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Wednesday, May 5, 2010

Camera moves

There are several fundamental camera moves that were developed right after the invention of motion picture cameras and are still used today. Using a virtual camera you can make almost any move, however, it is still a good idea to use these real world moves. These moves include the following:




Panning and Tilting



For both of these shots the camera is stationary and rotates in a horizontal (panning) or vertical (tilting) plane.



Panning is used to follow a moving object or character, or to show more than can fit into a single frame, such as panning across a landscape. It is also used as a transition between one camera position and another.



Inexperienced operators may pan too fast and caused an effect known as strobing. This is also a problem in CG and is called tearing. This can cause motion sickness or cause the illusion of motion to be broken. For example, for an animation at 30 fps, the number of frames needed for a 45 degree pan would be about 22 frames for a quick turn or 66 frames for a casual turn.



One way to avoid strobing is to use scene motion blur when rendering. This blur is done by sharing information between frames. Note that this is a scene motion blur where a scene shares information from the prior and next scenes. This is not the same as object motion blur.



The same motion considerations about panning are valid for tilting.



Dolly and Tracking shots



A dolly is a small wheeled vehicle, piloted by a dolly grip, that is used to move a camera around in a scene. A dolly shot is a move in and out of a scene, i.e., the movement is parallel to the camera lens axis. A tracking shot is a movement perpendicular to the camera lens axis. The key to these shots is to have realistic motion. The motion can be judged by looking at how fast humans move and then how many frames it would take to realize this motion. Examples of motion at different speeds are given in the table below.


Miles per hour
Feet per second
Number of Frames to move 10 feet at 30 fps
Casual stroll
2
2.9
102
Average walk
3
4.4
68
Brisk walk
4
5.9
51
Average jog
6
8.8
34
Average run
8
11.7
26
All out sprint
12
17.6
17
Car
30
44
7


It is also important to have realistically smooth starts and stops in your shots.



Crane or Boom shot



This is when the camera moves up or down, as if it were on a physical crane. The same considerations for panning and tilting apply for crane shots.

Source:http://www.siggraph.org/education/materials/HyperGraph/animation/cameras/traditional_film_camera_techniqu.htm

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