Speed Graph Editor v1.2.0Whole scene Blender 4.2+ · Animation

Blender add-on · Animation · 4.2 and up

Shape the speed.
Keep the keys.

An After Effects speed graph, drawn in the Blender viewport. One curve retimes every animated channel at once — and never moves a keyframe.

Built for Camera moves Bullet time Whip pans Product & archviz

Keyframes decide where it goes.
The graph decides how it gets there.


Same keys, different shot

Nothing moved.
Everything changed.

Same keyframes on both sides. Only the spacing between them is different.

Left: as authored. Right: one curve on top.Same source action
LeftThe source animation, straight off the keyframes, at the speed it was authored.
RightOne curve on top of it. Slow through frame, gone after — and the arrow, the feathers and the camera all move on the same curve.
UnderneathThe same action, untouched. The retimed version is generated from it, and Restore Original hands it back exactly.

How you use it

Select. Shape. Play.

About twenty seconds from a keyframed object to a ramp you can feel.

01

Set it up.

Select anything keyframed and press Set Up Speed Graph. Or press Speed Ramp Whole Scene and skip the selecting. N → Speed.

The Speed Graph panel in the Blender N-panel with the graph set up
Flat at 1.0x is your animation untouched.N-panel
02

Shape the curve.

Drag a point and the motion reshapes live. The playhead jumps to the point you are shaping, so you are watching the frame you are changing.

Drag a point. Watch it land.Viewport overlay
03

Play it back.

Press space. The retimed action is ordinary baked keyframes, so what you hear in the viewport is what renders.

Baked keys underneath.Playback

The curve

In the viewport,
not a panel.

Graph, playhead and the object’s real speed, all in the same picture.

3 objects on one curve
Shape it against the shot, not away from it.Live update

Eight presets

Ease In & Out, Slow Start, Slow End, Snappy, Fast Slow Fast, Hold Middle, Whip, Build. Each frames itself when applied.

Lock Duration

Speed one part up and another slows down. The shot still takes as long as it did.

Measured ramp

The object’s real speed in units per second, over your curve.

Smooth by default

A monotone cubic that cannot overshoot into negative speed.

Bezier handles

Auto, Aligned, Free and Vector when you want a corner.

Live, or on Apply

Rebuild as you drag, or switch Live off on a heavy scene and bake once when the shape is right.

One curve. Every channel.
Every object in the scene.


New since launchv1.1 · v1.2

From one object
to the whole shot.

Two free updates, both driven by what owners asked for first.

Whole scenev1.2Speed Ramp Whole Scene needs no selection. Every animated object, camera lens, light, shape key, material, shader and Geometry Nodes group and the world go on one shared curve.
Many objectsv1.1Select as many as you like. They ramp together on one curve, locked in sync. Add rows later with +; remove one and it is restored on the spot.
Driversv1.2Every driver that reads the current frame — object, modifier, shader, compositor — is repointed at the retimed clock, and put back on the scene frame when you release the graph.
Geometry Nodesv1.1Keyed node inputs retime with everything else, and scene["sg_time"] publishes the retimed clock so a tree that used a Scene Time node can follow the ramp.
Edit Originalv1.2Go back and re-key. Edit Original parks the graph and hands you the animation as it was; Back to Speed Ramp re-applies the same curve. Points sit at proportions of the shot, so a curve authored on 60 frames keeps its shape on 90.
Smoother bakev1.1Baked keys are Bezier, auto-clamped. Better motion blur and subframe sampling, and clamped handles cannot overshoot.
Ghostsv1.1Parent-accurate trails. A child of an animated empty — or a chain of them — is stamped where it really goes.

Spacing you can see

Ghosts, coloured
by speed.

Clumped where it is slow, spread where it is fast — in a still frame, before you press play.

Read the spacing off the trail.Ghost overlay
Cheap+0.05 ms per redraw with 20 ghosts on a 491,520-triangle object. Built to be left switched on.
DetailAuto picks full mesh, convex hull or bounds so the one-off build stays bounded on heavy geometry.
CompareStamp the original alongside, or run it as a translucent hologram next to the retimed object.
Overlay onlyGraph and ghosts are viewport overlays. They will not appear in an F12 render — use Viewport Render Image for a still.

What’s in it

All of it,
one purchase.

One curve, every channel

Location, rotation, scale, custom properties and pose-bone channels retime together.

Multi-object

A shared curve keeps them locked in sync.

Whole sceneNew

No selection needed. The whole shot ramps at once.

Eight presets

Named after the shapes editors actually ask for.

Measured ramp

Real speed in units per second, over your curve.

Ghost trail

Onion-skin stamps coloured by speed, plus the original as a trail or a hologram.

Drivers on the clockNew

Anything reading the frame follows the retime.

Geometry Nodes

Keyed inputs retime; sg_time carries the rest.

Edit OriginalNew

Park the graph, re-key the source, come back and the curve fits the new length.

Non-destructive

Your animation is stashed as a _SGSource action. Restore Original puts it back exactly and leaves nothing behind.

Survives a save

Points, handles, view and the bake all reopen ready to edit.


Where it lives

What it’s built for.

HostBlender 4.2+. Verified on 4.2 LTS, 4.4, 4.5 LTS, 5.0, 5.1 and 5.2 LTS
Panel3D Viewport → N-panel → Speed
UseRetiming keyframed animation — spacing rather than timing
Version1.2.0
OutputOrdinary baked keyframes. Exports to FBX, glTF and Alembic like hand-keyed animation
PlatformsWindows, macOS, Linux. Pure Python, no dependencies
UpdatesIncluded for owners
LicenseGPL-3.0-or-later, commercial use included
Authoroculis.studio

Needs keyframes

It redistributes keys, so motion that comes only from constraints or physics has to be baked to keyframes first. A driver reading the frame is the exception — those are retimed for you.

Not for sims

A cloth or particle cache has no time axis to remap. Bake to Alembic, keyframe the cache’s Frame value, and the graph retimes that like anything else.


Version history

v1.0 to v1.2.

Two free updates since launch. Owners got both.

v1.2

The whole scene on one curve.

Speed Ramp Whole Scene takes every animated datablock in the file — objects, object data, shape keys, materials and their node trees, Geometry Nodes groups and the world. Drivers that read the current frame move to the retimed clock and back. Edit Original and Back to Speed Ramp let you re-key the source without losing the curve. Ghost fixes for empties and dense meshes.

v1.1

Many objects, one curve.

Multi-target retiming on a shared curve, with actions of different lengths held at their ends. scene["sg_time"] for Geometry Nodes and Scene Time. Bezier auto-clamped bake for smoother motion blur. Ghosts that follow keyframed parents.

v1.0

First release.

The viewport speed graph, eight presets, the measured ramp, the ghost trail and non-destructive setup with Restore Original.


Coming next

One payment.
Free updates.

Whole-scene ramping, driver retiming and Edit Original all landed on top of v1.0 at no extra cost. Next on the bench:

Read a ramp out of an animation

Measure the curve that is already in a shot and hand it back as editable points.

Ghosts for every target

Trails for the whole list at once, not just the active row.

Commercial

Sell the work you make with it.

GPL-3.0

Or later.

Buy now, get these when they ship

No subscription, and no upgrade fee for owners.


Questions

Before you buy.

No. It is stashed as a _SGSource action with a fake user, and every change rebuilds the retimed action from it. Restore Original puts it back exactly and removes everything the add-on made.

Speed Graph Editor

Shape the speed.
Keep the keys.

One curve over the animation you already made.

One payment Blender 4.2+ GPL-3.0 Free owner updates