mirror of
https://github.com/heygen-com/hyperframes.git
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* feat(catalog): add the seven 3D-motion pieces as installable registry blocks Each piece ships as a registry block with a CDN poster and preview, a live catalog detail page and its source. Scripts travel inside the catalog payload (shared vendor libraries fetched once, item scripts inline, the one HDR as a data URI) because the docs host only serves fonts, images and JSON. NO_ESSAY_COMMENTS_OK: the long comment blocks are in vendored libraries and the ported frost source under registry/blocks, not hand-written here. HF_MAX_NONLFS_KB=6000: four hosted texture PNGs under docs/public/catalog/items are runtime assets the docs host must serve as files. fallow skipped locally: it audits against origin/main and this branch is stacked on an older main. * chore(catalog): regenerate gallery data and nav after rebasing onto main * fix(catalog): read the install manifest through the bounded project reader * fix(catalog): a script the inliner missed fails the payload instead of shipping a dead URL * refactor(catalog): the leftover-script check reuses the reference finder * fix(catalog): frost and glass textures load from the CDN and the iteration presets are gone * chore(catalog): regenerate the frost and glass payloads and nav * fix(catalog): frost and glass textures are hosted through the registry url field, not hardcoded * chore(catalog): regenerate the frost and glass payloads against the hosted texture URLs * fix(catalog): the hosted-reference rewrite refuses a bare name it cannot safely replace * ci(catalog): verify changed catalog payloads in headless Chrome and check the docs catalog * feat(catalog): every item page follows the shared layout with a Tune panel and tabs * fix(catalog): let the texture-mask item host its masks so its tile plays live * chore(catalog): regenerate item pages, gallery data and the texture-mask payload * chore(catalog): regenerate item pages after merging main * fix(catalog): declared-only variables get the Tune panel, Code and Docs tabs capped * feat(catalog): give the blend-difference caption a demo scene so its tile plays live * chore(catalog): live payload for the blend-difference caption * perf(catalog): heavy 3d pieces compile and draw before ready, not on the first visible frame * feat(catalog): the avatar promo card hosts its videos, audio and fonts on the CDN * feat(catalog): the avatar promo card tile plays live from its CDN-hosted media * chore(catalog): the avatar promo card plays live, no allowlist left * chore(catalog): shorten two comment blocks * chore(catalog): trim first-party comment blocks to the comment-check limits * chore(catalog): shorten two frost source comments * fix(catalog): the Docs tab renders as prose again, and the detail page honours reduced motion Frame-mode pages carry no prose wrapper, and the detail component sat inside not-prose, so the Docs slot's headings, paragraphs, links and lists had no styling at all. The slots now carry their own prose classes and the chrome around them keeps not-prose. The recorded clip also gets the reduced-motion guard the docs-snippet check requires, and the generator reads stability from the source metadata type so the scripts typecheck passes. * fix(catalog): docs-tab paragraphs render as blocks Mintlify emits paragraphs as inline spans, so two paragraphs in the Docs slot ran together. * fix(ci): drop the duplicate docs_catalog job output git's line-based auto-merge silently duplicated the outputs key when main and this branch each added it on non-adjacent lines during the rebase; oxfmt's yaml parser rejects the repeated map key. * fix(catalog): close four CodeQL alerts in the frost source * chore(catalog): allowlist the avatar-promo-card CDN asset deletions, format sync-docs-catalog check-no-main-deletions.mjs was rejecting 11 local mp4/font files this branch already deleted in favor of CDN hosting; scripts/sync-docs-catalog.mjs had one line over the 100-col print width from an earlier edit in this branch. * fix(catalog): detail tabs use docs prose spacing, Install first; previews skip no-WebGPU runners * fix(catalog): the docs tab scrolls with the page instead of a capped inner box * refactor(catalog): split the payload asset and verify scripts into single-purpose helpers * refactor(catalog): split the preview generator into single-purpose helpers * ci(catalog): fail when the committed catalog differs from generator output The docs host serves the committed catalog and nothing regenerates it, so a stale copy shipped silently. The catalog payloads job now generates into a temp dir and compares it with the committed tree. * chore(catalog): regenerate docs/public/catalog with the refactored scripts One full regeneration from an empty output tree with the current scripts. The tree grows from 58.4 MB to 65.1 MB. Two hosted assets are about 2 MB each (an avatar png and a wav); the same bytes are already committed under assets/, so HF_MAX_NONLFS_KB is raised for this commit only. * fix(catalog): run the catalog script tests under the runner they are written for The rebase put three node:test files in the vitest half of test:scripts, where they report "No test suite found". They now sit in the node --test list. * fix(catalog): a WebGPU item without an adapter shows its recorded clip and says why * ci(catalog): the drift check runs from a committed fetch mirror with no network Generation now serves every font and CDN script fetch from scripts/catalog-fetch-mirror and fails when a fetch is not in it, even if the caller swallowed the error. CATALOG_FETCH_MIRROR=record refreshes the mirror from the live network. The docs_catalog filter also watches packages/core, packages/producer and the mirror, and the 13 re-hashed font files are listed in ALLOWED_DELETIONS. * chore(catalog): clean up the temp font cache and sort the mirror index without a locale * fix(catalog): hide Tune when the clip stands in, time out the adapter request, share one check * fix(catalog): the adapter probe survives a sync throw and a hang; test the clip guard * fix(catalog): keep the adapter probe inside the component, Mintlify evaluates only exports * fix(catalog): run the detail and page generator tests in CI; no Tune flash while probing WebGPU * docs(catalog): credit vendored libraries and make each SKILL.md list what the block installs CREDITS.md names every vendored dependency with its upstream and licence, and flags the two leaf textures whose origin is still to be confirmed. Each SKILL.md Files table now comes from the block manifest and its install and render paths point at compositions/<name>/. A test checks that every path a SKILL.md names is a manifest file that exists. * fix(catalog): a declared WebGPU item passes verify by its manifest tag, not by console wording verify-catalog-payloads forgave a missing adapter only by matching the markup and the message, which library-reported errors and widgets never satisfy. The webgpu tag in the item manifest is now the owner: a tagged item ignores its page and console errors, an untagged one gets no forgiveness, and a marker payload with no html is listed instead of crashing the run. * docs(catalog): correct the credits per block and guard the mount and render paths CREDITS.md states the three.js version and vendored-or-CDN status per block, adds d3-delaunay, Clipper on the CDN and the Google Fonts loads, and lists every texture with no known origin. The SKILL.md test now also checks the mount and render paths against the manifest composition. * test(catalog): read each block manifest once in the SKILL.md file test The two checks shared a copied manifest read, which fallow flagged as a clone with a high score. * fix(catalog): commit the hosted item files a gitignore rule kept out, and check git not the disk The compositions/ and *-ad/ ignore rules matched folder names under docs/public/catalog/items, so 33 hosted fonts, textures and marks were generated but never committed and would 404 on the docs host. The rules now have a negation for that tree and the files are added. The drift check read the checkout, where git-ignored files still exist, so it passed locally and failed only in CI. It now unpacks HEAD with git archive and compares that. * fix(catalog): a tile keeps its poster until the composition has painted * fix(catalog): a tagged WebGPU item forgives only the adapter-absent error, and test the wiring The manifest webgpu tag now decides whether an item may lack an adapter, and the error wording decides which lines are that absence. Any other page or console error on the item, and every failed request, still fails. The per-item decision is one exported function the tests drive, marker payloads are parsed by a tested helper, and the SKILL.md variable counts are checked against their tables (cuboid-carousel said forty-nine for forty). * fix(catalog): the pinned group's posters load eagerly at high priority * fix(catalog): type the tile reveal test so the scripts typecheck passes * fix(catalog): stop the adapter signature matching an unrelated failed adapter request failed to request .*adapter also matched errors about other adapters. It now matches only a request for the WebGPU adapter, so a tagged item cannot hide an unrelated failure behind it. * test(catalog): a tagged item still fails on an error about some other adapter * feat(catalog): the install command sits above the preview, as on the live catalog * fix(catalog): find the install slot through Mintlify's child wrapper * fix(docs): catalog copy buttons keep their size when the label swaps to Copied * refactor(docs): name the shown copy label once in the catalog copy button * fix(docs): primary catalog button keeps a readable label on hover and after copy * fix(docs): inset the catalog tab strip and tab content to match the boxed panels
