Cameracraft 2: Balancing Act
How good your camcorder footage looks depends upon how
you place the various objects in the frame. Here are some
tips on framing conventions and shot continuity.
In the very earliest days of movie-making 100 years
before the digital camcorder became a reality, it was a
convention for the movie camera to assume the position of the
audience in a theatre and for the performance to be covered
in one wide shot. However, it wasn't long before pioneering
directors like D. W. Griffith (pictured right), together with
his legendary cameraman Billy Bitzer, were experimenting by
physically moving the camera closer to the action in order to
shoot what soon became known as "the close up" in order to
heighten dramatic impact. Though individual performers were
overjoyed at the prospect of their faces being up there on
the big screen, the purists reckoned that the camera should
remain where it belonged - in the stalls. Given that the
medium of cinematography existed solely to replicate theatre
performances, to move the camera onto the stage itself
offered an unrealistic perspective of the performance, it was
argued. Needless to say, Griffith disagreed; the close-up had
been invented and we’ve never looked back. Today, the framing
conventions that are used (consciously and subconsciously) in
film, TV and video production conform to those laid down by
not only those early 20th century film-makers and
photographers, but by generations of landscape and portrait
artists before them.
Look at virtually any sequence of shots on TV or in movies
and you’ll find evidence that a standard framing convention
is being applied. You might not realise it - few passive
viewers ever do - but all shots and sequences are constructed
according to a particular format in everything from TV soaps
to commercials - and even some wedding videos.
In
Cameracraft 1: Sharp
Shooting we explained just how important it
is to get to know the basic functions of the camcorder and
use this knowledge to take effective control over what’s
being recorded. Many first-time cam users will start by
shooting scenes as they are - people at parties, landscape
shots whilst on holiday, baby being fed in the high chair,
kids at their school sports' days, and so on. Even with
these subjects, care and preparation in their recording
can result in much-improved footage - even if it’s not to
be edited. Who knows, you might even get the urge to write
and direct your own video productions involving performers
- and that’s where the fun really starts. Devising a
scenario in which people will follow your directions and
speak your lines is a major step forward - and a real test
of your understanding of the medium.
Framing in the balance
Most people are aware of the most basic framing options -
it’s common to hear ordinary people talking about "getting a
close-up" of someone’s face, even when photographing friends
in the back garden. Similarly, most people understand what is
meant by a "wide, panoramic shot". Despite this, it’s in the
area of composition and continuity that a lot of novice
videomakers encounter problems. Let’s look at basic
composition first.
It's all a question of balance, really. If a person is
looking directly at the camera, then it’s normal for him or
her to be in the centre of the frame. If, however, the shot
requires the subject to be looking out of frame right or
left, then it’s necessary to modify their position in the
frame. A centuries-old framing convention known as the
"thirds" principle then comes into play.
The trick is to divide up the image with two horizontal
lines and two vertical lines; unless your subject is to look
straight into the lens - and placed centre of frame - you’ll
find it more aesthetically pleasing to position your subject
on one of the vertical lines. This is particularly important
where the subject - let’s say an interviewee or an actor - is
in conversation with somebody out of shot. It’s important to
position them in such a way as to have space between their
eyes and the right (or left) of frame. We describe this as
giving the on-camera subject some "looking room" as depicted
in the illustration above. This is very important - you'll
see this in evidence in virtually all film and TV shots. In
addition, the "thirds" rule is particularly important in
sequences containing cuts between two people engaged in
dialogue or action within a scene.
Framing Conventions
Many of you will be familiar with the basic framing
convention for a single person standing before the camera; in
framing a person, there’s a choice of compositions ranging
from a
Long Shot (LS) to a
Medium
Long Shot (MLS),
Mid-Shot (MS),
Medium Close Up (MCU),
Close
Up (CU) and finally a
BCU (work it
out yourself). Another point to bear in mind is that it’s not
good practice to frame a shot on a joint - such as knees,
waist, elbows or shoulders. It’s usually better to frame just
above. Look at your friendly TV newsreader seated at the
newsdesk and talking to camera. Framing will either be just
below the elbows or just above. Or at least they should be!
Simple Storyboards
As you’ll already know, the most conventional method a
director employs in planning shots and building sequences is
by creating storyboards. At its simplest, a storyboard is a
means to sketch out a few shots in order to see how a
sequence will work out. Nor to they need to be elaborate -
I’ve worked with storyboards that have been hastily scribbled
on the back of a pub lunch menu! Don’t worry about your
design skills, either; if you’re the only user and you
understand it, then so what? Another way of putting a
storyboard together is to use a Polaroid camera and take
pictures using stand-ins for actors - or, better still,
import digital stills into a PC graphics program and create
them that way. I tend to scan my sketches into the computer
and work up the images from there.
Storyboard images don't have to
be works of art. Sketch frames out on low cost index cards
and then re-arrange them to make a sequence that will work
when you eventually commit the actions to camera. It's where
the editing process starts!
Every storyboard image should be regarded as a building
block of a sequence - and it’s a good group exercise to see
what kind of sequence can be created from a set of apparently
unconnected story frames drawn onto card.
Using around 20 original drawings on a theme, try shuffling
the story cards and laying them out onto a table. Now - like
a game of Patience - see what kind of sequence you can make
from the collection of frames. Would such a sequence stand on
its own if you were to shoot them as live action on video?
It’s an exercise that I have used with great success when
running video-making workshops around the country, and it
always works.
