The iPhone becomes a camera in Blender — with no app
A virtual camera in Blender can do without a separate program on the phone. The PocketCam add-on puts the shooting interface right in Safari: the user scans a QR code from Blender, and the smartphone turns into a camera inside the scene — turning the body rotates the frame, a step across the room shifts the camera, crouch down and you get a low angle. The movement is written into the timeline frame by frame like ordinary animation.
The project's author is cinematographer, 3D artist and animator Lewis Martin. The phone app is a web page that the add-on deploys on the user's own free Cloudflare account. No app store and no subscription are needed, and neither is a shared Wi-Fi: the computer and the smartphone connect over the internet and can be on different networks.
The phone holds the camera, it doesn't spin the viewport
The full version offers two tracking options. The first relies only on motion sensors: the gyroscope handles rotations and tilts, while movement is set by on-screen joysticks included in every edition. The second, markerless, adds movement through space — the system tracks it using the smartphone camera and the motion sensors, and it is exactly what delivers the effect of walking with a camera in hand.
The developer spells out the shooting conditions separately: tracking relies on what the camera sees, so a smooth white wall gives it no reference points, and shooting is recommended in a well-lit room with details in the frame. The Movement Scale parameter is described as a creative multiplier rather than a calibrated real-world scale. The camera image is processed on the phone itself and is not transmitted anywhere, and the link with Blender goes through the user's Cloudflare account rather than the author's servers.
To keep handheld shooting from turning into shake, the add-on includes a horizon lock, a height lock, a tripod mode (pans and tilts only), real-time smoothing and the same Movement Scale: one real step can be equated to a step around a tabletop scene or to a flight across a city. Wrist micro-movements work separately — Hand Pivot and Movement, which add parallax and natural jitter to the frame. There are Recenter and Home buttons, and the home point can be the 3D cursor or the current camera. In the Pro and Studio versions the camera can be driven with an Xbox gamepad without picking up the phone at all.
Takes are written to the timeline and fixed after shooting
The phone receives the camera view rendered by Blender itself — the computer screen is not captured, so macOS shows no screen-recording permission requests and no black frames. The size, frame rate and quality of the stream can be tuned to the connection. The optics are chosen from six primes — 14, 24, 35, 50, 85 and 135 mm; a smooth zoom wheel from 12 to 200 mm is available in Pro and Studio, pinch-to-zoom works too, and a change of focal length is recorded along with the take.
The most practical part for animators is working with takes. Recording runs with the timeline's audio, so the camera can be led to music or a line of dialogue. Each take is saved separately, switching between them takes one click, failed ones are deleted, and the original camera animation stays untouched. After shooting, a take may be re-smoothed with a slider from 0 (raw data) to 1 (like a Steadicam) or its lens redefined: keep the recorded one, lock a single focal length for the whole take or animate it yourself. In other words, a flub from a shaking hand does not force you to reshoot the scene.
The small things of the shooting process are covered as well: a countdown from 0 to 10 seconds before the start, a Review mode after a take, a red viewfinder frame during recording, timecode and frame number in the top line on the phone. After a dropped connection the phone reconnects on its own, without scanning the QR code again.
What it costs and what you need to get started
The add-on is sold on Superhive in three editions with a one-time payment: PocketCam Lite at $12 gives the gyroscope and joysticks with primes, Pro at $24 adds full 6 DoF with movement through space, the zoom wheel and gamepad support, and Studio at $69 covers up to ten artists at one company. Commercial use is allowed in every variant with no revenue cap, and the author donates 1% of every sale to the Blender Development Fund.
Compatibility is stated for Blender from 4.2 LTS to 5.2 on Windows and macOS; the documentation notes that testing was done on a Mac and an iPhone in Safari, while Android, other browsers and tablets were not tested for this release and are not supported yet. Both devices need the internet — there is no offline mode. Setup is a one-time job that takes about five minutes: a Cloudflare account, a Workers Admin level API token, the Create Phone App button in Blender; no terminal and no code required. The token deserves separate attention: it grants rights to manage all Workers in the chosen account, and Cloudflare's pricing and limits have nothing to do with the add-on's price.
Why the virtual camera moved into the browser
Virtual production stayed an expensive subject for a long time: to shoot a handheld frame in a 3D scene, studios set up VR system trackers, maintained a mocap area or bought separate mobile apps that had to be updated to follow DCC package versions and store policy changes. The choice of Safari and Cloudflare Workers instead of a native app looks like an attempt to remove exactly that barrier — distribution and compatibility.
The side effect of this approach is obvious at once: the infrastructure is paid for and administered by the user, while the developer is rid of servers and app store review. If the model works out, other authors of “phone — DCC package” links will probably take a similar path: the barrier to entry for a solo developer here is noticeably lower than for a mobile app.
For small teams and freelancers this means that rough camera work — flyarounds, walkthroughs, shooting to music — depends less on buying hardware. The quality of tracking through a smartphone camera predictably falls short of hardware systems, and judging by the developer's own caveats about lighting and texture in the frame, for a final shot it is better treated as a foundation that is then fixed up with smoothing. For previs, animatics and finding angles that is usually enough.
Are you ready to hand the virtual camera over to the browser, or will you stay with a wired phone setup? What is missing to move shooting into Safari?
Прикольная фича. Почему придумали только в конце 2026го?