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These are the user uploaded subtitles that are being translated: 1 01:00:01,458 --> 01:00:02,458 This DVD continues 2 01:00:02,541 --> 01:00:03,666 from a previous volume. 3 01:00:04,583 --> 01:00:05,708 If you haven't watched the previous 4 01:00:05,791 --> 01:00:06,541 volumes, it's highly 5 01:00:06,625 --> 01:00:08,166 recommended that you do so first. 6 01:00:14,333 --> 01:00:15,833 Panning and tracking handoffs are almost 7 01:00:15,916 --> 01:00:16,916 identical moves and are 8 01:00:17,000 --> 01:00:17,833 often interchangeable. 9 01:00:18,916 --> 01:00:20,333 However, the tracking handoff can be 10 01:00:20,416 --> 01:00:21,625 considered the enhanced version. 11 01:00:23,208 --> 01:00:24,958 As we do tracking versions of some of the 12 01:00:25,041 --> 01:00:26,416 handoffs from the panning chapter, 13 01:00:26,500 --> 01:00:27,250 we track with the 14 01:00:27,333 --> 01:00:29,916 characters ending on a sign. 15 01:00:32,375 --> 01:00:33,166 Here we handoff from 16 01:00:33,250 --> 01:00:34,291 one character to another. 17 01:00:35,708 --> 01:00:37,375 Since we're not handing off by panning, 18 01:00:37,458 --> 01:00:39,375 but instead by moving the entire dolly, 19 01:00:39,458 --> 01:00:41,125 we're physically moving to a new area and 20 01:00:41,208 --> 01:00:42,791 have a much easier time separating the 21 01:00:42,875 --> 01:00:44,166 characters and keeping a good angle. 22 01:00:46,083 --> 01:00:47,666 Here we're using a switch to do a 23 01:00:47,750 --> 01:00:48,666 document handover as we 24 01:00:48,750 --> 01:00:49,541 track through the scene, 25 01:00:49,875 --> 01:00:50,916 moving with a red man, 26 01:00:52,291 --> 01:00:53,250 switching to the woman, 27 01:00:57,000 --> 01:00:58,041 and switching to the blue man. 28 01:00:59,333 --> 01:01:01,125 If we did this with a pan, our angle on 29 01:01:01,208 --> 01:01:02,625 the characters would get worse and worse, 30 01:01:02,833 --> 01:01:04,000 but on track we're able to 31 01:01:04,083 --> 01:01:05,416 continuously keep a good angle. 32 01:01:07,958 --> 01:01:08,625 Tracking handoffs also 33 01:01:08,708 --> 01:01:10,166 produce a great deal of parallax. 34 01:01:11,458 --> 01:01:12,500 Here we track with a waiter. 35 01:01:14,166 --> 01:01:15,958 As we handoff to the guests, we get very 36 01:01:16,041 --> 01:01:17,750 pronounced parallax, which a lock camera 37 01:01:17,833 --> 01:01:18,625 could never produce. 38 01:01:20,291 --> 01:01:21,583 Or if we're starting parked on the 39 01:01:21,666 --> 01:01:22,541 restaurant guests, we 40 01:01:22,625 --> 01:01:23,416 pick up on the waiter, 41 01:01:25,166 --> 01:01:26,000 walk with them, 42 01:01:27,125 --> 01:01:28,208 then end on a character in the 43 01:01:28,291 --> 01:01:30,250 foreground, again creating heavy parallax 44 01:01:30,333 --> 01:01:31,625 and a quick and surprising reveal. 45 01:01:33,833 --> 01:01:35,333 The great thing about tracking handoffs 46 01:01:35,416 --> 01:01:36,708 is that with minor consideration, 47 01:01:36,958 --> 01:01:38,458 they can come by as an almost automatic 48 01:01:38,541 --> 01:01:39,250 consequence of 49 01:01:39,333 --> 01:01:40,500 tracking between keyframes. 50 01:01:41,750 --> 01:01:43,000 In this scene, one of the things that 51 01:01:43,083 --> 01:01:44,791 happen is that the man walks over here. 52 01:01:45,958 --> 01:01:47,458 We'll presumably have many different 53 01:01:47,541 --> 01:01:48,625 keyframes in the scene, 54 01:01:48,708 --> 01:01:50,291 but the two we would be interested in are 55 01:01:50,375 --> 01:01:51,958 a shot on the man and 56 01:01:52,041 --> 01:01:52,708 a shot on the woman. 57 01:01:54,250 --> 01:01:55,625 If these keyframes are connected for 58 01:01:55,708 --> 01:01:56,791 tracking with his walk, 59 01:01:56,875 --> 01:01:58,541 we get an automatic handoff as we end in 60 01:01:58,625 --> 01:01:59,500 the second keyframe. 61 01:02:02,291 --> 01:02:03,708 This creates very three-dimensional 62 01:02:03,791 --> 01:02:05,416 blocking and is very easy to do. 63 01:02:06,708 --> 01:02:07,708 Starting in the man's shot, 64 01:02:07,791 --> 01:02:08,875 we pull with him as he walks, 65 01:02:10,250 --> 01:02:11,125 handing off to the woman. 66 01:02:12,500 --> 01:02:14,083 Since both keyframes would probably be 67 01:02:14,166 --> 01:02:14,750 needed for cutting 68 01:02:14,833 --> 01:02:16,416 dialogue before the actual move, 69 01:02:16,500 --> 01:02:17,791 we would likely also shoot a locked 70 01:02:17,875 --> 01:02:19,375 version staying on the woman as well. 71 01:02:21,875 --> 01:02:23,708 Another very everyday use for a tracking 72 01:02:23,791 --> 01:02:24,708 handoff comes as a 73 01:02:24,791 --> 01:02:26,416 byproduct of not having enough track 74 01:02:26,500 --> 01:02:28,250 or wanting to avoid the edge of the set. 75 01:02:29,458 --> 01:02:30,916 In this shot, we're restricted by needing 76 01:02:31,000 --> 01:02:32,666 to keep the studio lamp out of the shot 77 01:02:32,750 --> 01:02:34,125 as well as the length of the track. 78 01:02:35,291 --> 01:02:37,083 So we simply pick up on him as soon as he 79 01:02:37,166 --> 01:02:38,000 steps into the shot. 80 01:02:39,750 --> 01:02:41,250 When we reach the end of the track, we 81 01:02:41,333 --> 01:02:43,000 stop and let him walk out of the shot. 82 01:02:45,250 --> 01:02:46,666 So we're effectively handing off from the 83 01:02:46,750 --> 01:02:48,375 set to the character or vice versa, 84 01:02:48,500 --> 01:02:49,916 which creates the same kind of attention 85 01:02:50,000 --> 01:02:51,125 shift as any handoff. 86 01:02:52,708 --> 01:02:53,458 He steps in. 87 01:02:54,625 --> 01:02:55,541 We track with him. 88 01:02:56,875 --> 01:02:58,333 And just before we go over the edge of 89 01:02:58,416 --> 01:02:59,666 the track, we stop and let 90 01:02:59,750 --> 01:03:00,625 him walk out of the shot. 91 01:03:03,041 --> 01:03:04,208 This move comes from a technical 92 01:03:04,291 --> 01:03:06,000 restriction, but it looks so good that we 93 01:03:06,083 --> 01:03:07,000 ought to do it on purpose. 94 01:03:07,958 --> 01:03:09,583 And the way to do that is simply to start 95 01:03:09,666 --> 01:03:11,166 or stop short of character movement. 