Skip to content
difficcd edited this page Sep 17, 2026 · 3 revisions

The camera

A camera move is a window onto the frame rather than something drawn into it. It has a centre — the point on the canvas that lands in the middle of the picture — and a zoom, and everything composited for the cut goes through that one transform. The video reference, the artwork and the text all move together, which is what makes it a camera and not another per-layer effect.

Where: the camera icon on a cut row, then the Camera section. It only plays while the film is playing, like every other animation here.

Presets

Zoom in, zoom out, pan left / right / up / down, and Ken Burns (a slow push with drift). Pick one and it is done; the zoom fields below show what the preset resolves to.

One thing that is not obvious: a pan at zoom 1 shows the edge of the artwork. There is nothing outside the canvas, so moving the window sideways slides blank paper into frame. Every preset that moves the centre therefore zooms in first, and by an amount chosen so the travel stays inside what the zoom buys. If you set up a pan by hand and see the edge, that is why.

A drawn path

Draw path — then draw on the canvas. The camera's centre follows the line you drew, evened out so it moves at a constant speed rather than replaying how fast your pen was moving. A drawn path overrides the preset's own path but keeps its zoom unless you set one.

This is for a move nobody can name — follow this arc, past that, settle here. Presets are for the ones that come up constantly, where drawing a straight line by hand would only make it crooked.

Zoom and tilt

Start and end values for each; the move is eased between them with the same curve as the position, so the three stay in step. Easing them separately is what makes a move feel like two moves.

Tilt is in degrees and meant for small values. It is a tilt, not a spin.

Shake

A handheld wobble on the centre. Amount in pixels, speed in wobbles per second.

It is two sine waves per axis at ratios that never line up, so it does not visibly repeat over a shot — one sine reads as a pendulum. It runs on real seconds rather than progress through the cut, so the same setting wobbles at the same rate in a one-second cut and a ten-second one, and it is not eased with the move, because a shake that slows to a stop reads as the camera being set down.

Effects over time

Shake is constant. The layer effects — mosaic and noise, on the Part animation page — have a window:

  • Start / End — where in the cut it happens, with the cut as 0 to 1. The gap is its duration.
  • Speed — how quickly it arrives inside that window. Above 1 it gets there early and holds.
  • From — start already this far applied, and deepen from there.

Outside the window it is off — nothing before the start, nothing after the end. "Come on and stay" is an end of 1. The mosaic's "there and back" mode still works on top of this. Noise has only start and end: it is at its strength the moment the window opens, with no ramp.

Everything is deterministic

Shake, the layer effects, and every other animation here is a pure function of the time. Nothing is random. That is not a stylistic choice: the export repaints the same frames through the same functions, and anything random would shake or tear differently in the file than it did on screen.

Clone this wiki locally