Brian…
Tell me about your technique in Maya. I typically use MEL to apply random shake to the camera and tie it into a set driven key to allow me to animate frequency and amplitude.
In EI there are a couple of ways to accomplish camera shake. One way is a built in function provided by the program to randomize values on any specific channel, but there’s no way to dial that up or down with key frames. You type in a randomization value and a seed and it proceeds to apply shake to that channel. If you want more, you have to “reset” the frames and apply a new randomization value… or select the specific cell values you want to randomize again and reapply. Xpressionist, our built in scripting tool, can be used to write an expression to randomize the position of the camera, but I don’t want to steal away Ian’s thunder here. So we’ll wait for him to share.
Cameras in EI are always 2 node cameras. For a single node camera, you’d just parent it to a null and animate the null. Nice thing that you’ll appreciate in EI is all animation paths are bezier splines. Easy to see, easy to manipulate.
EI still uses some old world thought processes in controlling channel data. There is no such thing as the hypergraph or hypershade so nodal based methodology hasn’t reached us yet. The material system is still very nice and has a lot of internal capability for layering and compositing. There are a number of shaders that take advantage of this.
In Maya there are a number of methods of routing channel data into other objects. In EI, Xpressionist and constraints are your primary choice.