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How to Add Camera Shake in Unreal Engine

How to Add Camera Shake in Unreal Engine

William Faucher

325 segments EN

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[00:00]

hey everyone welcome back it is great to

[00:01]

see you the topic of today's tutorial is

[00:03]

going to be all about camper shake

[00:06]

this is something that either people

[00:08]

love or completely hate to see with a

[00:11]

fiery passion you're going to see shaky

[00:13]

cam as a thing in lots of action movies

[00:15]

but i'm not here to talk about whether

[00:17]

that's good or bad the main reason i

[00:19]

bring it up is because camera shake is a

[00:21]

fantastic way to help make your 3d

[00:24]

renders feel a bit more cinematic a

[00:26]

little bit less 3d it's going to give

[00:29]

your shots a much more organic feeling

[00:31]

to them if you're interested in getting

[00:33]

your render to look more believable and

[00:34]

less cgi looking i have an entire video

[00:37]

dedicated to that right here and in fact

[00:40]

i wish that i had covered camera shake

[00:42]

in that video there but

[00:44]

here we are

[00:46]

let's dive into how to very easily

[00:49]

set up procedural camera shake in unreal

[00:52]

now before we get started this video is

[00:54]

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[02:00]

that you can start learning today

[02:02]

with that being said let's get this

[02:04]

camera shake tutorial started

[02:06]

so here i am in the abandoned apartment

[02:08]

scene which you can find for free on the

[02:10]

epic marketplace just so you know the

[02:12]

first thing we need to do is to make

[02:14]

sure that we have a sequence set up with

[02:16]

a camera in it so i've already made a

[02:18]

sequence here by going to cinematics you

[02:20]

can create a new level sequence there i

[02:22]

have one created already right here i'm

[02:24]

going to assume you know how to set up a

[02:26]

camera once that's done going to the

[02:28]

camera view mode here you'll see i have

[02:30]

a very simple panning camera shot

[02:33]

nothing fancy at all but now i want to

[02:35]

go add camera shake to this to make this

[02:37]

feel a little bit less linear a little

[02:39]

bit less

[02:40]

robotic now how do we do that we're

[02:42]

going to go into our content browser

[02:44]

right here and we need to create a

[02:46]

blueprint actor don't worry it's not

[02:49]

advanced at all

[02:50]

we're going to right click

[02:52]

create blueprint class

[02:55]

and where it says all classes here in

[02:57]

the search panel we're going to search

[02:58]

for shake

[03:00]

and you'll see here we have camera shake

[03:03]

bass

[03:04]

now i've seen other tutorials where

[03:06]

people have used the matinee camera

[03:07]

shake from my understanding it is pretty

[03:09]

much the same you can use whatever one

[03:11]

you want i like using camera shake bass

[03:13]

right here click on this and hit the

[03:16]

select button and i'm going to call this

[03:19]

camera shake

[03:20]

either one so now we have our camera

[03:24]

shake blueprint created so what we're

[03:26]

going to do now is we're going to double

[03:27]

click on this right here to open up the

[03:29]

blueprint and you'll see we now have the

[03:31]

typical blueprint graph showing up here

[03:34]

i personally prefer to have a more

[03:36]

streamlined version of this and pay

[03:37]

attention to what happens when i close

[03:39]

this

[03:40]

and reopen it

[03:42]

there's no more graph

[03:44]

now we just get a much more streamlined

[03:46]

version of this blueprint

[03:48]

why that happens

[03:49]

i'm not entirely sure

[03:51]

maybe it's a bug maybe it's intentional

[03:53]

but now you know

[03:55]

so what we're going to do here where it

[03:56]

says root shake pattern we're going to

[03:59]

click here

[04:00]

and set it to purlin noise camera shake

[04:03]

pattern

[04:06]

which now you'll have the option to

[04:08]

unfold this setting here

[04:10]

and now we have a whole bunch of other

[04:11]

settings to unfold

[04:12]

the first one i'm going to unfold here

[04:14]

is timing and i'm going to set the

[04:15]

duration to 0 because 0 means that the

[04:19]

camera shake will last throughout the

[04:21]

