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Camera keyframes for AI video: plan the move, then animate it

Keyframe a real camera move for AI video: push-in, orbit, crane or crash zoom, with the lens in mm and easing per key, then animate the planned shot.

KreatorFlow8 min read
Made in Stage
A vertigo dolly zoom keyframed in Stage and exported as a previs video, before any AI generation.

Short answer

In Stage, KreatorFlow's free 3D shot planner, every camera move writes real keyframes on the shot: camera position, aim, lens in mm, roll and focus, each with easing you can change. Pick a framing, click a move such as Push in, Orbit left, Crash zoom or Vertigo dolly zoom, set the lens, then play it on a loop until it reads. Animate renders the exact start frame and a brief that names the move, and opens the Video studio with Seedance 2.5, Seedance 2.0, Seedance 2 Fast and Seedance 2.0 Mini. Planning is free; a video costs credits only when you press Generate.

Updated:

How to keyframe a camera move in Stage

  1. 1

    Pick a framing from the subject

    Click Camera in the scene list and open the Framing tab. Choose who to frame in Frame on, then a shot size: Extreme wide, Wide, Full, Medium, Medium close-up, Close-up, Extreme close-up, Two-shot, Over the shoulder, POV and Insert. Each tile writes a camera key at the playhead that frames that subject at that size. Set Angle (Eye level, Low or High) first; it applies the next time you pick a size.

    The Stage Camera inspector's Framing tab with Frame on, Angle and the shot size tiles
    Screenshot of kreatorflow.ai, 2026-11-06
  2. 2

    Apply a move over a range

    Open the Moves tab. Pick a Range (Whole shot, From playhead with a length in seconds, or Selected range), a Subject and a Strength, then click a tile in Push & pull, Orbit, Pan & tilt, Crane or Feel. Stage writes the keys, shows the move as a clip on the Moves row and plays the range once.

    The Stage Camera Moves tab with Crane up applied, and its camera keys and move clip on the timeline
    Screenshot of kreatorflow.ai, 2026-11-06
  3. 3

    Set the lens

    In Lens & feel, pick a lens chip (14, 24, 35, 50, 85, 135 mm) or drag Focal length anywhere from 10 to 200 mm. Wide lenses show more of the scene with stronger perspective; long lenses flatten it and soften the background. Lens, roll and focus each write a camera key at the playhead.

    The Lens & feel tab in Stage with the 14, 24, 35, 50, 85 and 135 mm lens chips and the Focal length slider
    Screenshot of kreatorflow.ai, 2026-11-06
  4. 4

    Ease the keys

    Select one or more camera keys on the timeline and use the Easing chip, which sets how each key moves into the next: Linear, Ease in, Ease out, Ease in and out, Hold, Anticipate, Overshoot and Bounce. Ease in and out is the default for most moves; Hold makes a hard cut in the camera, Overshoot and Bounce add a settle at the end.

    Two camera keys selected on the Stage timeline with the Easing menu open: Linear, Ease in, Ease out, Ease in and out, Hold, Anticipate, Overshoot and Bounce
    Screenshot of kreatorflow.ai, 2026-11-06
  5. 5

    Drag the view, then key it

    Move the playhead, drag in the viewport to orbit the camera, and let go: Stage sets a camera key at the playhead. Key camera here (or K while playback is stopped) keeps the current view as a key. The controller pad can push, slide, raise, orbit and zoom in small steps.

    The Stage viewport after dragging the camera at 4 s, with the Camera key set at 4.0 s notice and the new key on the timeline
    Screenshot of kreatorflow.ai, 2026-11-06
  6. 6

    Play, loop and check the safe areas

    Press Space to play, set Loop to Shot to watch the move again and again, and step with , and . one frame at a time. Turn on Guides and safe areas (G) to see the caption-safe and UI-safe zones, so a 9:16 move never parks a face under the captions.

    A 9:16 shot in Stage with the guides and safe areas shown and the loop button on in the transport
    Screenshot of kreatorflow.ai, 2026-11-06

The 11 framings, plus low and high angle

Framing is where every move starts. Stage frames the subject for you at Extreme wide, Wide, Full, Medium, Medium close-up, Close-up, Extreme close-up, Two-shot, Over the shoulder, POV and Insert, picking a lens that suits the size, and Angle swaps eye level for a low or high camera.

Two framing guards help moves that change scale: Hold this size from here keeps at least a framing from a key on, even when the subject grows, and Keep in frame re-aims the camera (it never moves it) so a character's head never leaves the frame.

The 20 moves and what they write

Every move tile writes ordinary camera keys that you can drag, ease or delete on the timeline. A move stays one clip on the Moves row, so you can drag its ends to retime it, Re-apply it with a new strength, Convert to keyframes to keep the keys and drop the clip, or Delete move to remove it and the keys it wrote.

