Recently I've been working on a shot where much of the drawings are static, except for pebbles and camera which needed to shake slightly to depict some kind of an imminent earthquake. In Blender I could do this easily by simply creating one keyframe on the camera and applying the Noise Modifier in the Graph Editor.
Unfortunately, I realized that such a feature does not seem to exist in OpenToonz, which is a shame because I needed to render from OT, import in Blender and apply the camera motion, then re-render from there again. It would save a lot of time if it was possible to directly do this in OT instead.
I don't know how it could be implemented, but an idea would be to have a "Motions" category in the FX schematic, where one could simply add a node for any level (such as the camera or stone) to pass through. Not only could we have "Noise" as a Motion category, but also any other potential Motion modifier such as Path-Follow, Duplicate or something (people can get pretty creative with this).
If not nodes, we could even have something that changes the values in the Animation tab / Function Editor, perhaps, but I'm not entirely sure how that may work.
EDIT: Very sorry, I did not know about the policy-change about Feature Requests before posting this. https://github.com/opentoonz/opentoonz/issues/1207 Feel free to close this or take it to somewhere more appropriate, if it's convenient.
@tushantin
You can create shaking movement by applying the expression random(min,max) to the ew and ns parameters of the current camera. random_s(seed,min,max) works like random , but allows you to specify the random seed so that you can obtain different patterns of values for each direction.

Please refer to here for details of expressions.
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@tushantin
You can create shaking movement by applying the expression
random(min,max)to theewandnsparameters of the current camera.random_s(seed,min,max)works likerandom, but allows you to specify the random seed so that you can obtain different patterns of values for each direction.Please refer to here for details of expressions.