Shake valuesOlder engines1.3
Every shipped shake as a block you can paste straight onto a new asset. For 5.3 to 5.7, where the plugin installs without content.
Builds for 5.3 to 5.7 ship without content, so the shakes the 5.8 build carries aren't there: the thirty in the library and the ones each style plays. Every one is below as a block of text you paste onto a new shake, with what it's for and which Rigs and lock-on presets play it. The Rigs themselves are on rig values.
Making a shake#
- 1
Create the asset.
Right-click in the Content Browser, choose Miscellaneous → Data Asset, and pick Blendable Shake Asset. Name it after the shake you're recreating.
- 2
Copy a block.
Copy the block for the shake you want from below. It's the whole shake on one line.
- 3
Paste it in.
Open the asset, unfold Advanced at the bottom of the panel, and click Paste beside Copy Or Paste The Whole Shake. It can be undone.
- 4
Check it took.
The graph at the top of the panel draws the shake as it stands, so a graph that moves means it took. If nothing changed, the clipboard held something other than a block: copy it again, from the opening bracket to the closing one.
- 5
Save and repeat.
Make the shakes your Rigs play first. Each says which below, and each Rig lists its own on rig values.
Handheld#
Shake_Handheld_Documentary#
A patient operator on a long lens: slow drift, small hunting reframes, and a beat late on every pan.
(Mode=Looping,Layers=((Name="Drift",Movement=(Amount=(X=0.000000,Y=0.300000,Z=0.250000),Speed=0.100000,Roughness=0.150000),Tilt=(Amount=(X=0.450000,Y=0.350000,Z=0.200000),Speed=0.120000,Roughness=0.150000),Variation=(DriftTime=8.000000)),(Name="Hunt",Movement=(bEnabled=False,Speed=0.600000,Roughness=0.500000),Tilt=(Amount=(X=0.150000,Y=0.200000,Z=0.050000),Speed=0.600000,Roughness=0.500000),Variation=(Amount=35.000000,DriftTime=3.000000)),(Name="Follow",Generator=Response,Movement=(bEnabled=False),Tilt=(Amount=(X=0.000000,Y=-1.500000,Z=0.000000),SettlesIn=0.900000,Overshoot=30.000000),ReactsTo=(Source=CameraYawRate,FullAt=180.000000,bUseMagnitude=False,ReactsAfter=0.150000)),(Name="Footfalls",Generator=Kick,Plays=Repeating,RepeatBy=CameraTravel,RepeatEvery=80.000000,RepeatEveryAtFull=80.000000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=100.000000,DrivenBy=((StartsAt=29.990000,FullAt=30.000999,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.306250,Variation=(Amount=14.285715))),Notes="A patient operator on a long lens: slow drift, small hunting reframes, and a beat late on every pan.",Group="Handheld",BlendTime=0.800000)Shake_Handheld_RunAndGun#
An operator running to keep up: heavy breathing that stays heavy after a sprint, a beat late on every pan, a jolt on a whip, hard footfalls.
(Mode=Looping,Layers=((Name="Breath",Movement=(Amount=(X=0.200000,Y=0.250000,Z=0.350000),Speed=0.400000),Tilt=(Amount=(X=0.350000,Y=0.250000,Z=0.300000),Speed=0.450000),DrivenBy=((Source=CameraMotion,FullAt=2.600000,StrengthAtFull=2.600000,RisesOver=0.500000,FallsOver=0.800000),(Source=Effort,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=1.800000,RisesOver=1.500000,FallsOver=2.500000))),(Name="Rattle",Movement=(Amount=(X=0.120000,Y=0.120000,Z=0.180000),Speed=9.000000,Roughness=0.450000),Tilt=(Amount=(X=0.300000,Y=0.250000,Z=0.300000),Speed=9.000000,Roughness=0.450000),DrivenBy=((Source=CameraTravel,FullAt=2.600000,StrengthAtFull=2.600000,RisesOver=0.400000,FallsOver=0.600000))),(Name="Footfalls",Generator=Kick,Plays=Repeating,RepeatBy=CameraTravel,RepeatEvery=60.000000,RepeatEveryAtFull=60.000000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=100.000000,DrivenBy=((StartsAt=39.990002,FullAt=40.000999,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.787500,Variation=(Amount=14.285715)),(Name="Catch up",Generator=Response,Movement=(bEnabled=False),Tilt=(Amount=(X=0.000000,Y=-1.200000,Z=0.600000),SettlesIn=0.500000,Overshoot=25.000000),ReactsTo=(Source=CameraYawRate,FullAt=300.000000,bUseMagnitude=False,ReactsAfter=0.080000)),(Name="Whip",Generator=Kick,Plays=OnEvent,Event=Whip,Movement=(bEnabled=False,SettlesIn=0.350000,Overshoot=30.000000),Tilt=(Amount=(X=0.600000,Y=1.200000,Z=0.800000),SettlesIn=0.350000,Overshoot=30.000000),Direction=FromEvent)),Notes="An operator running to keep up: heavy breathing that stays heavy after a sprint, a beat late on every pan, a jolt on a whip, hard footfalls.",Group="Handheld",BlendTime=0.500000)Shake_Handheld_Steadicam#
A stabilised rig. It barely breathes, and floats a little behind every start, stop and turn. Put it on a Rig's Handheld.
Played by Rig_ThirdPersonAlt_Default's Handheld, Rig_ThirdPerson_Default's Handheld, Rig_ThirdPerson_Gamepad's Handheld.
(Mode=Looping,Layers=((Name="Breath",Movement=(Amount=(X=0.000000,Y=0.100000,Z=0.150000),Speed=0.180000,Roughness=0.200000),Tilt=(Amount=(X=0.060000,Y=0.050000,Z=0.040000),Speed=0.220000,Roughness=0.200000),Variation=(DriftTime=6.000000)),(Name="Float",Generator=Response,Movement=(Amount=(X=0.000000,Y=-1.200000,Z=0.000000),SettlesIn=0.900000,Overshoot=8.000000),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=0.300000),SettlesIn=0.900000,Overshoot=8.000000),ReactsTo=(Source=CameraAccelRight,FullAt=2000.000000,bUseMagnitude=False)),(Name="Settle",Generator=Response,Movement=(Amount=(X=-1.000000,Y=0.000000,Z=0.000000),SettlesIn=0.800000,Overshoot=10.000000),Tilt=(bEnabled=False),ReactsTo=(Source=CameraAccelForward,FullAt=2000.000000,bUseMagnitude=False))),Notes="A stabilised rig. It barely breathes, and floats a little behind every start, stop and turn. Put it on a Rig\'s Handheld.",Group="Handheld",BlendTime=0.500000)Shake_Handheld_WalkAndTalk#
An operator walking with the character: steady breathing, a rattle when the rig is carried, a soft footfall every stride. Reads the Blendable Shake component's Camera Motion settings.
(Mode=Looping,Layers=((Name="Breath",Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.204400),Speed=0.280000,Roughness=0.200000),Tilt=(Amount=(X=0.146000,Y=0.070080,Z=0.058400),Speed=0.280000,Roughness=0.200000),DrivenBy=((Source=CameraMotion,FullAt=2.600000,StrengthAtFull=2.600000,RisesOver=0.667000,FallsOver=0.667000))),(Name="Rattle",Movement=(Amount=(X=0.070080,Y=0.070080,Z=0.093440),Speed=7.500000,Roughness=0.300000),Tilt=(Amount=(X=0.175200,Y=0.128480,Z=0.151840),Speed=7.500000,Roughness=0.300000),DrivenBy=((Source=CameraTravel,FullAt=2.600000,StrengthAtFull=2.600000,RisesOver=0.667000,FallsOver=0.667000))),(Name="Footfalls",Generator=Kick,Plays=Repeating,RepeatBy=CameraTravel,RepeatEvery=70.000000,RepeatEveryAtFull=70.000000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=100.000000,DrivenBy=((StartsAt=34.990002,FullAt=35.000999,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.481250,Variation=(Amount=14.285715))),Notes="An operator walking with the character: steady breathing, a rattle when the rig is carried, a soft footfall every stride. Reads the Blendable Shake component\'s Camera Motion settings.",Group="Handheld",BlendTime=0.500000)Body#
Shake_Body_Default#
The character's own motion: head bob per locomotion state, sway, lean, momentum, landings, the jump and the lens widening with a boost. Put it in the Blendable Shake component's Body list.
