Install
That writes one file:compositions/components/camera-shake.html.
Paste it into your composition
Opencompositions/components/camera-shake.html and copy what is inside into your own composition.
A component has no size or duration of its own. It takes both from the composition
you paste it into.
Variables
Every one of these has a default, so the piece works untouched. Set the ones you want to change on the element:| Variable | Default | Accepts | What it does |
|---|---|---|---|
shakeProfile | handheld-normal-mild | handheld-normal-mild, handheld-normal-strong, handheld-normal-extreme, handheld-wideangle-mild, handheld-wideangle-strong, handheld-tele-mild, handheld-tele-strong, rig-6d-shake, rig-6d-wobble | |
shakeIntensity | 1 | 0 to 3, step 0.05 | |
shakeFrequency | 1 | 0.1 to 4, step 0.05 | |
shakeRotation | true | boolean |
data-variable-values on the element that mounts it. These are the
defaults, so this behaves exactly like the preview above until you change one:
<div
data-composition-id="camera-shake"
data-composition-src="compositions/components/camera-shake.html"
data-variable-values='{"shakeProfile":"handheld-normal-mild","shakeIntensity":1,"shakeFrequency":1,"shakeRotation":true}'
></div>
Source
camera-shake.html
camera-shake.html
<!doctype html>
<html
lang="en"
data-composition-variables='[
{
"id": "shakeProfile",
"type": "enum",
"label": "Shake profile",
"default": "handheld-normal-mild",
"options": [
{ "value": "handheld-normal-mild", "label": "Handheld - normal lens, mild" },
{ "value": "handheld-normal-strong", "label": "Handheld - normal lens, strong" },
{ "value": "handheld-normal-extreme", "label": "Handheld - normal lens, extreme" },
{ "value": "handheld-wideangle-mild", "label": "Handheld - wide angle, mild" },
{ "value": "handheld-wideangle-strong", "label": "Handheld - wide angle, strong" },
{ "value": "handheld-tele-mild", "label": "Handheld - telephoto, mild" },
{ "value": "handheld-tele-strong", "label": "Handheld - telephoto, strong" },
{ "value": "rig-6d-shake", "label": "Rig - 6D shake (engine buzz)" },
{ "value": "rig-6d-wobble", "label": "Rig - 6D wobble" }
]
},
{
"id": "shakeIntensity",
"type": "number",
"label": "Intensity multiplier",
"default": 1,
"min": 0,
"max": 3,
"step": 0.05
},
{
"id": "shakeFrequency",
"type": "number",
"label": "Frequency multiplier",
"default": 1,
"min": 0.1,
"max": 4,
"step": 0.05
},
{
"id": "shakeRotation",
"type": "boolean",
"label": "Include rotation (roll + tilt/pan)",
"default": true
}
]'
>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=1920, height=1080" />
<title>Camera Shake</title>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<style>
*,
*::before,
*::after {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html,
body {
width: 1920px;
height: 1080px;
overflow: hidden;
background: transparent;
}
/* ---- camera-shake ----------------------------------------------------
Procedural handheld / Steadicam / rig shake for ANY wrapper. Two
elements: an overflow-hidden FRAME that carries the lens perspective,
and a RIG inside it that gets the shake transform. Whatever you put
in the rig becomes "the shot".
<div class="camera-shake-frame">
<div class="camera-shake-rig"> ...your content... </div>
</div>
cameraShake(tl, "#my-rig", { profile: "handheld-tele-mild", duration: 8 });
Layers inside the rig may carry data-cs-z="-800" to sit at a depth;
cameraShake() scales them to compensate so they parallax under the
camera instead of sliding as a flat card.