entire shot it's going to last

[04:23]

infinitely so it's going to repeat and

[04:24]

loop itself otherwise what's going to

[04:26]

happen if you leave it at default is the

[04:28]

camera shake will be applied for one

[04:30]

second and you don't want that you don't

[04:32]

want camera shake to occur for only one

[04:34]

second you want it to

[04:36]

shake throughout the entire shot

[04:38]

so setting up to zero is the first step

[04:40]

now we can hit the compile button on the

[04:42]

top left hand corner

[04:44]

and let's apply this camera shake actor

[04:46]

to our sequence for starters i'm going

[04:48]

to move this out of the way

[04:50]

like that

[04:51]

and going back to our sequence right

[04:54]

here we now need to add this blueprint

[04:57]

to our camera actor so we're going to

[04:59]

click on our camera component right here

[05:02]

and click on the track button

[05:04]

go up to where it says camera shake and

[05:06]

you'll see that the blueprint actor that

[05:08]

we just created now shows up

[05:10]

so we're going to click on this right

[05:12]

here

[05:12]

and you'll see now in our sequence our

[05:15]

camera shake actor

[05:17]

now has a bar that we can realign here

[05:19]

like this

[05:20]

now we know that our camera shake will

[05:22]

be applied throughout the entirety of

[05:24]

our shot so if i press the play button

[05:26]

now you'll see well there's no camera

[05:28]

shake there's nothing there what's

[05:29]

happening why is there nothing going on

[05:31]

that's because we now need to tell the

[05:34]

blueprint actor

[05:36]

how much shake we want to have and that

[05:38]

is where the location

[05:40]

rotation and fov come in real handy so

[05:43]

the one i use the most in 90 of cases is

[05:47]

rotation for the most part and you'll

[05:49]

see right here we've got a few more

[05:51]

settings we've got rotation amplitude

[05:53]

rotation frequency

[05:55]

pitch yaw and roll

[05:58]

just for now i'm going to set my

[06:00]

rotation amplitude multiplier to

[06:02]

something ridiculous like 10

[06:04]

and just be aware you may get a little

[06:06]

bit sick

[06:09]

notice how now we've got this like crazy

[06:11]

swirly motion going on it's obviously

[06:14]

over the top we don't want this but

[06:17]

this is how it works so i'm going to

[06:19]

turn this back down to something like 1

[06:21]

and you'll see now there is a subtle

[06:23]

camera movement going on

[06:26]

now the next option here rotation

[06:28]

frequency multiplier that's going to

[06:30]

affect how often those shakes occur so

[06:33]

amplitude controls the intensity of the

[06:37]

shake and the rotation frequency

[06:39]

controls how often that shake is going

[06:42]

to occur so if i set this frequency to

[06:44]

again 10 and you'll notice that

[06:47]

everything is like really really janky

[06:49]

and shaky again

[06:50]

way too much way too strong i just want

[06:53]

to demonstrate the effect so i'm going

[06:54]

to set this back down to one so

[06:56]

generally i like having a low amplitude

[06:59]

and a slightly higher frequency

[07:02]

so i'm gonna set this to like two or

[07:03]

something and a very low amplitude like

[07:06]

point one

[07:09]

point two maybe

[07:13]

so you'll see right now it is much much

[07:16]

more subtle adding camera shake is an

[07:19]

art of its own you really need to apply

[07:22]

this tastefully because it is very easy

[07:24]

to go overboard with this it is way too

[07:27]

easy to just kind of go way over the top

[07:29]

and just make your audience feel

[07:31]

nauseous now with that being said we do

[07:34]

have control over the individual axes

[07:37]

upon which the rotation shake can occur

[07:41]

so i'm going to set the pitch the yaw

[07:43]

and the roll tabs here so i'm going to

[07:45]

start off with the pitch and i can set

[07:46]

the yaw to zero and the roll to zero as

[07:49]

well

[07:50]

and exaggerate this for effect you'll

[07:53]

see the pitch controlled how the camera

[07:54]

looks up and down

[07:58]

the yaw controls the left and right

[08:01]

movement of the camera

[08:04]

