> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# 📹Camera Shake

> In this section you will learn about the camera shakes.

**Camera Shake** is an important aspect of the camera animation in game. The **FPS Animation Framework** allows you to play the camera shakes in runtime, by simply accessing the **FPSCamera** component:

```text theme={null}
_fpsCameraController.PlayCameraShake(cameraShake);
```

The cameraShake parameter is a Scriptable Object, which you can create by right-clicking:

**Create -> KINEMATION -> FPS Animator General -> Camera Shake**

<Frame caption={"Camera Shake."}>
  <img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/scriptable-animation-system/36aed9ea2b63bfa2c7a9.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=c2efdbe91d4ccdf7e55e9f7094826695" alt="" width={376} data-path="images/scriptable-animation-system/36aed9ea2b63bfa2c7a9.png" />
</Frame>

**X, Y and Z** are animation curves, which animate the respective rotation axis.

**Pitch, Yaw and Roll** represent the ranges for minimum and maximum target values. The value is computed using this formula:

**Smooth Speed** defines the interpolation speed.

**Play Rate** defines the animation speed.