------------------------------------------------------------------- */
.camera-shake-frame {
position: absolute;
inset: 0;
overflow: hidden;
/* perspective is written by cameraShake() from the profile's lens */
}
.camera-shake-rig {
position: absolute;
inset: 0;
transform-style: preserve-3d;
will-change: transform;
}
.camera-shake-rig > * {
transform-style: preserve-3d;
}
/* ---- self-preview stand-in "world" (not part of the snippet) ------- */
.cs-layer {
position: absolute;
inset: 0;
}
.cs-sky {
background: linear-gradient(#070b18 0%, #16264a 52%, #4a6ea8 78%, #b9852f 100%);
}
.cs-skyline {
position: absolute;
left: 0;
right: 0;
bottom: 46%;
height: 220px;
background: repeating-linear-gradient(
90deg,
#0d1428 0 70px,
transparent 70px 96px,
#101a33 96px 140px,
transparent 140px 178px
);
opacity: 0.85;
}
.cs-tower {
position: absolute;
bottom: 44%;
width: 190px;
background: linear-gradient(#1d2b4d, #0a1024);
border-top: 6px solid #2f4a80;
}
.cs-tower::after {
content: "";
position: absolute;
inset: 18px 14px;
background:
repeating-linear-gradient(0deg, #ffd48a33 0 10px, transparent 10px 34px),
repeating-linear-gradient(90deg, #ffd48a2b 0 12px, transparent 12px 40px);
}
.cs-t1 {
left: 300px;
height: 430px;
}
.cs-t2 {
left: 820px;
width: 260px;
height: 640px;
}
.cs-t3 {
left: 1340px;
height: 380px;
}
/* Flat ground plane. A rotateX'd floor would poke through the title
plane under preserve-3d, so depth here comes from translateZ only. */
.cs-floor {
position: absolute;
left: 0;
right: 0;
top: 56%;
bottom: 0;
background:
repeating-linear-gradient(90deg, #4d6ea03d 0 3px, transparent 3px 150px),
repeating-linear-gradient(0deg, #4d6ea03d 0 3px, transparent 3px 70px),
linear-gradient(#0a1224, #04070f);
}
.cs-title {
position: absolute;
left: 0;
right: 0;
top: 300px;
text-align: center;
font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
font-weight: 800;
font-size: 148px;
line-height: 1.1;
letter-spacing: -0.03em;
color: #ffffff;
text-shadow: 0 12px 44px rgba(0, 0, 0, 0.75);
}
.cs-title span {
display: block;
}
.cs-post {
position: absolute;
left: 120px;
bottom: 0;
width: 46px;
height: 620px;
background: linear-gradient(#25324f, #060a14);
border-radius: 6px;
}
.cs-post-b {
left: auto;
right: 150px;
height: 720px;
}
/* ---- static frame guide: proves the WORLD moves, not the frame ----- */
#cs-guide {
position: absolute;
inset: 0;
pointer-events: none;
}
/* Thirds as four thin bars, not one full-frame gradient layer: a
full-inset element over the title reads as an occluder to the
layout checker even when its paint is mostly transparent. */
#cs-guide .cs-line {
position: absolute;
background: rgba(255, 255, 255, 0.25);
}
#cs-guide .cs-v1 {
left: 639px;
top: 0;
width: 3px;
height: 1080px;
}
#cs-guide .cs-v2 {
left: 1279px;
top: 0;
width: 3px;
height: 1080px;
}
#cs-guide .cs-h1 {
left: 0;
top: 359px;
width: 1920px;
height: 3px;
}
#cs-guide .cs-h2 {
left: 0;
top: 719px;
width: 1920px;
height: 3px;
}
#cs-guide .cs-reticle {
position: absolute;
left: 910px;
top: 490px;
width: 100px;
height: 100px;
border: 3px solid #ff4d3d;
border-radius: 50%;
}
#cs-guide .cs-reticle::after {
content: "";
position: absolute;
left: 47px;
top: -40px;
width: 3px;
height: 180px;
background: #ff4d3d;
}
#cs-guide .cs-tick {
position: absolute;
width: 70px;
height: 70px;
border: 4px solid #ffffffbb;
}
#cs-guide .cs-tl {
left: 70px;
top: 70px;
border-right: 0;
border-bottom: 0;
}
#cs-guide .cs-tr {
right: 70px;
top: 70px;
border-left: 0;
border-bottom: 0;
}
#cs-guide .cs-bl {
left: 70px;
bottom: 70px;
border-right: 0;
border-top: 0;
}
#cs-guide .cs-br {
right: 70px;
bottom: 70px;
border-left: 0;
border-top: 0;
}
#cs-readout {
position: absolute;
left: 70px;
bottom: 170px;
font-family: Menlo, Consolas, monospace;
font-size: 30px;
letter-spacing: 0.02em;
color: #ffffffe6;
text-shadow: 0 2px 10px rgba(0, 0, 0, 0.9);
}
</style>
</head>
<body>
<!--
WIRING (what you copy into a host composition):
1. the .camera-shake-frame / .camera-shake-rig CSS above
2. the cameraShake() helper in the script below (profile table included)
3. wrap the thing you want shot:
<div class="camera-shake-frame">
<div class="camera-shake-rig" id="shot"> <video .../> </div>
</div>
4. drive it from your paused timeline:
cameraShake(tl, "#shot", { profile: "handheld-wideangle-strong", duration: 8 });
Everything with a `cs-` class below is the self-preview world, not the snippet.