MoveWhat it writesUse it for
Locked offTwo hold keys with the same viewDialogue, reactions, letting the action play
Push inAn end key closer to the subject along the line of sight; the lens stays the sameBuilding tension, landing on a face
Pull outAn end key further back along the line of sightRevealing where we are, endings
Crash zoomA much longer lens within a few frames, aimed at the subject's head, then a holdComedy beats, shocks, punchlines
Pan leftThe camera stays put; the aim turns leftFollowing a move, revealing the side of a room
Pan rightThe camera stays put; the aim turns rightFollowing a move, revealing the side of a room
Tilt upThe camera stays put; the aim pitches upRevealing something tall
Tilt downThe camera stays put; the aim pitches downFinding a detail on the floor or a table
Orbit leftAn end key around the look-at point, played back on an arcHero shots, product turns
Orbit rightAn end key around the look-at point, played back on an arcHero shots, product turns
Crane upThe camera rises (scaled to the shot) and the aim lifts a littleOpeners, big endings
Crane downThe camera drops and the aim lowers a littleArriving in a scene
Track subjectA key every half second that follows the subject across the ground, with linear easingWalks, runs and chases
HandheldA shake span (amount and speed) on the Shake row over the rangeDocumentary feel, panic, POV
Low angleReframes the shot size from below, on a wider lens (Framing ▸ Angle)Making a character look powerful
High angleReframes the shot size from above (Framing ▸ Angle)Making a character look small or alone
Dutch tiltRolls the camera towards the end keyUnease, something is wrong
Whip panHolds, then whips the aim sideways in the last few framesFast transitions between beats
Focus pullFocus moves from a far distance onto the subjectShifting attention to a character
Vertigo dolly zoomDollies in while the lens gets wider, so the subject keeps its size and the background stretchesThe moment of realisation
FlyoverRises over the middle of the scene and lands on the far sideBig reveals and establishing shots
Helicopter (top-down climb)Goes straight overhead and climbs, turning slightlyWorld-scale shots and What If shorts

Shot length vs the model's clip lengths

A Stage shot runs from 2 to 15 seconds in 0.5-second steps, but video models only make certain lengths. When you press Animate, Stage snaps the length to the nearest one the model offers (a tie goes to the longer one, so the planned action is never cut short), shows "Shot … s → video … s" and says the motion is timed for the new length.

Here is what a 7-second shot becomes on each model offered right now:

ModelLengthsA 7 s shot becomesFrames pinned
Seedance 2.54, 5, 6, 8, 10, 12, 15, 20, 25, 30 s8 s (the dialog tells you)Start only
Seedance 2.04, 5, 6, 8, 10, 12, 15 s8 s (the dialog tells you)Start only
Seedance 2 Fast4, 5, 6, 8, 10, 12, 15 s8 s (the dialog tells you)Start only
Seedance 2.0 Mini4, 5, 6, 8, 10, 12, 15 s8 s (the dialog tells you)Start only

Prompt-only camera vs a planned camera

A prompt such as "dolly zoom on her face" leaves the framing, the lens and the speed to the model, so every take is a little different. That is fine for one-off clips, and our dolly zoom and FPV prompt guides show how to word it.

A planned camera fixes the first frame exactly and gives the model a brief that names the move. Seedance gets the start frame as the real first frame. Use a plan when shots must cut together, match a storyboard or repeat across a series. A 5-second Seedance 2.0 clip costs 15 credits at 720p or 30 at 1080p, shown before you press Generate.

KreatorFlow is an official partner of BytePlus, a ByteDance company.

What is free and what costs credits

Planning in Stage is free and works signed out: framings, moves, lenses, easing, playback and previs video export all run in your browser on your own GPU, and projects are saved in this browser. The editor needs a desktop or laptop screen.

Animate on one shot uploads the start frame and opens the Video studio with the model, length, ratio and brief filled in. Nothing is spent in Stage; you see the cost and pay only when you press Generate there.

Questions other guides skip

Does Seedance follow my exact camera path?

Not frame by frame. The start frame is exact: Stage sends it as the real first frame. The motion after that is guided by the brief, which names your move, so the model follows the kind of move and its direction but not your exact keys. For tighter control keep moves simple and short, one move per shot.

Can the end of my move be pinned too?

Not with the models offered today: Seedance takes the start frame only, so the end of the move comes from the brief. Plan the final framing anyway, it is what the brief describes.

Can I export the camera to Blender, Unreal or Cinema 4D?

No. Stage does not export camera data to other 3D apps. It exports a previs video, clean start and end frames as PNG, and a project file that only opens in Stage. If your pipeline needs a camera in a desktop 3D app, keyframe it there; use Stage when the destination is an AI video model.

Why does a move look different after I change the shot length?

Keys sit at times in the shot. When you shorten a shot, keys past the new end drop away and the move is clipped. Re-apply the move on its clip after changing the length, or move the keys by hand.

Frequently asked questions

What are camera keyframes in AI video?

A camera keyframe stores where the camera is, where it aims, its lens, roll and focus at one moment. Two or more keys make a move. In Stage you plan those keys in 3D, then Animate turns the planned shot into an AI video.

How do I make a dolly zoom for AI video?

In Stage, frame the subject, open Moves and click Vertigo dolly zoom. It dollies in while the lens gets wider, so the subject keeps its size and the background stretches. Play it on a loop, adjust Strength, then Animate.

What lens should I use?

Use a wide lens (24 mm or less) for space and energy, 35 to 50 mm for natural framing, and 85 mm or longer for faces and soft backgrounds. Stage's lens chips are 14, 24, 35, 50, 85, 135 mm, and Focal length goes from 10 to 200 mm.

What are the keyboard shortcuts?

Space plays and pauses, K adds a key when playback is stopped, J and L step back or forward one second, comma and full stop step one frame, Home and End jump to the ends of the shot, Ctrl or Cmd + Z undoes, and G shows the guides and safe areas. Press ? for the full list.

Is Stage free?

Planning is free and works without an account. Turning a shot into a video uses credits in the Video studio, shown before you press Generate.

Plan the camera, then make it move

Open Stage, pick an example, click a move and press play. When it reads, Animate opens the Video studio with Seedance 2.5, Seedance 2.0, Seedance 2 Fast and Seedance 2.0 Mini.

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