> For the complete documentation index, see [llms.txt](https://stage-precision.gitbook.io/grid/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://stage-precision.gitbook.io/grid/timeline/layer-types/camera-layer.md).

# Camera Layer

Build Timeline-based camera and shot sequences by linking Camera Items to Camera objects and reacting to camera changes through the Camera Layer Workflow.

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The **Camera Layer** is used to define a time-based sequence of Cameras on a Timeline.

Camera Items are placed along the Timeline and linked to Camera objects from the **Project Tree**.

As the Playhead moves through the sequence, the Camera Layer keeps track of which Camera Item is currently active and provides a Workflow Event whenever the active Camera changes.

This makes it possible to build Timeline-based camera switching and shot sequences.

***

## Camera Items

Each Camera Item represents a time range associated with a specific Camera object.

Camera Items can also contain descriptive information, making it easy to label the intended shot or camera movement directly on the Timeline.

For example, a sequence could contain Items such as:

* Cam 1 — Zoom In
* Cam 2 — Pan Left
* Cam 1 — Tilt Up
* Cam 2 — Wide
* Cam 3 — Close

This provides a clear visual representation of the planned camera sequence directly on the Timeline.

For general information about moving, resizing, renaming, coloring, and deleting Timeline Items, see **Working with Layer Items**.

***

## Linking a Camera

Each Camera Item is linked to a **Camera object** from the Project Tree.

There are two ways to create this connection.

### Drag a Camera into the Timeline

A Camera object can be dragged directly from the **Project Tree** into the Camera Layer.

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Grid Studio automatically creates a new Camera Item and links it to the dropped Camera.

This is the quickest way to create Camera Items, as no additional Camera Target assignment is required afterwards.

### Assign a Camera Manually

If a Camera Item already exists, the desired Camera can also be assigned manually through its **Camera Target** setting in the Inspector.

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The linked Camera identifies which Camera is active for that section of the Timeline and is also made available through the Camera Layer Workflow when the active Item changes.

***

## Camera Layer Workflow

The Camera Layer has its own **Workflow** with a **Change** Event.

The Change Event is fired whenever the active Camera Item changes as the Playhead moves from one Camera Item to another.

<figure><img src="https://1761958297-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FDcGqBEYUYkl2mQzGbOue%2Fuploads%2F0mmOka0HWKQK1d189ybX%2FnNRELSgWVp.gif?alt=media&amp;token=afaa7f87-2039-4bfd-9372-8cfe80011baa" alt=""><figcaption></figcaption></figure>

The Event provides the metadata of the Camera associated with the newly active Item.

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This information can then be used in Workflow logic to react to the camera change.

### Camera Switching

A common use case is to connect the Camera Layer to a video or vision mixer.

For example, the Camera metadata from the **Change** Event can be used to determine which Camera has become active and then send the corresponding cut or source-selection command to the mixer.

This allows the Timeline to define the complete camera cutting sequence while the Workflow translates each Camera change into the required control command for the external system.