96 01:03:13,083 --> 01:03:14,583 In this shot from a previous chapter, 97 01:03:14,666 --> 01:03:15,708 we're tracking with the characters 98 01:03:15,791 --> 01:03:16,958 through a park as they talk. 99 01:03:18,791 --> 01:03:19,791 Instead of just cutting to 100 01:03:19,875 --> 01:03:21,083 another scene when they're done, 101 01:03:21,166 --> 01:03:22,458 we'll stop the track and let them walk 102 01:03:22,541 --> 01:03:23,791 out of the shot, effectively 103 01:03:23,875 --> 01:03:24,958 handing off to the scenery. 104 01:03:27,333 --> 01:03:28,666 In this shot, we're really just supposed 105 01:03:28,750 --> 01:03:29,500 to track with the man 106 01:03:29,583 --> 01:03:30,875 from point A to point B, 107 01:03:30,958 --> 01:03:32,208 but we'll instead pretend that we're 108 01:03:32,291 --> 01:03:33,541 restricted and park on the woman. 109 01:03:35,125 --> 01:03:36,750 So we don't begin tracking with the man 110 01:03:36,833 --> 01:03:38,125 until he passes this point, 111 01:03:38,208 --> 01:03:39,625 again creating an attention shift that 112 01:03:39,708 --> 01:03:40,541 makes the shot just a 113 01:03:40,625 --> 01:03:41,333 little more interesting. 114 01:03:43,458 --> 01:04:02,500 When she walks back to the man, we again 115 01:04:02,583 --> 01:04:03,875 push in to tighten the shot. 116 01:04:07,416 --> 01:04:08,750 We're calling this opening and closing 117 01:04:08,833 --> 01:04:10,791 space because one of the best uses is to 118 01:04:10,875 --> 01:04:11,916 make room for characters as 119 01:04:12,000 --> 01:04:13,125 they enter and exit shots. 120 01:04:14,916 --> 01:04:15,791 Here we're on the man. 121 01:04:17,708 --> 01:04:18,875 We open the space to make 122 01:04:18,958 --> 01:04:20,000 room for the woman entering. 123 01:04:22,250 --> 01:04:23,250 And when she leaves, we 124 01:04:23,333 --> 01:04:24,250 close the space again. 125 01:04:27,250 --> 01:04:28,541 Looking at it from above, we're getting 126 01:04:28,625 --> 01:04:29,416 the camera out of the 127 01:04:29,500 --> 01:04:30,250 way to make room for her. 128 01:04:31,291 --> 01:04:34,416 When she leaves, we close the gap again. 129 01:04:35,708 --> 01:04:37,250 This is useful for several things. 130 01:04:39,166 --> 01:04:40,791 Opening space is helpful as we just saw 131 01:04:40,875 --> 01:04:42,083 to bring more characters in. 132 01:04:44,083 --> 01:04:45,541 Here we're having dialogue between the 133 01:04:45,625 --> 01:04:46,541 two women and the man. 134 01:04:48,250 --> 01:04:49,833 When he walks over to them, we widen 135 01:04:49,916 --> 01:04:50,875 their shot to make room, 136 01:04:52,958 --> 01:04:53,375 and then add a 137 01:04:53,458 --> 01:04:54,625 reverse three shot to match. 138 01:04:57,500 --> 01:04:59,041 Closing the space when a character leaves 139 01:04:59,125 --> 01:05:00,500 gives us a reason to push in on the 140 01:05:00,583 --> 01:05:01,333 remaining character. 141 01:05:05,291 --> 01:05:06,833 If we think about it, any time a 142 01:05:06,916 --> 01:05:08,416 character walks away it makes sense to 143 01:05:08,500 --> 01:05:09,916 identify with the remaining character. 144 01:05:11,208 --> 01:05:12,791 So as the red woman walks to a different 145 01:05:12,875 --> 01:05:14,791 mark, closing the space does double duty. 146 01:05:18,250 --> 01:05:19,916 Another use for closing space is to 147 01:05:20,000 --> 01:05:21,125 simply tighten a shot at a 148 01:05:21,208 --> 01:05:22,250 certain point in a scene. 149 01:05:23,666 --> 01:05:25,541 As the woman sits down, we push in, ready 150 01:05:25,625 --> 01:05:26,875 for the next part of the dialogue. 151 01:05:29,083 --> 01:05:30,083 This move is so simple 152 01:05:30,166 --> 01:05:31,041 it's easy to overlook. 153 01:05:32,291 --> 01:05:33,833 We pan with a woman over to the table. 154 01:05:35,000 --> 01:05:36,458 As she sits down, we push in 155 01:05:36,541 --> 01:05:37,500 and tighten the atmosphere. 156 01:05:40,583 --> 01:05:42,333 An interesting move is to start a scene 157 01:05:42,416 --> 01:05:43,958 by opening the space and then have the 158 01:05:44,041 --> 01:05:45,000 characters fill the frame. 159 01:05:46,750 --> 01:05:47,833 We start on the blue man. 160 01:05:49,541 --> 01:05:51,166 As we pull out, the red man and the woman 161 01:05:51,250 --> 01:05:52,166 step into the frame. 162 01:05:55,666 --> 01:05:56,916 In this variation we'll have the 163 01:05:57,000 --> 01:05:58,458 surrounding characters flood the frame. 164 01:06:00,291 --> 01:06:03,333 We pull out, the red man stands up, and 165 01:06:03,416 --> 01:06:04,708 as he walks to the woman the surrounding 166 01:06:04,791 --> 01:06:06,083 extras spill into the frame. 167 01:06:10,083 --> 01:06:11,458 In this example we start on the 168 01:06:11,541 --> 01:06:12,208 characters and then pull 169 01:06:12,291 --> 01:06:13,458 out slowly as they talk. 170 01:06:18,708 --> 01:06:20,125 What we're doing is making room for the 171 01:06:20,208 --> 01:06:22,000 blue man as he secretly steps in, 172 01:06:22,083 --> 01:06:22,625 certainly a meaningful 173 01:06:22,708 --> 01:06:23,750 character in the story. 174 01:06:28,166 --> 01:06:29,791 A less overt way of opening and closing 175 01:06:29,875 --> 01:06:31,875 space is to offset the dolly based on one 176 01:06:31,958 --> 01:06:32,666 character's movement. 177 01:06:34,500 --> 01:06:36,708 As the man walks away we close the space. 178 01:06:41,041 --> 01:06:41,958 And as he walks back to 179 01:06:42,041 --> 01:06:43,000 her we open the space. 180 01:06:46,625 --> 01:06:47,250 This technique is 181 01:06:47,333 --> 01:06:48,625 subtle but extremely useful. 182 01:06:49,708 --> 01:06:51,250 We can go back and forth any number of 183 01:06:51,333 --> 01:06:52,083 times and cover the 184 01:06:52,166 --> 01:06:53,250 entire scene this way. 185 01:06:57,583 --> 01:06:58,958 Shooting in tight spaces it's very 186 01:06:59,041 --> 01:07:00,583 effective to place the camera in the path 187 01:07:00,666 --> 01:07:02,208 of moving characters and then move it to 188 01:07:02,291 --> 01:07:03,500 the side to make room for them. 189 01:07:06,166 --> 01:07:07,625 We start in the middle of their path. 190 01:07:09,250 --> 01:07:10,166 As the characters come 191 01:07:10,250 --> 01:07:11,250 closer we move out of their way. 192 01:07:12,291 --> 01:07:15,583 In this example the characters pass by 193 01:07:15,666 --> 01:07:16,583 but the move is just as 194 01:07:16,666 --> 01:07:18,041 useful if they move in and stop. 195 01:07:21,583 --> 01:07:23,125 Let's put together a quick scene where we 196 01:07:23,208 --> 01:07:24,208 open and close space to 197 01:07:24,291 --> 01:07:25,250 assist character movement. 