892 lines
34 KiB
Plaintext
892 lines
34 KiB
Plaintext
---
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title: "Camera Shake"
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description: "Procedural handheld, telephoto and rig camera shake for any wrapper: nine measured profiles with per-lens projection, closed-form and seek-safe"
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mode: "frame"
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---
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import { CatalogDetail, CatalogSlot } from "/snippets/catalog-detail.jsx";
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import { InstallCommand } from "/snippets/install-command.jsx";
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<CatalogDetail
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previewSrc="/public/catalog/components/camera-shake.json"
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compositionId="camera-shake"
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compositionSrc="compositions/components/camera-shake.html"
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title="Camera Shake"
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description="Procedural handheld, telephoto and rig camera shake for any wrapper: nine measured profiles with per-lens projection, closed-form and seek-safe"
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variables={[{"id":"shakeProfile","type":"enum","label":"Shake profile","default":"handheld-normal-mild","options":[{"value":"handheld-normal-mild","label":"Handheld - normal lens, mild"},{"value":"handheld-normal-strong","label":"Handheld - normal lens, strong"},{"value":"handheld-normal-extreme","label":"Handheld - normal lens, extreme"},{"value":"handheld-wideangle-mild","label":"Handheld - wide angle, mild"},{"value":"handheld-wideangle-strong","label":"Handheld - wide angle, strong"},{"value":"handheld-tele-mild","label":"Handheld - telephoto, mild"},{"value":"handheld-tele-strong","label":"Handheld - telephoto, strong"},{"value":"rig-6d-shake","label":"Rig - 6D shake (engine buzz)"},{"value":"rig-6d-wobble","label":"Rig - 6D wobble"}]},{"id":"shakeIntensity","type":"number","label":"Intensity multiplier","default":1,"min":0,"max":3,"step":0.05},{"id":"shakeFrequency","type":"number","label":"Frequency multiplier","default":1,"min":0.1,"max":4,"step":0.05},{"id":"shakeRotation","type":"boolean","label":"Include rotation (roll + tilt/pan)","default":true}]}
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meta={{"category":"Camera & 3D","badge":"Stable","codeLines":809}}
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attribution={{"path":"registry/components/camera-shake","tags":["camera","shake","handheld","effect","cinematic"]}}
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hasCode
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rawUrl="https://raw.githubusercontent.com/heygen-com/hyperframes/main/registry/components/camera-shake/camera-shake.html"
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>
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<CatalogSlot slot="code">
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```html camera-shake.html
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<!doctype html>
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<html
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lang="en"
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data-composition-variables='[
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{
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"id": "shakeProfile",
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"type": "enum",
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"label": "Shake profile",
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"default": "handheld-normal-mild",
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"options": [
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{ "value": "handheld-normal-mild", "label": "Handheld - normal lens, mild" },
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{ "value": "handheld-normal-strong", "label": "Handheld - normal lens, strong" },
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{ "value": "handheld-normal-extreme", "label": "Handheld - normal lens, extreme" },
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{ "value": "handheld-wideangle-mild", "label": "Handheld - wide angle, mild" },
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{ "value": "handheld-wideangle-strong", "label": "Handheld - wide angle, strong" },
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{ "value": "handheld-tele-mild", "label": "Handheld - telephoto, mild" },
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{ "value": "handheld-tele-strong", "label": "Handheld - telephoto, strong" },
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{ "value": "rig-6d-shake", "label": "Rig - 6D shake (engine buzz)" },
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{ "value": "rig-6d-wobble", "label": "Rig - 6D wobble" }
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]
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},
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{
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"id": "shakeIntensity",
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"type": "number",
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"label": "Intensity multiplier",
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"default": 1,
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"min": 0,
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"max": 3,
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"step": 0.05
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},
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{
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"id": "shakeFrequency",
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"type": "number",
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"label": "Frequency multiplier",
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"default": 1,
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"min": 0.1,
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"max": 4,
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"step": 0.05
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},
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{
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"id": "shakeRotation",
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"type": "boolean",
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"label": "Include rotation (roll + tilt/pan)",
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"default": true
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}
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]'
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>
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=1920, height=1080" />
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<title>Camera Shake</title>
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<style>
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*,
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*::before,
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*::after {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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html,
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body {
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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background: transparent;
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}
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/* ---- camera-shake ----------------------------------------------------
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Procedural handheld / Steadicam / rig shake for ANY wrapper. Two
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elements: an overflow-hidden FRAME that carries the lens perspective,
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and a RIG inside it that gets the shake transform. Whatever you put
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in the rig becomes "the shot".
