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Doddy
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I have some questions related to the non-smooth camera movement in cutscenes of quite a few games which appears to try and simulate the nervousness of a human operator holding it. This is opposed to camera shake in general gameplay when some event takes place, i.e. explosions, though they do also occur in the cutscenes I'm talking about.

Examples of this effect are in many games, but the best example I have seen of what I am trying to describe, which I always remember, is the opening cutscene (and many cutscenes) of Metal Gear Solid V: Ground Zeroes. Be sure to choose 60 FPS to make the effect clearer.

Is there a name for this "simulated human operator" effect, and do you know how this may have been achieved?

My guess would be that the camera is being offset in both axes by some kind of random deviation function, which is always slightly elastically moving towards the origin to stop it wandering off wildly. Perhaps Brownian motion?

I have some questions related to the non-smooth camera movement in cutscenes of quite a few games which appears to try and simulate the nervousness of a human operator holding it. This is opposed to camera shake in general gameplay when some event takes place, i.e. explosions, though they do also occur in the cutscenes I'm talking about.

Examples of this effect are in many games, but the best example I have seen of what I am trying to describe, which I always remember, is the opening cutscene (and many cutscenes) of Metal Gear Solid V: Ground Zeroes. Be sure to choose 60 FPS to make the effect clearer.

Is there a name for this "simulated human operator" effect, and do you know how this may have been achieved?

My guess would be that the camera is being offset in both axes by some kind of random deviation function, which is always slightly elastically moving towards the origin to stop it wandering off wildly. Perhaps Brownian motion?

I have some questions related to the non-smooth camera movement in cutscenes of quite a few games which appears to try and simulate the nervousness of a human operator holding it. This is opposed to camera shake in general gameplay when some event takes place, i.e. explosions, though they do also occur in the cutscenes I'm talking about.

Examples of this effect are in many games, but the best example I have seen of what I am trying to describe is the opening cutscene (and many cutscenes) of Metal Gear Solid V: Ground Zeroes. Be sure to choose 60 FPS to make the effect clearer.

Is there a name for this "simulated human operator" effect, and do you know how this may have been achieved?

My guess would be that the camera is being offset in both axes by some kind of random deviation function, which is always slightly elastically moving towards the origin to stop it wandering off wildly. Perhaps Brownian motion?

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DMGregory
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What is this"simulated human operator" cutscene camera movement called?

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Doddy
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I have some questions related to the non-smooth camera movement in cutscenes of quite a few games which appears to try and simulate the nervousness of a human operator holding it. This is opposed to camera shake in general gameplay when some event takes place, i.e. explosions, though they do also occur in the cutscenes I'm talking about.

Examples of this effect are in many games, but the best example I have seen of what I am trying to describe, which I always remember, is the opening cutscene (and many cutscenes) of Metal Gear Solid V: Ground Zeroes. Be sure to choose 60 FPS to make the effect clearer.

Is there a name for this "simulated human operator" effect, and do you know how this may have been achieved?

My guess would be that the camera is being offset in both axes by some kind of random deviation function, which is always slightly elastically moving towards the origin to stop it wandering off wildly. Perhaps Brownian motion?

I have some questions related to the non-smooth camera movement in cutscenes of quite a few games which appears to try and simulate the nervousness of a human operator holding it. This is opposed to camera shake in general gameplay when some event takes place, i.e. explosions, though they do also occur I'm talking about.

Examples of this effect are in many games, but the best example I have seen of what I am trying to describe, which I always remember, is the opening cutscene (and many cutscenes) of Metal Gear Solid V: Ground Zeroes. Be sure to choose 60 FPS to make the effect clearer.

Is there a name for this "simulated human operator" effect, and do you know how this may have been achieved?

My guess would be that the camera is being offset in both axes by some kind of random deviation function, which is always slightly elastically moving towards the origin to stop it wandering off wildly. Perhaps Brownian motion?

I have some questions related to the non-smooth camera movement in cutscenes of quite a few games which appears to try and simulate the nervousness of a human operator holding it. This is opposed to camera shake in general gameplay when some event takes place, i.e. explosions, though they do also occur in the cutscenes I'm talking about.

Examples of this effect are in many games, but the best example I have seen of what I am trying to describe, which I always remember, is the opening cutscene (and many cutscenes) of Metal Gear Solid V: Ground Zeroes. Be sure to choose 60 FPS to make the effect clearer.

Is there a name for this "simulated human operator" effect, and do you know how this may have been achieved?

My guess would be that the camera is being offset in both axes by some kind of random deviation function, which is always slightly elastically moving towards the origin to stop it wandering off wildly. Perhaps Brownian motion?

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Kromster
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Doddy
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