198 01:07:27,000 --> 01:07:28,208 As the woman moves to a new 199 01:07:28,291 --> 01:07:29,541 position we open the space. 200 01:07:32,250 --> 01:07:34,000 The red man leaves the scene and we open 201 01:07:34,083 --> 01:07:35,208 the space to cover his movement. 202 01:07:35,291 --> 01:07:40,708 He leaves and we close the space to 203 01:07:40,791 --> 01:07:42,375 identify with the remaining characters. 204 01:07:50,625 --> 01:07:52,000 In the next two chapters we'll look at 205 01:07:52,083 --> 01:07:52,625 the effect of the 206 01:07:52,708 --> 01:07:53,750 track angle on a character. 207 01:07:55,208 --> 01:07:56,416 There are two distinctly different ways 208 01:07:56,500 --> 01:07:58,041 to look at this, the first of which is 209 01:07:58,125 --> 01:07:58,541 that the angle 210 01:07:58,625 --> 01:08:00,250 determines how personal a move is. 211 01:08:02,083 --> 01:08:03,458 With the track angled directly on the 212 01:08:03,541 --> 01:08:05,041 character we're essentially moving along 213 01:08:05,125 --> 01:08:06,166 her eye line making us 214 01:08:06,250 --> 01:08:07,541 emotionally involved with her. 215 01:08:08,583 --> 01:08:10,166 So when we move in we're becoming more 216 01:08:10,250 --> 01:08:11,333 identified with her and 217 01:08:11,416 --> 01:08:12,416 feel what she's feeling. 218 01:08:15,000 --> 01:08:15,750 When we're pulling out 219 01:08:15,833 --> 01:08:17,250 we're detaching from her. 220 01:08:18,416 --> 01:08:20,000 Both moves are about her so we'll call 221 01:08:20,083 --> 01:08:21,041 this a personal angle. 222 01:08:23,000 --> 01:08:24,041 Here the blue man leaves 223 01:08:24,125 --> 01:08:25,250 and we push in on the red man. 224 01:08:26,291 --> 01:08:28,541 The track is directly angled at him so 225 01:08:28,625 --> 01:08:29,916 it's a completely personal move. 226 01:08:32,500 --> 01:08:34,166 When we lay the track side to side we 227 01:08:34,250 --> 01:08:35,833 more or less maintain the distance to the 228 01:08:35,916 --> 01:08:37,833 character making the shot impersonal. 229 01:08:40,083 --> 01:08:41,541 This creates a more disconnected or 230 01:08:41,625 --> 01:08:42,416 indifferent feeling. 231 01:08:43,750 --> 01:08:44,958 So it doesn't mean that the move is 232 01:08:45,041 --> 01:08:46,500 without emotion but simply that we're 233 01:08:46,583 --> 01:08:47,375 keeping our distance. 234 01:08:50,541 --> 01:08:51,958 Here the red man is in the hospital 235 01:08:52,041 --> 01:08:53,291 waiting to hear if his wife will survive. 236 01:08:57,041 --> 01:08:58,625 In this scene staying at a distance is 237 01:08:58,708 --> 01:08:59,625 the best way to show how 238 01:08:59,708 --> 01:09:01,333 alone and helpless he is. 239 01:09:06,583 --> 01:09:08,083 If we angle the track anywhere between 240 01:09:08,166 --> 01:09:09,708 personal and impersonal we get a move 241 01:09:09,791 --> 01:09:10,916 that is a mixture of both. 242 01:09:12,833 --> 01:09:14,208 So if we're in a situation where the 243 01:09:14,291 --> 01:09:15,000 character is in trouble 244 01:09:15,083 --> 01:09:16,125 because of her own doing, 245 01:09:16,708 --> 01:09:18,291 we might be pushing in because the shot 246 01:09:18,375 --> 01:09:19,791 is about her but we're also being 247 01:09:19,875 --> 01:09:21,250 impersonal because she's on her own. 248 01:09:22,291 --> 01:09:26,041 The more we angle the track on the 249 01:09:26,125 --> 01:09:27,666 character the more we connect with her. 250 01:09:30,625 --> 01:09:31,791 This move is more personal 251 01:09:31,875 --> 01:09:33,000 but still slightly detached. 252 01:09:35,250 --> 01:09:36,625 The closer we're moving along the eye 253 01:09:36,708 --> 01:09:38,166 line of a character the more we connect 254 01:09:38,250 --> 01:09:39,708 with her which is a sliding scale that 255 01:09:39,791 --> 01:09:41,125 can be adjusted for the situation. 256 01:09:43,375 --> 01:09:44,916 But another consequence of the track 257 01:09:45,000 --> 01:09:45,291 angle is the amount of parallax. 258 01:09:52,291 --> 01:09:53,958 When we're keeping the character in a 259 01:09:54,041 --> 01:09:55,500 fixed position in the frame we get the 260 01:09:55,583 --> 01:09:56,958 parallax from the passing background 261 01:09:57,041 --> 01:09:58,500 instead of the passing foreground. 262 01:09:59,791 --> 01:10:01,208 We'll call this back parallax. 263 01:10:03,583 --> 01:10:05,375 If we first push directly in on the man 264 01:10:05,458 --> 01:10:07,000 we get virtually no parallax. 265 01:10:09,958 --> 01:10:11,583 But if we angle the track even just a 266 01:10:11,666 --> 01:10:12,833 little bit we get parallax 267 01:10:12,916 --> 01:10:13,875 from the moving background. 268 01:10:17,000 --> 01:10:18,750 This has the very particular effect of 269 01:10:18,833 --> 01:10:19,625 making a character's 270 01:10:19,708 --> 01:10:20,291 world seem unrestful. 271 01:10:23,625 --> 01:10:25,291 Let's angle the track even more and say 272 01:10:25,375 --> 01:10:26,833 that the red man is being told that his 273 01:10:26,916 --> 01:10:27,625 fraud scheme has been 274 01:10:27,708 --> 01:10:29,083 discovered and he could go to prison. 275 01:10:32,416 --> 01:10:33,416 As we push his world 276 01:10:33,500 --> 01:10:34,750 seems suddenly torn up. 277 01:10:38,541 --> 01:10:39,583 What we're seeing is the background 278 01:10:39,666 --> 01:10:41,166 passing by but it's as if we 279 01:10:41,250 --> 01:10:42,333 can see his troubled thoughts. 280 01:10:46,625 --> 01:10:48,083 We're calling this phenomenon unrest 281 01:10:48,166 --> 01:10:49,208 which is a powerful and 282 01:10:49,291 --> 01:10:50,291 accurate way to look at it. 283 01:10:51,666 --> 01:10:53,291 As we push directly in on the dialogue 284 01:10:53,375 --> 01:10:55,041 the scene is completely calm except for 285 01:10:55,125 --> 01:10:55,708 the height and focus 286 01:10:55,791 --> 01:10:56,666 we get from tracking. 