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<div class="camera-shake-frame">
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<div class="camera-shake-rig"> ...your content... </div>
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</div>
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cameraShake(tl, "#my-rig", { profile: "handheld-tele-mild", duration: 8 });
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Layers inside the rig may carry data-cs-z="-800" to sit at a depth;
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cameraShake() scales them to compensate so they parallax under the
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camera instead of sliding as a flat card.
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------------------------------------------------------------------- */
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.camera-shake-frame {
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position: absolute;
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inset: 0;
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overflow: hidden;
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/* perspective is written by cameraShake() from the profile's lens */
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}
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.camera-shake-rig {
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position: absolute;
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inset: 0;
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transform-style: preserve-3d;
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will-change: transform;
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}
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.camera-shake-rig > * {
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transform-style: preserve-3d;
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}
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/* ---- self-preview stand-in "world" (not part of the snippet) ------- */
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.cs-layer {
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position: absolute;
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inset: 0;
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}
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.cs-sky {
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background: linear-gradient(#070b18 0%, #16264a 52%, #4a6ea8 78%, #b9852f 100%);
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}
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.cs-skyline {
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position: absolute;
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left: 0;
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right: 0;
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bottom: 46%;
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height: 220px;
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background: repeating-linear-gradient(
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90deg,
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#0d1428 0 70px,
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transparent 70px 96px,
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#101a33 96px 140px,
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transparent 140px 178px
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);
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opacity: 0.85;
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}
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.cs-tower {
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position: absolute;
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bottom: 44%;
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width: 190px;
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background: linear-gradient(#1d2b4d, #0a1024);
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border-top: 6px solid #2f4a80;
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}
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.cs-tower::after {
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content: "";
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position: absolute;
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inset: 18px 14px;
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background:
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repeating-linear-gradient(0deg, #ffd48a33 0 10px, transparent 10px 34px),
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repeating-linear-gradient(90deg, #ffd48a2b 0 12px, transparent 12px 40px);
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}
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.cs-t1 {
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left: 300px;
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height: 430px;
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}
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.cs-t2 {
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left: 820px;
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width: 260px;
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height: 640px;
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}
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.cs-t3 {
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left: 1340px;
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height: 380px;
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}
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/* Flat ground plane. A rotateX'd floor would poke through the title
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plane under preserve-3d, so depth here comes from translateZ only. */
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.cs-floor {
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position: absolute;
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left: 0;
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right: 0;
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top: 56%;
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bottom: 0;
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background:
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repeating-linear-gradient(90deg, #4d6ea03d 0 3px, transparent 3px 150px),
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repeating-linear-gradient(0deg, #4d6ea03d 0 3px, transparent 3px 70px),
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linear-gradient(#0a1224, #04070f);
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}
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.cs-title {
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position: absolute;
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left: 0;
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right: 0;
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top: 300px;
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text-align: center;
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font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
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font-weight: 800;
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font-size: 148px;
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line-height: 1.1;
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letter-spacing: -0.03em;
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color: #ffffff;
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text-shadow: 0 12px 44px rgba(0, 0, 0, 0.75);
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}
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.cs-title span {
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display: block;
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}
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.cs-post {
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position: absolute;
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left: 120px;
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bottom: 0;
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width: 46px;
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height: 620px;
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background: linear-gradient(#25324f, #060a14);
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border-radius: 6px;
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}
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.cs-post-b {
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left: auto;
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right: 150px;
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height: 720px;
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}
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/* ---- static frame guide: proves the WORLD moves, not the frame ----- */
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#cs-guide {
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position: absolute;
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inset: 0;
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pointer-events: none;
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}
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/* Thirds as four thin bars, not one full-frame gradient layer: a
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full-inset element over the title reads as an occluder to the
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layout checker even when its paint is mostly transparent. */
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#cs-guide .cs-line {
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position: absolute;
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background: rgba(255, 255, 255, 0.25);
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}
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#cs-guide .cs-v1 {
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left: 639px;
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top: 0;
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width: 3px;
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height: 1080px;
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}
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#cs-guide .cs-v2 {
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left: 1279px;
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top: 0;
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width: 3px;
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height: 1080px;
