uses one saved pose.
  3. Track samples the shared, time-sorted keys generated by manual, Object Camera, and Draw-step Camera authoring.
  4. Follow Hand and Follow Object dynamically sample their live targets instead of the saved Track.
  5. Switching away from Track preserves its actions but marks them inactive.
  6. When a valid camera transition enters the scene, its opening blend temporarily takes precedence; after that, the active mode resumes.

Within Track, generated Object and Draw-step ranges are not allowed to silently compete:

CombinationRule
Object Camera + Draw-step Camera overlapBlocking in either direction; separate timing or remove one action
Manual key timestamp inside a generated rangeWarning only; the manual key is preserved and can take priority
Exact end/start boundaryAllowed; touching boundaries are not an overlap
Multiple overlapping Object Camera actionsCan be grouped into a wider union framing
Adjacent Draw-step Camera actionsOrdered and constrained by the next configured action

Generated rows can be recreated from their saved source recipes. Edit O actions in Properties and D actions in the owning DRAW step. Clear All clears the current Track keys, not necessarily those source recipes.

Similar names are different systems

Object Camera is a bounded, timed Track action around captured object bounds. Follow Object is a live scene mode that continuously follows the target's evaluated position. Draw-step Camera frames one drawing step; Follow Hand continuously follows the active hand.

See How the camera systems interact for the complete decision guide, annotated source table, conflict screenshot, and recovery workflows.


Camera Pose

A camera pose defines the exact view configuration:

interface Camera {
x: number; // World center X (project coordinates)
y: number; // World center Y (project coordinates)
zoom: number; // Zoom level: 1 = default, >1 = zoom in, <1 = zoom out
rotation?: number; // Rotation in degrees, 0 by default
}

Example pose:

ValueExampleInterpretation
X960Horizontal world-space center
Y540Vertical world-space center
Zoom1.5150% view, zoomed in
Rotation0No camera rotation

Zoom Levels

Zoom ValueMeaningUse Case
0.110% (min)Extreme wide shot
0.550%Wide establishing shot
1.0100% (default)Normal view
2.0200%Close-up
5.0500%Extreme detail
10.01000% (max)Maximum zoom

[!tip] Zoom Limits The camera system enforces zoom limits: min 0.1 (10%) to max 10.0 (1000%). These prevent accidentally losing your content or zooming to unusable levels.


Camera Keyframes

Keyframes define camera poses at specific times in Track mode:

interface CameraKeyframe {
time: number; // Scene-local time in milliseconds
x: number; // Camera center X
y: number; // Camera center Y
zoom: number; // Zoom level
rotation?: number; // Optional rotation (degrees)
easing?: CameraKeyframeEasing; // Transition curve
}

An example Track sequence:

KeyTimeXYZoomEasing
10 ms9605401.0linear
22000 ms5003001.5ease-in-out
34000 ms12006000.8ease-out
46000 ms9605401.0ease-in-out

Use + Add @ Playhead to capture the current framing and Clear All only when you intend to remove the whole editable camera track.

Easing Functions

EasingDescriptionBest For
linearConstant speedTechnical movements
ease-inStarts slowBeginning of attention shift
ease-outEnds slowSettling on target
ease-in-outSlow both endsNatural camera moves
ease-in-cubicSlower start (cubic)Dramatic reveals
ease-out-cubicSlower end (cubic)Gentle arrivals
ease-in-out-cubicCubic ease bothCinematic moves

Camera Bookmarks

Bookmarks (Camera Shots) let you save and reuse camera poses:

interface CameraBookmark {
id: string; // Unique identifier
name: string; // User-friendly name
camera: Camera; // The saved camera pose
isHome?: boolean; // Is this the default/home shot?
thumbnail?: string; // Optional preview thumbnail
createdAt?: number; // Creation timestamp
}

Each saved shot shows its name and stored pose. A shot can also be marked as the home framing and can carry an optional thumbnail.

Shot actionResult
ApplySet the scene camera to the saved pose
Add as Track keyInsert the saved pose at the current playhead in Track mode
Set HomeMake the shot the default scene camera
RenameGive the shot a clearer reusable name
DeleteRemove the bookmark without deleting scene objects

Bookmark Workflow

  1. Save a Shot: Frame your view, enter name, click + Save Shot
  2. Apply a Shot: Click Apply to jump camera to saved pose
  3. Add to Track: Click + KF to add bookmark as keyframe at current time
  4. Set as Home: Click Set Home to make it the default starting camera

[!tip] Using Bookmarks in Track Mode Bookmarks work great with Track mode! Save key framing positions as bookmarks, then add them as keyframes at specific times to build your camera animation.


