Camera Shake
A Camera Shake emitter shakes the camera for a moment: the jolt of an explosion, a heavy footstep, the rumble of an engine. It is made from an ordinary Part with Transform as Camera Shake. The Part becomes an invisible marker for where the shake comes from.
What it makes possible:
- An explosion felt more the closer you stand. Falloff
80, Lifetime0.6, an Amplitude graph from 2 to 0, a Rot. Amplitude graph from 1.5 to 0. The explosion’s On Emit event fires it. - An engine rumble near a machine. Mode
Animate, Loop on, Amplitude0.15, Frequency18, Falloff40. - Heavy footsteps. A short shake nested in the emitter that makes the dust of each step. Every puff of dust also thumps the camera.
- An earthquake that builds. Lifetime
4, a Frequency graph from 3 to 14, an Amplitude graph from 0 to 1.5.
Exercise 11 makes a Camera Shake and adds it to an explosion.
At a glance
Section titled “At a glance”| Made from | An ordinary Part, with ▾ ▸ Transform as Camera Shake |
| One particle is | One running shake. Nothing is created in the workspace. |
| Emit count starts at | 1 |
| Modes | Emit and Animate |
| Sections | Emission, Shake, Events, Advanced |
| Not present | Spawn, Motion and Link. There is no Linger row and no Emit Into row. |
Transform
Section titled “Transform”Select an ordinary Part that has not been transformed. Press ▾ beside Transform, then click Transform as Camera Shake.
- The Part turns invisible.
- Meshes and decals inside the Part are removed.
- The Part’s collision is left as it was.
- Nothing of the Part’s look is kept. The Part only marks a place.
The Emit count starts at 1. A new Camera Shake plays at the first press of the Emit button.
What is shaken
Section titled “What is shaken”A shake moves the current camera. It is added on top of wherever the camera is placed in each frame. When the shake ends, the camera is exactly where it would have been without it.
The camera is pushed along three directions of the view: sideways, up and down, forward and back. It is tilted on three axes: pitch, yaw and roll.
Emission
Section titled “Emission”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Mode | List | Emit | Emit or Animate. See Emit against Animate. | |
| Loop | Switch | Off | Shown in Animate mode. Repeats the shake until switched off. Switching it on starts a shake at once. | |
| Enabled | Switch | Off | Shown in Emit mode. Starts shakes at the Rate until switched off. | |
| Rate | Number | 10 | Shakes per second | Shown in Emit mode. How many shakes start each second while Enabled is on, or during a Duration. |
| Lifetime | Two numbers | 0.5 | Seconds | How long each shake lasts. Each picks a value between the two. |
| Timescale | Graph | 1 | The speed of the shake’s own clock. It slows, pauses or reverses the shake. |
The Emit, Delay and Duration boxes on the HUD fire a Camera Shake as they fire any other emitter. Emission and the HUD describes the shared rows in full.
| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Amplitude | Graph | 1 | Studs | How far the camera is pushed, over the life of the shake. |
| Rot. Amplitude | Graph | 0.6 | Degrees | How far the camera is tilted, over the life of the shake. |
| Frequency | Graph | 10 | About changes of direction per second | How fast the shake wobbles, over its life. |
| Falloff | Number | 0 | Studs | The distance from the Part at which the shake has faded to nothing. At 0 there is no fade. |
The three graphs start level. A new shake runs at full strength for half a second and stops dead. A graph that falls to 0 gives a shake that dies away.
Amplitude and Rot. Amplitude
Section titled “Amplitude and Rot. Amplitude”The push at any instant is up to about half the value.
| Row | Value | The camera moves |
|---|---|---|
| Amplitude | 1 | Up to about half a stud each way. |
| Amplitude | 2 | Up to about 1 stud each way. |
| Rot. Amplitude | 0.6 | Up to about 0.3 degrees each way. |
| Rot. Amplitude | 2 | Up to about 1 degree each way. |
- At an Amplitude of 0 the camera is not pushed. At a Rot. Amplitude of 0 it is not tilted.
- A value below 0 mirrors the motion.
- Both graphs act on all three axes. There is no switch for one axis and no separate row for roll.
- The plugin sets no upper limit on either row.
