| Name | Shows in the mixer overlay. Give layers on two Rigs' handhelds the same name (and the same Makes and Plays) and they carry on as one motion across a blend, so the breathing never restarts. | none |
| On | Off, this layer adds nothing. | on |
| Makes | What kind of motion this layer makes. Choices: Noise: smooth random wander, Kick: a push that springs back, Wave: a steady rhythm, Curve: your own keyframes, Stride: locked to footfalls, Response: follows a value through a spring, Settle: a jitter that dies away. | Noise: smooth random wander |
| Plays | When it plays while its shake runs. Choices: Continuously, Once, when the shake starts, Every time an event happens, Over and over. | Continuously |
| When | For Every Time An Event Happens: which event. Choices: Any footstep, Left footstep, Right footstep, Landing, Jump, Crouching, Standing up, Burst, Jolt (fighting momentum), Whip pan, FOV punch, Rumble, Named event. | Any footstep |
| Event Name | For a named event: its name, as sent with Send Camera Event. | none |
| Repeat By | For Over And Over: what it counts between repeats. Choices: Seconds, Centimetres the camera travels. | Seconds |
| Repeats Every | For Over And Over: seconds, or centimetres the camera travels, between repeats when the layer's drivers have it at its weakest. At least 0.01. | 0.2 |
| Repeats Every At Full | The same at full strength, so a building charge can rumble faster as well as harder. A layer with no drivers is always at full, so this is the one it uses. At least 0.01. | 0.2 |
| Alternates Sides | For Over And Over: each repeat goes to the other side, left then right, the way footfalls do. Only the sideways movement, yaw and roll alternate. | off |
| Starts After (s) | A wait between the trigger and the motion, in seconds: a beat of anticipation, or an operator catching up with a hit. Variation's Reaction Delay changes it a little each time. From 0 to 2. | 0 |
| Movement (cm) › On | Off, this channel adds nothing. | on |
| Movement (cm) › Amount | How far it moves on each axis: forward, right and up in cm for Movement, or pitch, yaw and roll in degrees for Tilt. A Kick peaks at exactly this; Noise only rarely goes past it. | X 0, Y 0, Z 0 |
| Movement (cm) › Speed (Hz) | Noise and Wave: how fast it moves, in cycles per second. 1 is breathing, 8 is a tremble. Settle: how fast it shudders, 10 to 20 for a snap. A Curve layer's pace is its Curve Length instead. | 1 |
| Movement (cm) › Speed Per Axis | Speed multiplier per axis, so a slow heave can sit under a quick sideways buzz. | X 1, Y 1, Z 1 |
| Movement (cm) › Roughness | Noise and Settle: fine detail on top of the main motion. 0 is smooth, 1 is gritty. From 0 to 1. | 0.35 |
| Movement (cm) › Settles In (s) | Kick, Response and Settle: seconds to come to rest. Short is a snap, long is a slow sway back. At least 0.02. | 0.4 |
| Movement (cm) › Overshoot (%) | Kick and Response: how far it swings past rest on the way back, in percent of the push. 0 never passes it. From 0 to 95. | 20 |
| Movement (cm) › Phase Per Axis | Wave only: where each axis starts in its cycle, 0 to 1, so axes can move out of step. | X 0, Y 0, Z 0 |
| Movement (cm) › Wave Shape | Wave only: the shape of each cycle. Choices: Sine, Triangle, Rounded square, Rounded saw. | Sine |
| Movement (cm) › Curves › X | Forward, or pitch on Tilt. Read over 0 to 1; values are fractions of the channel's Amount. | no curve |
| Movement (cm) › Curves › Y | Right, or yaw on Tilt. | no curve |
| Movement (cm) › Curves › Z | Up, or roll on Tilt. | no curve |
| Tilt (deg) › On | Off, this channel adds nothing. | on |
| Tilt (deg) › Amount | How far it moves on each axis: forward, right and up in cm for Movement, or pitch, yaw and roll in degrees for Tilt. A Kick peaks at exactly this; Noise only rarely goes past it. | X 0, Y 0, Z 0 |
| Tilt (deg) › Speed (Hz) | Noise and Wave: how fast it moves, in cycles per second. 1 is breathing, 8 is a tremble. Settle: how fast it shudders, 10 to 20 for a snap. A Curve layer's pace is its Curve Length instead. | 1 |
