I cannot get camera move / paths to work when using a VCAM in 2026.2, When using the same project, I have no issues when I load it in 2024.3
Linford
Comments
Adam@Aximmetry
-
Hi Linford,
To fix animated camera paths, check the following in your
setup:
First, make sure you haven’t left your camera compound open
for in-place edit. Aximmetry will inform you about this when saving /
opening your project xcomp file, with the following message:
If you choose Leave All Open And Save, the project will stop using the
linked Camera Compound file and will instead save the current state of the
compound into the project.
This means the project will not receive the latest version of that compound
when you update the Aximmetry Project Library.
If the opened Camera Compound comes from an older Aximmetry version, such as
2024.3, and you try to use it in a newer version, such as 2026.2, this may lead
to compatibility issues.
This is likely the issue in your case, as you mentioned that everything worked
correctly in an earlier version.
There are several ways to handle opened linked compounds. You can access these
options by right-clicking the module:
To make the camera paths work correctly in the newer Aximmetry version, select Revert
In-Place Modifications. Also make sure that the new version of the Camera
Compound is linked by checking that the Import Source pin of the Camera
Compound module points to the correct file path.
This restores the compound to its unmodified, compatible version.
You can read about the rest of the options to handle edited linked compounds in
our documentation: https://aximmetry.com/learn/virtual-production-workflow/scripting-in-aximmetry/flow-editor/compound/#unlink-or-save-edited-compound
Next, on the CAMERAS Control Board, go to the CAMERA
& RENDER SETUP Control Panel and make sure the Camera and Play
buttons are selected. On the EDIT CAMERA PATH Control Panel, make sure PLAYING
mode is selected.
When selecting and editing camera paths, confirm that the
correct camera and camera path combination is being used on the SELECT
CAMERA and CAMERA # PATH Control Panels:
Finally, if you are using an Unreal scene, make sure you are
using the same camera compound type, (for example Virtual), as the one
selected in the Unreal scene module’s Camera pin.
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Hi Linford,
To fix animated camera paths, check the following in your setup:
First, make sure you haven’t left your camera compound open for in-place edit. Aximmetry will inform you about this when saving / opening your project xcomp file, with the following message:



If you choose Leave All Open And Save, the project will stop using the linked Camera Compound file and will instead save the current state of the compound into the project.
This means the project will not receive the latest version of that compound when you update the Aximmetry Project Library.
If the opened Camera Compound comes from an older Aximmetry version, such as 2024.3, and you try to use it in a newer version, such as 2026.2, this may lead to compatibility issues.
This is likely the issue in your case, as you mentioned that everything worked correctly in an earlier version.
There are several ways to handle opened linked compounds. You can access these options by right-clicking the module:
To make the camera paths work correctly in the newer Aximmetry version, select Revert In-Place Modifications. Also make sure that the new version of the Camera Compound is linked by checking that the Import Source pin of the Camera Compound module points to the correct file path.
This restores the compound to its unmodified, compatible version.
You can read about the rest of the options to handle edited linked compounds in our documentation:
https://aximmetry.com/learn/virtual-production-workflow/scripting-in-aximmetry/flow-editor/compound/#unlink-or-save-edited-compound
Next, on the CAMERAS Control Board, go to the CAMERA & RENDER SETUP Control Panel and make sure the Camera and Play buttons are selected. On the EDIT CAMERA PATH Control Panel, make sure PLAYING mode is selected.

When selecting and editing camera paths, confirm that the correct camera and camera path combination is being used on the SELECT CAMERA and CAMERA # PATH Control Panels:

Finally, if you are using an Unreal scene, make sure you are using the same camera compound type, (for example Virtual), as the one selected in the Unreal scene module’s Camera pin.

Warmest regards,
Adam