Frequency
Section titled “Frequency”| Frequency | The shake |
|---|---|
| 10 | A nervous rumble. |
| 2 | A slow sway. |
| 0 | The camera holds a fixed offset and does not shake. |
Frequency is a graph, so the wobble can speed up or slow down during one shake. A change of Frequency during the shake never makes the camera jump.
Falloff
Section titled “Falloff”Falloff weakens the shake with the distance from the camera to the Part. The strength falls in a straight line, from full at the Part to nothing at the Falloff distance.
With Falloff at 100:
| Distance from the camera to the Part | Strength of the shake |
|---|---|
| 0 studs | Full |
| 25 studs | Three quarters |
| 50 studs | Half |
| 100 studs and beyond | None |
At 0 the shake is felt at full strength wherever the camera is. A value below 0 acts as 0. The empty box reads studs, 0=global.
Where the distance is measured from
Section titled “Where the distance is measured from”| Case | The distance is measured to |
|---|---|
| The emitter is fired where it stands | The Part, where it is in each frame. Move the Part and the centre of the shake moves. |
| The Part is deleted during the shake | The Part’s last position. |
| The emitter is nested in another emitter | The parent particle. |
| An event fires the emitter at a position | That position, for the whole shake. |
Several shakes at once
Section titled “Several shakes at once”Several shakes at once are added together. Each shake has its own random pattern. Three shakes at once are stronger than one, and they do not move in step.
The plugin sets no limit on the total.
| Setting | Shakes running at once |
|---|---|
| Emit count 1 | One shake, for the Lifetime. |
| Emit count 3 | Three shakes that overlap. |
| Enabled on, Rate 10, Lifetime 0.5 | About five. Ten start each second and each lasts half a second. |
Emit against Animate
Section titled “Emit against Animate”| Emit | Animate | |
|---|---|---|
| What plays | A new shake for each emit. | One shake for the emitter. |
| Emit count and Rate | Used. | Not used. The Rate row is hidden. |
| Fired again while playing | Another shake is added. | The press is ignored until the shake ends. |
| Loop | Not shown. | Off: the shake plays once and ends. On: a steady rumble until Loop is switched off. |
With Loop on, the graphs replay every Lifetime, and Falloff is read again at each pass. The shake carries on smoothly from one pass to the next.
In the editor
Section titled “In the editor”Pressing Emit shakes the camera of the Studio viewport. The camera is left exactly where it was.
Switching the plugin off during a shake puts the camera back at once.
Motion Preview draws nothing for a Camera Shake.
In a game
Section titled “In a game”A shake moves the camera of one player: the one whose machine fires it. For every player’s camera to shake, each player’s machine must fire the emitter. See Firing an effect.
Fired from a server script, a Camera Shake does nothing. The Output window reads, once:
[Part-Icles] CameraShake ignored on the server (no camera).
Events
Section titled “Events”The Events section holds On Emit, On Death and On Destruction. There is no On Hit. See Events.
In an event script, payload.Particle is nil. The position reported is the camera’s. See The event script and its payload.
A Camera Shake can be nested in a Part, Model or Lightning emitter. It then fires once for each parent particle. See Nesting.
Emitters placed inside a Camera Shake are never fired.
Advanced
Section titled “Advanced”| Row | Kind | Starts at | What it does |
|---|---|---|---|
| Anim. Steps | Number | 100 | How many times the three graphs are read over one Lifetime. A value of 0 or less is run as 100. |
The shake itself moves the camera in every frame. Only the graphs are read in steps.
Advanced describes this row in full.
With the tools
Section titled “With the tools”| Tool | Effect on a Camera Shake |
|---|---|
| Size | Multiplies the Amplitude graph and Falloff. Rot. Amplitude is left alone. |
| Time | Multiplies Rate and the Frequency graph. Divides Lifetime. |
Size and Time describes both tools.
Limits
Section titled “Limits”- No upper limit on the strength of one shake or on the total of several.
- No setting for a player to reduce the shake.
- No switch for a single axis. Both graphs act on all three axes.
- No Linger row. A shake ends when its Lifetime ends.
- A shake is felt by one player. A server script cannot fire it.
- Emitters placed inside a Camera Shake are never fired.