287 01:10:59,041 --> 01:11:00,500 The more we angle the track the more 288 01:11:00,583 --> 01:11:01,875 unrest we add to their world. 289 01:11:05,291 --> 01:11:06,666 Usually we'll want to angle all personal 290 01:11:06,750 --> 01:11:07,791 tracks a little bit. 291 01:11:08,791 --> 01:11:10,375 Here the slide angle causes a small 292 01:11:10,458 --> 01:11:11,375 amount of unrest in the 293 01:11:11,458 --> 01:11:12,958 background which elevates the push. 294 01:11:16,875 --> 01:11:18,916 Unrest is again a sliding scale so if we 295 01:11:19,000 --> 01:11:20,458 angle the track a lot we go beyond 296 01:11:20,541 --> 01:11:21,541 unrestful to hectic. 297 01:11:23,500 --> 01:11:24,958 In this reference move we're pushing 298 01:11:25,041 --> 01:11:26,041 directly in on the man. 299 01:11:27,875 --> 01:11:28,958 The lack of parallax makes 300 01:11:29,041 --> 01:11:30,083 it look almost like a zoom. 301 01:11:33,791 --> 01:11:35,250 Here we've angled the track so we get 302 01:11:35,333 --> 01:11:37,416 very heavy back parallax especially at 303 01:11:37,500 --> 01:11:38,083 the end which makes 304 01:11:38,166 --> 01:11:38,208 the scene very hectic. 305 01:11:38,291 --> 01:11:44,125 The effect is amplified 306 01:11:44,208 --> 01:11:45,458 with a longer focal length. 307 01:11:46,666 --> 01:11:47,500 Here we're doing an angled 308 01:11:47,583 --> 01:11:48,791 push with a regular lens. 309 01:11:52,333 --> 01:11:54,041 But with a longer lens keeping him fixed 310 01:11:54,125 --> 01:11:55,625 in the frame causes very pronounced 311 01:11:55,708 --> 01:11:56,666 movement in the background. 312 01:12:00,708 --> 01:12:02,583 Back parallax or unrest is an integral 313 01:12:02,666 --> 01:12:04,000 part of many of the moves we'll look at 314 01:12:04,083 --> 01:12:05,250 in the next chapters so we'll keep working with it as we make choices about how to angle tracks. 315 01:12:14,416 --> 01:12:16,083 Regrouping is a very effective way of 316 01:12:16,166 --> 01:12:17,666 directing our attention during a shot. 317 01:12:18,000 --> 01:12:19,250 It comes in three variations including as we add more characters to the shot, isolating as we single out characters, and shifting as we select a different section of the scene. 318 01:12:35,083 --> 01:12:37,750 A typical way of 319 01:12:37,833 --> 01:12:39,458 including is as a start on reveal. 320 01:12:40,833 --> 01:12:42,791 As the red woman talks we slowly add the 321 01:12:42,875 --> 01:12:43,958 other character to the scene. 322 01:12:44,250 --> 01:12:47,291 As the red man has lines we regroup to include him. In the red man we have a red man, a red man, and a red man. We're using a red man to create a red man that is very flexible and very lightweight. We're also using a white man to create a red man. As the Red Man has lines, 323 01:12:47,500 --> 01:12:48,666 we regroup to include him. 324 01:12:51,333 --> 01:12:52,666 With isolating, we again have a 325 01:12:52,750 --> 01:12:53,750 motivation for pushing. 326 01:12:55,250 --> 01:12:57,041 As the dialog centers around the women, 327 01:12:57,125 --> 01:12:58,208 we slowly single them out. 328 01:13:00,583 --> 01:13:02,041 If the Over the Shoulder is our starting 329 01:13:02,125 --> 01:13:02,833 point, we'll slowly 330 01:13:02,916 --> 01:13:03,916 single out the Red Woman. 331 01:13:08,250 --> 01:13:09,958 Shifting works the same way as a Panning 332 01:13:10,041 --> 01:13:11,250 regroup, but gives us more freedom. 333 01:13:13,833 --> 01:13:15,458 As the Blue Man turns to the woman, we 334 01:13:15,541 --> 01:13:17,041 pull back to focus on their dialog. 335 01:13:19,750 --> 01:13:21,583 As he turns back to the Red Man, we again 336 01:13:21,666 --> 01:13:23,208 use him as the common denominator. 337 01:13:25,291 --> 01:13:27,125 When the Red Man leaves, we again offset 338 01:13:27,208 --> 01:13:28,083 the shot back to the 339 01:13:28,166 --> 01:13:29,083 dialog with the woman. 340 01:13:32,500 --> 01:13:33,958 The move works on its own, but a better 341 01:13:34,041 --> 01:13:35,458 time to use it is when the characters in 342 01:13:35,541 --> 01:13:36,833 the scene are also regrouping. 343 01:13:38,708 --> 01:13:40,416 As in the chapter on Panning regroups, it 344 01:13:40,500 --> 01:13:41,958 first of all comes naturally to regroup 345 01:13:42,041 --> 01:13:42,541 on the remaining 346 01:13:42,625 --> 01:13:44,000 characters when a character leaves. 347 01:13:46,000 --> 01:13:47,208 As the Blue Man walks out, 348 01:13:47,291 --> 01:13:48,125 we regroup to the couple. 349 01:13:49,833 --> 01:13:51,083 The move amplifies the effect 350 01:13:51,166 --> 01:13:52,291 of what is already happening. 351 01:13:54,916 --> 01:13:56,416 Characters isolating themselves is again 352 01:13:56,500 --> 01:13:57,583 amplified with a regroup. 353 01:13:59,541 --> 01:14:01,041 Here we single out the women at the same 354 01:14:01,125 --> 01:14:02,791 time as they isolate themselves, bringing 355 01:14:02,875 --> 01:14:04,291 more emphasis to that action. 356 01:14:08,208 --> 01:14:09,916 Here the Red Man turns and takes a step 357 01:14:10,000 --> 01:14:11,375 towards us as we single him out. 358 01:14:14,291 --> 01:14:15,833 We could do this with either a character 359 01:14:15,916 --> 01:14:17,708 or a camera movement, but by doing both 360 01:14:17,791 --> 01:14:19,291 our intention becomes much clearer. 361 01:14:21,833 --> 01:14:23,750 A very expressive way to regroup is to 362 01:14:23,833 --> 01:14:25,625 mix it with Unrest by angling the track. 363 01:14:28,291 --> 01:14:29,666 If we have two characters sitting in a 364 01:14:29,750 --> 01:14:31,208 control panel, we'll first isolate the 365 01:14:31,291 --> 01:14:32,125 Blue Man with the track 366 01:14:32,208 --> 01:14:33,416 angled directly at him. 367 01:14:37,000 --> 01:14:38,375 But if we angle the track, we make their 368 01:14:38,458 --> 01:14:39,416 world seem unrestful. 369 01:14:42,375 --> 01:14:43,500 When we regroup now, the 370 01:14:43,583 --> 01:14:45,041 situation is much more dramatic. 