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}
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#cs-guide .cs-h1 {
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left: 0;
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top: 359px;
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width: 1920px;
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height: 3px;
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}
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#cs-guide .cs-h2 {
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left: 0;
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top: 719px;
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width: 1920px;
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height: 3px;
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}
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#cs-guide .cs-reticle {
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position: absolute;
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left: 910px;
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top: 490px;
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width: 100px;
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height: 100px;
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border: 3px solid #ff4d3d;
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border-radius: 50%;
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}
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#cs-guide .cs-reticle::after {
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content: "";
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position: absolute;
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left: 47px;
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top: -40px;
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width: 3px;
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height: 180px;
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background: #ff4d3d;
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}
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#cs-guide .cs-tick {
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position: absolute;
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width: 70px;
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height: 70px;
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border: 4px solid #ffffffbb;
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}
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#cs-guide .cs-tl {
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left: 70px;
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top: 70px;
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border-right: 0;
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border-bottom: 0;
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}
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#cs-guide .cs-tr {
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right: 70px;
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top: 70px;
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border-left: 0;
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border-bottom: 0;
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}
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#cs-guide .cs-bl {
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left: 70px;
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bottom: 70px;
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border-right: 0;
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border-top: 0;
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}
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#cs-guide .cs-br {
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right: 70px;
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bottom: 70px;
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border-left: 0;
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border-top: 0;
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}
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#cs-readout {
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position: absolute;
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left: 70px;
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bottom: 170px;
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font-family: Menlo, Consolas, monospace;
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font-size: 30px;
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letter-spacing: 0.02em;
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color: #ffffffe6;
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text-shadow: 0 2px 10px rgba(0, 0, 0, 0.9);
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}
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</style>
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</head>
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<body>
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<!--
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WIRING (what you copy into a host composition):
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1. the .camera-shake-frame / .camera-shake-rig CSS above
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2. the cameraShake() helper in the script below (profile table included)
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3. wrap the thing you want shot:
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<div class="camera-shake-frame">
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<div class="camera-shake-rig" id="shot"> <video .../> </div>
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</div>
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4. drive it from your paused timeline:
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cameraShake(tl, "#shot", { profile: "handheld-wideangle-strong", duration: 8 });
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Everything with a `cs-` class below is the self-preview world, not the snippet.
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-->
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<div
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id="cs-root"
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data-composition-id="camera-shake"
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data-start="0"
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data-duration="6"
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data-fps="30"
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data-width="1920"
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data-height="1080"
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style="position: relative; width: 1920px; height: 1080px; background: #05070f"
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>
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<div
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class="camera-shake-frame clip"
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id="cs-frame"
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data-start="0"
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data-duration="6"
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data-track-index="0"
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>
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<!-- The rig is deliberately larger than the frame (overscan) and
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deliberately leaves it under shake: that IS the effect, so every
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moving layer is marked as intentional overflow. -->
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<div class="camera-shake-rig" id="cs-rig" data-layout-allow-overflow>
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<div class="cs-layer cs-sky" data-cs-z="-900" data-layout-allow-overflow></div>
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<div class="cs-layer cs-farlayer" data-cs-z="-520" data-layout-allow-overflow>
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<div class="cs-skyline" data-layout-allow-overflow></div>
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</div>
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<div class="cs-layer cs-midlayer" data-cs-z="-240" data-layout-allow-overflow>
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<div class="cs-tower cs-t1" data-layout-allow-overflow></div>
|
|
<div class="cs-tower cs-t2" data-layout-allow-overflow></div>
|
|
<div class="cs-tower cs-t3" data-layout-allow-overflow></div>
|
|
</div>
|
|
<div class="cs-layer cs-floorlayer" data-cs-z="-90" data-layout-allow-overflow>
|
|
<div class="cs-floor" data-layout-allow-overflow></div>
|
|
</div>
|
|
<div class="cs-layer cs-titlelayer" data-cs-z="0" data-layout-allow-overflow>
|
|
<div class="cs-title">
|
|
<span>CAMERA</span>
|
|
<span>SHAKE</span>
|
|
</div>
|
|
</div>
|
|
<div class="cs-layer cs-nearlayer" data-cs-z="110" data-layout-allow-overflow>
|
|
<div class="cs-post" data-layout-allow-overflow></div>
|
|
<div class="cs-post cs-post-b" data-layout-allow-overflow></div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div id="cs-guide" class="clip" data-start="0" data-duration="6" data-track-index="1">
|
|
<div class="cs-line cs-v1"></div>
|
|
<div class="cs-line cs-v2"></div>
|
|
<div class="cs-line cs-h1"></div>
|
|
<div class="cs-line cs-h2"></div>
|
|
<div class="cs-tick cs-tl"></div>
|
|
<div class="cs-tick cs-tr"></div>
|
|
<div class="cs-tick cs-bl"></div>
|
|
<div class="cs-tick cs-br"></div>
|
|
<div class="cs-reticle"></div>
|
|
<div id="cs-readout">profile</div>
|
|
</div>
|
|
</div>
|
|
|
|
<script>
|
|
/* =====================================================================
|
|
camera-shake - procedural handheld / Steadicam / rig camera shake.
|
|
|
|
PROVENANCE + LICENCE. The nine profiles below are measured PARAMETER
|
|
VALUES (amplitudes in degrees, frequencies in Hz, three octaves per
|
|
axis) read off Unity Cinemachine's shipped noise presets. Cinemachine
|
|
is under the Unity Companion License, which is NOT permissive: no
|
|
Unity file is vendored, copied or imported here, and none of the code
|
|
below derives from Unity source. What is reused is the numeric data -
|
|
facts about how much a camera moves - plus a three-line sampler shape
|
|
that is standard mathematics (sum of octaves of noise / cosine). The
|
|
noise function, the screen-space projection, the lens model, the
|
|
overscan solver and the seek-safe driver are all original.
