ShotLink for Blender · Beta

Blender, live in After Effects

Blender support is in beta. Things may change between builds — report what breaks on Discord.

Download the add-onTest scenes

Build 2026.10.1 · needs the ShotLink After Effects plugin

What you need

Blender4.5 LTS or 5.x (tested on 4.5.14 and 5.2.2)
After Effects2025 or newer, with the ShotLink plugin
VersionsThe Blender add-on and the AE plugin must be the same version (for example, both 2026.10.1). Different versions can't see each other
SystemWindows 10/11 x64. Blender and AE on the same machine, both running

Install

ShotLink for Blender is a Blender add-on. It works with ShotLink for After Effects, so install that first, then the add-on.

After Effects plugin

The same ShotLink plugin used with Unreal. If it's already installed, skip this. Otherwise follow the installation guide — only the After Effects part is needed.

Blender add-on

  1. Download the add-on — shotlink-2026.10.1.zip. Don't unzip it.
  2. Edit → Preferences → Get Extensions.
  3. Top right, the ⌄ arrow → Install from Disk… → the downloaded zip. You can also drag the zip into the Blender window.
  4. ShotLink should appear in Add-ons, enabled.

The ShotLink camera

Any camera can be a source for After Effects:

The ShotLink panel on a camera
FlyLook through this camera in the 3D view and move it with viewport navigation. Press again for the normal view. Then press Get in the ShotLink effect in AE to bring the pose over
Preserve AE Camera StateLeave the Blender camera at the pose of the last AE frame (by default it returns after rendering)
Max SamplesSample cap for AE frames. Only applies if the scene has more samples. 0 — no limit
View LayerWhich layer to render. Empty — the window's active layer. Used for masks (see Object mask)
OutputWhat to send to AE: image, Solid, depth, normals, Mist, Object Index, AOV (see Output modes)
Live (1 sample)Fast draft mode (see Output modes)
The 🔗 lineThe name this camera shows under in AE: camera - scene [file] [Blender]
VersionAdd-on version — must match the AE plugin

Connect in After Effects

Keep Blender open with your file loaded — it renders every frame After Effects asks for.

  1. Create a comp at the same frame rate as the Blender scene (for example, 24 fps). Frames map one to one.
  2. Add a camera (Layer → New → Camera) and a solid. Make both as long as the Blender scene — Bake needs a camera on every frame.
  3. On the solid: Effect → ShotLink Labs → Shot Link.
Effect Controls Black Solid 1×
Composition – Blender
fx Shot Link Reset
SourceShotLink Camera - Shot_A_Hero [qa] [Blender]
SequenceScene
Realtime Mode
Coordinate Mapping
Origin0.0, 0.0, 0.0
Unit Scale1.0000
Origin from UnrealGet
Null Object
Picked Position0.0, 0.0
Null at PositionCreate
Camera
Transfer from UnrealGet
Bake to SequencerBake
The Shot Link effect in After Effects
In AEWhat it is in Blender
SourceThe ShotLink camera (by the name on the 🔗 line)
SequenceThe Blender scene. Frame 0 in AE = the scene's first frame (frame_start). Empty (None) — the scene as it is right now
Transfer from Unreal → GetTake the Blender camera's pose and lens onto the AE camera (as a key at the current time)
Bake to Sequencer → BakeWrite the animated AE camera into Blender: the selected scene gets a camera <name> Baked keyed on every frame, plus a marker on the first frame. The AE comp and camera must be at least as long as the scene
Null Object → CreateClick an object in the frame → a null in AE right on its surface
Realtime ModeThe frame updates by itself as Blender changes. Turn it off before RAM Preview and rendering

The effect is shared with Unreal, so some controls keep Unreal names: Sequence means the Blender scene, Transfer from Unreal and Bake to Sequencer work with Blender the same way.

Output modes and speed

Live works only with EEVEE, so EEVEE is the engine to work in. Cycles renders full frames too, and it's the only engine for Object Index.

Timings: a 1920×1080 frame, test scene, on a laptop RTX 4060. A desktop GPU will be faster; the ratios between modes hold.

OutputLiveFrame in AEWhen
Imageoff~700 msFinal picture: full EEVEE or Cycles render
Imageon~70–130 msWorking and scrubbing: EEVEE at 1 sample — noisy soft shadows, no anti-aliasing, no DOF
Solid (fast)—~150 msLayout and timing: the grey look of your 3D view in Solid
Depth / Normal / Mist / AOVoff~700 msFull-quality passes
Depth / Normal / Mist / AOVon~65–100 msBlender 5.x only. Same values as the full render
Object Index—~700 ms+Cycles only. An 8-bit pixel = the object's Pass Index

Live (1 sample)

A checkbox under Image (and under passes in Blender 5.x).

Live on the Depth pass

Solid (fast)

Looks like the Solid mode of your 3D view: change Viewport Shading → Lighting / Color / Outline / Cavity and the frame in AE changes the same way.

Solid (fast)

Depth and Normal

Depth: white is Depth Near, black is Depth Far and the sky. Normal: world normals in colour (floor facing up = 128/128/255).

Several passes of one shot (beauty, depth, normals): make several ShotLink cameras with different Output and put each on its own layer in AE — they all update together.

Object mask

A mask is an object on a transparent background, cut by whatever stands in front of it. Use it as a Track Matte in AE.

  1. View Layer → New (for example, Mask Hero).
  2. In the Outliner, switch to that layer and turn on Holdout for every collection except the one you need (no column? Outliner filter → Restriction Toggles → Holdout). Collections with volumes (smoke, fog) — exclude them (the Exclude checkbox): in EEVEE, Holdout doesn't remove volumes.
The mask layer in the Outliner
  1. On a separate ShotLink camera: View Layer = Mask Hero, Output = Image.
The mask camera

A mask always renders in full (~700 ms); Live doesn't work for it. This is a Blender limitation: the fast path can only draw the layer open in the window.

Making it faster

  1. Preview at Half / Quarter in AE — smaller frames are requested.
  2. Live (1 sample) while working, full render for the final.
  3. Realtime Mode: if nothing changed in Blender, the frame comes from cache (~10 ms).
  4. EEVEE: Raytracing off or Resolution ½, Volumetrics → Tile Size 8–16, less Subdivision at render.
  5. Laptop: on mains power, "Best performance" power mode.

If something's wrong

ProblemWhat to check
The camera isn't in the Source listThe add-on and AE plugin versions match (the Version line in the panel). The ShotLink checkbox on the camera is on
Black frame in AEThe reason is in the log: %LOCALAPPDATA%\ShotLinkLabs\ShotLink\Logs\blender-….log (lines with ERROR)
Bake: "no active camera for part of the ShotLink layer"The AE camera and comp are shorter than the Blender scene — extend them
Can't see the baked cameraIt's in the scene selected in Sequence — switch the Blender scene
Animation in AE runs faster or slowerThe AE comp fps ≠ the Blender scene fps
Particles or cloth wrong on an arbitrary frameBake the simulations
Live is as slow as a full renderThe camera's scene or View Layer isn't the one in the window; the engine isn't EEVEE; passes in Blender 4.5