The camera has moved on before you can see the shot
A good path can still feel rushed. A longer hold may do more for the shot than another movement.
CraftWorld · Updated
Sometimes the route is fine. The opening works, the ending is in the right place, but the shot feels rushed. You have barely seen the room when the camera starts moving. It reaches the person, then immediately cuts.
Try moving the start of the motion a little later. Let the opening hold, then push in. Leave time at the end too. Adjust the holds before spending more time on the speed.
Three seconds along a path feels different from six. The spacing of keyframes sets the pace; easing changes how the camera starts and stops. Play from the beginning after adjusting it. Timing is easier to feel that way than by scrubbing between still frames.
Does this shot need to move?
Push in if you want the kettle on the table to become the focus. Orbit if you want to see another side of the person. But after someone finishes an action, staying at the same position for another half-second may be enough. A camera being able to move is not a reason to move it in every shot.
For a sequence, check how the shots join. The pavilion shot pushes in from outside, cuts inside at five seconds, then moves around the person. The column on the right and the railing in front make that new angle easy to recognize.
Pause on either side of the cut, then play through it. Does the person jump to the opposite side? Is there time to see the new position? Adjust the camera or hold when the join feels awkward before adding more keyframes.
AI Render uses the complete current timeline. Play the full sequence before submitting and check that its duration fits the selected model. It is better to catch a problem in the last few seconds before generating the video.