-->
<div
id="cs-root"
data-composition-id="camera-shake"
data-start="0"
data-duration="6"
data-fps="30"
data-width="1920"
data-height="1080"
style="position: relative; width: 1920px; height: 1080px; background: #05070f"
>
<div
class="camera-shake-frame clip"
id="cs-frame"
data-start="0"
data-duration="6"
data-track-index="0"
>
<!-- The rig is deliberately larger than the frame (overscan) and
deliberately leaves it under shake: that IS the effect, so every
moving layer is marked as intentional overflow. -->
<div class="camera-shake-rig" id="cs-rig" data-layout-allow-overflow>
<div class="cs-layer cs-sky" data-cs-z="-900" data-layout-allow-overflow></div>
<div class="cs-layer cs-farlayer" data-cs-z="-520" data-layout-allow-overflow>
<div class="cs-skyline" data-layout-allow-overflow></div>
</div>
<div class="cs-layer cs-midlayer" data-cs-z="-240" data-layout-allow-overflow>
<div class="cs-tower cs-t1" data-layout-allow-overflow></div>
<div class="cs-tower cs-t2" data-layout-allow-overflow></div>
<div class="cs-tower cs-t3" data-layout-allow-overflow></div>
</div>
<div class="cs-layer cs-floorlayer" data-cs-z="-90" data-layout-allow-overflow>
<div class="cs-floor" data-layout-allow-overflow></div>
</div>
<div class="cs-layer cs-titlelayer" data-cs-z="0" data-layout-allow-overflow>
<div class="cs-title">
<span>CAMERA</span>
<span>SHAKE</span>
</div>
</div>
<div class="cs-layer cs-nearlayer" data-cs-z="110" data-layout-allow-overflow>
<div class="cs-post" data-layout-allow-overflow></div>
<div class="cs-post cs-post-b" data-layout-allow-overflow></div>
</div>
</div>
</div>
<div id="cs-guide" class="clip" data-start="0" data-duration="6" data-track-index="1">
<div class="cs-line cs-v1"></div>
<div class="cs-line cs-v2"></div>
<div class="cs-line cs-h1"></div>
<div class="cs-line cs-h2"></div>
<div class="cs-tick cs-tl"></div>
<div class="cs-tick cs-tr"></div>
<div class="cs-tick cs-bl"></div>
<div class="cs-tick cs-br"></div>
<div class="cs-reticle"></div>
<div id="cs-readout">profile</div>
</div>
</div>
<script>
/* =====================================================================
camera-shake - procedural handheld / Steadicam / rig camera shake.
PROVENANCE + LICENCE. The nine profiles below are measured PARAMETER
VALUES (amplitudes in degrees, frequencies in Hz, three octaves per
axis) read off Unity Cinemachine's shipped noise presets. Cinemachine
is under the Unity Companion License, which is NOT permissive: no
Unity file is vendored, copied or imported here, and none of the code
below derives from Unity source. What is reused is the numeric data -
facts about how much a camera moves - plus a three-line sampler shape
that is standard mathematics (sum of octaves of noise / cosine). The
noise function, the screen-space projection, the lens model, the
overscan solver and the seek-safe driver are all original.