371 01:14:49,791 --> 01:14:51,000 Pulling out from the Blue Man, we're 372 01:14:51,083 --> 01:14:52,500 including the Red Man in the shot. 373 01:14:55,041 --> 01:14:58,500 But if we instead angle the track, the 374 01:14:58,583 --> 01:14:59,791 world seems much more hectic. 375 01:15:11,000 --> 01:15:12,583 With a tracking reframe, we nudge the 376 01:15:12,666 --> 01:15:14,250 camera to accommodate character movement. 377 01:15:16,250 --> 01:15:18,125 As the man walks to the left, if we don't 378 01:15:18,208 --> 01:15:18,875 do anything, the 379 01:15:18,958 --> 01:15:20,125 framing becomes slightly odd. 380 01:15:21,750 --> 01:15:24,541 So we'll put the camera on a track and 381 01:15:24,625 --> 01:15:26,041 adjust the framing as he moves. 382 01:15:29,458 --> 01:15:31,166 As he moves between points on the set, we 383 01:15:31,250 --> 01:15:32,791 nudge the dolly a little to the side. 384 01:15:35,541 --> 01:15:37,458 As he walks back, we nudge the other way. 385 01:15:40,791 --> 01:15:42,416 Similar to how we used a panning reframe 386 01:15:42,500 --> 01:15:43,458 to adjust the framing as 387 01:15:43,541 --> 01:15:44,750 characters moved in and out, 388 01:15:44,833 --> 01:15:46,500 a tracking reframe is all about adjusting 389 01:15:46,583 --> 01:15:48,166 our position to keep a balanced shot. 390 01:15:49,291 --> 01:15:51,041 We wouldn't have been able to cover this 391 01:15:51,125 --> 01:15:52,083 movement with a pan, 392 01:15:52,166 --> 01:15:53,000 at least not as well. 393 01:15:55,750 --> 01:15:57,500 As the men walk to the woman, we reframe 394 01:15:57,583 --> 01:15:58,083 to get the best 395 01:15:58,166 --> 01:15:59,291 framing for both extremes. 396 01:16:02,416 --> 01:16:04,166 Reframing by tracking instead of panning 397 01:16:04,250 --> 01:16:05,291 gives us more control and 398 01:16:05,375 --> 01:16:06,500 a motivated camera move. 399 01:16:09,750 --> 01:16:11,291 Reframing is very effective for creating 400 01:16:11,375 --> 01:16:12,333 a master that stays 401 01:16:12,416 --> 01:16:13,500 useful throughout the scene. 402 01:16:14,583 --> 01:16:16,375 Here we have one wide master on a track 403 01:16:16,458 --> 01:16:18,000 and a few closer cameras for coverage. 404 01:16:20,041 --> 01:16:21,875 As the blue man walks over to the desk, 405 01:16:21,958 --> 01:16:23,541 we reposition the master slightly to 406 01:16:23,625 --> 01:16:24,583 maintain a good framing. 407 01:16:27,000 --> 01:16:27,625 We're only using the 408 01:16:27,708 --> 01:16:28,750 master when it's moving. 409 01:16:30,166 --> 01:16:31,625 Here we're starting in closer coverage 410 01:16:31,708 --> 01:16:32,916 between two lock cameras. 411 01:16:35,416 --> 01:16:37,083 While the red man talks, we cut to the 412 01:16:37,166 --> 01:16:37,875 master to cover the 413 01:16:37,958 --> 01:16:39,041 blue man walking away. 414 01:16:40,291 --> 01:16:42,875 In the second keyframe, we've added one 415 01:16:42,958 --> 01:16:44,250 more lock camera for dialogue. 416 01:16:46,500 --> 01:16:48,208 As he walks over to the woman, we again 417 01:16:48,291 --> 01:16:49,916 cover his move in the reframing master. 418 01:16:52,666 --> 01:16:54,250 This is called an occasional master 419 01:16:54,333 --> 01:16:56,166 because we cut to it for specific moves, 420 01:16:56,458 --> 01:16:57,041 something we'll look at 421 01:16:57,125 --> 01:16:58,125 more in the next chapter. 422 01:17:04,291 --> 01:17:06,375 A timed master move is repositioning a 423 01:17:06,458 --> 01:17:08,291 master at specific times during a scene. 424 01:17:09,750 --> 01:17:11,375 There are two basic ways to do this, the 425 01:17:11,458 --> 01:17:13,041 occasional master and 426 01:17:13,125 --> 01:17:14,166 the continuous master. 427 01:17:15,875 --> 01:17:17,541 Starting with the occasional master, in 428 01:17:17,625 --> 01:17:19,250 this scene the red man walks over to a 429 01:17:19,333 --> 01:17:20,583 control panel and back again. 430 01:17:22,000 --> 01:17:23,750 We're using the master as a backbone and 431 01:17:23,833 --> 01:17:25,416 we've timed the dolly to follow him. 432 01:17:26,958 --> 01:17:28,041 At each mark we've set up 433 01:17:28,125 --> 01:17:29,416 a pair of reverses as well. 434 01:17:31,541 --> 01:17:33,000 However, with the occasional master, 435 01:17:33,083 --> 01:17:34,333 we're only interested in cutting to the 436 01:17:34,416 --> 01:17:35,625 master for the actual move. 437 01:17:36,958 --> 01:17:37,791 Here we're cutting dialogue 438 01:17:37,875 --> 01:17:39,208 between the first reverse pair. 439 01:17:41,708 --> 01:17:43,250 As he walks, we go to the master and 440 01:17:43,333 --> 01:17:44,500 follow him to the second mark, 441 01:17:47,708 --> 01:17:48,458 where we cut between 442 01:17:48,541 --> 01:17:49,583 the second reverse pair. 443 01:17:52,875 --> 01:17:54,500 When he walks back, we again go to the 444 01:17:54,583 --> 01:17:55,833 master just for the move. 445 01:17:58,166 --> 01:17:59,791 This technique is an extremely easy way 446 01:17:59,875 --> 01:18:01,375 to get motivated movement at just the 447 01:18:01,458 --> 01:18:02,375 right time using a 448 01:18:02,458 --> 01:18:03,458 minimum number of cameras. 449 01:18:06,833 --> 01:18:08,291 Here we've designed the master to only 450 01:18:08,375 --> 01:18:09,791 move during major stage business. 451 01:18:11,208 --> 01:18:13,000 We've set several stops along the way and 452 01:18:13,083 --> 01:18:13,666 will only be in the 453 01:18:13,750 --> 01:18:15,041 master for the actual moves. 454 01:18:18,166 --> 01:18:19,000 First we walk with the 455 01:18:19,083 --> 01:18:20,166 characters into the scene. 456 01:18:25,833 --> 01:18:27,291 They stop and we go to two reverse 457 01:18:27,375 --> 01:18:28,166 cameras for dialogue. 458 01:18:33,000 --> 01:18:34,541 As they sit down, we go back in the 459 01:18:34,625 --> 01:18:36,458 master and do a time push to coincide 460 01:18:36,541 --> 01:18:37,208 with their movement. 