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    TUTORIALS | Cinematography tips

    066 | 3D WORLD3D WORLD May 2006

    The quality of your cinematography can make or break an animation. Brush upyour skills with this set of simple tips for framing, staging and editing shots

    Cinematography

    for 3D animators

    TIPS & TRICKSTIPS & TRICKS

    Our expertsthis issue

    Corey RosenCorey Rosen is an actor, director,writer and visual effects artistliving in San Francisco. After11 years with ILM, he movedto The Orphanage, where hesoverseeing two internationalcreature-intensive projectswww.theorphanage.com

    The problem every new animatorfaces: just how do you frame your shots?This collection of tips from leading

    directors should help. Image from Annie

    & Boo, directed by Johannes Weiland.

    inematography isnt simply the art of placing

    and moving the camera it involves framing and

    editing shots to tell a story visually, express

    a point of view, create a rhythm, and add

    tension and atmosphere to a scene. An animation can be

    made or broken by the quality of its cinematography, while

    framing, editing and camera moves are all great tools to help

    accentuate the action or amplify the storyline.

    Even technically good and experienced animators are

    often let down by their cinematography. The difference

    between a professionally composed and edited film and an

    unwatchable mess comes down to having paid attention to

    a few simple rules. Here are three rules that aspiring virtual

    cinematographers most commonly break. Rule 1: when going

    from a wide to a close shot, keep your character on the same

    side of the screen if he was on the left in the wide shot,

    dont frame him on the right in the close shot. Rule 2: when

    intercutting between two people, their glances must always

    face in the opposite direction if the viewers are to feel that

    theyre looking at one other. Dont make them look towards the

    same side of the screen or theyll both appear to be looking in

    the same direction. Rule 3: when a character moves between

    shots, he should move in the same direction on screen in each

    one. If he doesnt, it will look like hes changed direction.

    To build on these fundamentals, weve asked four

    experienced professionals to share their tricks of the trade

    and tips for avoiding common mistakes. Youll learn how

    cinematography can support the action of a film and enhance

    emotions, and how you can create rhythm and visual flow.

    Youll also discover the magic behind the choice of focal lengths.

    Read on to discover 15 simple things that you can do right now

    to improve the structure of your next animation.

    C

    Webster ColcordWebster Colcord has been aprofessional animator since1987 and has worked withDisney, Fox, Warner Bros,PDI/DreamWorks and ElectronicArts. Hes currently AnimationSupervisor at The Orphanagewww.theorphanage.com

    Johannes WeilandJohannes Weiland is a Germanfreelance director and animatorwho also teaches animation.His 3D animated shorts,Hessi JamesandAnnie & Boo,have won many awards. Hesrepresented by Studio Soiwww.studiosoi.com

    Benoit GuervilleBenoit Guerville has beenusing a camera since he was12. Hes currently developingCGI-heavy projects in thesouth of France, and teachesPhotoshopand Art Direction

    in a visual effects [email protected]

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    IN FOCUS |The meaning of focal lengths

    Cinematography tips | TUTORIALS

    CREATE A POINT OF FOCUSThe rules that apply to the visual composition of still images also

    apply to animated sequences. As a rule, your image should have a

    point of focus: something to which you want to draw attention.

    This will usually be located in the lighter-coloured part of the frame,

    as this will draw the viewers eyes towards it. Ask yourself how the

    other elements inside your shot help to guide the viewers towards

    your focal element.

    DECIDE WHO YOURE LOOKING ATCinematography also has its own specific set of rules, so make sure

    that you understand and respect them before you break them!

    The 180-degree rule, also known as the Action Line or the Line of

    Interest, is probably the most important. It states that when two

    characters are looking at each other, the camera should stay on one

    side of the action and not go beyond a 180-degree arc. This ensures

    that the opposing glances of the two characters remain consistent

    throughout the scene, with one always l ooking towards the left side

    of the frame and the other to the right. You should also ensure that

    each one looks off the screen towards a point at which you could

    reasonably expect to find the eyes of a character of the correct

    height. Note that the more a character looks toward the camera, the

    more the viewers are involved. The more he looks away from the

    camera, the more the viewers become observers of the characters

    thoughts, emotions and actions. Keep this in mind with your story.

