Filmmaking:Intro
- Art of telling a story through a sequence of moving images
 - Art of compressing (or expanding) time and space
 - 3D world (universe) –> 2D screen
 - follow the story however it goes
 - Lifetimes –> Minutes (or moments to minutes)
 - Rare that a film is “real-time”
 - Time expansion rare (except at a small scale)
 - Art of controlling the viewer’s attention
 - head in a vice model
 - Tell viewer where to look (or where not to look)
 
Film in a day?
- No way – some of the high points, vocabulary
 - Old days: forced people to buy a book and read
 - Awareness of subtle art
 
Subtle Art
- Amazing thing about film is that you don’t notice it
 - Cinematic devices (cuts, camera moves, …) – just happen
 - Cigarette burns (don’t notice until someone tells you)
 - Seeing what is going on can enhance your appreciation
 - Learn to be able to pay attention
 - Doesn’t preclude being able to sit back and enjoy the ride
 
Film from Me?
- No – not a film professor
 - Don’t have examples at my fingertips
 - subtle – I can’t always identify
 - I don’t have standard examples
 - Idea: bad examples, where things aren’t so subtle, medium becomes obvious
 - My own Film 101 films
 
Comparison with theater
Aspects to think about
- Mise-en-scene
 - Composition (static and dynamic)
 - Editing and continuity
 
Mise-en-scene
- control of everything – to most effectively tell story
 - everything in front of camera
 - design of sets, props, costumes, lighting, …
 - space
 
Composition
Frame (using hands) to narrow world to box
- control what viewer sees (and doesn’t)
 - composition outside of the frame
 - guides attention
 - guides affect
 - main types based on framings
 - ecu, cu, ms, ls, els
 - can serve functional roles
 - details in an exteme close-up
 - establishing shot (give sense of space)
 - point of view shot
 - dialog shots, 2-shots
 - angles
 - balance
 - framing
 - headroom
 - leading
 - thirds
 - centering
 
Focus and depth of field as a tool to guide eye through the frame
Visual salience to guide the viewers eye through the frame
Moving the Camera
Why?
- extend image size
 - connect 2 things
 - keep focus on moving object
 - convey motion
 - slow reveal
 - draw attention (zoom in)
 - give context (zoom out / dolly out)
 - make viewer sick
 
Unnatural act of having your viewpoint changed
Types of moves (based on movement)
- Pan
 - Tilt
 - Zoom
 - Dolly/Truck/Crane
 - parallel
 - in the direction of camera (contrast with zooming)
 - Along an arbitrary path
 - Hand-held
 - Steady-cam
 - Damped platforms and stabilization
 
Types of moves (based on semantics)
- Tracking shot
 - leading the action
 - Panorama shot
 - Motion in frame
 - Following the frame
 
Editing
Kinds of editing
- Contnuity style – you don’t notice cuts
 - ironically, usually means there are bigger gaps
 - Montage (chopped up)
 - Experimental
 - Parallel
 - Discontinuous
 - contrast between segments
 - Transitions
 
Pacing
- how long are shots?
 - adjusting timing sets pace (quick cuts MTV style, longer cuts old style)
 - use control over pacing to raise excitement, …
 - various common patterns
 - question and answer format
 - often used – pulls viewer forward
 - creates tensions
 - action and response
 - variety of shots to avoid boredom
 
Cuts
- connection between 2 shots
 - Match cut – things flow
 - Jump cut – jarring – viewer notices
 - usually because of small change
 - Real cut
 - switch to a different time and place (time/space compression)
 - How to avoid jump cuts
 - change image size / viewpoint “enough”
 - cut on action (so its obvious that things are connected)
 - Continuity via narrative
 
Conveying geometry of the world
- establishing shots so people get a sense of the space
 - consistency of viewpoints
 - 180 degree rule (stay on the same side of action line)
 - tennis game example
 - how to cross the line
 - move over the line
 - move to line and then over
 - move away to something very different
 
Tin Toy Cinematography (neat because its simple)
- Opening shot – room (pixar logo bag), toys, convey importance of TinToy
 - Only then does he come to life.
 - Establishing shot of room (sense before baby enters)
 - Foreshadowing – Tin Toy looking around before baby enters
 - Baby enters – nuetral shot of baby and TT (establish scale)
 - Action/response (play with toys / TT watches)
 - Cut on action – breaking chain
 - clearly some overlap (tin toy reacts AFTER we see crash)
 - Low angle shots of baby chasing tin toy
 - Non-low angle shot of fall (empathize with baby)
 - Off-screen action (baby throwing TT) – but you know it was happening
 
My film 1 Films
- Jump cuts (I was trying!)
 - Forced manipulations of time and space
 - Filmmaking is obvious – forced attempts to used composition and editing devices
 - Bad lighting!
 - Working in film really makes you think
 - edits are rough (and not undo-able or previewable)
 - 1 camera (so you need to plan)
 - bad light properties
 - low amounts of control
 - no immediate feedback (developing time)
 - costly to reshoot
 