461 01:18:40,375 --> 01:18:41,916 Between moves we leave the master running 462 01:18:42,000 --> 01:18:43,291 in case we want to cut wide. 463 01:18:46,250 --> 01:18:47,583 We go back into the master as one 464 01:18:47,666 --> 01:18:50,041 character leaves and use the remaining 465 01:18:50,125 --> 01:18:51,250 dolly track for a push. 466 01:18:52,833 --> 01:18:54,333 We've now been back in the master three 467 01:18:54,416 --> 01:18:55,375 times each time to 468 01:18:55,458 --> 01:18:56,625 cover major stage business. 469 01:18:58,291 --> 01:18:59,708 Even though the master is occasional, 470 01:18:59,916 --> 01:19:00,708 it's the silver lining 471 01:19:00,791 --> 01:19:01,958 that binds the scene together. 472 01:19:04,375 --> 01:19:05,708 With a continuous master, the 473 01:19:05,791 --> 01:19:06,875 master is our main coverage. 474 01:19:08,166 --> 01:19:09,458 We time the track to start at an 475 01:19:09,541 --> 01:19:10,625 important beat in the script. 476 01:19:12,791 --> 01:19:14,166 For this to work, it's important that 477 01:19:14,250 --> 01:19:15,583 we've been in the master for a while 478 01:19:15,666 --> 01:19:16,875 prior to the move so that we 479 01:19:16,958 --> 01:19:18,083 notice a beginning to move. 480 01:19:19,833 --> 01:19:21,250 Here we watch the characters through a 481 01:19:21,333 --> 01:19:23,041 window as they discuss a strange issue. 482 01:19:25,291 --> 01:19:26,750 Suddenly some startling information comes 483 01:19:26,833 --> 01:19:27,958 up on the computer screen. 484 01:19:29,291 --> 01:19:30,208 As they talk, we track 485 01:19:30,291 --> 01:19:31,083 to a different angle. 486 01:19:33,625 --> 01:19:34,625 Timing the move to an important 487 01:19:34,708 --> 01:19:36,583 development brings elevated focus to a 488 01:19:36,666 --> 01:19:37,500 certain part of the scene. 489 01:19:39,041 --> 01:19:40,458 That's reason enough to do it, however 490 01:19:40,541 --> 01:19:42,250 it's even better to end somewhere useful. 491 01:19:43,833 --> 01:19:45,375 For instance, ready for a new dialogue. 492 01:19:48,375 --> 01:19:50,000 Here we're again in a parked master. 493 01:19:51,291 --> 01:19:52,916 The conversation is progressing normally 494 01:19:53,000 --> 01:19:54,541 until the red man suddenly begins to 495 01:19:54,625 --> 01:19:55,958 reveal some sensitive information. 496 01:19:57,958 --> 01:19:59,291 It's the fact that we see the beginning 497 01:19:59,375 --> 01:20:00,000 of the move that makes 498 01:20:00,083 --> 01:20:01,416 the time master move work. 499 01:20:03,458 --> 01:20:05,416 As we slowly reposition, we give extra 500 01:20:05,500 --> 01:20:07,125 attention and importance to what he says. 501 01:20:10,125 --> 01:20:11,416 Again we make sure to end somewhere 502 01:20:11,500 --> 01:20:12,916 useful, here and over the shoulder. 503 01:20:23,041 --> 01:20:24,666 It's very effective to open or even 504 01:20:24,750 --> 01:20:25,791 completely cover a scene 505 01:20:25,875 --> 01:20:27,208 by doing a slow master push. 506 01:20:29,333 --> 01:20:30,458 As the characters go about their 507 01:20:30,541 --> 01:20:32,000 business, we float into the scene. 508 01:20:35,166 --> 01:20:36,875 The move adds a level of drama and is 509 01:20:36,958 --> 01:20:38,458 extremely easy to block because the 510 01:20:38,541 --> 01:20:39,875 characters can move freely and even 511 01:20:39,958 --> 01:20:40,666 improvise without 512 01:20:40,750 --> 01:20:41,791 affecting the camera move. 513 01:20:46,250 --> 01:20:47,416 But since we're shooting in the direction 514 01:20:47,500 --> 01:20:48,958 of the track, we need to look out for 515 01:20:49,041 --> 01:20:50,000 shooting the track itself. 516 01:20:52,208 --> 01:20:54,041 So let's look at some ways to avoid that. 517 01:20:56,625 --> 01:20:58,291 First of all, if we're on a crab dolly, 518 01:20:58,375 --> 01:20:59,916 we're tracking directly on the floor, in 519 01:21:00,000 --> 01:21:01,541 which case the track is not a problem. 520 01:21:05,791 --> 01:21:07,291 Secondly, if we're shooting widescreen or 521 01:21:07,375 --> 01:21:08,750 scope, it's easier to get the track 522 01:21:08,833 --> 01:21:09,833 outside the frame because 523 01:21:09,916 --> 01:21:11,291 our aspect is more horizontal. 524 01:21:15,458 --> 01:21:16,791 But regardless of aspect, it's 525 01:21:16,875 --> 01:21:17,916 surprisingly effective to 526 01:21:18,000 --> 01:21:19,125 only lay just enough track. 527 01:21:20,875 --> 01:21:22,125 Here we'll end the track where we are 528 01:21:22,208 --> 01:21:26,708 now, and then pull the dolly back to just 529 01:21:26,791 --> 01:21:27,875 before we see the track. 530 01:21:31,041 --> 01:21:31,916 Our wide push will then 531 01:21:32,000 --> 01:21:33,208 be between these two marks. 532 01:21:33,291 --> 01:21:39,166 Another way to avoid shooting the track 533 01:21:39,250 --> 01:21:40,458 is to put the camera on a jib 534 01:21:40,541 --> 01:21:41,791 and lay the track to the side. 535 01:21:44,375 --> 01:21:45,958 Now we don't have any problems and we can 536 01:21:46,041 --> 01:21:47,125 get very far back without 537 01:21:47,208 --> 01:21:48,333 getting the track and the shot. 538 01:21:52,250 --> 01:21:53,958 A very effective use for the master push 539 01:21:54,041 --> 01:21:55,791 is to slowly track into a scene as the 540 01:21:55,875 --> 01:21:57,083 action envelops the camera. 541 01:21:58,500 --> 01:22:00,208 Here we'll track into a hectic office as 542 01:22:00,291 --> 01:22:01,250 the red man and the women have dialogue. 543 01:22:02,291 --> 01:22:05,500 For the master push camera to not be 544 01:22:05,583 --> 01:22:07,333 isolated, we'll start by deciding on a 545 01:22:07,416 --> 01:22:09,375 useful place to end up, in 546 01:22:09,458 --> 01:22:10,500 this case an over the shoulder. 547 01:22:13,208 --> 01:22:13,958 Here we'll do a lot of 548 01:22:14,041 --> 01:22:15,291 things at once to create movement. 549 01:22:16,875 --> 01:22:18,333 In the beginning we'll walk with two 550 01:22:18,416 --> 01:22:19,500 extras into the office. 551 01:22:21,291 --> 01:22:22,791 As they walk to the left, the blue man 552 01:22:22,875 --> 01:22:24,666 walks across the room to the male extra. 553 01:22:26,083 --> 01:22:27,833 At the end we'll have the red man mirror 554 01:22:27,916 --> 01:22:28,833 the intended over the 555 01:22:28,916 --> 01:22:30,291 shoulder to get even more movement. 