> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/fps-animation-pack-unreal/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kinemation.gitbook.io/fps-animation-pack-unreal/animations/camera.md).

# Camera

## Skeleton

The camera is animated using these character curves:

* **Camera\_Pitch**
* **Camera\_Yaw**
* **Camera\_Roll**

<figure><img src="/files/vftqvFgI1ccxYI1SiXNk" alt="" width="563"><figcaption><p>Example of camera animation curves.</p></figcaption></figure>

These curves are added to the character animations, so whenever a **Montage** is played in runtime - it animates the character and camera at the same time.

Then, the **Camera Animator** component extracts these curves from the character animation blueprint and rotates the camera in runtime.

## Meshes and Animations

You can find camera animations in the **Camera** folder of each weapon. While these sequences are not used directly in the game, they were used via the extraction tool, that transferred camera curves to the character animation:

<figure><img src="/files/53nzLrBkKmeu2hecuMGr" alt="" width="359"><figcaption><p>Camera Motion Extractor.</p></figcaption></figure>

{% hint style="success" %}
**Tip**: you can use this modifier to re-extract or change the intensity of camera animations.
{% endhint %}

## Camera Animator

This **Actor Component** applies animations to the camera:

<figure><img src="/files/fdypi62ajuOoOlBslq1A" alt="" width="465"><figcaption><p>Extract character curves, rotate the camera.</p></figcaption></figure>

{% hint style="success" %}
**Tip**: this component is also responsible for camera recoil shakes.
{% endhint %}
