# Camera Shake Curve

**URL:** https://forum.highend3d.com/t/camera-shake-curve/9776
**Category:** Compositing
**Tags:** shake
**Created:** [March 28, 2006, 11:34pm UTC](https://forum.highend3d.com/t/camera-shake-curve/9776 "2006-03-28T23:34:09Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![user\_deleted](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/u/35a633/32.png) [@user\_deleted](https://forum.highend3d.com/u/user_deleted)
#### Post date: [March 28, 2006, 11:34pm UTC](https://forum.highend3d.com/t/camera-shake-curve/9776/1 "2006-03-28T23:34:09Z")

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Does anyone know of a way to view the camera shake curve? I don't mean amplitude or frequency. I would like to view the actual x,y curves that are being applied to the image by the node -- the result of the amplitude and frequency settings.

It seems that it is not possible, but I was hoping there was a work around.  
Thanks.  
W.

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### Author: ![user\_deleted](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/u/35a633/32.png) [@user\_deleted](https://forum.highend3d.com/u/user_deleted)
#### Post date: [March 29, 2006, 3:50am UTC](https://forum.highend3d.com/t/camera-shake-curve/9776/2 "2006-03-29T03:50:04Z")

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it's not perfect but you could apply the camera shake to a black image with 4 white dots on it and do a 4 point track.

Cheers,

Toby

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### Author: ![deke-kincaid](https://forum.highend3d.com/user_avatar/forum.highend3d.com/deke-kincaid/32/178_2.png) [@deke-kincaid](https://forum.highend3d.com/u/deke-kincaid)
#### Post date: [March 29, 2006, 6:19am UTC](https://forum.highend3d.com/t/camera-shake-curve/9776/3 "2006-03-29T06:19:40Z")

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Really easy to do. Many built in shake nodes are actually macros (colorspace, log2lin, camera shake, percent blur, etc...). Camera shake is just a move2d node with an expression in the x/y.

Just select the camera shake nodes, hit the "b" key on your keyboard to show the macros internals and you will see a "move2d" node. Select the node and check the curve editor button next to "pan". Now you will see the curve in the curve editor.

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### Author: ![user\_deleted](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/u/35a633/32.png) [@user\_deleted](https://forum.highend3d.com/u/user_deleted)
#### Post date: [March 30, 2006, 12:21am UTC](https://forum.highend3d.com/t/camera-shake-curve/9776/4 "2006-03-30T00:21:05Z")

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QUOTE(beaker @ 03/28/06, 10:19 PM) [snapback]232608[/snapback]  
Really easy to do. Many built in shake nodes are actually macros (colorspace, log2lin, camera shake, percent blur, etc...). Camera shake is just a move2d node with an expression in the x/y.

Just select the camera shake nodes, hit the "b" key on your keyboard to show the macros internals and you will see a "move2d" node. Select the node and check the curve editor button next to "pan". Now you will see the curve in the curve editor.

Very cool -- I just checked it out. Thank you.

Do you know of anyway to edit the curves other than adjust the seed value?  
Thanks,  
W.

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### Author: ![deke-kincaid](https://forum.highend3d.com/user_avatar/forum.highend3d.com/deke-kincaid/32/178_2.png) [@deke-kincaid](https://forum.highend3d.com/u/deke-kincaid)
#### Post date: [March 30, 2006, 6:37am UTC](https://forum.highend3d.com/t/camera-shake-curve/9776/5 "2006-03-30T06:37:32Z")

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Sure, you can bake the expression and then edit that.

Make a Move2d node and put the same expression that is inside the macro and link it to your the controls in the same CameraShake node, just externally instead of internally. Change the CameraShake node name in the expression to match the one in your scene.

CODE  
(noise3d(time\*CameraShake1.xFrequency, CameraShake1.seed, 0)_2-1)_CameraShake1.xAmplitude  
(noise3d(time\*CameraShake1.yFrequency, CameraShake1.seed, 100)_2-1)_CameraShake1.yAmplitude

Now just go into the curve editor for the new move2d node and click on the "Apply operation to curve" button(4th from the left). Change the operation to "resample" and then "apply". Now the animation is baked in and can be edited.

Either that or just adjust the expression if you want to keep it procedural.

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<div class="post-metadata">

### Author: ![user\_deleted](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/u/35a633/32.png) [@user\_deleted](https://forum.highend3d.com/u/user_deleted)
#### Post date: [March 30, 2006, 8:16pm UTC](https://forum.highend3d.com/t/camera-shake-curve/9776/6 "2006-03-30T20:16:38Z")

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QUOTE(beaker @ 03/29/06, 10:37 PM) [snapback]232762[/snapback]  
Sure, you can bake the expression and then edit that.

Make a Move2d node and put the same expression that is inside the macro and link it to your the controls in the same CameraShake node, just externally instead of internally. Change the CameraShake node name in the expression to match the one in your scene.

CODE  
(noise3d(time\*CameraShake1.xFrequency, CameraShake1.seed, 0)_2-1)_CameraShake1.xAmplitude  
(noise3d(time\*CameraShake1.yFrequency, CameraShake1.seed, 100)_2-1)_CameraShake1.yAmplitude

Now just go into the curve editor for the new move2d node and click on the "Apply operation to curve" button(4th from the left). Change the operation to "resample" and then "apply". Now the animation is baked in and can be edited.

Either that or just adjust the expression if you want to keep it procedural.

Works like a charm!   
Thank you.   
W.