Played by Rig_ThirdPersonAlt_Default's Also Running, Rig_ThirdPerson_Default's Also Running, Rig_ThirdPerson_Gamepad's Also Running.
(Mode=Looping,Layers=((Name="Sway: Idle",Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.204400),Speed=0.280000,Roughness=0.000000),Tilt=(Amount=(X=0.146000,Y=0.070080,Z=0.058400),Speed=0.280000,Roughness=0.000000),DrivenBy=((Source=LocomotionState,Name="Idle",FullAt=1.000000,RisesOver=0.500000,FallsOver=0.500000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Walk",Generator=Stride,Movement=(Amount=(X=0.000000,Y=1.600000,Z=2.200000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.500000,Y=0.000000,Z=0.600000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Walk",FullAt=1.000000,RisesOver=0.250000,FallsOver=0.250000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.250000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Sway: Walk",Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.087600),Speed=0.900000,Roughness=0.000000),Tilt=(Amount=(X=0.116800,Y=0.087600,Z=0.087600),Speed=0.900000,Roughness=0.000000),DrivenBy=((Source=LocomotionState,Name="Walk",FullAt=1.000000,RisesOver=0.250000,FallsOver=0.250000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.400000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Sprint",Generator=Stride,Movement=(Amount=(X=0.000000,Y=2.600000,Z=4.200000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=1.100000,Y=0.000000,Z=1.400000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Sprint",FullAt=1.000000,RisesOver=0.200000,FallsOver=0.200000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.600000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Sway: Sprint",Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.146000),Speed=1.200000,Roughness=0.000000),Tilt=(Amount=(X=0.204400,Y=0.116800,Z=0.146000),Speed=1.200000,Roughness=0.000000),DrivenBy=((Source=LocomotionState,Name="Sprint",FullAt=1.000000,RisesOver=0.200000,FallsOver=0.200000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.500000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Crouch",Generator=Stride,Movement=(Amount=(X=0.000000,Y=3.400000,Z=1.000000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.250000,Y=0.350000,Z=1.600000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Crouch",FullAt=1.000000,RisesOver=0.450000,FallsOver=0.450000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.300000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Sway: Crouch",Movement=(Amount=(X=0.000000,Y=1.284800,Z=0.233600),Speed=0.200000,Roughness=0.000000),Tilt=(Amount=(X=0.233600,Y=0.759200,Z=0.554800),Speed=0.200000,Roughness=0.000000),DrivenBy=((Source=LocomotionState,Name="Crouch",FullAt=1.000000,RisesOver=0.450000,FallsOver=0.450000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.500000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Sway: Air",Movement=(bEnabled=False,Speed=1.600000,Roughness=0.000000),Tilt=(Amount=(X=0.204400,Y=0.146000,Z=0.233600),Speed=1.600000,Roughness=0.000000),DrivenBy=((Source=LocomotionState,Name="Air",FullAt=1.000000,FallsOver=0.150000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Sway: Slide",Movement=(bEnabled=False,Speed=1.600000,Roughness=0.000000),Tilt=(Amount=(X=0.204400,Y=0.146000,Z=0.233600),Speed=1.600000,Roughness=0.000000),DrivenBy=((Source=LocomotionState,Name="Slide",FullAt=1.000000,FallsOver=0.150000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lean: strafe",Generator=Response,Movement=(Amount=(X=0.000000,Y=-1.500000,Z=0.000000),SettlesIn=0.363636,Overshoot=0.163327),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=-2.200000),SettlesIn=0.363636,Overshoot=0.163327),ReactsTo=(Source=LateralSpeed,FullAt=750.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.350000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000,ArriveTangent=0.650000,LeaveTangent=0.650000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lean: turn",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.363636,Overshoot=0.163327),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=-1.600000),SettlesIn=0.363636,Overshoot=0.163327),ReactsTo=(Source=CameraYawRate,FullAt=220.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.350000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000,ArriveTangent=0.650000,LeaveTangent=0.650000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lean: move asks",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.363636,Overshoot=0.163327),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=45.000000),SettlesIn=0.363636,Overshoot=0.163327),ReactsTo=(Source=RollHint,FullAt=45.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Momentum: pitch",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.444444,Overshoot=0.008070),Tilt=(Amount=(X=-2.800000,Y=0.000000,Z=0.000000),SettlesIn=0.444444,Overshoot=0.008070),ReactsTo=(Source=ForwardAcceleration,FullAt=1750.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Momentum: push",Generator=Response,Movement=(Amount=(X=2.800000,Y=0.000000,Z=0.000000),SettlesIn=0.444444,Overshoot=0.008070),Tilt=(bEnabled=False,SettlesIn=0.444444,Overshoot=0.008070),ReactsTo=(Source=ForwardAcceleration,FullAt=2000.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Momentum: roll",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.444444,Overshoot=0.008070),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=2.200000),SettlesIn=0.444444,Overshoot=0.008070),ReactsTo=(Source=LateralAcceleration,FullAt=1833.333252,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Look trail: yaw",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.533333,Overshoot=8.773212),Tilt=(Amount=(X=0.000000,Y=-3.000000,Z=0.000000),SettlesIn=0.533333,Overshoot=8.773212),ReactsTo=(Source=CameraYawRate,FullAt=1250.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Look trail: pitch",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.533333,Overshoot=8.773212),Tilt=(Amount=(X=-2.200000,Y=0.000000,Z=0.000000),SettlesIn=0.533333,Overshoot=8.773212),ReactsTo=(Source=CameraPitchRate,FullAt=1222.222290,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Look trail: roll",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.533333,Overshoot=8.773212),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=1.600000),SettlesIn=0.533333,Overshoot=8.773212),ReactsTo=(Source=CameraYawRate,FullAt=1600.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Landing",Generator=Kick,Plays=OnEvent,Event=Landing,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-4.569258),SettlesIn=0.307692,Overshoot=2.820463),Tilt=(Amount=(X=1.713472,Y=0.000000,Z=0.000000),SettlesIn=0.307692,Overshoot=2.820463),Direction=FromEvent,DirectionBias=100.000000,Space=World,Group="Impacts",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Jump flick",Generator=Kick,Plays=OnEvent,Event=Jump,Movement=(Amount=(X=0.000000,Y=0.000000,Z=1.294623),SettlesIn=0.307692,Overshoot=2.820463),Tilt=(Amount=(X=-0.837697,Y=0.000000,Z=0.000000),SettlesIn=0.307692,Overshoot=2.820463),Direction=FromEvent,DirectionBias=100.000000,DrivenBy=((Source=EventStrength,FullAt=1.000000,StrengthAtStart=0.900000,StrengthAtFull=1.500000,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Impacts",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Jump wind-up",Generator=Response,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-9.000000),SettlesIn=0.363636,Overshoot=0.395161),Tilt=(Amount=(X=1.600000,Y=0.000000,Z=0.000000),SettlesIn=0.363636,Overshoot=0.395161),ReactsTo=(Source=JumpCharge,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),Space=World,Group="Impacts",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Burst",Generator=Kick,Plays=OnEvent,Event=Burst,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-3.426944),SettlesIn=0.307692,Overshoot=2.820463),Tilt=(Amount=(X=0.951929,Y=0.000000,Z=0.000000),SettlesIn=0.307692,Overshoot=2.820463),Direction=FromEvent,DirectionBias=100.000000,Space=World,Group="Impacts",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Burst lean",Generator=Kick,Plays=OnEvent,Event=Burst,Movement=(bEnabled=False),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=-1.051460),SettlesIn=0.363636,Overshoot=0.163327),Direction=FromEvent,DirectionBias=100.000000,DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Rumble",Generator=Kick,Plays=OnEvent,Event=Rumble,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=100.000000,Space=World,Group="Rumble",Strength=0.875000,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Burst rumble",Generator=Kick,Plays=OnEvent,Event=Burst,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.787500,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Charge rumble",Generator=Kick,Plays=Repeating,Event=Rumble,RepeatEveryAtFull=0.050000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=0.000000,DrivenBy=((Source=AnyCharge,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),(Source=AnyCharge,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.481250,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Slide rumble",Generator=Kick,Plays=Repeating,Event=Rumble,RepeatEvery=0.130000,RepeatEveryAtFull=0.045000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=0.000000,DrivenBy=((Source=Sliding,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),(Source=CharacterSpeed,StartsAt=250.000000,FullAt=1100.000000,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.875000,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Crouch rumble",Generator=Kick,Plays=OnEvent,Event=Crouch,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.612500,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Stand rumble",Generator=Kick,Plays=OnEvent,Event=Stand,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.612500,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Jolt",Generator=Kick,Plays=OnEvent,Event=Jolt,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.700000,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lens: boost",Generator=Response,Movement=(bEnabled=False),Tilt=(bEnabled=False),Lens=(bEnabled=True,Amount=7.000000,SettlesIn=0.500000,Overshoot=0.003499),ReactsTo=(Source=Boost,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lens: punch",Generator=Curve,Plays=OnEvent,Event=FOVPunch,Movement=(bEnabled=False),Tilt=(bEnabled=False),Lens=(bEnabled=True,Amount=14.000000),Fades=(FadeIn=0.150000,Hold=0.225000,FadeOut=0.700000,bUseEventDuration=True),Group="Impacts",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))),Notes="The character\'s own motion: head bob per locomotion state, sway, lean, momentum, landings, the jump and the lens widening with a boost. Put it in the Blendable Shake component\'s Body list.",Group="Body",BlendTime=0.300000)Shake_Body_Heavy#
The default body, heavier: bigger dips and landings, slower to settle. Armour, a big character, carrying something.
