# Transform Shake

## Transform Shake Asset

The **Transform Shake Asset** exposes the **Position**, **Rotation**, and **Scale** properties (in addition to the common properties outlined in [Shake Settings Asset](/shakefx/core/shake-settings-asset.md)):

<figure><img src="/files/VnwOPqgpsLzW6XibLVhV" alt="" width="375"><figcaption></figcaption></figure>

## Transform ShakeFX

Add the **Transform ShakeFX** component on the Transform that you would like to shake:

<figure><img src="/files/FbY9y6lo5Oz0LIjTtd78" alt="" width="375"><figcaption></figcaption></figure>

**Motions**: Toggles which properties are affected by shakes.

**Shake**: The default shake asset used by this component.

**Debug**: A list of active shake instances (see [Shake Debug](/shakefx/shakes/shake-debug.md)).

### Offsets in local space

{% hint style="info" %}
Position, rotation, and scale shake offsets are applied in local object space, so the target Transform needs to have a parent Transform. This parent defines the camera's Transform in world-space, while the child Transform is used exclusively for shake offsets.
{% endhint %}

For example, if `NPC Model` has a shake component, then it should have a parent:

<figure><img src="/files/bN1SchU2wykNddBtdetb" alt="" width="206"><figcaption></figcaption></figure>


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