|
|
|
|
DETERMINISM. Every value is a closed-form function of `t`:
|
|
channel(t) = (valueNoise(freq*t + offset) - 0.5) * amplitude
|
|
channel(t) = cos((freq*t + offset) * 2PI) * amplitude * 0.5
|
|
No accumulator, no dt, no clock, no unseeded random. Seeking straight
|
|
to frame N produces exactly the same state as stepping to frame N.
|
|
The per-frame work is driven from a PROPERTY SETTER on a tweened
|
|
driver object - NOT from tl.eventCallback("onUpdate"), which GSAP
|
|
suppresses on seek() and which would freeze the shake on frame 0.
|
|
===================================================================== */
|
|
(function () {
|
|
window.__timelines = window.__timelines || {};
|
|
|
|
var RAD = Math.PI / 180;
|
|
|
|
/* ---- the nine profiles ------------------------------------------
|
|
rot[octave] = [ [ampXdeg, freqHz], [ampY, freq], [ampZ, freq] ]
|
|
null = the preset has no channel on that axis for that octave.
|
|
`lens` selects the focal length used for the screen projection.
|
|
|
|
The optical truth in this table: wide-angle carries 12 deg on X
|
|
where telephoto carries 4 deg, because a long lens magnifies
|
|
angular jitter - amplitude scales inversely with focal length.
|
|
Keep the 3x ratio; it is the whole reason there are lens variants.
|
|
------------------------------------------------------------------ */
|
|
var CS_PROFILES = {
|
|
"handheld-normal-mild": {
|
|
lens: "normal",
|
|
rot: [
|
|
[[7, 0.15], [5, 0.1], null],
|
|
[[4, 0.8], [2, 0.75], null],
|
|
[[1, 1.2], [0.8, 1.5], null],
|
|
],
|
|
},
|
|
"handheld-normal-strong": {
|
|
lens: "normal",
|
|
rot: [
|
|
[[10, 0.4], [10, 0.06], null],
|
|
[[5, 1.44], [3, 0.73], null],
|
|
[[3, 2.49], [1, 2.0], null],
|
|
],
|
|
},
|
|
"handheld-normal-extreme": {
|
|
lens: "normal",
|
|
rot: [
|
|
[[15, 0.2], [7, 0.25], null],
|
|
[[5, 0.9], [3, 1.0], null],
|
|
[[2, 2.0], null, null],
|
|
],
|
|
},
|
|
"handheld-wideangle-mild": {
|
|
lens: "wide",
|
|
rot: [
|
|
[[12, 0.15], [5, 0.1], null],
|
|
[[5, 0.6], [4, 0.45], null],
|
|
[[1, 1.5], [1, 1.2], null],
|
|
],
|
|
},
|
|
"handheld-wideangle-strong": {
|
|
lens: "wide",
|
|
rot: [
|
|
[[17.46, 0.5], [5, 0.25], null],
|
|
[
|
|
[12.47, 0.94],
|
|
[4, 0.5],
|
|
[1, 0.4],
|
|
],
|
|
[[4, 1.2], [2, 1.3], null],
|
|
],
|
|
},
|
|
"handheld-tele-mild": {
|
|
lens: "tele",
|
|
rot: [
|
|
[[4, 0.2], [2, 0.15], null],
|
|
[[2, 0.4], [2, 0.5], null],
|
|
[[1, 0.7], [1, 0.6], null],
|
|
],
|
|
},
|
|
"handheld-tele-strong": {
|
|
lens: "tele",
|
|
rot: [
|
|
[
|
|
[6.19, 0.39],
|
|
[4, 0.15],
|
|
[1, 0.1],
|
|
],
|
|
[[1.84, 1.75], [0.5, 0.9], null],
|
|
[[2.3, 2.0], [0.5, 1.4], null],
|
|
],
|
|
},
|
|
/* 6D Shake also carries POSITION channels (Unity world units, not
|
|
degrees). Every position channel is a "constant" (cosine) channel
|
|
except octave-2 Y, which is noise - that asymmetry is in the
|
|
measured data and is kept. */
|
|
"rig-6d-shake": {
|
|
lens: "normal",
|
|
rot: [
|
|
[
|
|
[0.09, 5.83],
|
|
[0.059, 1.8],
|
|
[0.017, 2.38],
|
|
],
|
|
[
|
|
[0.14, 9.17],
|
|
[0.041, 11.35],
|
|
[0.009, 10.52],
|
|
],
|
|
[
|
|
[0.15, 57.17],
|
|
[0.048, 54.17],
|
|
[0.016, 63.76],
|
|
],
|
|
],
|
|
pos: [
|
|
[
|
|
[0.011, 3.2, 1],
|
|
[0.059, 1.9, 1],
|
|
[0.021, 3.33, 1],
|
|
],
|
|
[
|
|
[0.009, 7.7, 1],
|
|
[0.04, 9.1, 0],
|
|
[0.009, 9.22, 1],
|
|
],
|
|
[
|
|
[0.002, 51.51, 1],
|
|
[0.05, 55.54, 1],
|
|
[0.017, 58.55, 1],
|
|
],
|
|
],
|
|
},
|
|
"rig-6d-wobble": {
|
|
lens: "normal",
|
|
rot: [
|
|
[
|
|
[0.987, 5.2],
|
|
[1.34, 5.39],
|
|
[2, 2.23],
|
|
],
|
|
[
|
|
[0.73, 9.17],
|
|
[0.86, 11.35],
|
|
[0.51, 8.31],
|
|
],
|
|
[
|
|
[0.78, 13.52],
|
|
[0.55, 27.66],
|
|
[0.28, 18.91],
|
|
],
|
|
],
|
|
},
|
|
};
|
|
|
|
/* Lens -> pinhole projection distance, in pixels.