    CHOOSE THE CORRECT SHOT SIZEYou need to be aware of the different sizes of shots and what

    each one is intended for. Generally, a wide shot is used to open a

    sequence, introducing a set or creating an atmosphere. The closer

    you get to the action, the closer the viewers relationship to it will

    become. Therefore, a close-up of an object focuses the viewers

    attention on it and conveys its importance in the storytelling.A full shot of a character has essentially exactly the same

    function as the wide shot for a set it provides an overall context

    for that character. It also serves to present them in relation to

    their environment. Generally, you would begin moving closer to the

    character once he has been introduced, unless you want to reveal

    his body language first. Similarly, a close-up is often used to enable

    the viewers to perceive whats going on inside a characters head

    and to feel his emotions.

    AVOID UNUSUAL LENS TYPESIn the real world, cinematographers have access to only a small

    range of lenses with different focal lengths. In 3D, i nexperienced

    cinematographers tend to use ultra-wide angles (that is, ultra-short

    focal lengths). Avoid these: they look unrealistic and instantly give

    away the computer-generated origins of your work, making it look

    more like a bad videogame than a movie. If youre a purist, youcould eventually limit yourself to the fixed focal lengths that are

    suggested in your 3D software, because these represent the lenses

    used in real-world cameras.

    PICK THE CORRECT FOCAL LENGTHChoosing a specific focal length can be difficult. To learn to

    choose between long, short and neutral focal lengths, you need to

    understand how they optically distort the image.

    The 50mm lens is the closest to standard human perception.

    Therefore, by using this focal length, youll show a 3D environment

    in the way it would be perceived by a human being walking around

    inside it. In general, focal lengths between 35 and 55 millimetres

    create a fairly neutral perception theyre a kind of non-statement.

    This can be a good way to focus the viewers attention on the

    characters performances without adding any visual gimmicks.

    Shorter focal lengths, such as 28mm, cover a much wider

    angle than the human eye. They make everything appear larger,

    and strongly accentuate perspective lines. These are useful for

    enhancing large vistas, landscapes and so on, and theyre often

    used in anime to inject a dynamic feel to a shot. Used in close-ups,

    they magnify the flaws of a characters face and are thus often

    used for comic effect.

    LONG = INTIMATE

    A long focal length helps

    the viewers to connect

    with this characters inner

    thoughts, as the blurring

    effect of the shallow

    depth of field helps to

    visually isolate her fromthe outside world

    It may be conventional to open on a wide shot, but the reverse can pay

    dividends. In Johannes Weilands Hessi James, close-ups suggest the heatand decay of a desert gas station, before a wide shot reveals the set

    If youre unsure about continuity

    between your shots, dont hesitate touse visual cues. Here, the second

    characters shoulder in the foregroundhelps create a spatial relationship

    between the two speakers

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    SHORT = ISOLATED

    In contrast, a short focal

    length serves to isolate

    the viewers. In this wide-

    angle shot, the character

    appears so small, and the

    set so devoid of people,

    that the contrast greatly

    enhances the atmosphere

    of loneliness

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    IN FOCUS |Cutting between characters

    TUTORIALS | Cinematography tips

    In contrast, longer focal lengths tend to flatten the image, making

    objects appear much closer to one another than they really

    are. Obliterating space in this way can help to create a symbolic

    relationship between characters. However, long focal lengths also

    produce a short depth of field everything in front of or beyond

    the focal point is out of focus. This is why long focal lengths

    are generally used to isolate a subject f rom its environment. For

    example, you could single out a person in a crowd or focus on a

    characters face while everything else looks like an abstract blur.

    This helps to draw the viewers into your characters world.

    KNOW WHEN TO MIX FOCAL LENGTHSThere are two schools of thought regarding the use of multiple focal

    lengths in the same sequence: some say you should and some say

    you shouldnt! Choosing a fixed focal length for a whole sequence

    is one way to create very discreet cinematography, with the focus

    more on the characters than on the camera moves. This can be good

    practice when youre starting out, since it forces you to concentrate

    on framing shots rather than planning flashy camera moves.

