Pighaus Games Docs

These docs describe 1.3, which is in testing. The version on Fab is 1.1: read its docs.

Shake settings

Every setting on a shake's panel, band by band, in the panel's own words: what each does and what a new one starts at.

Every setting on a shake's panel, in the order the panel shows them. Generated from Blendable 1.3.0 in Unreal Engine 5.8.1, so it lists exactly what that version has. For what the settings add up to, read Shakes.

The Shake#

SettingWhat it doesStarts at
PlaysWhether it plays once and ends by itself, or runs until something stops it. Whoever plays it can override this. Choices: Once, Until stopped.Once
Overall StrengthOverall strength of the whole shake. 1 is as authored.1
LayersEvery source of motion in this shake. They add up.empty
GroupThe mixer group its layers play into, unless a layer names its own. Impacts for hits, Handheld for an operator, Body for the character's own motion, World for events in the level.Impacts

Each entry in Layers, one source of motion in a shake: what kind of motion it makes, how much it moves, tilts and changes the lens, how it fades, and what makes it stronger or weaker. A shake holds as many as you like, and they add up. A layer shows only the settings its kind of motion uses.

Each entryWhat it doesStarts at
NameShows 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
OnOff, this layer adds nothing.on
MakesWhat 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.Noise: smooth random wander
PlaysWhen it plays while its shake runs. Choices: Continuously, Once, when the shake starts, Every time an event happens, Over and over.Continuously
WhenFor 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 NameFor a named event: its name, as sent with Send Camera Event.none
Repeat ByFor Over And Over: what it counts between repeats. Choices: Seconds, Centimetres the camera travels.Seconds
Repeats EveryFor 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 FullThe 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 SidesFor 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) › OnOff, this channel adds nothing.on
Movement (cm) › AmountHow 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. A Curve layer's pace is its Curve Length instead.1
Movement (cm) › Speed Per AxisSpeed multiplier per axis, so a slow heave can sit under a quick sideways buzz.X 1, Y 1, Z 1
Movement (cm) › RoughnessNoise only: fine detail on top of the main wander. 0 is one smooth drift, 1 is gritty. From 0 to 1.0.35
Movement (cm) › Settles In (s)Kick and Response: 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 AxisWave 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 ShapeWave only: the shape of each cycle. Choices: Sine, Triangle, Rounded square, Rounded saw.Sine
Movement (cm) › Curves › XForward, or pitch on Tilt. Read over 0 to 1; values are fractions of the channel's Amount.no curve
Movement (cm) › Curves › YRight, or yaw on Tilt.no curve
Movement (cm) › Curves › ZUp, or roll on Tilt.no curve
Tilt (deg) › OnOff, this channel adds nothing.on
Tilt (deg) › AmountHow 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. A Curve layer's pace is its Curve Length instead.1
Tilt (deg) › Speed Per AxisSpeed multiplier per axis, so a slow heave can sit under a quick sideways buzz.X 1, Y 1, Z 1
Tilt (deg) › RoughnessNoise only: fine detail on top of the main wander. 0 is one smooth drift, 1 is gritty. From 0 to 1.0.35
Tilt (deg) › Settles In (s)Kick and Response: 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 AxisWave 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 ShapeWave only: the shape of each cycle. Choices: Sine, Triangle, Rounded square, Rounded saw.Sine
Tilt (deg) › Curves › XForward, or pitch on Tilt. Read over 0 to 1; values are fractions of the channel's Amount.no curve
Tilt (deg) › Curves › YRight, or yaw on Tilt.no curve
Tilt (deg) › Curves › ZUp, or roll on Tilt.no curve
Lens (deg) › OnLets 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 and Wave: how fast it moves, in cycles per second. A Curve layer's pace is its Curve Length instead.1
Lens (deg) › RoughnessNoise only: fine detail. From 0 to 1.0.2
Lens (deg) › Settles In (s)Kick and Response: 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) › PhaseWave only: where the cycle starts, 0 to 1.0
Lens (deg) › Wave ShapeWave only: the shape of each cycle. Choices: Sine, Triangle, Rounded square, Rounded saw.Sine
Lens (deg) › CurveCurve 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 LoopsCurve 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 LifeOptional: 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 LengthWhen 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
DirectionWhich 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 DirectionFor 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 UpKick 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 UpKick 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 ByWhat 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 › NameThe value's name, for a gameplay value or a locomotion state.none
Reacts To › Starts AtBelow this, the layer sits at Strength At Start. In the driver's own units.0
Reacts To › Full AtAt or past this, the layer sits at Strength At Full.600
Reacts To › Strength at StartHow strong the layer is at or below Starts At. 0 is silent, 1 is as authored.0
Reacts To › Strength at FullHow strong it is at or past Full At. Above 1 makes it stronger than authored.1
Reacts To › Response CurveOptional 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 DirectionFor 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 ByWhat 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 InWhose forward, right and up the movement uses. Choices: The camera's, The world's.The camera's
Runs OnGame time slows with slow motion; real time keeps going. Choices: Game time, Real time.Game time
GroupWhich mixer group this layer plays into. None uses the shake's group.none
StrengthOverall 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

