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Copy to Autograph

by SergeyMetelskiy·Workflow

Images © SergeyMetelskiy. Used for product review; image policy.

Why we like it

A focused bridge rather than a geometry exporter — it moves layout and animation, not meshes, vertex data, or textures. For complex 3D models, Autograph's native glTF/USD importers are the intended route.

What is Copy to Autograph?

Copy to Autograph connects Blender and Maxon Autograph through the system clipboard. Instead of exporting, naming, saving, and importing files, you run the Copy to Autograph command in Blender and press Ctrl+V in Autograph. The add-on generates JSON data formatted specifically for Autograph's internal clipboard structure, making it suited to compositing tasks such as transferring camera and object positions after matchmoving, and to motion graphics with camera and object animation in 3D space.

The add-on supports meshes, cameras, lights, text, and image empties. Basic primitives are mapped to native Autograph primitives, while other meshes come in as an "Empty" mesh object that preserves transformation and animation data. Cameras carry position, rotation, focal length, sensor size, sensor shift, and Depth of Field parameters. Lights include Point, Spot, and Directional (Sun) types. Text transfers string body, font name, and horizontal alignment.

Animation uses a per-frame baking approach that captures each object's World Matrix across the specified frame range, giving native support for constraints, drivers, animation modifiers, and complex parenting. Static objects export as constant values instead of animation curves. It is not a geometry exporter and provides no live link back to Blender.

Who is Copy to Autograph best for?

Copy to Autograph is best for blender users moving scene layout, cameras, lights, and animation into Maxon Autograph for compositing and motion graphics.

How much does Copy to Autograph cost?

Copy to Autograph is completely free to download and use.

Key features

  • Copies selected objects to the clipboard in Autograph's JSON format, with no intermediate files
  • Transfers scene layout, cameras, lights, and animated objects; run the operator, then Ctrl+V in Autograph
  • Cameras carry position, rotation, focal length, sensor size, sensor shift, and Depth of Field parameters
  • Supports Point, Spot (with inner/outer cone angles), and Directional (Sun) lights, plus text and image empties
  • Per-frame baking captures the World Matrix across the frame range, supporting constraints, drivers, animation modifiers, and complex parenting
  • Smart optimization exports constant values for static objects instead of heavy animation curves
  • Configurable Scene Scale and Frame Range set in a popup dialog before copying

Tags

#Blender#Autograph#clipboard#camera transfer#motion graphics#compositing#animation#workflow

Frequently asked questions

Does Copy to Autograph work with Blender 4.2?

Copy to Autograph is compatible with Blender 4.2 LTS and newer. It is distributed under the GNU General Public License v3.0 or later. To use it, select objects in the Blender 3D Viewport, then choose Copy to Autograph from the Object menu or find it by pressing F3 and searching for the command name. A popup dialog lets you set Scene Scale and the desired Frame Range before you copy, after which you paste the data into your active Autograph Composition.

Can Copy to Autograph transfer complex meshes and textures?

Copy to Autograph is not a geometry exporter, so it does not transfer complex meshes, vertex data, or textures. It is designed to move scene layout and animation. Basic primitives such as Cube, Sphere, and Plane are recognized by name and mapped to native Autograph primitives; any mesh that does not match these primitives is imported as an "Empty" mesh object, preserving only its transformation and animation data. For complex 3D models, Autograph's native glTF/USD importers should be used instead.

Does Copy to Autograph keep a live link to the Blender scene?

Copy to Autograph has no live link to the data in Blender. Once you paste the transferred data into Autograph, it does not update dynamically from the original Blender scene, so changes made afterward in Blender require copying again. The add-on uses a per-frame baking approach that captures each object's World Matrix across the selected frame range, which lets it support constraints, drivers, animation modifiers, and complex parenting when the data is baked.

How do I keep animation timing correct between Blender and Autograph?

Copy to Autograph relies on matching frame rates because Autograph stores animation based on absolute time in seconds while Blender is frame-based. Before pasting, ensure your Autograph Composition has the exact same FPS as your Blender Scene, or the animation timing will drift. In Autograph, objects are pasted starting at the current Playhead (CTI) position, so the exported animation begins at wherever the playhead is placed in the Composition.

Alternatives to Copy to Autograph

Also in Workflow for Blender.

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