Follow Modes

Follow Hand Configuration

  1. Select Follow Hand.
  2. Confirm that the status detects a hand follower.
  3. Verify that an eligible object has hand following enabled on an active drawing path.
  4. Confirm that the scene contains draw steps at the previewed time.
  5. Preview the scene. The mode retains the current scene camera zoom and applies built-in smoothing, so the camera can trail the hand slightly.

Follow Object Configuration

  1. Select Follow Object.
  2. Choose the intended target from the active scene. Eligible targets can include text, SVG, shape, and SVG-path objects.
  3. Preview the object's complete movement.
  4. Confirm that the camera remains centered on the target, retains the scene zoom, and follows with exponential smoothing.
  5. If the selector is empty, add or select an eligible object in the active scene before retrying.

Generated Camera Framing

Object Camera and Draw-step Camera use the same current framing choices:

FramingBounds paddingVisual resultTypical use
Tight12%Closest generated shotOne label, icon, or small path detail
Medium28%Balanced subject plus contextMost explanatory focus moves
Wide50%More surrounding scene contextEstablishing a region or preparing the next action

Scribe fits the relevant bounds into the project frame and clamps the generated zoom to a practical 0.253.0 range. Aspect ratio, source bounds, edge proximity, and project dimensions still affect the composition, so preview every generated shot.

SourceBounds used
Object CameraThe selected object's current approximate bounds captured when Add/Update is applied
Draw-step CameraThe owning step's path or revealed path range when available, otherwise the drawable object's bounds

Both editors also expose:

  • a scene-local start or step-relative start offset;
  • move duration from 0.1 to 2 seconds;
  • Continue to retain the generated framing until a later Track action;
  • Revert to hold and then return toward the prior framing; and
  • Add/Update/Remove actions plus Track-mode and overlap validation.

The current UI does not use the legacy Focus, Hero, Side, Detail, or Context buttons.


Scene Transitions

Configure how camera blends between scenes:

interface SceneCameraTransition {
durationMs: number; // Transition duration in milliseconds
easing: CameraKeyframeEasing; // Transition easing
enabled: boolean; // Whether transition is active
}

With the transition enabled, Scribe blends from the previous scene's end pose to the next scene's start pose. The reference defaults are 500 ms, ease-in-out, and enabled; always use the values shown in the current scene controls when they differ.

Transition Behavior

ScenarioBehavior
Previous-end and current-start poses both resolveCamera blends from the previous end pose to the current start pose for the configured opening duration
Either endpoint cannot resolveNo entry blend is synthesized; the current scene continues with its active camera mode or fallback
Transition duration completesThe current scene's Fixed, Track, Follow Hand, or Follow Object mode resumes full control

UI Controls

The editor viewport and the authored camera are intentionally separate. Use ordinary canvas pan, zoom, focus, and reset controls to compose the authoring view. Save viewer-facing camera state in the CAMERA drawer.

Current areaVisible controls and purpose
Canvas viewportPan, zoom, fit/focus, and reset the editor view without automatically changing project camera data
Camera ModeChoose Fixed Scene Camera, Track, Follow Hand, or Follow Object
Camera SummaryCheck active sources, manual keys, object/draw-step actions, overlaps, bookmarks, and scene transition state
Fixed modeSave View, Update View, Jump to View, and Remove
Track mode+ Add @ Playhead, Zoom Only Mode, current-at-playhead values, M/O/D key provenance, and Clear All
Object CameraSelect an eligible non-drawable object, then edit framing and timing in Properties → Object Camera
Draw-step CameraExpand the owning step in DRAW, then edit its Camera area; Properties is read-only
Follow modesResolve and validate the hand or object target before preview
Camera shotsSave a named bookmark, apply it to a scene, add it as a Track key, set a home shot, rename, or delete
Scene transitionEnable Camera Transition from Previous Scene, then set duration and easing

The camera engine accepts zoom values from 0.1 to 10, but usable framing also depends on project dimensions, viewport size, source resolution, and edge clipping. Do not treat an old diagram's percentage range as the current authoring limit.


Coordinate System

Understanding world vs screen coordinates:

Coordinate spaceOrigin and unitsCamera relationship
World / projectProject (0, 0) in project pixelsIndependent of the current zoom
Screen / viewportViewport (0, 0) in screen pixelsChanges with camera position and zoom

screenToWorld(screenX, screenY, camera, viewport) converts a pointer position into project coordinates. worldToScreen(worldX, worldY, camera, viewport) converts a project point into viewport coordinates.