Forget about the audio
When experimenting with simple storyboards, it’s a very good
idea to ignore audio altogether. The presence of audio at
this stage only serves to interfere with the process of
constructing a convincing visual storyline. You’ll find that
having to work only with images forces you into making every
shot count in the storytelling exercise, so make use of the
storyboard in testing your ideas before shooting, and then
weed out the shots that don’t contribute anything during
editing. Eventually, you and your collaborators will discover
that it’s perfectly possible to tell a dramatic story with no
sound whatsoever - something that was proved by the early
film-makers over a century ago. Come to think of it, why not
make use of the sepia and widescreen functions of a camcorder
and shoot a Keystone Cops-style silent movie?
Continuity
Visual continuity is important in maintaining a consistency
of flow through a scene, or from one scene and others
associated with it. Watch the varying levels in a wine glass
during a scene which has obviously been shot by a succession
of single-camera set-ups and you’ll get the idea. But it’s
more than that, even. Continuity requires attention to detail
in such matters as eyelines and screen direction, too; it’s
in this area where to get it wrong can have dire
consequences.
Study the TV coverage of a tennis or football match, and
you’ll quickly notice that the cameras are all positioned
mainly on one side of the field of play. Regardless of which
camera shot is featured on screen, the action of the ball
travelling from left to right will be consistent - and the
viewer gets a true representation of what’s happening on the
court or pitch. Put a camera on the opposite touchline and
you’ll have a shot which jars with the others - is the player
hitting the ball on the left or right?
The rules of continuity are there for good reason - after
all, do you want your viewers to be confused? The same
principle is true for all set-ups involving more than one
person, whether it’s a drama, interview or real-life
actuality. The main aim is that the viewer should understand
the relationship (in visual terms) between each of the
subjects featured in any given scene. So, if we cut from a
medium shot of someone picking up a large stone and throwing
it out of screen left, and this shot is then followed by a
close-up shot of a window, we can be sure that the stone is
about to hit the window - even if the two shots were taken
months apart in different locations. That’s how powerful the
medium is - and that’s how you can use it to dramatic effect.
Try it for yourself: record the two "halves" of a
conversation between two people completely separately and in
different locations. Then edit them together to appear as if
they're talking to each other. Many people's brains will
over-ride the differences and "see" a conversation between
them - even if the two on-camera participants have never met!
Continuity in practice
Let’s assume we’re putting together a scene in which a couple
of teenage lads bump into each other in the street and start
chatting. We could, if we chose, shoot the whole scene as a
single wide shot in which the two of them are featured
throughout. In visual terms, it wouldn’t be very stimulating
- and we’d be left with absolutely no flexibility when it
came to editing. The alternative is to break the action - and
the dialogue - down into manageable components designed to
highlight certain expressions, actions and key points in
their dialogue. What we’ll then have is complete access to a
range of interesting shots that will enable to either tighten
up the pace or slacken it off (according to the mood of the
scene) during the editing stage. It will, of course,
necessitate shooting the scene from a minimum of two angles
in order to have a range of material with which to work.
In the above diagram, you can see
two cameras (or two positions for a single camera) designed
to provide two sets of shots of each of two young men meeting
and talking. The two shots on the right are those shots which
will can be composed with Camera A. Notice its position on
the floor-plan. Not the relative position of the Camera B to
Camera A - and the symmetry of the shots it can therefore
produce. We call this the Crossover Setup.
What we might do is begin by taking a master shot - a shot of
both of them in situ that establishes the scene and provides
the underlying basis for continuity through the sequence. We
can then move in to shoot MCU or even CU action of one of the
characters, getting him to run through the whole scene; when
you’re happy with the material you’ll then be able to set up
the reverse shots featuring the other character, and repeat
the procedure. In addition to the singular framing of each
person, we can shoot matching 2-shots (as depicted above),
favouring each of the characters; shots like these give the
sequence a bit of edge and allow the viewer to be involved.
Finally, a shot where - say - the first character grabs the
second by the scruff of the neck could be shot in CU as a
balanced 2-shot. That way, we see the eye-to-eye contact in
all its glory.
The ability to edit your
material tightly and accurately becomes all the more
satisfying if you’ve really done your homework before you
start shooting. It isn’t that difficult - look at any TV
drama and you’ll see it for yourself.
Take a look at the picture on the right. Assume the woman is
in conversation with another person out of shot, and we then
chose to cut to a shot of that person responding either as a
"noddy" or speaking dialogue. How would you frame that shot,
assuming it was to be intercut with the one you see here? You
see it every day on films and TV, of course, but it's
surprising how many people can't set it up without crossing
the line!
Sadly, it's all too common to see the work of so-called
professionals who make the same fundamental
mistakes.
Crossing the Line
Within almost all two-way set-ups involving two or more
on-screen characters, it’s normal to balance the shots of
each of the two subjects - an MCU with MCU, MS with MS, and
so on. Cutting from an MCU of, say, an interviewer to a CU of
the interviewee can have implications for the dramatic effect
of the sequence - allowing the director and/or editor to
crank up the tension on screen. As a means of slackening off
the tension, the editor could cut to a 2-shot (both of them
in the same frame). It’s the job of the director to ensure
that all these options were covered at the shooting stage, of
course. You can only edit what was properly recorded in the
first place.
In the Crossover Setup diagram above, you can see the
relative positions of the camcorder when shooting each of the
two participants. The "line" in question flows directly
between them, and effectively denotes the limit of the cam’s
position in each case if the correct continuity is to be
observed. The camera can move to virtually any position from
left to right, but if jumps even momentarily to a position
the other side of the performers, continuity will be broken
and you’ll have crossed the line. In film-making terms, this
is a major faux-pas. If you really need to, then you’ll have
to create a bridging shot as a means of re-defining the axis.
Simple or what?
Composition and continuity takes practice to get right, but
it doesn't take long to get right. Try it and see!
Words and pictures: Colin Barrett, SimplyDV, except image
of D.W.Griffith (source unknown). No unauthorised
reproduction or distribution. Copyright 2002, 2005, 2008.
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