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    TURNA, Blender render farm

    Stop motion in Blender: the frame-by-frame effect, in 3D and with photos

    T
    TURNA technical team
    25 October 2026
    6 min

    Short answer

    For a stop motion effect in Blender, hold each pose for several frames instead of letting Blender smooth the movement: Constant interpolation on the keyframes (T key), or the Stepped Interpolation F-Curve modifier with a Step Size of 2, to animate on twos, which gives 12 poses per second at 24 frames per second. For a real frame-by-frame photo film, Blender assembles the sequence of photos in its Video Sequencer.

    Stop motion, or frame-by-frame animation, means photographing an object or a figure, moving it slightly, then taking another photo, and so on. When the film is played, the successive poses give the illusion of movement, with the slightly jerky look that is part of its charm: clay animation, brickfilms made of bricks, cut-out paper animation. In 3D, you reproduce this look by stopping Blender from smoothing the movement between two keyframes. This guide shows the two methods, the Grease Pencil variant, and how to edit a real photo stop motion.

    The principle: hold each pose

    By default, Blender calculates in-between positions between two keyframes: the movement is smooth, frame after frame. Stop motion does the opposite: each pose stays frozen for several frames, then jumps to the next one. The rhythm is described as "ones", "twos" or "threes":

    RhythmFrames per posePoses per second at 24 fpsEffect
    On ones124Smooth, rare in stop motion
    On twos212The classic stop motion rhythm
    On threes38Jerkier, very marked

    Method 1: Constant interpolation

    This is the simplest method if you set a keyframe yourself for each new pose. Select the keyframes in the Timeline, the Dope Sheet or the Graph Editor, press T and choose Constant. Each value then stays the same until the next keyframe, then changes all at once. Setting a keyframe every two frames is enough to animate on twos. The guide to animation in Blender covers setting keyframes and the Graph Editor in detail.

    Method 2: the Stepped Interpolation modifier

    If the animation already exists and is smooth, there is no need to redo it: the Stepped Interpolation curve modifier cuts it into steps. In the Graph Editor, select a curve, open the sidebar (N), go to the Modifiers tab, then Add Modifier, Stepped Interpolation. Its settings:

    • Step Size: the number of frames for which each pose is held. 2 to animate on twos, 3 to animate on threes.
    • Offset: shifts the moments when the pose changes, useful so that two characters do not change pose at the same time.
    • Start Frame and End Frame: limit the effect to part of the animation, for example to keep one passage smooth.

    The advantage: the original curve stays intact. Disable the modifier to get the smooth movement back. It is added curve by curve; for a rigged character, select the curves of all the bones before adding the modifier from the Channel menu, Add F-Curve Modifier.

    In drawing: Grease Pencil and Time Offset

    With Grease Pencil, the animation is already frame by frame: each drawing is a keyframe. The Time Offset modifier then plays with these drawings: it shifts their start (Frame Offset) so that several copies of the same character do not move at the same time, plays them backwards (Reverse) or back and forth (Ping Pong), and the Fixed Frame mode shows a chosen drawing, for example one mouth shape among several prepared ones.

    Cut-out paper animation

    Cut-out animation animates flat pieces (arms, legs, head) laid on top of one another. In Blender, each piece becomes a textured plane:

    1. Prepare each piece as a PNG image with a transparent background.
    2. In the 3D Viewport, add it with Add, Image, Mesh Plane: Blender creates a plane with the proportions of the image, with a material that displays it.
    3. Place the origin of each piece on its joint (the shoulder for an arm), then link the pieces together by parenting so that an arm follows the torso.
    4. Offset the pieces slightly in depth to control what passes in front, and film with an orthographic camera (entry in French) to keep the flat look.
    5. Animate the rotations with Constant interpolation or the Stepped Interpolation modifier, as above.

    Making the effect convincing

    A real stop motion is never perfect, and that is what makes it recognisable:

    • Slight errors in position: an object that "breathes" by a few millimetres from one pose to the next, like a figure adjusted by hand.
    • Tactile materials: modelling clay with fingerprints, the shiny plastic of bricks, paper with a visible grain. The guide to textures in Blender shows how to get them.
    • A miniature camera: a shallow depth of field gives the impression of a small set filmed up close; the depth of field entry (in French) explains the setting.
    • No motion blur: every photo in a stop motion is sharp. Leave motion blur turned off.

    Editing a real photo stop motion in Blender

    1. Photograph each pose, with the camera fixed in place and constant lighting, and number the files in order.
    2. In the Video Editing workspace, add the photos as an image sequence (Add menu, Image/Sequence, selecting all the photos).
    3. In the Output Properties, set the Frame Rate, for example 12 frames per second, and adjust the frame range to the length of the sequence.
    4. Choose a video format and render the animation, as explained in the guide to rendering an animation in Blender.

    Rendering half as many frames

    An animation held on twos repeats each frame twice: there is no point in rendering it twice. In the Output Properties, set the step of the frame range (Frame Range, Step) to 2: Blender renders only every other frame. Render them as image files (PNG, for example), then assemble them into a video at 12 frames per second instead of 24 in the Video Sequencer, as for a photo stop motion: the rhythm is identical. On a long animation in Cycles, that is half the render time; the render time calculator gives the order of magnitude.

    Frequently asked questions

    How do you make a stop motion effect in Blender?

    Hold each pose for several frames instead of letting Blender interpolate: switch the keyframes to Constant interpolation (T key), or add the Stepped Interpolation modifier to each curve with a Step Size of 2. The movement then advances in small jumps, like a frame-by-frame animation.

    What does animating "on twos" mean?

    Each pose is held for two frames. At 24 frames per second, that makes 12 poses per second, the usual rhythm of stop motion and of many cartoons. On threes, each pose lasts three frames, so 8 poses per second.

    What is a brickfilm?

    An animated film made with LEGO-style bricks and minifigures, most often in photographic stop motion. Its style is also reproduced in 3D: modelled figures, poses held for several frames and slight errors in position.

    Can you edit a real photo stop motion in Blender?

    Yes. Add your photos as an image sequence in the Video Sequencer, set the frame rate of the scene (12 frames per second, for example) in the Output Properties, then export the video like any other animation.

    Rendering the animation on TURNA

    When a scene is already well optimised and the frame count is what takes the time, the remaining lever is rendering several frames at once. TURNA does this for Blender: an add-on (Blender 4.0 to 5.2, Cycles and Eevee) sends the scene in one click, and the frames are split across 1, 2, 4 or 8 GPUs in parallel, RTX 5090 first and RTX 4090 when none is free. The add-on shows the estimated cost before anything starts. Prices start at €2.90 per hour, billed on the time actually used, with a 30-second minimum, and new accounts get €25 of free credit. A single still image is still rendered by one machine, so the gain is on animations. Tiers and worked examples are on the Blender render farm page.

    An animation held on twos can also be rendered on twos: with a step of 2 in the frame range and an output at 12 frames per second, there are half as many frames to render. TURNA then renders the frames of a Blender scene on 1 to 8 GPU machines in parallel, in Cycles and EEVEE alike.