DETERMINISM. Every value is a closed-form function of `t`:
channel(t) = (valueNoise(freq*t + offset) - 0.5) * amplitude
channel(t) = cos((freq*t + offset) * 2PI) * amplitude * 0.5
No accumulator, no dt, no clock, no unseeded random. Seeking straight
to frame N produces exactly the same state as stepping to frame N.
The per-frame work is driven from a PROPERTY SETTER on a tweened
driver object - NOT from tl.eventCallback("onUpdate"), which GSAP
suppresses on seek() and which would freeze the shake on frame 0.
===================================================================== */
(function () {
window.__timelines = window.__timelines || {};
var RAD = Math.PI / 180;
/* ---- the nine profiles ------------------------------------------
rot[octave] = [ [ampXdeg, freqHz], [ampY, freq], [ampZ, freq] ]
null = the preset has no channel on that axis for that octave.
`lens` selects the focal length used for the screen projection.
The optical truth in this table: wide-angle carries 12 deg on X
where telephoto carries 4 deg, because a long lens magnifies
angular jitter - amplitude scales inversely with focal length.
Keep the 3x ratio; it is the whole reason there are lens variants.
------------------------------------------------------------------ */
var CS_PROFILES = {
"handheld-normal-mild": {
lens: "normal",
rot: [
[[7, 0.15], [5, 0.1], null],
[[4, 0.8], [2, 0.75], null],
[[1, 1.2], [0.8, 1.5], null],
],
},
"handheld-normal-strong": {
lens: "normal",
rot: [
[[10, 0.4], [10, 0.06], null],
[[5, 1.44], [3, 0.73], null],
[[3, 2.49], [1, 2.0], null],
],
},
"handheld-normal-extreme": {
lens: "normal",
rot: [
[[15, 0.2], [7, 0.25], null],
[[5, 0.9], [3, 1.0], null],
[[2, 2.0], null, null],
],
},
"handheld-wideangle-mild": {
lens: "wide",
rot: [
[[12, 0.15], [5, 0.1], null],
[[5, 0.6], [4, 0.45], null],
[[1, 1.5], [1, 1.2], null],
],
},
"handheld-wideangle-strong": {
lens: "wide",
rot: [
[[17.46, 0.5], [5, 0.25], null],
[
[12.47, 0.94],
[4, 0.5],
[1, 0.4],
],
[[4, 1.2], [2, 1.3], null],
],
},
"handheld-tele-mild": {
lens: "tele",
rot: [
[[4, 0.2], [2, 0.15], null],
[[2, 0.4], [2, 0.5], null],
[[1, 0.7], [1, 0.6], null],
],
},
"handheld-tele-strong": {
lens: "tele",
rot: [
[
[6.19, 0.39],
[4, 0.15],
[1, 0.1],
],
[[1.84, 1.75], [0.5, 0.9], null],
[[2.3, 2.0], [0.5, 1.4], null],
],
},
/* 6D Shake also carries POSITION channels (Unity world units, not
degrees). Every position channel is a "constant" (cosine) channel
except octave-2 Y, which is noise - that asymmetry is in the
measured data and is kept. */
"rig-6d-shake": {
lens: "normal",
rot: [
[
[0.09, 5.83],
[0.059, 1.8],
[0.017, 2.38],
],
[
[0.14, 9.17],
[0.041, 11.35],
[0.009, 10.52],
],
[
[0.15, 57.17],
[0.048, 54.17],
[0.016, 63.76],
],
],
pos: [
[
[0.011, 3.2, 1],
[0.059, 1.9, 1],
[0.021, 3.33, 1],
],
[
[0.009, 7.7, 1],
[0.04, 9.1, 0],
[0.009, 9.22, 1],
],
[
[0.002, 51.51, 1],
[0.05, 55.54, 1],
[0.017, 58.55, 1],
],
],
},
"rig-6d-wobble": {
lens: "normal",
rot: [
[
[0.987, 5.2],
[1.34, 5.39],
[2, 2.23],
],
[
[0.73, 9.17],
[0.86, 11.35],
[0.51, 8.31],
],
[
[0.78, 13.52],
[0.55, 27.66],
[0.28, 18.91],
],
],
},
};
/* Lens -> pinhole projection distance, in pixels.