556 01:22:32,166 --> 01:22:33,791 Since most of the movement is arbitrary, 557 01:22:34,000 --> 01:22:35,208 we'll just do whatever is easy. 558 01:22:37,583 --> 01:22:39,333 In the beginning we tilt up on the extras 559 01:22:39,416 --> 01:22:40,666 to avoid shooting the track. 560 01:22:42,625 --> 01:22:44,208 The off-camera characters can take their 561 01:22:44,291 --> 01:22:45,458 cue from the dolly position. 562 01:22:47,583 --> 01:22:49,458 The red man is facing away and would need 563 01:22:49,541 --> 01:22:51,000 to take his cue from the dialogue which 564 01:22:51,083 --> 01:22:51,916 can be worked out in a 565 01:22:52,000 --> 01:22:52,875 couple of rehearsals. 566 01:22:55,541 --> 01:22:57,000 From here on out we would just continue 567 01:22:57,083 --> 01:22:58,041 with regular coverage. 568 01:23:00,916 --> 01:23:02,333 Tracking slowly into a scene as the 569 01:23:02,416 --> 01:23:03,916 action happens around us gives us a 570 01:23:04,000 --> 01:23:05,333 unique vantage point as if we're 571 01:23:05,416 --> 01:23:06,958 witnessing the event from a higher plane. 572 01:23:10,250 --> 01:23:11,625 Here we're pushing slowly as police 573 01:23:11,708 --> 01:23:13,250 officers fill the frame from left and 574 01:23:13,333 --> 01:23:14,166 right during a raid. 575 01:23:19,541 --> 01:23:20,916 But the most elegant move comes from 576 01:23:21,000 --> 01:23:22,500 again treating panning and tracking as 577 01:23:22,583 --> 01:23:23,250 completely separate moves. 578 01:23:24,291 --> 01:23:26,875 Here we're doing one 579 01:23:26,958 --> 01:23:28,375 continuous push into the scene. 580 01:23:30,041 --> 01:23:30,791 Then pan with the red 581 01:23:30,875 --> 01:23:31,958 man over to the blue man. 582 01:23:33,500 --> 01:23:34,916 Pan with him over to the desk. 583 01:23:37,500 --> 01:23:39,708 Switch to the red man and 584 01:23:39,791 --> 01:23:40,958 ending in an over the shoulder. 585 01:23:44,083 --> 01:23:45,791 This move is surprisingly easy to do 586 01:23:45,875 --> 01:23:47,250 because all we have to do is pan with the action while pushing. 587 01:23:48,291 --> 01:23:51,458 That allows us to give stage direction 588 01:23:51,541 --> 01:23:52,416 that's based on character 589 01:23:52,500 --> 01:23:53,875 motivation and simply follow. 590 01:23:56,958 --> 01:23:58,791 As the framing becomes tighter we have to 591 01:23:58,875 --> 01:24:00,125 coordinate their movement more, 592 01:24:00,208 --> 01:24:01,208 especially for the ending. 593 01:24:08,375 --> 01:24:09,958 The close push is one of the most useful 594 01:24:10,041 --> 01:24:11,708 and expressive moves we can do and there 595 01:24:11,791 --> 01:24:12,458 are good reasons to 596 01:24:12,541 --> 01:24:13,250 use it in most scenes. 597 01:24:14,291 --> 01:24:18,125 It's tempting to do slow pushes as often 598 01:24:18,208 --> 01:24:19,666 as possible because of the production 599 01:24:19,750 --> 01:24:20,958 value, but it's when we stick to 600 01:24:21,041 --> 01:24:21,916 motivated pushes that 601 01:24:22,000 --> 01:24:22,958 we bring out the story. 602 01:24:25,416 --> 01:24:26,708 Most people choose when to push 603 01:24:26,791 --> 01:24:28,416 intuitively, but we'll try to put words 604 01:24:28,500 --> 01:24:30,250 to that by suggesting that close pushes 605 01:24:30,333 --> 01:24:31,458 are for meaningful moments. 606 01:24:32,875 --> 01:24:34,541 Most of what goes on in this scene is of 607 01:24:34,625 --> 01:24:35,958 course not a meaningful moment. 608 01:24:37,791 --> 01:24:39,125 Here the red man is talking about 609 01:24:39,208 --> 01:24:40,833 something that has no meaning at all, 610 01:24:40,916 --> 01:24:41,250 maybe the pizza he had for lunch. 611 01:24:42,291 --> 01:24:45,083 But let's do a close push anyway. 612 01:24:48,250 --> 01:24:49,750 As he talks about the double cheese crust 613 01:24:49,833 --> 01:24:51,458 and the extra layer of pepperoni, the 614 01:24:51,541 --> 01:24:53,125 push assigns meaning to the situation 615 01:24:53,208 --> 01:24:54,458 even if there isn't any. 616 01:24:59,375 --> 01:25:01,000 But a close push is extremely powerful 617 01:25:01,083 --> 01:25:02,083 when we intend to show 618 01:25:02,166 --> 01:25:02,250 that something is meaning. 619 01:25:03,291 --> 01:25:06,666 As we push in on the man, we know that 620 01:25:06,750 --> 01:25:08,000 whatever is happening has special 621 01:25:08,083 --> 01:25:09,583 meaning, something is important or 622 01:25:09,666 --> 01:25:11,458 significant, or that something is going 623 01:25:11,541 --> 01:25:13,375 on even if we don't know what it is. 624 01:25:15,208 --> 01:25:16,791 This by itself is a great use for the 625 01:25:16,875 --> 01:25:18,458 close push because it creates questions 626 01:25:18,541 --> 01:25:20,500 in participation and it tells us we need 627 01:25:20,583 --> 01:25:21,666 to pay extra attention. 628 01:25:24,083 --> 01:25:25,583 But there are many other reasons to do a 629 01:25:25,666 --> 01:25:27,500 close push and in this chapter we want to 630 01:25:27,583 --> 01:25:29,083 create a list of meanings and moments to 631 01:25:29,166 --> 01:25:29,250 look for in the script as motivations. 632 01:25:30,291 --> 01:25:33,875 This list is not meant as a rule book but 633 01:25:33,958 --> 01:25:35,666 is a guide to find reasons for pushing. 634 01:25:37,083 --> 01:25:38,791 We'll look at 11 meaningful moments which 635 01:25:38,875 --> 01:25:42,416 are focus, tension, significance, 636 01:25:43,750 --> 01:25:47,416 consequence, opening up, taking in, 637 01:25:48,333 --> 01:25:52,000 trying to understand, realizing, trying 638 01:25:52,083 --> 01:25:55,250 to decide, resolve, and anticipation. 639 01:25:56,291 --> 01:25:58,833 As with all other lists we've made, none 640 01:25:58,916 --> 01:26:00,083 of these exist in a vacuum 641 01:26:00,166 --> 01:26:01,625 and often overlap or combine. 642 01:26:05,083 --> 01:26:05,583 Focus is the most 643 01:26:05,666 --> 01:26:06,750 generic form of pushing. 644 01:26:08,708 --> 01:26:10,458 As we slowly push in, the attention is 645 01:26:10,541 --> 01:26:12,166 elevated both for the characters and for 646 01:26:12,250 --> 01:26:13,958 us and our senses are sharpened. 