Each entry in Layers › Driven By, makes a layer stronger or weaker with something the camera or character is doing. As Driven By goes from Starts At to Full At, the layer goes from Strength At Start to Strength At Full. Several on one layer multiply together.

Each entryWhat it doesStarts at
Driven ByWhat 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)
NameThe value's name, for a gameplay value or a locomotion state.none
Starts AtBelow this, the layer sits at Strength At Start. In the driver's own units.0
Full AtAt or past this, the layer sits at Strength At Full.600
Strength at StartHow strong the layer is at or below Starts At. 0 is silent, 1 is as authored.0
Strength at FullHow strong it is at or past Full At. Above 1 makes it stronger than authored.1
Response CurveOptional shape for the ramp between the two, read left to right over 0 to 1. Empty is a straight line.no curve
Either DirectionFor a signed value: count both directions the same. Off, a Response layer moves the opposite way for negative values.on
Rises Over (s)Seconds for the strength to rise to a new level. Short is responsive, long is a slow swell.0.15
Falls Over (s)Seconds for it to fall back. Longer than rising reads as a person settling rather than a switch.0.4
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

Timing And Reach#

Fading#

SettingWhat it doesStarts at
Fades In Over (s)Seconds to fade in when it starts. Also its fade out, unless Fades Out Over is set.0.18
Fades Out Over (s)Seconds to fade out when stopped. Negative uses Fades In Over.-1
Played Once, Lasts For (s)When played once, how long its continuous layers run, in seconds, unless they have fades of their own.1

Played At A Place#

SettingWhat it doesStarts at
Inner RadiusWhen played at a place, the shake is at full strength within this distance, in cm, and fades out between here and Outer Radius. Play Shake At can override both.300 cm
Outer RadiusHow far away this shake can still be felt, in cm. Beyond it, nothing.2500 cm
FalloffHow the strength fades between Inner Radius and Outer Radius. Choices: Linear, Smooth, Inverse.Smooth
Epicentre BiasWhen played at a place, how much the push points away from where it happened, 0 to 1. Lower mixes in a random direction, so a distant rumble feels like it comes from roughly over there. Only layers set to push From The Event use it. From 0 to 1.1

Playing Again#

The value on the line is Only One At A Time: only one copy plays at a time: playing it again while it runs carries on or starts over, as Played Again says, instead of adding a second. What most shakes that run until stopped want. Starts at off.

SettingWhat it doesStarts at
Played AgainWith Only One At A Time: what playing it again does. Choices: Carry on, at the larger strength, Start again.Carry on, at the larger strength
Most At OnceThe most copies of this shake that can play at once; another play drops the oldest. 0 is unlimited.0
PriorityWithin its mixer group, a higher-priority shake turns lower ones down while it plays, by the group's Lower Priorities Held Down By. Equal priorities just add up, so leaving everything at 0 changes nothing.0

Same Every Time#

The value on the line: the same motion every time it plays. For cinematics and replays that must match exactly. Starts at off.

SettingWhat it doesStarts at
SeedWith Same Every Time on, picks which version of the motion you get. Change it to try another.1

Advanced#

About This Shake#

SettingWhat it doesStarts at
NotesWhat this shake is for and how to drive it, for whoever picks it up next. Editor only.empty