Two constraints, and they have to be satisfied together:
1) SCALE. These amplitudes were authored against a camera with a
60 degree VERTICAL field of view, so the "normal" lens must
reproduce that framing or every profile comes out roughly twice
as violent as intended: D_normal = (H/2) / tan(30deg).
2) RATIO. 28 / 50 / 85mm are the standard wide / normal / tele
primes; D scales with focal length, so wide:tele is 1:3.04 -
the exact reciprocal of the 12deg:4deg amplitude ratio in the
profile table. That reciprocal is why all seven handheld presets
land within ~15% of the same on-screen displacement while still
looking like completely different lenses. */
var CS_LENS_MM = { wide: 28, normal: 50, tele: 85 };
var CS_REF_VFOV_DEG = 60;
/* Unity position channels are world units with no pixel equivalent.
240 px/unit is AUTHORED (it puts 6D Shake's buzz at a few pixels,
which is what an engine-vibration preset should look like). It is
the one number here that is not measured. */
var CS_UNIT_PX = 240;
/* Tilting the content plate is a stand-in for rotating the camera, and
it degenerates. The plate is a finite rectangle sitting AT the
projection distance, so tipping it drives its far corner backwards
by (half-diagonal * sin tilt); once that approaches D the corner
crosses the eye plane, the projection blows up, and NO amount of
overscan covers the frame - increasing the scale only pushes the
corner further behind the eye. It bites first on wide lenses, where
D is small and the plate is optically enormous.
So the tilt ceiling is derived, not picked: allow the corner to sink
at most a quarter of the way to the eye. 28mm gets ~6.8 deg, 50mm
~12.3 deg, 85mm ~21.2 deg - wide lenses keystone least, which is
also what they look like. The FRAMING swing, which is what the
measured degrees actually encode, is never clamped: the shot still
moves by the full authored amount and only the world's keystone
stops growing. */
var CS_TILT_DEPTH_BUDGET = 0.25;
/* ---- deterministic 1-D value noise (original implementation) ------
Integer hash -> [0,1), smootherstep interpolation between lattice
points. Pure function of (x, seed): no state, no Math.random. */
function csHash(i, seed) {
var h = Math.imul(i | 0, 374761393) + Math.imul(seed | 0, 668265263);
h = (h ^ (h >>> 13)) >>> 0;
h = Math.imul(h, 1274126177) >>> 0;
return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
}
function csNoise(x, seed) {
var i = Math.floor(x);
var f = x - i;
var u = f * f * f * (f * (f * 6 - 15) + 10);
return csHash(i, seed) * (1 - u) + csHash(i + 1, seed) * u;
}
/* One channel of one octave. `constant` picks the cosine form.