and the roll is going to control the

[08:07]

side by side rotation of it as you can

[08:10]

see so it's a matter of really balancing

[08:13]

these three axes to get the look that

[08:15]

you want so imagine when you're holding

[08:17]

a camera you don't really roll the

[08:18]

camera like that right having a little

[08:20]

bit of roll can be useful

[08:22]

so

[08:24]

again fine fine-tuning these values

[08:26]

is an art of its own so feel free to go

[08:29]

ahead and experiment with that so we're

[08:31]

going to set this back down to 0.5 or

[08:32]

something

[08:34]

and turn the roll down to 0.5

[08:37]

yaw to 1 and amplitude to one as well so

[08:40]

as you can see

[08:42]

very simply very easily we've added a

[08:44]

subtle camera shake to our camera and

[08:47]

this makes it feel

[08:48]

way more real it feels like someone is

[08:50]

actually holding this camera so i'm

[08:52]

gonna disable this now and the same

[08:54]

thing can be done with location and

[08:57]

location is going to be the actual

[08:58]

position of the camera itself so if i

[09:00]

set this to 1

[09:02]

and let's say 5

[09:04]

notice how that camera is not looking in

[09:07]

a different direction it is purely just

[09:08]

moving up down left right forward and

[09:12]

backward

[09:13]

you can control these movements of each

[09:15]

xyz axis right here and lastly we have

[09:19]

the fov which is the field of view which

[09:21]

means it's going to zoom in and out ever

[09:24]

so slightly so if i set the amplitude to

[09:26]

5 notice how the camera is zooming in

[09:29]

and out like this

[09:30]

this is

[09:32]

not something i've ever really used

[09:35]

ever because i can't think of a use case

[09:37]

for it but if that's an effect that you

[09:39]

want to have in your shot

[09:41]

now you know how it's also worth noting

[09:44]

that you can have

[09:45]

multiple camera shakes stacked onto one

[09:48]

another so let me demonstrate right here

[09:49]

i'm going to go back to my content

[09:50]

browser and i'm going to just duplicate

[09:53]

this

[09:55]

i'm going to call this version 2.

[09:57]

okay

[09:58]

we're going to open that and going back

[10:00]

into the sequencer clicking on my camera

[10:02]

component i'm going to click on track

[10:05]

camera shake and you'll see we have

[10:07]

camera shake version 2 showing up here

[10:10]

now you'll see we've got both camera

[10:12]

shake 1 and 2 showing up here and

[10:15]

why would you want to do this i like

[10:17]

having one camera shake that is very

[10:20]

broad and slow moving just a general

[10:23]

rough pans and having a second one for

[10:26]

the micro shakes

[10:28]

just a very small

[10:29]

shakes like that so let me demonstrate

[10:31]

here just to show you so with the camera

[10:33]

shake v1 selected here in the rotation

[10:35]

i'm going to set this to like

[10:37]

a slightly higher amplitude than i

[10:39]

normally would but with a very low

[10:42]

frequency so something like 0.5 and

[10:44]

let's see how this looks

[10:47]

so notice how the camera shake is very

[10:49]

subtle it's just a

[10:50]

very slow swirling movement

[10:53]

and now in camera shake v2

[10:57]

i'm going to go back to my rotation

[10:59]

and set it to a lower amplitude but a

[11:02]

higher frequency so it's something like

[11:03]

.2

[11:05]

and something like five

[11:08]

maybe not five maybe three

[11:14]

or two

[11:17]

so now you may notice we've got some

[11:19]

larger more slower swirly movements to

[11:22]

it but also some very subtle slightly

[11:25]

janky movements to it

[11:27]

having two camera shake actors

[11:30]

on your camera component can

[11:33]

really give you a bit more granular

[11:34]

control over the look of your camera

[11:37]

shake you don't have to do this but i

[11:39]

figured this is a great tip to know

[11:41]

about and it might help you a lot in

[11:43]

your next project

[11:44]

so if this video has helped you out

[11:46]

don't forget to hit that like and

[11:47]

subscribe button it makes a really big

[11:49]

difference and as always happy rendering

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