Lol, it was convenient for me at the time. It doesn’t really matter, you get the same effect either way. (along with whatever you want to call it: camera shaking, camera tumble, who gives a darn) It’s not some proprietary thing… it’s a camera… parented to a softbody… that’s about it. Once you try it, it’s in your head forever.
A few tidbits:
Changing the distance of the camera from the softbody effects the velocity of the rotation.
Taking away the gravity is helpful if you’re going to be tilting forward or backward.
I like it - the soft-body settings do need tweeking. This is actually quite a good simulation of a steadycam - which is designed to reduce camera shake, but it seams to be able to create camera shake as well.
Fandabeedozy! I have been obsessed in making renders look like they were filmed on handheld cameras, but the camera shake was a pain in the bottom to get going. This is going to save so much time so a big thankyou!
Also, I see great potential in setting up deflections with other soft bodies to get some real cool effects such as collisions with the actual camera!
I had a lot of trouble getting this to work, maybe because I’m using a different version of blender or something, but when I did get it working it turned out great.
I added it to a little path following camera move and it really adds drama and realism to the camera motion. Lots of inertia, love it!
I think it would be possible to use this with character animation too, if you added the control triangle as a separate object for each limb, used dummy bones in the character armature to move the triangles, and then parented the limb IK controllers to the triangle verts. It’d give the limbs some inertia and a sense of weight. You could also add one to the character’s armature root to allow inertia when performing translations.
Maybe I’ll give it a try. It’d be a great submission to blenderart 15…