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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.
This is the last installment of Earthquake tutorial. In Part 1, you create ground objects; in Part 2 you add texture, in Part 3 you learn how to animate the cracking; and now the last part is to add realism to your scene, camera shaking. When earthquake happens, all objects are shaking, also the camera movement. Beside earthquake effects, you can also use this tutorial to simulate effect of bomb explosion.
20. Continue exercise from Part 3. First, create a camera. For purpose of camera shaking, it is better to use Free Camera than Target Camera. Adjust its position to get the view you desired. Don't forget to activate Camera View in viewport by pressing C in keyboard.

21. Right click on camera and choose Curve Editor. Track View window will show up. In left pane, move scroll bar until you find Objects/Camera01/Transforms/Position/Z Position. Select Z Position, right click, and choose Assign Controller. In Assign Float Controller window, select Noise Float and click OK.

22. Another window will appear. Right now, you can adjust intensity for camera shaking by adjust Noise Strength. Usually default values is okay. When finished, you can close all opened windows.

23. There is side effect of using Noise Float in Z Position. Camera will be forced to go to Z=0. Your camera view will change. And you can't move camera along Z axis again. The solution is to select all objects except camera and move it down until you get the same previous camera view.

Congratulations, you have finished Earthquake tutorial. Render and watch your animation. Finished 3dsmax file can be downloaded here (21 kb, 3dsmax 8 format, zipped)
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Earthquake Part 1 - Part 2 - Part 3 - Part 4
Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email:
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