#SHOT by SHOT ?
7 messages in this thread
One more question: I am doing a short… piece, I guess it would be
called. There's about 45 shots, many of which take place on one set.
Now, I'm trying to theorize my camera placements. For each shot, would
I save a new copy of the set? Is there anyway to shot it all on one
set, but using one camera (rather than 25 – a different one for each
shot)? I'd rather not cut in the camera, but would like about ten
seconds between each shot, and cut it together later.
I hope this is a simple question and I'm just not looking at it the
right way.
Thanks James
Ten seconds between shots? That's a long time. Is that solely for editing
purposes? Here's how I do cuts when I don't want seperate meshes (I prefer
seperate meshes, but for that large an amount you could divide it up in several
parts):
Use one camera, and move it over the course of 1 frame to the next cut's
camera position for every cut you need. Don't forget to turn the continuity
slider down to zero for the "cut" move. Then you can render your animation in
SEGMENTS and cut them together in Video Post, or post-production.
If you have a major change in "actors" for a new scene on the same set, you'd
probably want to start with a new mesh (set copied from original…).
Hope this helps,
John Tissavary (La Luna cie)
Hey John,
Yeah you're right. Ten seconds of black is a while. Probably more like 2-4,
just to get some space to cut.
I like you're idea. Now, the only thing is, once the camera is moved to it's
next shot/segment, I couldn't go back and reshoot a previous shot. I want to
plan each shot before laying to tape – just have to think of disk space and
single-frame VCR rentals. And, thinking of 5 minutes worth of frames to run
through seems a little scary. Will the machine get logged down a frame 9564? Or
even deeper?
I guess what would be perfect is if I could save just the animation info in the
keyframer for each shot. Then when I wanted to redo or actually shoot that shot
I could merge it onto my one set.
James
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)
Now I'm starting to see you're method, John and it makes a lot of
sense. It just means more paper work to keep track of where each shot
starts and ends, which isn't a bad idea anyway. The question is,
will the camera path break into seperate pieces, or will the whole
three minute sequence be considered one shot, with big jumps in
between "cuts".
I'll check this when I start work today. If so, by minute three, after
25-30 cuts, the path will be one confusing blob of yellow goo. But
then again, the path isn't hugely important to me.
But this is a good work around, John. I like it. Thanks!
James
>> will the whole … sequence be considered one shot, with big jumps in
between "cuts".<<
Yes to the above ^.
I hope the method works for you. As I said, though, I'd save seperate meshes
once things got too complicated path and cuts wise.
Have fun,
John Tissavary (La Luna cie)
I think you're right about the method John. Thanks.
Maybe r4 will be able to save shots…