(Mode=Looping,Layers=((Name="Sway: Idle",Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.275940),Speed=0.280000,Roughness=0.000000,SettlesIn=0.500000),Tilt=(Amount=(X=0.197100,Y=0.094608,Z=0.078840),Speed=0.280000,Roughness=0.000000,SettlesIn=0.500000),Lens=(SettlesIn=0.500000),DrivenBy=((Source=LocomotionState,Name="Idle",FullAt=1.000000,RisesOver=0.500000,FallsOver=0.500000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Walk",Generator=Stride,Movement=(Amount=(X=0.000000,Y=2.160000,Z=2.970000),SettlesIn=0.500000,Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.675000,Y=0.000000,Z=0.810000),SettlesIn=0.500000,Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),Lens=(SettlesIn=0.500000),DrivenBy=((Source=LocomotionState,Name="Walk",FullAt=1.000000,RisesOver=0.250000,FallsOver=0.250000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.250000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Sway: 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Sprint",Generator=Stride,Movement=(Amount=(X=0.000000,Y=3.510000,Z=5.670000),SettlesIn=0.500000,Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=1.485000,Y=0.000000,Z=1.890000),SettlesIn=0.500000,Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),Lens=(SettlesIn=0.500000),DrivenBy=((Source=LocomotionState,Name="Sprint",FullAt=1.000000,RisesOver=0.200000,FallsOver=0.200000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.600000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Sway: Sprint",Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.197100),Speed=1.200000,Roughness=0.000000,SettlesIn=0.500000),Tilt=(Amount=(X=0.275940,Y=0.157680,Z=0.197100),Speed=1.200000,Roughness=0.000000,SettlesIn=0.500000),Lens=(SettlesIn=0.500000),DrivenBy=((Source=LocomotionState,Name="Sprint",FullAt=1.000000,RisesOver=0.200000,FallsOver=0.200000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.500000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: 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pitch",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.555556,Overshoot=0.008070),Tilt=(Amount=(X=-3.780000,Y=0.000000,Z=0.000000),SettlesIn=0.555556,Overshoot=0.008070),Lens=(SettlesIn=0.500000),ReactsTo=(Source=ForwardAcceleration,FullAt=1750.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Momentum: 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yaw",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.666667,Overshoot=8.773212),Tilt=(Amount=(X=0.000000,Y=-4.050000,Z=0.000000),SettlesIn=0.666667,Overshoot=8.773212),Lens=(SettlesIn=0.500000),ReactsTo=(Source=CameraYawRate,FullAt=1250.000000,bUseMagnitude=False,RisesOver=0.000000,FallsOver=0.000000),DrivenBy=((Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.450000,RisesOver=0.444444,FallsOver=0.444444)),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Look trail: 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rumble",Generator=Kick,Plays=OnEvent,Event=Burst,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.222855),SettlesIn=0.769231,Overshoot=59.607689),Tilt=(Amount=(X=0.202596,Y=0.035454,Z=-0.182336),SettlesIn=0.769231,Overshoot=59.607689),Lens=(SettlesIn=0.500000),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.787500,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Charge 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rumble",Generator=Kick,Plays=Repeating,Event=Rumble,RepeatEvery=0.130000,RepeatEveryAtFull=0.045000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.222855),SettlesIn=0.769231,Overshoot=59.607689),Tilt=(Amount=(X=0.202596,Y=0.035454,Z=-0.182336),SettlesIn=0.769231,Overshoot=59.607689),Lens=(SettlesIn=0.500000),Direction=FromEvent,DirectionBias=0.000000,DrivenBy=((Source=Sliding,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),(Source=CharacterSpeed,StartsAt=250.000000,FullAt=1100.000000,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.875000,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Crouch rumble",Generator=Kick,Plays=OnEvent,Event=Crouch,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.222855),SettlesIn=0.769231,Overshoot=59.607689),Tilt=(Amount=(X=0.202596,Y=0.035454,Z=-0.182336),SettlesIn=0.769231,Overshoot=59.607689),Lens=(SettlesIn=0.500000),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.612500,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Stand rumble",Generator=Kick,Plays=OnEvent,Event=Stand,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.222855),SettlesIn=0.769231,Overshoot=59.607689),Tilt=(Amount=(X=0.202596,Y=0.035454,Z=-0.182336),SettlesIn=0.769231,Overshoot=59.607689),Lens=(SettlesIn=0.500000),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.612500,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Jolt",Generator=Kick,Plays=OnEvent,Event=Jolt,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.222855),SettlesIn=0.769231,Overshoot=59.607689),Tilt=(Amount=(X=0.202596,Y=0.035454,Z=-0.182336),SettlesIn=0.769231,Overshoot=59.607689),Lens=(SettlesIn=0.500000),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.700000,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lens: boost",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.500000),Tilt=(bEnabled=False,SettlesIn=0.500000),Lens=(bEnabled=True,Amount=8.133265,SettlesIn=0.625000,Overshoot=0.003499),ReactsTo=(Source=Boost,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lens: punch",Generator=Curve,Plays=OnEvent,Event=FOVPunch,Movement=(bEnabled=False,SettlesIn=0.500000),Tilt=(bEnabled=False,SettlesIn=0.500000),Lens=(bEnabled=True,Amount=16.266531,SettlesIn=0.500000),Fades=(FadeIn=0.150000,Hold=0.225000,FadeOut=0.700000,bUseEventDuration=True),Group="Impacts",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))),Notes="The default body, heavier: bigger dips and landings, slower to settle. Armour, a big character, carrying something.",Group="Body",BlendTime=0.300000)Shake_Body_Light#
The default body, lighter and quicker: small dips that settle fast. An agile character, or a calmer camera.