The forward transform is:

  • screenX = viewportCenterX + (worldX - cameraX) × zoom
  • screenY = viewportCenterY + (worldY - cameraY) × zoom

World Group Transform

// Used to apply camera to Konva canvas
interface WorldGroupTransform {
x: number; // Viewport center X
y: number; // Viewport center Y
offsetX: number; // Camera center X
offsetY: number; // Camera center Y
scaleX: number; // Camera zoom
scaleY: number; // Camera zoom
rotation: number; // Camera rotation
}

Best Practices

Camera Animation

PreferAvoid
Ease-in-out for natural movesLinear easing for every move
Smooth motion matched to the contentSudden jumps or mismatched speed
Testing on different viewport sizesTesting only one editor zoom
Reusable bookmarks for consistent framingRecreating every pose by eye
Planned keyframes with a clear purposeRandom or redundant camera keys
MoveStarting timing guideline
Quick pan300 to 500 ms
Standard move500 to 1000 ms
Slow reveal1500 to 2500 ms
Scene transition300 to 500 ms

Avoid changing zoom by more than 2× in one move, keep important content visible throughout the span, and test both zoom extremes before finalizing.

Common Patterns

PatternModeDescription
Static ExplainerFixed Scene CameraSingle framing for entire scene
Pan & ZoomTrack2-4 keyframes for movement
Follow RevealFollow HandCamera tracks drawing action
Object Focus SequenceTrack + Object CameraTimed generated shots around eligible objects
Draw Detail SequenceTrack + Draw-step CameraStep-owned framing across a drawable
Intro → Detail → OutroTrackThree-shot pattern

Troubleshooting

Common Issues

IssueChecks and recovery
Camera does not move during playbackCheck Camera Mode and Camera Summary. Fixed mode needs a saved view; Track needs at least two keys; Follow modes need an eligible active target.
Saved Object/Draw actions do not runSwitch back to Track. Fixed and Follow modes preserve generated actions but leave them inactive.
Object Camera is missing for a selectionDrawable paths use Draw-step Camera instead. For current Properties authoring, select eligible text, image, static SVG, or shape content with usable bounds.
Draw-step Camera is read-only in PropertiesExpand the owning drawing step in the DRAW drawer; the Properties card is status-only.
Add/Update Camera is disabledConfirm Track mode, valid owner bounds, valid timing, and no blocking Object-versus-Draw-step overlap.
Generated keys return after Clear AllRemove the Object Camera recipe in Properties or the Draw-step Camera recipe in DRAW; Clear All only clears the current Track keys.
Object Camera does not follow continuouslyUse Follow Object. Object Camera is a bounded Track action based on captured bounds.
Objects disappear during zoomCheck whether they are outside the camera viewport, reduce extreme zoom, recenter X/Y on the content, then use Fit All to recover the authoring view.
Camera movement is jerkyAdd only the keys needed to shape the path, use ease-in-out instead of linear where appropriate, remove duplicate-time keys, and reduce the zoom change between adjacent keys.
Follow mode does not workFor Follow Hand, verify the scene's active hand follower and draw step. For Follow Object, select an eligible target. In both cases, confirm that the target actually moves during playback.
Scene transition looks wrongConfigure both endpoint cameras, lengthen an overly short duration, adjust easing, and verify the previous end pose and next start pose.

Input and shortcut note

Camera authoring is exposed through visible canvas and CAMERA drawer controls. The current editor does not list camera-specific shortcuts in Help → Keyboard Shortcuts. Pointer gestures can vary by browser, operating system, and active tool, so use the visible pan, zoom, fit, save, jump, and reset actions when a gesture is intercepted.


Summary

CapabilityPurpose
Fixed Scene CameraHold one saved view for the entire scene
TrackAnimate camera poses over time
Follow HandTrack the active drawing hand
Follow ObjectTrack a selected scene object
Camera poseDefine the exact view with X, Y, zoom, and rotation
Keyframes and seven easing functionsControl when and how Track-mode moves interpolate
Object CameraGenerate a timed Track shot around one eligible non-drawable object
Draw-step CameraGenerate step-owned Track framing from drawable path/reveal bounds
Bookmarks / Camera ShotsSave poses, reuse framing, and add poses as Track keys
Tight, Medium, and Wide framingFit generated Object/Draw-step actions with 12%, 28%, or 50% bounds padding
Scene camera transitionBlend framing between adjacent scenes