Each channel gets its own seed AND its own time offset: sharing
offsets correlates the axes and the shake collapses into a diagonal
line, which is the classic tell of fake handheld. */
function csChannel(amp, freq, t, seed, constant) {
var u = freq * t + seed * 7.13;
if (constant) return Math.cos(u * 2 * Math.PI) * amp * 0.5;
return (csNoise(u, seed) - 0.5) * amp;
}
function csSample(profile, t, intensity, freqScale) {
var rot = [0, 0, 0];
var pos = [0, 0, 0];
var o, a, ch;
for (o = 0; o < profile.rot.length; o++) {
for (a = 0; a < 3; a++) {
ch = profile.rot[o][a];
if (!ch) continue;
rot[a] += csChannel(ch[0] * intensity, ch[1] * freqScale, t, o * 3 + a, 0);
}
}
if (profile.pos) {
for (o = 0; o < profile.pos.length; o++) {
for (a = 0; a < 3; a++) {
ch = profile.pos[o][a];
if (!ch) continue;
pos[a] += csChannel(ch[0] * intensity, ch[1] * freqScale, t, 32 + o * 3 + a, ch[2]);
}
}
}
return { pitch: rot[0], yaw: rot[1], roll: rot[2], px: pos[0], py: pos[1], pz: pos[2] };
}
/* ---- the public helper ------------------------------------------
cameraShake(tl, target, opts)
profile one of the nine ids
intensity amplitude multiplier (default 1)
frequency frequency multiplier (default 1)
rotation false = translation only (gimbal-stabilised look)
duration seconds of shake (default 6)
at timeline position (default 0)
fps sampling rate for the overscan solve (default 30)
overscan force a scale instead of solving for one
Returns { distance, overscan, peakX, peakY, peakRoll }.
------------------------------------------------------------------ */
window.cameraShake = function (tl, target, opts) {
opts = opts || {};
var el = typeof target === "string" ? document.querySelector(target) : target;
if (!el) return null;
var profile = CS_PROFILES[opts.profile] || CS_PROFILES["handheld-normal-mild"];
var intensity = opts.intensity === undefined ? 1 : Number(opts.intensity);
var freqScale = opts.frequency === undefined ? 1 : Number(opts.frequency);
var withRotation = opts.rotation !== false;
var dur = opts.duration === undefined ? 6 : Number(opts.duration);
var at = opts.at === undefined ? 0 : Number(opts.at);
var fps = opts.fps === undefined ? 30 : Number(opts.fps);
var box = el.getBoundingClientRect();
var W = box.width || el.offsetWidth || 1920;
var H = box.height || el.offsetHeight || 1080;
var D = (H / 2 / Math.tan((CS_REF_VFOV_DEG / 2) * RAD)) * (CS_LENS_MM[profile.lens] / 50);
// The frame (overflow-hidden parent) carries the lens perspective so
// that depth layers inside the rig parallax instead of sliding flat.
var frame = el.parentElement;
if (frame) frame.style.perspective = D + "px";
// Depth layers: compensate scale so a layer at z still fills frame.
var layers = el.querySelectorAll("[data-cs-z]");
for (var i = 0; i < layers.length; i++) {
var z = Number(layers[i].getAttribute("data-cs-z")) || 0;
layers[i].style.transform = "translateZ(" + z + "px) scale(" + (D - z) / D + ")";
}
var maxTiltDeg =
Math.asin(Math.min(0.9, (CS_TILT_DEPTH_BUDGET * D) / Math.sqrt((W * W + H * H) / 4))) /
RAD;
function clampTilt(deg) {
return Math.max(-maxTiltDeg, Math.min(maxTiltDeg, deg));
}
function state(t) {
var s = csSample(profile, t, intensity, freqScale);
// Pinhole projection: a camera rotation of theta about its nodal
// point shifts the projected image by D*tan(theta). That shift and
// the plate rotation together ARE the rotation-about-the-nodal-
// point decomposition - it is not double counting.
var x = -D * Math.tan(s.yaw * RAD) + s.px * CS_UNIT_PX;
var y = D * Math.tan(s.pitch * RAD) + s.py * CS_UNIT_PX;
return {
x: x,
y: y,
roll: withRotation ? clampTilt(s.roll) : 0,
pitch: withRotation ? clampTilt(s.pitch) : 0,
yaw: withRotation ? clampTilt(s.yaw) : 0,
dolly: 1 + (s.pz * CS_UNIT_PX) / D,
};
}
// Overscan. The shake is a closed form, so the scale that keeps the
// plate covering the frame is computed per frame and the worst kept.