    On the other hand, modern cinematography tends to mix and

    match focal lengths. You can see this in Hong Kong movies andanime, where a director will go from a very long focal length in a

    close-up on a characters eyes (to show his concentration) before

    moving to a very wide angle (when he jumps in the air to attack),

    then back to a more neutral focal length with a camera circling

    around him (as he hits his opponent with a slow-motion kick).

    This is highly effective and stylish if done correctly. However,

    more often than not, young animators overdo it. The key here is

    dynamics and rhythm. Asian cinematographers are good at providing

    breathing space before the action starts, speeding things up as it

    unfolds. This can be seen in classic shots where the lead character

    lands on his feet and his opponent drops to the floor. The action

    often seems to freeze in the last few seconds for which the

    opponent is still standing until he suddenly collapses.

    STICK TO REALISTIC CAMERA MOVESIf you want your film to look realistic, stick to realistic camera moves.

    In the real world, its a tricky job to move a camera smoothly, and

    there are members of the film crew (the grips) whose main role is to

    set up the complicated machinery that enables this to happen. As aresult. most of the time, real-world camera moves are pretty simple

    affairs. However, this can be a blessing in disguise, since you should

    never move your camera without good reason.

    This good reason can be simple, like the need to follow a walking

    character. The storytelling may also call for it: for example, in order to

    close in on a characters face to show what shes feeling, or to move

    away from her to reveal her loneliness. But if you do need to move

    the camera, avoid crazy fly-throughs. Most of the time, theyll simply

    be a tribute to your lack of cinematography skills. If youre unsure

    about movement, youd be better advised to keep the camera still.

    TRY ADDING CAMERA SHAKEIn the 3D world, everything looks too perfect, and t his is also true

    of camera moves. In real-life filmmaking, its not unusual to use a

    handheld camera, which will bring a slightly shaky motion to your

    shot. You can strive to copy this particular ki nd of shake in order to

    give your scene a more natural feel. Its also a good way to make the

    viewers feel as if they are inside the scene, reacting to the action

    or the tension. You can create this effect by adding noise to your

    camera curves but, once again, be subtle and carefully observe how

    live-action cinematographers use handheld movements. Dont be

    tempted to overdo things.

    MAKE USE OF CAMERA ANGLESCameras are very powerful tools for expressing a point of view. A

    camera placed at eye level gives a natural point of view that mimics

    what you experience in your everyday life. All other angles place the

    viewers in a special position. A low angle makes characters and sets

    look larger than life, while a high angle helps the viewers feel like

    theyre dominating a scene or spying on the action.

    FIND A VISUAL CONCEPTOne extension of this principle is to use a point of view to create

    a visual concept for a shot. Keeping the camera at eye level and

    068 | 3D WORLD3D WORLD May 2006

    SHOT ONE

    These paired

    shots from Annie

    & Booshow how

    each interacting

    character should

    remain on the same

    side of the screen,

    no matter where

    the camera is

    SHOT TWO

    Annie stays on the

    right of shot, even

    when the camera

    reverses direction.

    Similarly, the

    directions in which

    the two characters

    are looking always

    remain opposed

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    Framing a character in a wide shot allows you to express more body

    language, and is the ideal choice for showcasing physical comedy

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    A close-up of a characters face placesstrong emphasis on emotions. You can

    accentuate this effect with a travellingshot (pushing inwards). This still is fromOlis Chance, directed by Johannes

    Weiland and Saschka Unseld

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    dioSo

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    Another still from Olis Chance.By establishing a scale relationship

    between the characters and theirenvironment, as demonstrated in

    this shot, a director can say a lotabout their inner strength or fragility

    Stu

    dioSo

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    FURTHER READING |Good books on cinematography

    IN FOCUS |Understanding camera angles

    Cinematography tips | TUTORIALS

    following the action will make the viewers feel as though they are

    really standing inside the scene, making them feel closer to the

    characters. Alternatively, if you go for a frontal set-up in which the

    picture has no depth, this will cause the viewers to feel unwelcome

    in the scene, making them feel like outside observers. Another

    option can be to show the viewers things that the character never

    manages to see during the scene, or vice versa.