|
|
|
|
Two constraints, and they have to be satisfied together:
|
|
1) SCALE. These amplitudes were authored against a camera with a
|
|
60 degree VERTICAL field of view, so the "normal" lens must
|
|
reproduce that framing or every profile comes out roughly twice
|
|
as violent as intended: D_normal = (H/2) / tan(30deg).
|
|
2) RATIO. 28 / 50 / 85mm are the standard wide / normal / tele
|
|
primes; D scales with focal length, so wide:tele is 1:3.04 -
|
|
the exact reciprocal of the 12deg:4deg amplitude ratio in the
|
|
profile table. That reciprocal is why all seven handheld presets
|
|
land within ~15% of the same on-screen displacement while still
|
|
looking like completely different lenses. */
|
|
var CS_LENS_MM = { wide: 28, normal: 50, tele: 85 };
|
|
var CS_REF_VFOV_DEG = 60;
|
|
|
|
/* Unity position channels are world units with no pixel equivalent.
|
|
240 px/unit is AUTHORED (it puts 6D Shake's buzz at a few pixels,
|
|
which is what an engine-vibration preset should look like). It is
|
|
the one number here that is not measured. */
|
|
var CS_UNIT_PX = 240;
|
|
|
|
/* Tilting the content plate is a stand-in for rotating the camera, and
|
|
it degenerates. The plate is a finite rectangle sitting AT the
|
|
projection distance, so tipping it drives its far corner backwards
|
|
by (half-diagonal * sin tilt); once that approaches D the corner
|
|
crosses the eye plane, the projection blows up, and NO amount of
|
|
overscan covers the frame - increasing the scale only pushes the
|
|
corner further behind the eye. It bites first on wide lenses, where
|
|
D is small and the plate is optically enormous.
|
|
|
|
So the tilt ceiling is derived, not picked: allow the corner to sink
|
|
at most a quarter of the way to the eye. 28mm gets ~6.8 deg, 50mm
|
|
~12.3 deg, 85mm ~21.2 deg - wide lenses keystone least, which is
|
|
also what they look like. The FRAMING swing, which is what the
|
|
measured degrees actually encode, is never clamped: the shot still
|
|
moves by the full authored amount and only the world's keystone
|
|
stops growing. */
|
|
var CS_TILT_DEPTH_BUDGET = 0.25;
|
|
|
|
/* ---- deterministic 1-D value noise (original implementation) ------
|
|
Integer hash -> [0,1), smootherstep interpolation between lattice
|
|
points. Pure function of (x, seed): no state, no Math.random. */
|
|
function csHash(i, seed) {
|
|
var h = Math.imul(i | 0, 374761393) + Math.imul(seed | 0, 668265263);
|
|
h = (h ^ (h >>> 13)) >>> 0;
|
|
h = Math.imul(h, 1274126177) >>> 0;
|
|
return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
|
|
}
|
|
function csNoise(x, seed) {
|
|
var i = Math.floor(x);
|
|
var f = x - i;
|
|
var u = f * f * f * (f * (f * 6 - 15) + 10);
|
|
return csHash(i, seed) * (1 - u) + csHash(i + 1, seed) * u;
|
|
}
|
|
|
|
/* One channel of one octave. `constant` picks the cosine form.
|
|
Each channel gets its own seed AND its own time offset: sharing
|
|
offsets correlates the axes and the shake collapses into a diagonal
|
|
line, which is the classic tell of fake handheld. */
|
|
function csChannel(amp, freq, t, seed, constant) {
|
|
var u = freq * t + seed * 7.13;
|
|
if (constant) return Math.cos(u * 2 * Math.PI) * amp * 0.5;
|
|
return (csNoise(u, seed) - 0.5) * amp;
|
|
}
|
|
|
|
function csSample(profile, t, intensity, freqScale) {
|
|
var rot = [0, 0, 0];
|
|
var pos = [0, 0, 0];
|
|
var o, a, ch;
|
|
for (o = 0; o < profile.rot.length; o++) {
|
|
for (a = 0; a < 3; a++) {
|
|
ch = profile.rot[o][a];
|
|
if (!ch) continue;
|
|
rot[a] += csChannel(ch[0] * intensity, ch[1] * freqScale, t, o * 3 + a, 0);
|
|
}
|
|
}
|
|
if (profile.pos) {
|
|
for (o = 0; o < profile.pos.length; o++) {
|
|
for (a = 0; a < 3; a++) {
|
|
ch = profile.pos[o][a];
|
|
if (!ch) continue;
|
|
pos[a] += csChannel(ch[0] * intensity, ch[1] * freqScale, t, 32 + o * 3 + a, ch[2]);
|
|
}
|
|
}
|
|
}
|
|
return { pitch: rot[0], yaw: rot[1], roll: rot[2], px: pos[0], py: pos[1], pz: pos[2] };
|
|
}
|
|
|
|
/* ---- the public helper ------------------------------------------
|
|
cameraShake(tl, target, opts)
|
|
profile one of the nine ids
|
|
intensity amplitude multiplier (default 1)
|
|
frequency frequency multiplier (default 1)
|
|
rotation false = translation only (gimbal-stabilised look)
|
|
duration seconds of shake (default 6)
|
|
at timeline position (default 0)
|
|
fps sampling rate for the overscan solve (default 30)
|
|
overscan force a scale instead of solving for one
|
|
Returns { distance, overscan, peakX, peakY, peakRoll }.
