SHOT by SHOT ?
23-Nov-93 02:53:58
Sb: #67670-SHOT by SHOT ?
Fm: John Tissavary 71054,15
To: James Tichenor 71055,26
Of course you can go back to your next shot. Perhaps you didn't understand my
method completely, so here's another description:
Create your set, "actors", etc…, and animate your "master scene" of
which you'll want coverage. Then set the camera for the first shot,
perhaps a medium shot dolly in to medium close shot, frames 0 to 24.
You don't have to get rid of it for the next one, just move the
camera to the next placement over the course of one frame, setting
continuity to zero on both keys (i.e. key frame 24, 25). This new
placment is perhaps a cross cut at a 45 degree angle close shot pull
out to medium shot, frames 25 to 70. Move camera to next shot over
course of one frame (70, 71 – continuity zero on both keys), this shot
is a static long shot to tie up this scene.
Bingo – coverage from 3 angles with one camera in one mesh or project
file, no need to erase, kill, mame, or delete the camera. And if
you're afraid of bonked renderings, you can render each set of frames
(i.e. each "take") as a seperate RANGE (shot one = 0-24, two = 25-70,
etc.) and save these as network project files to render via network
(if you have R3). This will cut your losses if there's a bonked
render, your machine(s) will simply move to the next net project file
and you can catch up later.
I also recommend saving all major scenes (different actors or sets) as seperate
meshes or projects, that way you won't get confused or have 5 minutes worth of
frames to slide through, but you'll reduce the # of meshes by a large factor.
Hope this helps,
John Tissavary (La Luna cie)