// Per frame, not worst-of-each-axis: peak pitch and peak yaw do not
// land on the same frame, and combining their maxima would zoom in
// for a frame that never exists. Three terms:
// translation - the plate must reach 2*|offset| further
// roll - a rolled W x H rect covers W x H at
// (W cos r + H sin r) / W (and the H twin)
// keystone - under perspective the edge that tips AWAY shrinks
// toward the projection centre. The lever arm is NOT
// the plate half-size: CSS projects about the FRAME's
// perspective-origin, so a plate that is translated
// AND tipped swings its far corner about a point
// |offset| further out. Using (H/2 + |y|) instead of
// H/2 is what makes this hold on the wide-angle
// profiles; the earlier H/2 form tore a corner off
// the frame at 28mm. Verified by DOM hit-test probe
// across all nine profiles at intensity 1, 2 and 3.
var maxX = 0,
maxY = 0,
maxRoll = 0,
overscan = 1;
for (var f = 0; f <= Math.ceil(dur * fps); f++) {
var st = state(f / fps);
maxX = Math.max(maxX, Math.abs(st.x));
maxY = Math.max(maxY, Math.abs(st.y));
maxRoll = Math.max(maxRoll, Math.abs(st.roll));
var rr = Math.abs(st.roll) * RAD;
var need =
(Math.max(
(W * Math.cos(rr) + H * Math.sin(rr)) / W,
(H * Math.cos(rr) + W * Math.sin(rr)) / H,
) *
Math.max(1 + (2 * Math.abs(st.x)) / W, 1 + (2 * Math.abs(st.y)) / H) *
(1 +
((H / 2 + Math.abs(st.y)) / D) * Math.sin(Math.abs(st.pitch) * RAD) +
((W / 2 + Math.abs(st.x)) / D) * Math.sin(Math.abs(st.yaw) * RAD))) /
Math.max(0.5, st.dolly);
overscan = Math.max(overscan, need);
}
overscan = opts.overscan === undefined ? overscan * 1.02 : Number(opts.overscan);
function apply(t) {
var s = state(t);
gsap.set(el, {
x: s.x,
y: s.y,
rotation: s.roll,
rotationX: s.pitch,
rotationY: -s.yaw,
scale: overscan * s.dolly,
});
}
// Seek-safe driver: GSAP writes `t` on every render, including
// seek(), so the setter runs on every frame. An onUpdate callback
// would NOT - GSAP suppresses events on seek and the shake would
// freeze on frame 0.
var driver = {};
var value = 0;
Object.defineProperty(driver, "t", {
get: function () {
return value;
},
set: function (next) {
value = next;
apply(next);
},
});
apply(0);
tl.to(driver, { t: dur, duration: dur, ease: "none" }, at);
return {
distance: D,
overscan: overscan,
peakX: maxX,
peakY: maxY,
peakRoll: maxRoll,
};
};
/* ---- self-preview (not part of the snippet) ----------------------- */
var vars =
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {};
var PROFILE = vars.shakeProfile || "handheld-normal-mild";
var INTENSITY = vars.shakeIntensity === undefined ? 1 : Number(vars.shakeIntensity);
var FREQUENCY = vars.shakeFrequency === undefined ? 1 : Number(vars.shakeFrequency);
var ROTATION = !(vars.shakeRotation === false || vars.shakeRotation === "false");
var tl = gsap.timeline({ paused: true });
var info = window.cameraShake(tl, "#cs-rig", {
profile: PROFILE,
intensity: INTENSITY,
frequency: FREQUENCY,
rotation: ROTATION,
duration: 6,
fps: 30,
});
var readout = document.getElementById("cs-readout");
if (readout && info) {
readout.textContent =
PROFILE +
" | " +
CS_LENS_MM[(CS_PROFILES[PROFILE] || CS_PROFILES["handheld-normal-mild"]).lens] +
"mm | x" +
INTENSITY +
" amp x" +
FREQUENCY +
" freq | rot " +
(ROTATION ? "on" : "off") +
" | overscan " +
info.overscan.toFixed(3);
}
window.__timelines["camera-shake"] = tl;
})();
</script>
</body>
</html>
camera shake handheld effect cinematic.