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Showing posts from October, 2021

VFX- Camera movements

 Pan/Whip pan A Pan, is a horizontal movement of the camera on a tripod, left to right. Used to follow a character moving from one side of a room to another. A whip pan is the same concept but just done faster so that the picture blurs.  Tilt When a stationary camera moves vertically to alter its angle up and down, like a nodding head. For example pointing the camera up towards the sky and tilting it down to reveal a city. Pedestal (PED) The camera operator physically moving the camera vertically up and down without tilting or moving it horizontally. Often used for reveals. Track/Dolly/Truck Tracking shots are where the camera physically moves left and right generally parallel to the action.  Dolly shots are when the camera is mounted on  a cart which travels along tracks for smooth movement . Truck is a different term for Track or Dolly. Crane/Jib/Boom Arm Crane shots are when the camera is fixed to one end of a crane with controls at the other end. It operates like...

VFX- Camera angles and techniques

 The 180° rule Used for filming a dialogue scene. You have a line of action from one character to the next and when filming the scene you would not want to cross the line, you need to keep the camera/s within the 180 ° around the characters. Eye level/ Straight angle The camera will be shooting straight and approximately at human eye level/ the correct height for the subject. The angle is very common as it is neutral. Low angle A low angle will be filmed below eye-line this can be anywhere from just below to all the way down to the floor. This type of angle can make someone look strong and heroic. It also makes them look bigger in the frame and can be used to show scale or used for perspective. High angle Camera held high generally held by a crane (shot from above eye level). It can make a character look vulnerable, powerless or isolated when applied with the correct mood or setting. Point of view Angle that shows perspective of a character. POV's are used a lot in horror films nor...

Door drawings

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  Here are my 4 initial ideas for my door design:

VFX- Shot sizes and techniques

 Extreme long (wide) shot These shots are generally used to open a film, at the start of a scene or to show a new location. If a person was in the shot they would appear very small compared to the surroundings. They are filmed from a considerable distance and are normally Exterior shots of city skylines or landscapes etc. Used to showcase thrilling action sequences for example in war films or disaster movies when huge battles or explosions take place. Long (wide) shot focuses on an entire character from head to toe or subject from top to bottom, shown as being life size; though not necessarily filling the frame. However there is still plenty of background detail still emerging which is a feast for the audiences eyes to showcase location, time and scale. The only real difference from an extreme wide shot is that the character within it has a larger presence in the frame. Medium long shot/ medium shot The medium long shot is somewhat between a long shot and a medium shot, it generall...

VFX- Camera Basics

 Camera Basics Aperture What is it? Controlling how much natural light enters the camera. It is measured in what we call 'F-stops'. Small f-stop = larger opening = more light entering camera (e.g F3.5)- best way to get a shallow depth of field. Large f-stop = smaller opening = less light entering camera (e.g F22)- best way of getting a greater depth of field. How to set it To adjust your aperture you will need to make sure 'live view' is off, press and hold down the button with a + and - sign on and a little aperture icon next to it, then use the command dial to move up or down a 'stop' e.g open or close your aperture to allow more or less light in. You will need to adjust your aperture depending on the brightness of your location. ISO What is it? Is how sensitive the sensor inside your camera is to light. It is a good idea to keep your ISO as low as possible (100 or 200) for the best looking image; sometimes you'll need to turn it up if you're in low li...

Art- done at home

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 Naruto Mickey mouse Random anime guy//first ever drawing since got a graphics tablet, don't like drawing ears :( Rin Okumaru

Unreal Engine

Today we used unreal engine to add shapes and create maps for a game. We also changed colour of objects that we created and made maps inspired by games we have played before. (More info to be added once i am able to get on unreal engine in class since it doesn't work for a few of us)

One sheet

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  Combat/action game     Teen (violence) rated                               Alyx Jenkins Hero- protecting building from aliens Level up- unlock guns, abilities etc Customise character- different suits, helmets and other clothing Alyx’s character Very courageous Willing to help others Well known hero Respected by a lot Thinks what’s best for everyone Character Traits Has a weapon at all times (gun on back) Puts himself out there no matter how dangerous things can be                        Key features Players enter a sci fi ship There is no right or wrong wat to play, go wherever you want in the map. Explore surroundings whilst you’re at it Players enter ship and have waves of aliens coming at them, you must kill all aliens on the level in order t...

The 12 principles of animation

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  The 12 principles of animation Squash and stretch- Squash and stretch is debatably the most fundamental principle. When a ball hits the ground, the force of the motion squashes the ball flat, but because the ball needs to maintain its volume, it also widens on impact. For example a character jumping up can be stretched vertically during the fast portion of the jump to accentuate the vertical, but can squash at the apex of the jump arc and again on impact with the ground. Anticipation- Anticipation is the preparation for the main action. For example a person who is about to jump. Staging- Staging is one of the most overlooked principles. It directs the audiences attention toward the most important elements of a scene in a way that effectively advances the story. This could involve the use of camera, lighting or character composition to focus the viewers attention on what is relevant to that scene while avoiding unnecessary detail and confusion. Straight Ahead Action and ...

Animators

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Ray Harryhausen   Ray Harryhausen was an American artist, designer, visual effects creator, writer and producer who created a form of stop motion model animation known as ‘dynamation’. He won an academy award for best visual effects for 1949 movie ‘mighty joe’. His final work featured in the movie Clash of the titans, he soon retired after the creation of that movie.   Harryhausen spent his early years experimenting in the production of animated shorts. The scenes utilising stop-motion animation (or model animation), those featuring creatures on the island or kong, were the pioneer model animator Willis O’Brien. John Lasseter John Lasseter is an American film director, producer, screenwriter, animator, voice actor, and the head of animation at Skydance animation. He was previously the chief creative officer of Pixar animation studios, Walt Disney animation studios and Disneytoon studios, as well as the principal creative advisor for Walt Disney Imagineering. He directed ...