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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