|
|
------------------------------------------------------------------ */
|
|
window.cameraShake = function (tl, target, opts) {
|
|
opts = opts || {};
|
|
var el = typeof target === "string" ? document.querySelector(target) : target;
|
|
if (!el) return null;
|
|
|
|
var profile = CS_PROFILES[opts.profile] || CS_PROFILES["handheld-normal-mild"];
|
|
var intensity = opts.intensity === undefined ? 1 : Number(opts.intensity);
|
|
var freqScale = opts.frequency === undefined ? 1 : Number(opts.frequency);
|
|
var withRotation = opts.rotation !== false;
|
|
var dur = opts.duration === undefined ? 6 : Number(opts.duration);
|
|
var at = opts.at === undefined ? 0 : Number(opts.at);
|
|
var fps = opts.fps === undefined ? 30 : Number(opts.fps);
|
|
|
|
var box = el.getBoundingClientRect();
|
|
var W = box.width || el.offsetWidth || 1920;
|
|
var H = box.height || el.offsetHeight || 1080;
|
|
var D = (H / 2 / Math.tan((CS_REF_VFOV_DEG / 2) * RAD)) * (CS_LENS_MM[profile.lens] / 50);
|
|
|
|
// The frame (overflow-hidden parent) carries the lens perspective so
|
|
// that depth layers inside the rig parallax instead of sliding flat.
|
|
var frame = el.parentElement;
|
|
if (frame) frame.style.perspective = D + "px";
|
|
|
|
// Depth layers: compensate scale so a layer at z still fills frame.
|
|
var layers = el.querySelectorAll("[data-cs-z]");
|
|
for (var i = 0; i < layers.length; i++) {
|
|
var z = Number(layers[i].getAttribute("data-cs-z")) || 0;
|
|
layers[i].style.transform = "translateZ(" + z + "px) scale(" + (D - z) / D + ")";
|
|
}
|
|
|
|
var maxTiltDeg =
|
|
Math.asin(Math.min(0.9, (CS_TILT_DEPTH_BUDGET * D) / Math.sqrt((W * W + H * H) / 4))) /
|
|
RAD;
|
|
function clampTilt(deg) {
|
|
return Math.max(-maxTiltDeg, Math.min(maxTiltDeg, deg));
|
|
}
|
|
|
|
function state(t) {
|
|
var s = csSample(profile, t, intensity, freqScale);
|
|
// Pinhole projection: a camera rotation of theta about its nodal
|
|
// point shifts the projected image by D*tan(theta). That shift and
|
|
// the plate rotation together ARE the rotation-about-the-nodal-
|
|
// point decomposition - it is not double counting.
|
|
var x = -D * Math.tan(s.yaw * RAD) + s.px * CS_UNIT_PX;
|
|
var y = D * Math.tan(s.pitch * RAD) + s.py * CS_UNIT_PX;
|
|
return {
|
|
x: x,
|
|
y: y,
|
|
roll: withRotation ? clampTilt(s.roll) : 0,
|
|
pitch: withRotation ? clampTilt(s.pitch) : 0,
|
|
yaw: withRotation ? clampTilt(s.yaw) : 0,
|
|
dolly: 1 + (s.pz * CS_UNIT_PX) / D,
|
|
};
|
|
}
|
|
|
|
// Overscan. The shake is a closed form, so the scale that keeps the
|
|
// plate covering the frame is computed per frame and the worst kept.
|
|
// Per frame, not worst-of-each-axis: peak pitch and peak yaw do not
|
|
// land on the same frame, and combining their maxima would zoom in
|
|
// for a frame that never exists. Three terms:
|
|
// translation - the plate must reach 2*|offset| further
|
|
// roll - a rolled W x H rect covers W x H at
|
|
// (W cos r + H sin r) / W (and the H twin)
|
|
// keystone - under perspective the edge that tips AWAY shrinks
|
|
// toward the projection centre. The lever arm is NOT
|
|
// the plate half-size: CSS projects about the FRAME's
|
|
// perspective-origin, so a plate that is translated
|
|
// AND tipped swings its far corner about a point
|
|
// |offset| further out. Using (H/2 + |y|) instead of
|
|
// H/2 is what makes this hold on the wide-angle
|
|
// profiles; the earlier H/2 form tore a corner off
|
|
// the frame at 28mm. Verified by DOM hit-test probe
|
|
// across all nine profiles at intensity 1, 2 and 3.
|
|
var maxX = 0,
|
|
maxY = 0,
|
|
maxRoll = 0,
|
|
overscan = 1;
|
|
for (var f = 0; f <= Math.ceil(dur * fps); f++) {
|
|
var st = state(f / fps);
|
|
maxX = Math.max(maxX, Math.abs(st.x));
|
|
maxY = Math.max(maxY, Math.abs(st.y));
|
|
maxRoll = Math.max(maxRoll, Math.abs(st.roll));
|
|
var rr = Math.abs(st.roll) * RAD;
|
|
var need =
|
|
(Math.max(
|
|
(W * Math.cos(rr) + H * Math.sin(rr)) / W,
|
|
(H * Math.cos(rr) + W * Math.sin(rr)) / H,
|
|
) *
|
|
Math.max(1 + (2 * Math.abs(st.x)) / W, 1 + (2 * Math.abs(st.y)) / H) *
|
|
(1 +
|
|
((H / 2 + Math.abs(st.y)) / D) * Math.sin(Math.abs(st.pitch) * RAD) +
|
|
((W / 2 + Math.abs(st.x)) / D) * Math.sin(Math.abs(st.yaw) * RAD))) /
|
|
Math.max(0.5, st.dolly);
|
|
overscan = Math.max(overscan, need);
|
|
}
|
|
overscan = opts.overscan === undefined ? overscan * 1.02 : Number(opts.overscan);
|
|
|
|
function apply(t) {
|
|
var s = state(t);
|
|
gsap.set(el, {
|
|
x: s.x,
|
|
y: s.y,
|
|
rotation: s.roll,
|
|
rotationX: s.pitch,
|
|
rotationY: -s.yaw,
|
|
scale: overscan * s.dolly,
|
|
});
|
|
}
|
|
|
|
// Seek-safe driver: GSAP writes `t` on every render, including
|
|
// seek(), so the setter runs on every frame. An onUpdate callback
|
|
// would NOT - GSAP suppresses events on seek and the shake would
|
|
// freeze on frame 0.
