the
shaker By Richard C Morris
Mail: jackal@abel.co.uk
Last modified: Wed, Dec
2, 98 04:13:05 PM
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DESCRIPTION ********************************
the shaker is a single node
which was written primarily to create the effect of camera
shake. However, it may be
used in various other ways, shaking objects, swaying objects
(e.g. in the wind) or driving
other animation (e.g. wavering colour of a shader)
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INSTRUCTIONS ********************************
The principal controls:
make the shaker node the
parent of your camera (or object etc..). This scene file
should create the shaker
control window for easy adjustmnent and animation (all
attributes are in the attribute
editor as well, under 'extra'). If you lose the control
window, call the procedure
by typing shakecontrol in the maya command line.
1. The principal control
Shake_intensity simulates random translation and rotation by
generating a gaussian random
number of a second normal random number. In this way,
the object's shake will
follow a gaussian, bell shaped distribution giving most movement
within a certain range and
only few occurences of large deviation.
2. Jitter_intensity creates
a more standard random movement using the rand (x,y) function
3. Wander_intensity will
generate cumulative translation so that your grouped
geometry will not come back
to the same resting place (e.g. camera not firmly attached)
and will actually wander
4. Destabilise_intensity
will simulate a slower, gradual random movement and rotation by
using the noise (time) function.
This was primarily created to introduce more offset
for the overall camera shake
as if the camera holder was actually shifting position
globally over time as a
result of the main shake. On its own it creates a very nice effect
and could find many more
uses (e.g. swaying objects in the wind, max headroom ??)
The fine controls:
the above 4 primary controls
can be intensity adjusted at the channel level
(wander produces no rotation).
shake in the z axis may for example, not be
required etc...
the destabilise fine controls
multiply the 'time' i.e. noise (time * x) so
time is effectively compressed,
giving a higher rate of change of movement.
The principal intensity
controls the magnitude of movement.
NB:
Particular attention should
obviously be paid to the pivot point of the shaker node.
Whilst it will be often
favourable to match this to your camera or object's pivot
point, offsetting can produce
interesting results.
Once the shaker has been
configured, it is best to bake simulation on the xyz trans and
rotation channels then delete
all expressions.
With destabilistaion on,
wander intensity will produce very large wanders !! They do not really
work together.
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