| Tilt (deg) › Speed Per Axis | Speed multiplier per axis, so a slow heave can sit under a quick sideways buzz. | X 1, Y 1, Z 1 |
| Tilt (deg) › Roughness | Noise and Settle: fine detail on top of the main motion. 0 is smooth, 1 is gritty. From 0 to 1. | 0.35 |
| Tilt (deg) › Settles In (s) | Kick, Response and Settle: seconds to come to rest. Short is a snap, long is a slow sway back. At least 0.02. | 0.4 |
| Tilt (deg) › Overshoot (%) | Kick and Response: how far it swings past rest on the way back, in percent of the push. 0 never passes it. From 0 to 95. | 20 |
| Tilt (deg) › Phase Per Axis | Wave only: where each axis starts in its cycle, 0 to 1, so axes can move out of step. | X 0, Y 0, Z 0 |
| Tilt (deg) › Wave Shape | Wave only: the shape of each cycle. Choices: Sine, Triangle, Rounded square, Rounded saw. | Sine |
| Tilt (deg) › Curves › X | Forward, or pitch on Tilt. Read over 0 to 1; values are fractions of the channel's Amount. | no curve |
| Tilt (deg) › Curves › Y | Right, or yaw on Tilt. | no curve |
| Tilt (deg) › Curves › Z | Up, or roll on Tilt. | no curve |
| Lens (deg) › On | Lets this layer widen or narrow the view. Off by default, as most layers leave the lens alone. | off |
| Lens (deg) › Amount (deg) | Degrees of field of view at most. Positive widens. | 0 |
| Lens (deg) › Speed (Hz) | Noise, Wave and Settle: how fast it moves, in cycles per second. A Curve layer's pace is its Curve Length instead. | 1 |
| Lens (deg) › Roughness | Noise and Settle: fine detail. From 0 to 1. | 0.2 |
| Lens (deg) › Settles In (s) | Kick, Response and Settle: seconds to come to rest. At least 0.02. | 0.4 |
| Lens (deg) › Overshoot (%) | Kick and Response: swing past rest, in percent. From 0 to 95. | 10 |
| Lens (deg) › Phase | Wave only: where the cycle starts, 0 to 1. | 0 |
| Lens (deg) › Wave Shape | Wave only: the shape of each cycle. Choices: Sine, Triangle, Rounded square, Rounded saw. | Sine |
| Lens (deg) › Curve | Curve and Stride: over 0 to 1, as a fraction of Amount. | no curve |
| Curve Length (s) | Curve only: how long the curves take to play through, in seconds. At least 0.01. | 1 |
| Curve Loops | Curve only: start again at the end instead of stopping. | off |
| Fades › Fades In Over (s) | Seconds to fade in, each time the layer starts. | 0 |
| Fades › Holds For (s) | Seconds at full strength between the fades. A continuous layer holds for as long as its shake runs. | 0 |
| Fades › Fades Out Over (s) | Seconds to fade out at the end. A continuous layer fades out when its shake stops. | 0 |
| Fades › Shape Over Its Life | Optional: your own shape for the layer's whole life, drawn over 0 to 1. It replaces the fades above, which then only set how long it lasts. A sharp crack with a long tail is a curve. | no curve |
| Fades › Event Sets The Length | When the event comes with a length, like an FOV punch, the layer lasts exactly that long, with its fades stretched or squeezed in proportion to fit. | off |
| Direction | Which way the layer pushes each time it's triggered. A push to the right slides right, yaws right and rolls left; give the roll a negative Amount to roll towards it instead. Choices: Random, From the event, Always this way. | Random |
| Push Direction | For Always This Way: the push in the camera's frame. X forward, Y right, Z up. | X 0, Y 0, Z 1 |
| Direction Bias (%) | How closely the push follows the event's direction, in percent. 100 follows it exactly; lower leaves more to chance. From 0 to 100. | 85 |
| Builds Up | Kick only: kicks that land before the last one settles add up, so sustained fire keeps pushing the camera further and it eases back once the firing stops. A single kick is unchanged. Recoil. | off |
| Most Build Up | Kick with Builds Up: the most it can add up to, as a multiple of one kick. At least 1. | 3 |
| Build Up Drains Over (s) | Kick with Builds Up: seconds for the climb to drain away once the kicks stop. At least 0.01. | 0.5 |
