> ## 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

> This page explains how the camera is animated.

## How it works

The camera is animated using three curves:

* **Camera\_Pitch**

* **Camera\_Yaw**

* **Camera\_Roll**

<Frame caption={"Camera animation curves."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/9ad6dc8cd4bd9e950ddb.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=96c35d1b65e7bd1c90ed7434be12e98d" alt="" width={563} data-path="images/tactical-shooter-pack/unreal/9ad6dc8cd4bd9e950ddb.png" />
</Frame>

These curves are on the character skeleton, so whenever a Montage plays at runtime, it animates the character and camera simultaneously.

## How curves are created

You can find camera animations in each weapon’s **Camera** folder. These sequences aren’t used directly; they are processed by the extraction tool, which transfers camera curves to the character animation:

<Frame caption={"Camera Motion Extractor."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/81a1b985ed9989aeb8de.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=e3225cc191ac42981e347faf794fd399" alt="" width={359} data-path="images/tactical-shooter-pack/unreal/81a1b985ed9989aeb8de.png" />
</Frame>

<Tip>
  **Tip**: Use this modifier to re‑extract or adjust the intensity of camera animations.First Person Camera
</Tip>

Actor Component applies camera animations by sampling curve values at runtime:

<Frame caption={"Camera animation."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/c34c34133e4b4a55aba6.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=e95de854485f119cc18d0cb70cb2fde1" alt="" width={465} data-path="images/tactical-shooter-pack/unreal/c34c34133e4b4a55aba6.png" />
</Frame>

<Tip>
  **Tip**: This component also plays camera recoil shakes.
</Tip>