(Mode=Looping,Layers=((Name="Sway: Idle",Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.132860),Speed=0.280000,Roughness=0.000000,SettlesIn=0.340000),Tilt=(Amount=(X=0.094900,Y=0.045552,Z=0.037960),Speed=0.280000,Roughness=0.000000,SettlesIn=0.340000),Lens=(SettlesIn=0.340000),DrivenBy=((Source=LocomotionState,Name="Idle",FullAt=1.000000,RisesOver=0.500000,FallsOver=0.500000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: 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rumble",Generator=Kick,Plays=Repeating,Event=Rumble,RepeatEveryAtFull=0.050000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.107301),SettlesIn=0.523077,Overshoot=59.607689),Tilt=(Amount=(X=0.097546,Y=0.017071,Z=-0.087792),SettlesIn=0.523077,Overshoot=59.607689),Lens=(SettlesIn=0.340000),Direction=FromEvent,DirectionBias=0.000000,DrivenBy=((Source=AnyCharge,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),(Source=AnyCharge,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.481250,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Slide rumble",Generator=Kick,Plays=Repeating,Event=Rumble,RepeatEvery=0.130000,RepeatEveryAtFull=0.045000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.107301),SettlesIn=0.523077,Overshoot=59.607689),Tilt=(Amount=(X=0.097546,Y=0.017071,Z=-0.087792),SettlesIn=0.523077,Overshoot=59.607689),Lens=(SettlesIn=0.340000),Direction=FromEvent,DirectionBias=0.000000,DrivenBy=((Source=Sliding,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),(Source=CharacterSpeed,StartsAt=250.000000,FullAt=1100.000000,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.875000,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Crouch rumble",Generator=Kick,Plays=OnEvent,Event=Crouch,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.107301),SettlesIn=0.523077,Overshoot=59.607689),Tilt=(Amount=(X=0.097546,Y=0.017071,Z=-0.087792),SettlesIn=0.523077,Overshoot=59.607689),Lens=(SettlesIn=0.340000),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.612500,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Stand rumble",Generator=Kick,Plays=OnEvent,Event=Stand,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.107301),SettlesIn=0.523077,Overshoot=59.607689),Tilt=(Amount=(X=0.097546,Y=0.017071,Z=-0.087792),SettlesIn=0.523077,Overshoot=59.607689),Lens=(SettlesIn=0.340000),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.612500,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Jolt",Generator=Kick,Plays=OnEvent,Event=Jolt,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.107301),SettlesIn=0.523077,Overshoot=59.607689),Tilt=(Amount=(X=0.097546,Y=0.017071,Z=-0.087792),SettlesIn=0.523077,Overshoot=59.607689),Lens=(SettlesIn=0.340000),Direction=FromEvent,DirectionBias=0.000000,Space=World,Group="Rumble",Strength=0.700000,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lens: boost",Generator=Response,Movement=(bEnabled=False,SettlesIn=0.340000),Tilt=(bEnabled=False,SettlesIn=0.340000),Lens=(bEnabled=True,Amount=5.643580,SettlesIn=0.425000,Overshoot=0.003499),ReactsTo=(Source=Boost,FullAt=1.000000,RisesOver=0.000000,FallsOver=0.000000),Group="Posture",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Lens: punch",Generator=Curve,Plays=OnEvent,Event=FOVPunch,Movement=(bEnabled=False,SettlesIn=0.340000),Tilt=(bEnabled=False,SettlesIn=0.340000),Lens=(bEnabled=True,Amount=11.287161,SettlesIn=0.340000),Fades=(FadeIn=0.150000,Hold=0.225000,FadeOut=0.700000,bUseEventDuration=True),Group="Impacts",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))),Notes="The default body, lighter and quicker: small dips that settle fast. An agile character, or a calmer camera.",Group="Body",BlendTime=0.300000)Impacts#
Shake_Impact_DamageKick#
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.438007,Y=0.778680,Z=0.632677),SettlesIn=0.363636,Overshoot=16.139894),Tilt=(Amount=(X=0.973350,Y=0.778680,Z=1.070685),SettlesIn=0.363636,Overshoot=16.139894),Direction=FromEvent,Strength=0.900000,Variation=(Amount=11.111112,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_Impact_HeavyHit#
A heavy hit: a big push away from the blow, a ringing tail and the lens flinching. Play it with the hit's direction.
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=1.200000,Y=1.800000,Z=1.500000),SettlesIn=0.550000,Overshoot=30.000000),Tilt=(Amount=(X=3.000000,Y=2.000000,Z=2.400000),SettlesIn=0.550000,Overshoot=30.000000),Direction=FromEvent),(Name="Ring",Plays=Once,Movement=(bEnabled=False,Speed=14.000000,Roughness=0.600000),Tilt=(Amount=(X=0.500000,Y=0.400000,Z=0.400000),Speed=14.000000,Roughness=0.600000),Fades=(Hold=0.100000,FadeOut=0.450000)),(Name="Flinch",Generator=Kick,Plays=Once,Movement=(bEnabled=False),Tilt=(bEnabled=False),Lens=(bEnabled=True,Amount=-1.500000,SettlesIn=0.300000,Overshoot=0.000000))),Notes="A heavy hit: a big push away from the blow, a ringing tail and the lens flinching. Play it with the hit\'s direction.")Shake_Impact_HeavyLanding#
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.193219,Y=0.289828,Z=1.062702),Overshoot=15.297810),Tilt=(Amount=(X=1.255920,Y=0.193219,Z=0.386437),Overshoot=15.297810),Strength=0.900000,Variation=(Amount=11.111112,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_Impact_LedgeCatch#
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.235762,Y=0.188610,Z=0.754439),SettlesIn=0.333333,Overshoot=14.310406),Tilt=(Amount=(X=1.037353,Y=0.235762,Z=0.424372),SettlesIn=0.333333,Overshoot=14.310406),Strength=0.900000,Variation=(Amount=11.111112,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_Impact_LightHit#
A light hit: a quick push away from where it came from. Play it with the hit's direction.
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.300000,Y=0.600000,Z=0.500000),SettlesIn=0.300000,Overshoot=25.000000),Tilt=(Amount=(X=1.200000,Y=0.800000,Z=1.000000),SettlesIn=0.300000,Overshoot=25.000000),Direction=FromEvent)),Notes="A light hit: a quick push away from where it came from. Play it with the hit\'s direction.")Shake_Impact_Settle#
A settle: a quick jitter that dies away, the shudder of something with weight snapping into place. A weapon settling after a reload, a goggle locking down, a door slamming home. Layer it under a kick for more weight.
(Layers=((Name="Settle",Generator=Settle,Plays=Once,Movement=(Amount=(X=0.100000,Y=0.150000,Z=0.200000),Speed=14.000000,Roughness=0.250000,SettlesIn=0.350000),Tilt=(Amount=(X=0.600000,Y=0.300000,Z=0.400000),Speed=14.000000,Roughness=0.250000,SettlesIn=0.350000))),Notes="A settle: a quick jitter that dies away, the shudder of something with weight snapping into place. A weapon settling after a reload, a goggle locking down, a door slamming home. Layer it under a kick for more weight.")Shake_Impact_VaultThrough#
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.707211,Y=1.217975,Z=0.628632),SettlesIn=0.266667,Overshoot=4.926039),Tilt=(Amount=(X=0.746501,Y=0.667922,Z=1.689449),SettlesIn=0.266667,Overshoot=4.926039),Strength=0.875000,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))States#
Shake_State_BlinkArrive#
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.131278,Y=0.175038,Z=0.218797),SettlesIn=0.266667,Overshoot=13.037459),Tilt=(Amount=(X=0.437595,Y=0.350076,Z=0.306316),SettlesIn=0.266667,Overshoot=13.037459),Strength=0.900000,Variation=(Amount=11.111112,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_State_Burst#
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.885766,Y=0.276802,Z=0.608964),SettlesIn=0.615385,Overshoot=23.407158),Tilt=(Amount=(X=1.328649,Y=0.498243,Z=0.775045),SettlesIn=0.615385,Overshoot=23.407158),Direction=FromEvent,DirectionBias=80.000000,Strength=0.925000,Variation=(Amount=8.108109,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_State_ChargeUp#
(Mode=Looping,Layers=((Name="Rumble",Movement=(Amount=(X=0.087600,Y=0.116800,Z=0.146000),Speed=14.000000,Roughness=0.000000),Tilt=(Amount=(X=0.233600,Y=0.146000,Z=0.204400),Speed=14.000000,Roughness=0.000000),Strength=0.900000,Variation=(Amount=11.111112,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_State_Dizzy#
Dizzy or drunk: the world swims round the character, who stays where the shot put them, and the lens breathes.