| Reacts To › Driven By | What this listens to. Choices: Camera: speed (cm/s), Camera: acceleration (cm/s²), Camera: braking (cm/s²), Camera: acceleration forward (cm/s², signed), Camera: acceleration right (cm/s², signed), Camera: acceleration up (cm/s², signed), Camera: turn rate (deg/s), Camera: yaw rate (deg/s, signed), Camera: pitch rate (deg/s, signed), Camera: whip (deg/s²), Camera: yaw whip (deg/s², signed), Character: speed (cm/s), Character: speed as a fraction of a run, Character: acceleration (cm/s²), Character: acceleration forward (cm/s², signed), Character: acceleration right (cm/s², signed), Character: speed right (cm/s, signed), Character: fighting their momentum (cm/s, signed), Character: falling speed (cm/s), Character: on the ground (0 or 1), Character: crouched (0 or 1), Character: aiming (0 or 1), Character: sliding (0 or 1), Character: in a locomotion state (0 or 1), Character: boost (0 to 1), Character: jump charge (0 to 1), Character: action charge (0 to 1), Character: roll the move asks for (deg, signed), Character: stride position (0 to 1), Effort (0 to 1), Focus (0 to 1), Distance to where it happened (cm), Time playing (s), Strength of the event (0 to 1), Camera: how hard the operator is working (x), Camera: how hard the operator is walking (x), Character: any charge (0 to 1), A gameplay value, by name. | Camera: speed (cm/s) |
| Reacts To › Name | The value's name, for a gameplay value or a locomotion state. | none |
| Reacts To › Starts At | Below this, the layer sits at Strength At Start. In the driver's own units. | 0 |
| Reacts To › Full At | At or past this, the layer sits at Strength At Full. | 600 |
| Reacts To › Strength at Start | How strong the layer is at or below Starts At. 0 is silent, 1 is as authored. | 0 |
| Reacts To › Strength at Full | How strong it is at or past Full At. Above 1 makes it stronger than authored. | 1 |
| Reacts To › Response Curve | Optional shape for the ramp between the two, read left to right over 0 to 1. Empty is a straight line. | no curve |
| Reacts To › Either Direction | For a signed value: count both directions the same. Off, a Response layer moves the opposite way for negative values. | on |
| Reacts To › Rises Over (s) | Seconds for the strength to rise to a new level. Short is responsive, long is a slow swell. | 0.15 |
| Reacts To › Falls Over (s) | Seconds for it to fall back. Longer than rising reads as a person settling rather than a switch. | 0.4 |
| Reacts To › Reacts After (s) | How late the layer reacts, in seconds. Around 0.1 feels like a person a beat behind, 0 like a machine. The layer's Variation can make it a little different each time. From 0 to 1. | 0 |
| Driven By | What makes this layer stronger or weaker. Several multiply together. Empty is always full strength. | empty |
| Keep Character Framed (%) | How much the character holds their spot on screen while this layer shakes everything around them, in percent. 100 keeps them exactly in place; 0 moves the whole frame. Handheld reads best around 60, impacts at 0. From 0 to 100. Tick the box beside it to use it. | unticked (0 once ticked) |
| Moves In | Whose forward, right and up the movement uses. Choices: The camera's, The world's. | The camera's |
| Runs On | Game time slows with slow motion; real time keeps going. Choices: Game time, Real time. | Game time |
| Group | Which mixer group this layer plays into. None uses the shake's group. | none |
| Strength | Overall strength of this layer. 1 is as authored. | 1 |
| Variation › Amount (± %) | Plus or minus this much of the strength, in percent. From 0 to 100. | 15 |
| Variation › Speed (± %) | Plus or minus this much of the speed, in percent. From 0 to 100. | 10 |
| Variation › Reaction Delay (± %) | Plus or minus this much of the reaction delays (Starts After and each driver's Reacts After), in percent. From 0 to 100. | 25 |
| Variation › Overshoot (± %) | Plus or minus this much of the overshoot, in percent of itself. From 0 to 100. | 20 |
| Variation › Direction (± deg) | Plus or minus this many degrees on the direction of each push. From 0 to 180. | 10 |
| Variation › Wanders Over (s) | Continuous layers: seconds for the values to wander from one end of the range to the other. At least 0.1. | 4 |