Thursday, May 29, 2025

19_D04_H03_02 Camera Shakes in Unreal Engine5.6


Session 19 Summary: Camera Shake with Blueprints in Unreal Engine 5.6

🧰 Project Setup

  • Downloaded camera settings add files for camerashakes.zip from Patreon.
  • Extracted and placed files in:
    • Maps/Main → module_7.umap
    • Sequences/Main → module_7.asset
    • Sequences → camera_rig_shots folder
  • Opened camera_settings project in Unreal Engine 5.6 and loaded camera_rig_shots_root.

🎬 Creating the Handheld Camera Shots

  • Shot 5 (0050_01) was edited using two cameras:
    • cu_tray (focused on male character)
    • cu_zeva (focused on female character)
  • Animated both cameras using manual transform keyframes from:
    • 0–5s → camera panning movement on cu_tray
    • 5–10s → close-in shot on cu_zeva

🎥 Focus Target Setup

  • Used Focus Tracker Actors:
    • focus_tray moved to correct bone (tray_bone_1)
    • Enabled continuous focus during camera animation

🎞️ Creating and Applying Camera Shake

Available Camera shakes

1.       Composite Camera Shake Pattern

2.       Perlin Noise Camera Shake Pattern

3.       Sequence Camera Shake Pattern

4.       Wave Oscillator Camera Shake Pattern

  • Created new Blueprint Class from CameraShakeBase:
    • Named my_own_camera_shake
    • Used Perlin Noise Shake Pattern
    • Set duration = -1 for infinite shake
  • Applied to cu_tray camera via the + Camera Shake track

🌊 Adding Alternate Shake Types

  • Duplicated my_own_camera_shake → my_own_camera_shake_2
    • Changed to Wave Oscillator Shake Pattern
  • Applied to cu_zeva camera with same infinite duration

🔁 Using Predefined Shake Blueprints

  • Used 5 pre-existing shakes:
    • Handheld_Subtle
    • Handheld_Mid
    • Others recompiled and saved
  • Replaced custom shakes with:
    • Handheld_Subtle on cu_tray
    • Handheld_Mid on cu_zeva
  • Added Crane_Shake to Shot 0040_01 for crane movement realism

📌 Key Learnings

  • Camera Shake is added via Blueprint Classes.
  • Blueprint exposes runtime properties like motion, focus, animations, etc.
  • Shakes can simulate real-world handheld imperfections or camera rig wobble.

📝 What’s Next

  • Next session will cover Color Grading and LUTs (Look-Up Tables) in Unreal Engine 5.6.

 


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