(Mode=Looping,Layers=((Name="Roll",Generator=Wave,Movement=(bEnabled=False),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=2.500000),Speed=0.180000),bOverrideKeepFramed=True,KeepFramed=100.000000),(Name="Swim",Movement=(bEnabled=False,Speed=0.300000,Roughness=0.250000),Tilt=(Amount=(X=1.200000,Y=1.600000,Z=0.800000),Speed=0.300000,Roughness=0.250000),bOverrideKeepFramed=True,KeepFramed=100.000000),(Name="Lens",Generator=Wave,Movement=(bEnabled=False),Tilt=(bEnabled=False),Lens=(bEnabled=True,Amount=2.000000,Speed=0.130000))),Notes="Dizzy or drunk: the world swims round the character, who stays where the shot put them, and the lens breathes.",Group="Body",BlendTime=1.000000,FadeOut=1.500000)Shake_State_Electrocution#
(Mode=Looping,Layers=((Name="Rumble",Movement=(Amount=(X=0.292000,Y=0.408800,Z=0.350400),Speed=26.000000,Roughness=0.000000),Tilt=(Amount=(X=0.759200,Y=0.584000,Z=0.700800),Speed=26.000000,Roughness=0.000000),Strength=0.900000,Variation=(Amount=11.111112,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_State_LowHealth#
Badly hurt: a heartbeat in the lens and a slow, heavy sway. Play it when health is low and turn it up as health falls with Set Shake Scale.
(Mode=Looping,Layers=((Name="Heartbeat",Generator=Curve,Movement=(bEnabled=False),Tilt=(Amount=(X=0.120000,Y=0.000000,Z=0.000000),Curves=(X=(EditorCurveData=(Keys=((),(Time=0.080000,Value=1.000000),(Time=0.180000,Value=0.100000),(Time=0.280000,Value=0.700000),(Time=0.400000),(Time=1.000000)))))),Lens=(bEnabled=True,Amount=-1.000000,Curve=(EditorCurveData=(Keys=((),(Time=0.080000,Value=1.000000),(Time=0.180000,Value=0.100000),(Time=0.280000,Value=0.700000),(Time=0.400000),(Time=1.000000))))),CurveLength=0.850000,bCurveLoops=True),(Name="Sway",Movement=(Amount=(X=0.000000,Y=0.300000,Z=0.200000),Speed=0.300000,Roughness=0.200000),Tilt=(Amount=(X=0.350000,Y=0.300000,Z=0.450000),Speed=0.300000,Roughness=0.200000))),Notes="Badly hurt: a heartbeat in the lens and a slow, heavy sway. Play it when health is low and turn it up as health falls with Set Shake Scale.",Group="Body",BlendTime=1.000000)Weapons#
Shake_Weapon_HeavyGunshot#
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.325982,Y=0.512257,Z=0.698532),SettlesIn=0.307692,Overshoot=14.615117),Tilt=(Amount=(X=1.117651,Y=0.512257,Z=0.651963),SettlesIn=0.307692,Overshoot=14.615117),Direction=FromEvent,Strength=0.900000,Variation=(Amount=11.111112,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_Weapon_LightGunshot#
(Layers=((Name="Kick",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.127987,Y=0.213312,Z=0.298637),SettlesIn=0.235294,Overshoot=11.525375),Tilt=(Amount=(X=0.469287,Y=0.213312,Z=0.255975),SettlesIn=0.235294,Overshoot=11.525375),Direction=FromEvent,Strength=0.900000,Variation=(Amount=11.111112,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))))Shake_Weapon_Minigun#
A spinning gun: a buzz that spins up while it plays and a climb as the rounds go. Play it while firing, Send Camera Event "Fire" per round, and stop it to spin down.
(Mode=Looping,Layers=((Name="Spin",Movement=(Amount=(X=0.050000,Y=0.050000,Z=0.080000),Speed=22.000000,Roughness=0.800000),Tilt=(Amount=(X=0.180000,Y=0.140000,Z=0.140000),Speed=22.000000,Roughness=0.800000),DrivenBy=((Source=TimePlaying,FullAt=0.800000,RisesOver=0.000000,FallsOver=0.000000))),(Name="Recoil",Generator=Kick,Plays=OnEvent,Event=Gameplay,EventName="Fire",Movement=(Amount=(X=0.150000,Y=0.000000,Z=0.000000),SettlesIn=0.120000,Overshoot=10.000000),Tilt=(Amount=(X=0.350000,Y=0.000000,Z=0.000000),SettlesIn=0.120000,Overshoot=10.000000),Direction=Fixed,FixedDirection=(X=-1.000000,Y=0.000000,Z=0.000000),bBuildsUp=True,MostBuildUp=4.000000,BuildUpRecovery=0.600000)),Notes="A spinning gun: a buzz that spins up while it plays and a climb as the rounds go. Play it while firing, Send Camera Event \"Fire\" per round, and stop it to spin down.",BlendTime=0.200000,FadeOut=0.600000,bSingleInstance=True)Shake_Weapon_Pistol#
One pistol shot. Play it once per round.
(Layers=((Name="Recoil",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.600000,Y=0.000000,Z=0.100000),SettlesIn=0.220000,Overshoot=15.000000),Tilt=(Amount=(X=1.100000,Y=0.000000,Z=0.000000),SettlesIn=0.220000,Overshoot=15.000000),Direction=Fixed,FixedDirection=(X=-1.000000,Y=0.000000,Z=0.000000)),(Name="Wobble",Generator=Kick,Plays=Once,Movement=(bEnabled=False,SettlesIn=0.250000,Overshoot=30.000000),Tilt=(Amount=(X=0.000000,Y=0.250000,Z=0.350000),SettlesIn=0.250000,Overshoot=30.000000))),Notes="One pistol shot. Play it once per round.",MaxConcurrent=3)Shake_Weapon_Rifle#
Automatic fire that climbs. Play it when the trigger goes down, Send Camera Event "Fire" for every round, and stop it when the trigger comes up. The climb drains away once firing stops.
(Mode=Looping,Layers=((Name="Recoil",Generator=Kick,Plays=OnEvent,Event=Gameplay,EventName="Fire",Movement=(Amount=(X=0.400000,Y=0.000000,Z=0.050000),SettlesIn=0.160000,Overshoot=12.000000),Tilt=(Amount=(X=0.800000,Y=0.000000,Z=0.000000),SettlesIn=0.160000,Overshoot=12.000000),Direction=Fixed,FixedDirection=(X=-1.000000,Y=0.000000,Z=0.000000),bBuildsUp=True,MostBuildUp=3.500000,BuildUpRecovery=0.450000),(Name="Wobble",Generator=Kick,Plays=OnEvent,Event=Gameplay,EventName="Fire",Movement=(bEnabled=False,SettlesIn=0.200000,Overshoot=30.000000),Tilt=(Amount=(X=0.000000,Y=0.200000,Z=0.250000),SettlesIn=0.200000,Overshoot=30.000000))),Notes="Automatic fire that climbs. Play it when the trigger goes down, Send Camera Event \"Fire\" for every round, and stop it when the trigger comes up. The climb drains away once firing stops.",BlendTime=0.000000,FadeOut=0.350000,bSingleInstance=True)Shake_Weapon_Shotgun#
One shotgun blast: a big shove back, a wobble and the lens snapping narrow. Play it once per shot.
(Layers=((Name="Recoil",Generator=Kick,Plays=Once,Movement=(Amount=(X=2.000000,Y=0.000000,Z=0.300000),SettlesIn=0.450000),Tilt=(Amount=(X=3.200000,Y=0.000000,Z=0.400000),SettlesIn=0.450000),Direction=Fixed,FixedDirection=(X=-1.000000,Y=0.000000,Z=0.000000)),(Name="Wobble",Generator=Kick,Plays=Once,Movement=(bEnabled=False,Overshoot=35.000000),Tilt=(Amount=(X=0.000000,Y=0.800000,Z=1.000000),Overshoot=35.000000)),(Name="Snap",Generator=Kick,Plays=Once,Movement=(bEnabled=False),Tilt=(bEnabled=False),Lens=(bEnabled=True,Amount=-2.500000,SettlesIn=0.250000,Overshoot=0.000000))),Notes="One shotgun blast: a big shove back, a wobble and the lens snapping narrow. Play it once per shot.")World#
Shake_World_Earthquake#
The ground heaving: slow rolls that stay true to the world whichever way you look, a tremor on top and the odd jolt. Play it, and stop it when the quake ends.
