---
description: In this chapter we will cover details of camera animation.
---

# Camera

## Skeleton

The camera is animated using these character curves:

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

<figure><img src="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2Fe427vsQCXEh5TXu6llzS%2Fimage.png?alt=media&#x26;token=d42b3455-8044-4ef3-afa6-e5c8db20bb56" 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="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2FiT2UTMIfnSAmspn1POvd%2Fimage.png?alt=media&#x26;token=614206f6-e68e-4b3c-91e5-9b6eba05d6ef" 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="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2FujS59weggnP385JwvIp4%2Fimage.png?alt=media&#x26;token=ff23eab7-3a69-49c8-b761-8ff6444ba37e" 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 %}
