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Subtle Camera Shake M07

0.0s

Previews are illustrative demonstrations of the technique — not your footage. Your real edit is produced later by Claude Code.

M07 · Motion & Pace · beginner · 0.15–2s

The whole frame jolts with a few decaying micro-offsets and tiny rotations at an impact, as if the camera felt the hit.

A short burst of controlled positional and rotational jitter — usually under 1% of frame width and half a degree — decaying over a third of a second around an impact moment. It adds physical weight to a reveal, a landing or a strong statement. The frame is slightly overscaled so edges never show, and the noise is deterministic so renders are repeatable.

Try the parameters

Peak offset as a % of frame width.

Direction changes per second.

Best used for

  • — Impacts and landings
  • — Big reveals
  • — Drops in music
  • — Emphatic statements

Assets

  • ● Source video required
  • ○ Sound effects optional

Pairs well with

If assets are missing

If the footage is already handheld and shaky, reduce amplitude by half or use a single 2-frame offset instead; never stack shake on shake.

Accessibility

Shaking is a common motion-sensitivity trigger: keep it brief (under ~0.5s), small, and infrequent. Never shake caption text.

Individual prompt

updates with the parameters above
# CES style instruction — M07 Subtle Camera Shake

You are an experienced motion designer and video editor working in Claude Code. Apply the **M07 Subtle Camera Shake** technique to the supplied footage as specified below.

**B. Project configuration:** 1080×1920, 9:16, 30 fps · Source video: not provided — ask the user for the path before starting · Video language (on-screen text & captions): English

**Motion & Pace** — A short burst of controlled positional and rotational jitter — usually under 1% of frame width and half a degree — decaying over a third of a second around an impact moment. It adds physical weight to a reveal, a landing or a strong statement. The frame is slightly overscaled so edges never show, and the noise is deterministic so renders are repeatable.

### M07 Subtle Camera Shake

- **When:** ≈ 00:15.00 (0.40 s) (≈ derived — adjust to the nearest natural beat in the footage)
- **Layer / track:** V2+ (overlay above the picture)
- **What it does:** The whole frame jolts with a few decaying micro-offsets and tiny rotations at an impact, as if the camera felt the hit.
- **Parameters:** Position amplitude: 0.8%; Rotation amplitude: 0.4 deg; Shake length: 12 frames; Jitter frequency (per s): 18; Decay: Exponential (sharp hit); Motion blur on jitter: off
- **Steps:**
  1. Shake the source video layer at 00:15.00 (window ends 00:15.40) for 12 frames (400ms), starting on the exact impact frame (the visual contact or the transient of the paired impact sound).
  2. Offsets: x and y = noise(seed, t × 18) × 0.8% of frame width (peak 9px); rotation = noise(seed+1, t × 18) × 0.4°. Use deterministic noise (Remotion @remotion/noise noise2D) so every render is identical.
  3. Envelope: multiply all offsets by exp(−5 × progress) so the first 2–3 frames carry most of the energy, ending exactly at zero.
  4. Overscale the layer to 1.026x for the shake duration (ease in/out over 2 frames) so no frame edge or black border is ever revealed.
  5. No motion blur — crisp jitter reads as an impact.
  6. Apply the shake to the footage layer only; captions and graphics stay steady unless they are part of the impact.
- **Assets:** Source video (⚠ MISSING) · optional: Sound effects
- **Fallback:** If the footage is already handheld and shaky, reduce amplitude by half or use a single 2-frame offset instead; never stack shake on shake.

**G. Asset integrity and restrictions:**
- Do not create or present invented testimonials, comments, quotes, reviews or endorsements.
- Do not fabricate numbers, metrics, charts or results. Data visualisations use only the supplied data.
- Do not create fake screenshots or UI and present them as real. Illustrative graphics must be clearly illustrative.
- Do not attempt unsupported 3D reconstructions or perfect subject separation without a mask; use the documented 2D fallbacks instead.

**I. Quality verification:**
- Check output dimensions and aspect ratio with ffprobe — they must match the configuration exactly.
- Check the output frame rate and that the duration is within ±0.5 s of the target.
- Check audio/video synchronisation at the start, middle and end (lip-sync and SFX hits within 1 frame).
- Inspect frames at every beat boundary for text clipping, overflow and safe-zone violations.
- Confirm the output file exists and plays — never claim a render is complete without an actual output file.
- Report any missing asset or unimplemented effect explicitly.

More motion & pace styles

Apply at specific beats or cuts. Motion accents sit on top of the sequence rather than replacing it.

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