(Mode=Looping,Layers=((Name="Heave",Movement=(Amount=(X=1.200000,Y=1.200000,Z=2.200000),Speed=1.600000,Roughness=0.400000),Tilt=(bEnabled=False,Speed=1.600000,Roughness=0.400000),Space=World),(Name="Tremor",Movement=(bEnabled=False,Speed=4.500000,Roughness=0.700000),Tilt=(Amount=(X=0.700000,Y=0.500000,Z=0.800000),Speed=4.500000,Roughness=0.700000)),(Name="Jolts",Generator=Kick,Plays=Repeating,RepeatEvery=1.400000,RepeatEveryAtFull=1.400000,StartsAfter=0.300000,Movement=(Amount=(X=0.400000,Y=0.400000,Z=0.800000),Overshoot=30.000000),Tilt=(Amount=(X=1.200000,Y=0.800000,Z=1.000000),Overshoot=30.000000),Variation=(Delay=60.000000))),Notes="The ground heaving: slow rolls that stay true to the world whichever way you look, a tremor on top and the odd jolt. Play it, and stop it when the quake ends.",Group="World",BlendTime=1.500000,FadeOut=2.500000)Shake_World_EngineIdle#
An engine ticking over under the camera: a fine buzz and a slow throb. Put it on a vehicle Rig's Also Running, or play it.
(Mode=Looping,Layers=((Name="Idle",Movement=(Amount=(X=0.040000,Y=0.040000,Z=0.070000),Speed=24.000000,Roughness=0.800000),Tilt=(Amount=(X=0.050000,Y=0.040000,Z=0.060000),Speed=24.000000,Roughness=0.800000)),(Name="Throb",Generator=Wave,Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.060000),Speed=13.000000),Tilt=(bEnabled=False))),Notes="An engine ticking over under the camera: a fine buzz and a slow throb. Put it on a vehicle Rig\'s Also Running, or play it.",Group="World",BlendTime=0.800000)Shake_World_ExplosionFar#
A distant explosion: a thump through the ground and a rolling rumble. Play it with Play Shake At; it carries a long way.
(Layers=((Name="Rumble",Plays=Once,Movement=(Amount=(X=0.300000,Y=0.300000,Z=0.600000),Speed=6.000000,Roughness=0.500000),Tilt=(Amount=(X=0.350000,Y=0.250000,Z=0.300000),Speed=6.000000,Roughness=0.500000),Fades=(FadeIn=0.250000,Hold=0.400000,FadeOut=1.600000),Space=World),(Name="Thump",Generator=Kick,Plays=Once,Movement=(Amount=(X=0.000000,Y=0.000000,Z=0.600000),SettlesIn=0.600000),Tilt=(bEnabled=False,SettlesIn=0.600000),Direction=Fixed,FixedDirection=(X=0.000000,Y=0.000000,Z=-1.000000),Space=World)),Notes="A distant explosion: a thump through the ground and a rolling rumble. Play it with Play Shake At; it carries a long way.",Group="World",InnerRadius=1500.000000,OuterRadius=9000.000000,Falloff=Inverse)Shake_World_ExplosionNear#
A close explosion: a blast away from it, a rumbling tail and the lens thrown wide. Play it with Play Shake At.
(Layers=((Name="Blast",Generator=Kick,Plays=Once,Movement=(Amount=(X=3.000000,Y=4.000000,Z=3.000000),SettlesIn=0.700000,Overshoot=30.000000),Tilt=(Amount=(X=4.000000,Y=2.500000,Z=3.000000),SettlesIn=0.700000,Overshoot=30.000000),Direction=FromEvent),(Name="Rumble",Plays=Once,Movement=(Amount=(X=0.300000,Y=0.300000,Z=0.400000),Speed=12.000000,Roughness=0.600000),Tilt=(Amount=(X=0.800000,Y=0.600000,Z=0.600000),Speed=12.000000,Roughness=0.600000),Fades=(Hold=0.150000,FadeOut=0.900000)),(Name="Wide",Generator=Kick,Plays=Once,Movement=(bEnabled=False),Tilt=(bEnabled=False),Lens=(bEnabled=True,Amount=2.500000,SettlesIn=0.500000,Overshoot=20.000000))),Notes="A close explosion: a blast away from it, a rumbling tail and the lens thrown wide. Play it with Play Shake At.",Group="World",InnerRadius=400.000000)Shake_World_TrainPassing#
A train going past: a rumble that swells and fades over five seconds, with the clatter of the wheels in it. Play it with Play Shake At on the track.
(Layers=((Name="Rumble",Plays=Once,Movement=(Amount=(X=0.400000,Y=0.400000,Z=0.800000),Speed=8.000000,Roughness=0.600000),Tilt=(Amount=(X=0.500000,Y=0.400000,Z=0.450000),Speed=8.000000,Roughness=0.600000),Fades=(FadeIn=1.800000,Hold=1.400000,FadeOut=1.800000),Space=World),(Name="Clatter",Generator=Kick,Plays=Repeating,RepeatEvery=0.320000,RepeatEveryAtFull=0.320000,Movement=(bEnabled=False,SettlesIn=0.200000,Overshoot=30.000000),Tilt=(Amount=(X=0.250000,Y=0.100000,Z=0.200000),SettlesIn=0.200000,Overshoot=30.000000),DrivenBy=((Source=TimePlaying,FullAt=5.000000,Curve=(EditorCurveData=(Keys=((),(Time=0.350000,Value=1.000000),(Time=0.650000,Value=1.000000),(Time=1.000000)))),RisesOver=0.000000,FallsOver=0.000000)))),Notes="A train going past: a rumble that swells and fades over five seconds, with the clatter of the wheels in it. Play it with Play Shake At on the track.",Group="World",LastsFor=5.000000,InnerRadius=600.000000,OuterRadius=4000.000000)Each style's own#
The shakes the shipped styles' Rigs play, beside them in their style's folder.
Shake_ActionRPG_Handheld#
Action RPG's handheld, halfway between the other two: Survival Horror's breath and Cinematic Action's whole camera operator, each at half strength. The walking comes from Shake_ActionRPG_Walk.
Played by Rig_ActionRPG_Aim's Handheld, Rig_ActionRPG_Default's Handheld, Rig_ActionRPG_LockOn's Handheld, Rig_ActionRPG_Ragdoll's Handheld.
