[Request] Camera shake track in matinee

Although doable via a BP, a camera shake Track just like the slomo one directly in matinee would be useful to have.

Hi Christian,

Thank you for your request. I have put a feedback report into our database. I spoke with one of our cinematics developers, Grayson Edge, about camera shake technique advice and here is what he suggests in the meantime:

"There are many different ways to create organic camera shake so here are a few methods I use.

Key frame creation Via Matinee:
Adding a series of keyframes and tweaking them to create camera shake can be a tedious process but one that works fairly well. What I do is a add a keyframe every second or so to path then go back and slightly move the position of the camera for a handheld look. Twisting the occasional key frame .2 degrees or so is useful as well.

For a hard camera impact the best hand created method I have found so far is to add a key frame 2 frames after a single camera bump point and disturb that camera quite a bit then let it normalize on the the third keyframe and the next few keyframes (4 - 10 keyframes)

This method takes a lot of practice but you can get some great results if you have the time to tweak things out. This method is best for a fixed cutscene where you need very specific camera motion.

Camera Shake Via Blueprints:
You should be able to create camera shakes through blueprints. I would definitely go with Blueprint shakes if you want to randomize your camera shake or shake a camera randomly during gameplay. This was a common in UE3 gameplay scripting. For movie scenes we very rarely automated camera shake through scripting.

Camera Shake Via Maya (assuming you have Mocap):
We have used Motion captured markers for camera shake and this is a great way of getting realistic camera shake. Basically you capture data out on the mocap stage then pull it into maya and finally export that data to Unreal.
The matinee camera will be partially driven by the camera shake you grabbed during mocap. This process is technical to set up and explain so please let me know if someone needs further details and I can assist as needed.

For normal cutscenes that need to be done quickly I recommend hand keying. "

I hope that this helps you achieve your goal.

Cheers!

Alexander

Hi there! i would most certainly appreciate some more detail on the final example you gave, i’m looking for some kind of ‘layered’ behaviour that i can apply to cameras selectively, a second rotation animation track i could use additively?

i’d also really like to know how i could achieve this using blueprints, as i am creating a racing replay system that would benefit greatly from these subtle behaviours, and scaling their intensity based on the camera’s FOV seems like a great way to get the result i want.

Thanks in advance!

This is an archived post from the Beta days of the engine. Please create a thread in the forum, not AnswerHub, on this topic if you want extended help.

Thanks!