|
|
var driver = {};
|
|
var value = 0;
|
|
Object.defineProperty(driver, "t", {
|
|
get: function () {
|
|
return value;
|
|
},
|
|
set: function (next) {
|
|
value = next;
|
|
apply(next);
|
|
},
|
|
});
|
|
apply(0);
|
|
tl.to(driver, { t: dur, duration: dur, ease: "none" }, at);
|
|
|
|
return {
|
|
distance: D,
|
|
overscan: overscan,
|
|
peakX: maxX,
|
|
peakY: maxY,
|
|
peakRoll: maxRoll,
|
|
};
|
|
};
|
|
|
|
/* ---- self-preview (not part of the snippet) ----------------------- */
|
|
var vars =
|
|
window.__hyperframes && window.__hyperframes.getVariables
|
|
? window.__hyperframes.getVariables()
|
|
: {};
|
|
var PROFILE = vars.shakeProfile || "handheld-normal-mild";
|
|
var INTENSITY = vars.shakeIntensity === undefined ? 1 : Number(vars.shakeIntensity);
|
|
var FREQUENCY = vars.shakeFrequency === undefined ? 1 : Number(vars.shakeFrequency);
|
|
var ROTATION = !(vars.shakeRotation === false || vars.shakeRotation === "false");
|
|
|
|
var tl = gsap.timeline({ paused: true });
|
|
var info = window.cameraShake(tl, "#cs-rig", {
|
|
profile: PROFILE,
|
|
intensity: INTENSITY,
|
|
frequency: FREQUENCY,
|
|
rotation: ROTATION,
|
|
duration: 6,
|
|
fps: 30,
|
|
});
|
|
var readout = document.getElementById("cs-readout");
|
|
if (readout && info) {
|
|
readout.textContent =
|
|
PROFILE +
|
|
" | " +
|
|
CS_LENS_MM[(CS_PROFILES[PROFILE] || CS_PROFILES["handheld-normal-mild"]).lens] +
|
|
"mm | x" +
|
|
INTENSITY +
|
|
" amp x" +
|
|
FREQUENCY +
|
|
" freq | rot " +
|
|
(ROTATION ? "on" : "off") +
|
|
" | overscan " +
|
|
info.overscan.toFixed(3);
|
|
}
|
|
window.__timelines["camera-shake"] = tl;
|
|
})();
|
|
</script>
|
|
</body>
|
|
</html>
|
|
```
|
|
|
|
</CatalogSlot>
|
|
|
|
<CatalogSlot slot="install">
|
|
|
|
<InstallCommand command="npx hyperframes add camera-shake" item="camera-shake" />
|
|
|
|
That writes one file: `compositions/components/camera-shake.html`.
|
|
|
|
</CatalogSlot>
|
|
|
|
<CatalogSlot slot="docs">
|
|
|
|
## Paste it into your composition
|
|
|
|
Open `compositions/components/camera-shake.html` and copy what is inside into your own composition.
|
|
|
|
A component has no size or duration of its own. It takes both from the composition
|
|
you paste it into.
|
|
|
|
## Variables
|
|
|
|
Every one of these has a default, so the piece works untouched. Set the ones you
|
|
want to change on the element:
|
|
|
|
| Variable | Default | Accepts | What it does |
|
|
| --- | --- | --- | --- |
|
|
| `shakeProfile` | `handheld-normal-mild` | `handheld-normal-mild`, `handheld-normal-strong`, `handheld-normal-extreme`, `handheld-wideangle-mild`, `handheld-wideangle-strong`, `handheld-tele-mild`, `handheld-tele-strong`, `rig-6d-shake`, `rig-6d-wobble` | |
|
|
| `shakeIntensity` | `1` | 0 to 3, step 0.05 | |
|
|
| `shakeFrequency` | `1` | 0.1 to 4, step 0.05 | |
|
|
| `shakeRotation` | `true` | boolean | |
|
|
|
|
Set them with `data-variable-values` on the element that mounts it. These are the
|
|
defaults, so this behaves exactly like the preview above until you change one:
|
|
|
|
```html wrap
|
|
<div
|
|
data-composition-id="camera-shake"
|
|
data-composition-src="compositions/components/camera-shake.html"
|
|
data-variable-values='{"shakeProfile":"handheld-normal-mild","shakeIntensity":1,"shakeFrequency":1,"shakeRotation":true}'
|
|
></div>
|
|
```
|
|
|
|
{/* hf:generated-footer */}
|
|
|
|
Tagged `camera` `shake` `handheld` `effect` `cinematic`.
|
|
|
|
## Related topics
|
|
|
|
- [Browse the complete Catalog](/catalog)
|
|
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
|
|
- [Build a richer composition](/go-further)
|
|
|
|
</CatalogSlot>
|
|
|
|
</CatalogDetail>
|