(Mode=Looping,Layers=((Name="Breath: steady",Movement=(Amount=(X=0.000000,Y=0.100000,Z=0.150000),Speed=0.180000,Roughness=0.200000),Tilt=(Amount=(X=0.060000,Y=0.050000,Z=0.040000),Speed=0.220000,Roughness=0.200000),Strength=0.500000,Variation=(DriftTime=6.000000)),(Name="Breath",Movement=(Amount=(X=0.200000,Y=0.250000,Z=0.350000),Speed=0.400000),Tilt=(Amount=(X=0.350000,Y=0.250000,Z=0.300000),Speed=0.450000),DrivenBy=((Source=CameraMotion,FullAt=2.600000,StrengthAtFull=2.600000,RisesOver=0.500000,FallsOver=0.800000),(Source=Effort,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=1.800000,RisesOver=1.500000,FallsOver=2.500000)),Strength=0.500000),(Name="Hunt",Movement=(bEnabled=False,Speed=0.600000,Roughness=0.500000),Tilt=(Amount=(X=0.150000,Y=0.200000,Z=0.050000),Speed=0.600000,Roughness=0.500000),Strength=0.500000,Variation=(Amount=35.000000,DriftTime=3.000000)),(Name="Rattle",Movement=(Amount=(X=0.070080,Y=0.070080,Z=0.093440),Speed=7.500000,Roughness=0.000000),Tilt=(Amount=(X=0.175200,Y=0.128480,Z=0.151840),Speed=7.500000,Roughness=0.000000),DrivenBy=((Source=CameraTravel,FullAt=2.600000,StrengthAtFull=2.600000,RisesOver=0.666667,FallsOver=0.666667),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Handheld",Strength=1.275908,Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Footfalls",Generator=Kick,Plays=Repeating,Event=Rumble,RepeatBy=CameraTravel,RepeatEvery=70.000000,RepeatEveryAtFull=70.000000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=100.000000,DrivenBy=((StartsAt=34.990002,FullAt=35.000999,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.240625,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Float",Generator=Response,Movement=(Amount=(X=0.000000,Y=-1.200000,Z=0.000000),SettlesIn=0.900000,Overshoot=8.000000),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=0.300000),SettlesIn=0.900000,Overshoot=8.000000),ReactsTo=(Source=CameraAccelRight,FullAt=2000.000000,bUseMagnitude=False),Strength=0.500000),(Name="Settle",Generator=Response,Movement=(Amount=(X=-1.000000,Y=0.000000,Z=0.000000),SettlesIn=0.800000,Overshoot=10.000000),Tilt=(bEnabled=False),ReactsTo=(Source=CameraAccelForward,FullAt=2000.000000,bUseMagnitude=False),Strength=0.500000),(Name="Catch up",Generator=Response,Movement=(bEnabled=False),Tilt=(Amount=(X=0.000000,Y=-1.200000,Z=0.600000),SettlesIn=0.500000,Overshoot=25.000000),ReactsTo=(Source=CameraYawRate,FullAt=300.000000,bUseMagnitude=False,ReactsAfter=0.080000),Strength=0.500000),(Name="Whip",Generator=Kick,Plays=OnEvent,Event=Whip,Movement=(bEnabled=False,SettlesIn=0.350000,Overshoot=30.000000),Tilt=(Amount=(X=0.600000,Y=1.200000,Z=0.800000),SettlesIn=0.350000,Overshoot=30.000000),Direction=FromEvent,Strength=0.500000)),Notes="Action RPG\'s handheld, halfway between the other two: Survival Horror\'s breath and Cinematic Action\'s whole camera operator, each at half strength. The walking comes from Shake_ActionRPG_Walk.",Group="Handheld",BlendTime=0.500000)Shake_ActionRPG_Walk#
Action RPG's walk: Survival Horror's walking bob at half strength. Runs on the Action RPG rigs as Also Running.
Played by Rig_ActionRPG_Aim's Also Running, Rig_ActionRPG_Default's Also Running, Rig_ActionRPG_LockOn's Also Running, Rig_ActionRPG_Ragdoll's Also Running.
(Mode=Looping,Layers=((Name="Bob: Walk",Generator=Stride,Movement=(Amount=(X=0.000000,Y=1.600000,Z=2.200000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.500000,Y=0.000000,Z=0.600000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Walk",FullAt=1.000000,RisesOver=0.250000,FallsOver=0.250000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.250000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Strength=0.500000,Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Sprint",Generator=Stride,Movement=(Amount=(X=0.000000,Y=2.600000,Z=4.200000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=1.100000,Y=0.000000,Z=1.400000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Sprint",FullAt=1.000000,RisesOver=0.200000,FallsOver=0.200000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.600000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Strength=0.500000,Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Crouch",Generator=Stride,Movement=(Amount=(X=0.000000,Y=3.400000,Z=1.000000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.250000,Y=0.350000,Z=1.600000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Crouch",FullAt=1.000000,RisesOver=0.450000,FallsOver=0.450000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.300000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Strength=0.500000,Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))),Notes="Action RPG\'s walk: Survival Horror\'s walking bob at half strength. Runs on the Action RPG rigs as Also Running.",Group="Body",BlendTime=0.300000)Shake_CinematicAction_Handheld#
Cinematic Action's camera operator: breathing that rises with the action and stays heavy after a sprint, small hunting reframes, the rig rattling as it is carried, the operator's own footsteps, a float behind every start and stop, a beat late on every pan and a jolt on a whip pan. The rattle and footsteps are the 1.1 handheld as Cinematic Action played it; the rest comes from Run And Gun, Documentary and Steadicam.
Played by Rig_CinematicAction_Aim's Handheld, Rig_CinematicAction_Close's Handheld, Rig_CinematicAction_Default's Handheld, Rig_CinematicAction_LockOn's Handheld, Rig_CinematicAction_Ragdoll's Handheld, Rig_CinematicExploration_Default's Handheld, LockOn_Finisher's Handheld, LockOn_Soulslike's Handheld.
(Mode=Looping,Layers=((Name="Breath",Movement=(Amount=(X=0.200000,Y=0.250000,Z=0.350000),Speed=0.400000),Tilt=(Amount=(X=0.350000,Y=0.250000,Z=0.300000),Speed=0.450000),DrivenBy=((Source=CameraMotion,FullAt=2.600000,StrengthAtFull=2.600000,RisesOver=0.500000,FallsOver=0.800000),(Source=Effort,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=1.800000,RisesOver=1.500000,FallsOver=2.500000))),(Name="Hunt",Movement=(bEnabled=False,Speed=0.600000,Roughness=0.500000),Tilt=(Amount=(X=0.150000,Y=0.200000,Z=0.050000),Speed=0.600000,Roughness=0.500000),Variation=(Amount=35.000000,DriftTime=3.000000)),(Name="Rattle",Movement=(Amount=(X=0.070080,Y=0.070080,Z=0.093440),Speed=7.500000,Roughness=0.000000),Tilt=(Amount=(X=0.175200,Y=0.128480,Z=0.151840),Speed=7.500000,Roughness=0.000000),DrivenBy=((Source=CameraTravel,FullAt=2.600000,StrengthAtFull=2.600000,RisesOver=0.666667,FallsOver=0.666667),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Handheld",Strength=2.551816,Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Footfalls",Generator=Kick,Plays=Repeating,Event=Rumble,RepeatBy=CameraTravel,RepeatEvery=70.000000,RepeatEveryAtFull=70.000000,bAlternateSides=True,Movement=(Amount=(X=0.000000,Y=0.000000,Z=-0.165078),SettlesIn=0.615385,Overshoot=59.607689),Tilt=(Amount=(X=0.150071,Y=0.026262,Z=-0.135064),SettlesIn=0.615385,Overshoot=59.607689),Direction=FromEvent,DirectionBias=100.000000,DrivenBy=((StartsAt=34.990002,FullAt=35.000999,RisesOver=0.000000,FallsOver=0.000000)),Space=World,Group="Rumble",Strength=0.481250,Variation=(Amount=14.285715,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Float",Generator=Response,Movement=(Amount=(X=0.000000,Y=-1.200000,Z=0.000000),SettlesIn=0.900000,Overshoot=8.000000),Tilt=(Amount=(X=0.000000,Y=0.000000,Z=0.300000),SettlesIn=0.900000,Overshoot=8.000000),ReactsTo=(Source=CameraAccelRight,FullAt=2000.000000,bUseMagnitude=False)),(Name="Settle",Generator=Response,Movement=(Amount=(X=-1.000000,Y=0.000000,Z=0.000000),SettlesIn=0.800000,Overshoot=10.000000),Tilt=(bEnabled=False),ReactsTo=(Source=CameraAccelForward,FullAt=2000.000000,bUseMagnitude=False)),(Name="Catch up",Generator=Response,Movement=(bEnabled=False),Tilt=(Amount=(X=0.000000,Y=-1.200000,Z=0.600000),SettlesIn=0.500000,Overshoot=25.000000),ReactsTo=(Source=CameraYawRate,FullAt=300.000000,bUseMagnitude=False,ReactsAfter=0.080000)),(Name="Whip",Generator=Kick,Plays=OnEvent,Event=Whip,Movement=(bEnabled=False,SettlesIn=0.350000,Overshoot=30.000000),Tilt=(Amount=(X=0.600000,Y=1.200000,Z=0.800000),SettlesIn=0.350000,Overshoot=30.000000),Direction=FromEvent)),Notes="Cinematic Action\'s camera operator: breathing that rises with the action and stays heavy after a sprint, small hunting reframes, the rig rattling as it is carried, the operator\'s own footsteps, a float behind every start and stop, a beat late on every pan and a jolt on a whip pan. The rattle and footsteps are the 1.1 handheld as Cinematic Action played it; the rest comes from Run And Gun, Documentary and Steadicam.",Group="Handheld",BlendTime=0.500000)Shake_FixedAngles_Handheld#
Fixed Angles' handheld: only the Steadicam's breath, so the follow camera never feels like someone is carrying it. It never plays through a placed camera. The walking comes from Shake_FixedAngles_Walk.