    OPEN ON AN ESTABLISHING SHOTThe classic way to begin a sequence is by using a wide opening

    shot. This lets the viewers understand where the action is taking

    place and who the characters are. However, there are circumstances

    in which you may want to ignore this convention and begin on a

    close up. For example, if you want to mislead the viewers, you could

    start close in a detail which then takes on a different meaning when

    the camera pulls back. You may also want to create suspense by

    showing the viewers apparently non-related elements and holding

    back information about what happens next.

    CLOSE ON A PARTING SHOTParticular care must be given to the closing shot because it containsthe information the viewers will be left with. Every sequence should

    end with a strong emotion or a highly symbolic image that will keep

    them wanting to know more. For example, you may want to close

    on a wide shot to make the viewers feel as if they are walking away,

    letting the characters deal with their own emotions. Alternatively,

    you could focus on a characters face to get your viewers involved

    in his emotions. Or you may wish to end with a visual clue for whats

    coming up next, such as a close-up of the ticking clock sitting on top

    of the box of explosives that the characters missed throughout the

    entire scene ...

    EDIT FOR RHYTHMEditing is a way to establish the visual rhythm between shots.

    This rhythm should reflect the performance and emotions of your

    characters. Its especially important in comedy or action sequences,

    where timing is crucial. The animation should be your first guide as

    to how to edit your sequences. Each change of shot should reflect a

    change of thought, emotion or action in the character. If theres no

    change, theres no need to change your framing.

    Editing should also provide dynamics, which usually means an

    opposition between tension and release. This is the reason why

    Asian cinema makes such use of the contrast between slow and

    normal motion. Generally, the slow motion creates a tension that is

    released when the action goes back to a normal frame rate.

    KEEP SEQUENCES CONSISTENTTo get a sequence of shots that edit well together, take a few basic

    precautions. Follow the rules regarding opposing glances, make sure

    the viewers have a good sense of the space in which the action is

    happening, keep the lighting consistent, and dont forget that your

    characters also need to be consistent in their motivation from one

    shot to the next. And thats it. Now that you have mastered the

    rules governing framing shots, choosing viewpoints and editing

    action, we look forward to seeing the results in your own work!

    Title: Setting Up Your ShotsAuthor: Jeremy Vineyard

    ISBN: 0941188736 An excellent guide to the

    subject, including many

    examples from major movies togive you new ideas and to help

    you understand shot selection

    Title: Film Directing:

    Shot By ShotAuthor: Steven D Katz

    ISBN: 0941188108 An in-depth exploration of

    the many camera-framingoptions that help to convey

    mood and emotions

    Title: Film Directing:

    Cinematic Motion (2nd ed.)Author: Steven D Katz

    ISBN: 0941188906 Following Shot By Shot, this

    book builds on its predecessorby explaining the art of movingthe camera around the stage

    Title: Cinematography:Theory and Practice

    Author: Blain BrownISBN: 0240805003

    Know what the rules are andwhen to break them with thisconcise guide to theory behind

    the practice of making movies

    Title: Grammar of the

    Film Language

    Author: Daniel ArijonISBN: 187950507X An in-depth look at the film

    language, as well as staging andframing strategies, with plenty

    of case studies and explanations

    Title: The Visual Story:

    Seeing the Structure of Film,TV and New Media

    Author: Bruce BlockISBN: 0240804678

    Goes beyond the concept offraming, encompassing all

    aspects of visual storytelling

    HIGH ANGLE

    A high-angle shot makes the

    characters appear in an inferior or

    endangered position relative to

    their surroundings. These two stills

    are taken from The Adventures

    of Sharkboy and Lavagirl in 3-D,

    directed by Robert RodriguezImag

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    LOW ANGLE

    In contrast, a camera low on the

    ground with a short focal length

    places the viewers at the bottom

    of the image and accentuates the

    size of the characters: in this case,

    enhancing the sense of danger from

    the oncoming robots

    MID ANGLE

    Dont forget to stage things in

    depth, too, creating a foreground,

    a middleground and a background.

    For this scene from Hessi James,

    directed by Johannes Weiland, the

    position of each character helps to

    add depth to the shot

    May 2006 3D WORLD3D WORLD | 069

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