Played by Rig_FixedAngles_Aim's Handheld, Rig_FixedAngles_Default's Handheld, Rig_FixedAngles_Ragdoll's Handheld, Rig_FixedAngles_Slide's Handheld.
(Mode=Looping,Layers=((Name="Breath",Movement=(Amount=(X=0.000000,Y=0.100000,Z=0.150000),Speed=0.180000,Roughness=0.200000),Tilt=(Amount=(X=0.060000,Y=0.050000,Z=0.040000),Speed=0.220000,Roughness=0.200000),Variation=(DriftTime=6.000000))),Notes="Fixed Angles\' handheld: only the Steadicam\'s breath, so the follow camera never feels like someone is carrying it. It never plays through a placed camera. The walking comes from Shake_FixedAngles_Walk.",Group="Handheld",BlendTime=0.500000)Shake_FixedAngles_Walk#
Fixed Angles' walk: the default body's walk, sprint and crouch bob, locked to the footsteps and nothing else. Runs on the Fixed Angles rigs as Also Running, through the follow camera only: a placed camera doesn't breathe.
Played by Rig_FixedAngles_Aim's Also Running, Rig_FixedAngles_Default's Also Running, Rig_FixedAngles_Ragdoll's Also Running, Rig_FixedAngles_Slide's Also Running.
(Mode=Looping,Layers=((Name="Bob: Walk",Generator=Stride,Movement=(Amount=(X=0.000000,Y=1.600000,Z=2.200000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.500000,Y=0.000000,Z=0.600000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Walk",FullAt=1.000000,RisesOver=0.250000,FallsOver=0.250000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.250000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Sprint",Generator=Stride,Movement=(Amount=(X=0.000000,Y=2.600000,Z=4.200000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=1.100000,Y=0.000000,Z=1.400000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Sprint",FullAt=1.000000,RisesOver=0.200000,FallsOver=0.200000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.600000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Crouch",Generator=Stride,Movement=(Amount=(X=0.000000,Y=3.400000,Z=1.000000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.250000,Y=0.350000,Z=1.600000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Crouch",FullAt=1.000000,RisesOver=0.450000,FallsOver=0.450000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.300000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))),Notes="Fixed Angles\' walk: the default body\'s walk, sprint and crouch bob, locked to the footsteps and nothing else. Runs on the Fixed Angles rigs as Also Running, through the follow camera only: a placed camera doesn\'t breathe.",Group="Body",BlendTime=0.300000)Shake_HackAndSlash_Handheld#
Hack and Slash's handheld: the Steadicam's breath at half strength and nothing else, so a fight stays readable. The Hack and Slash rigs also play hits and impacts at half strength.
Played by Rig_HackAndSlash_Aim's Handheld, Rig_HackAndSlash_Default's Handheld, Rig_HackAndSlash_LockOn's Handheld, Rig_HackAndSlash_Ragdoll's Handheld.
(Mode=Looping,Layers=((Name="Breath",Movement=(Amount=(X=0.000000,Y=0.100000,Z=0.150000),Speed=0.180000,Roughness=0.200000),Tilt=(Amount=(X=0.060000,Y=0.050000,Z=0.040000),Speed=0.220000,Roughness=0.200000),Strength=0.500000,Variation=(DriftTime=6.000000))),Notes="Hack and Slash\'s handheld: the Steadicam\'s breath at half strength and nothing else, so a fight stays readable. The Hack and Slash rigs also play hits and impacts at half strength.",Group="Handheld",BlendTime=0.500000)Shake_SurvivalHorror_Handheld#
Survival Horror's handheld: only the Steadicam's breath, so the camera never feels like someone is carrying it. The walking comes from Shake_SurvivalHorror_Walk.
Played by Rig_Immersive_Default's Handheld, Rig_SurvivalHorror_Aim's Handheld, Rig_SurvivalHorror_Default's Handheld, Rig_SurvivalHorror_Ragdoll's Handheld, Rig_SurvivalHorror_Slide's Handheld, Rig_TightSqueeze_Default's Handheld.
(Mode=Looping,Layers=((Name="Breath",Movement=(Amount=(X=0.000000,Y=0.100000,Z=0.150000),Speed=0.180000,Roughness=0.200000),Tilt=(Amount=(X=0.060000,Y=0.050000,Z=0.040000),Speed=0.220000,Roughness=0.200000),Variation=(DriftTime=6.000000))),Notes="Survival Horror\'s handheld: only the Steadicam\'s breath, so the camera never feels like someone is carrying it. The walking comes from Shake_SurvivalHorror_Walk.",Group="Handheld",BlendTime=0.500000)Shake_SurvivalHorror_Walk#
Survival Horror's walk: the default body's walk, sprint and crouch bob, locked to the footsteps and nothing else. Runs on the Survival Horror rigs as Also Running.
Played by Rig_Immersive_Default's Also Running, Rig_SurvivalHorror_Aim's Also Running, Rig_SurvivalHorror_Default's Also Running, Rig_SurvivalHorror_Ragdoll's Also Running, Rig_SurvivalHorror_Slide's Also Running, Rig_TightSqueeze_Default's Also Running.
(Mode=Looping,Layers=((Name="Bob: Walk",Generator=Stride,Movement=(Amount=(X=0.000000,Y=1.600000,Z=2.200000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.500000,Y=0.000000,Z=0.600000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Walk",FullAt=1.000000,RisesOver=0.250000,FallsOver=0.250000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.250000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Sprint",Generator=Stride,Movement=(Amount=(X=0.000000,Y=2.600000,Z=4.200000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=1.100000,Y=0.000000,Z=1.400000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Sprint",FullAt=1.000000,RisesOver=0.200000,FallsOver=0.200000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.600000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000)),(Name="Bob: Crouch",Generator=Stride,Movement=(Amount=(X=0.000000,Y=3.400000,Z=1.000000),Curves=(Y=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))))),Tilt=(Amount=(X=0.250000,Y=0.350000,Z=1.600000),Curves=(X=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic),(InterpMode=RCIM_Cubic,Time=0.250000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000),(InterpMode=RCIM_Cubic,Time=0.750000,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=1.000000)))),Z=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=-1.000000),(InterpMode=RCIM_Cubic,Time=0.500000,Value=1.000000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=-1.000000)))))),DrivenBy=((Source=LocomotionState,Name="Crouch",FullAt=1.000000,RisesOver=0.450000,FallsOver=0.450000),(Source=NormalizedSpeed,FullAt=1.000000,Curve=(EditorCurveData=(Keys=((InterpMode=RCIM_Cubic,Value=0.300000),(InterpMode=RCIM_Cubic,Time=1.000000,Value=1.000000)))),RisesOver=0.000000,FallsOver=0.000000),(Source=Focus,FullAt=1.000000,StrengthAtStart=1.000000,StrengthAtFull=0.250000,RisesOver=0.444444,FallsOver=0.444444)),Group="Body",Variation=(Amount=0.000000,Speed=0.000000,Delay=0.000000,Overshoot=0.000000,Direction=0.000000))),Notes="Survival Horror\'s walk: the default body\'s walk, sprint and crouch bob, locked to the footsteps and nothing else. Runs on the Survival Horror rigs as Also Running.",Group="Body",BlendTime=0.300000)If a value looks wrong#
These are exported from the shipped assets rather than transcribed, as of 1.3, and every block was pasted back onto a fresh asset and checked against the one it came from. A block from a newer version than your plugin may name a setting yours doesn't have yet: the paste skips it and carries on. If a paste behaves differently from the demo, report it. It means the export and the asset have drifted, which is a bug at my end.