647 01:26:17,958 --> 01:26:19,416 Almost regardless of what a scene is 648 01:26:19,500 --> 01:26:21,250 about, focus increases our alertness. 649 01:26:22,291 --> 01:26:24,583 So if we're after a push and we don't 650 01:26:24,666 --> 01:26:25,541 exactly know why, 651 01:26:25,625 --> 01:26:26,791 we're probably after focus. 652 01:26:29,541 --> 01:26:31,083 Focus works well for situations that 653 01:26:31,166 --> 01:26:32,416 demand focus of the characters. 654 01:26:34,666 --> 01:26:36,333 Here the man is a submarine captain in 655 01:26:36,416 --> 01:26:36,791 the middle of a 656 01:26:36,875 --> 01:26:38,000 dangerous strategic battle. 657 01:26:43,416 --> 01:26:45,125 Tension is similar to focus in that it 658 01:26:45,208 --> 01:26:46,250 involves heightened awareness. 659 01:26:47,583 --> 01:26:48,958 Here the characters are trying to shut 660 01:26:49,041 --> 01:26:50,291 down a leaking nuclear reactor. 661 01:26:52,916 --> 01:26:54,458 As we cut between four simultaneous 662 01:26:54,541 --> 01:26:56,166 pushes, we're compressing the space 663 01:26:56,250 --> 01:26:58,583 between us and the characters and we feel 664 01:26:58,666 --> 01:26:59,833 the pressure they're under. 665 01:27:03,708 --> 01:27:05,166 Tension works for any situation where 666 01:27:05,250 --> 01:27:06,666 there's emotional mental struggle. 667 01:27:08,333 --> 01:27:09,541 Here the woman is struggling with 668 01:27:09,625 --> 01:27:11,375 conflicted emotions about a relationship. 669 01:27:13,166 --> 01:27:15,000 As we compress the space, we again create 670 01:27:15,083 --> 01:27:15,291 the feeling of pressure. 671 01:27:21,666 --> 01:27:23,416 Significance shows that something has a 672 01:27:23,500 --> 01:27:24,291 great deal of meaning. 673 01:27:25,791 --> 01:27:27,125 Here the woman is giving a speech about 674 01:27:27,208 --> 01:27:28,625 something that means a lot to her. 675 01:27:30,166 --> 01:27:31,833 As she talks about how many children are 676 01:27:31,916 --> 01:27:33,416 suffering from a certain disease and how 677 01:27:33,500 --> 01:27:35,250 easily we can help them, we feel how 678 01:27:35,333 --> 01:27:36,541 important this is to her. 679 01:27:39,666 --> 01:27:40,875 From a more technical blocking 680 01:27:40,958 --> 01:27:42,833 perspective, significance simply tells us 681 01:27:42,916 --> 01:27:43,583 that something is an 682 01:27:43,666 --> 01:27:44,708 important bit of information. 683 01:27:46,041 --> 01:27:47,666 Here the man leaves and we push in on a 684 01:27:47,750 --> 01:27:49,333 document he's forgotten and since we're 685 01:27:49,416 --> 01:27:50,291 pushing, it must be significant. 686 01:27:53,541 --> 01:27:55,416 Consequences about the seriousness of a 687 01:27:55,500 --> 01:27:57,375 situation or the potential far-reaching 688 01:27:57,458 --> 01:27:59,041 impact something will have. 689 01:28:00,375 --> 01:28:01,708 Here the couple are being informed by 690 01:28:01,791 --> 01:28:03,041 their banker that they have lost their 691 01:28:03,125 --> 01:28:04,125 entire life's savings. 692 01:28:05,583 --> 01:28:07,333 We push in slowly as the gravity of the 693 01:28:07,416 --> 01:28:09,125 situation begins to dawn upon them and 694 01:28:09,208 --> 01:28:11,000 they begin to see how the war looks now. 695 01:28:15,500 --> 01:28:17,125 Here the president informs his cabinet 696 01:28:17,208 --> 01:28:17,958 that the only remaining 697 01:28:18,041 --> 01:28:18,291 option is to go to war. 698 01:28:21,708 --> 01:28:23,583 Obviously, such a situation is serious 699 01:28:23,666 --> 01:28:25,166 and has far-reaching consequences. 700 01:28:31,000 --> 01:28:32,541 With or without characters, consequence 701 01:28:32,625 --> 01:28:33,583 underlines the potential 702 01:28:33,666 --> 01:28:35,125 impact that something can have. 703 01:28:36,625 --> 01:28:38,000 Here we push in on a missile that's 704 01:28:38,083 --> 01:28:39,291 rigged to explode by timer. 705 01:28:43,666 --> 01:28:45,250 Consequence doesn't have to be negative. 706 01:28:46,291 --> 01:28:48,250 Here the character watches children of 707 01:28:48,333 --> 01:28:50,083 different races and religions play and 708 01:28:50,166 --> 01:28:51,666 sees the possibility of peace. 709 01:28:57,500 --> 01:28:59,333 On an equally philosophical level, we 710 01:28:59,416 --> 01:29:00,541 push in as the characters are 711 01:29:00,625 --> 01:29:01,833 watching a monumental event. 712 01:29:05,666 --> 01:29:07,125 Here the consequence is how this will 713 01:29:07,208 --> 01:29:08,208 change the world forever. 714 01:29:08,291 --> 01:29:16,125 Opening up is when a character opens up 715 01:29:16,208 --> 01:29:17,291 emotionally or mentally. 716 01:29:18,958 --> 01:29:19,916 Here the man begins to open 717 01:29:20,000 --> 01:29:21,208 up about his deeper feelings. 718 01:29:22,875 --> 01:29:23,583 As he makes himself 719 01:29:23,666 --> 01:29:25,291 vulnerable, we push in slowly. 720 01:29:27,625 --> 01:29:29,416 Opening up works for any situation where 721 01:29:29,500 --> 01:29:31,208 the characters become more sincere and 722 01:29:31,291 --> 01:29:32,958 really begin to connect with each other, 723 01:29:33,041 --> 01:29:33,250 becoming more sensitive and open. 724 01:29:34,291 --> 01:29:38,541 On a more mental level, opening up works 725 01:29:38,625 --> 01:29:40,166 for situations where characters begin 726 01:29:40,250 --> 01:29:41,666 revealing important information. 727 01:29:43,333 --> 01:29:44,958 Here the blue man is being interrogated. 728 01:29:46,250 --> 01:29:47,625 As he suddenly begins revealing the 729 01:29:47,708 --> 01:29:48,458 information they've been 730 01:29:48,541 --> 01:29:49,958 after, we push in slowly. 731 01:29:52,583 --> 01:29:54,333 Either way, opening up is about thoughts 732 01:29:54,416 --> 01:29:55,083 and feelings coming 733 01:29:55,166 --> 01:29:56,083 out from the character. 734 01:29:58,625 --> 01:30:00,208 Taking in is about thoughts and feelings going into the character. 735 01:30:00,291 --> 01:30:04,625 Here the woman leaves and we push in on 736 01:30:04,708 --> 01:30:06,250 the man as he takes in the conversation. 737 01:30:09,083 --> 01:30:10,708 This is a typical reaction shot. 738 01:30:12,875 --> 01:30:14,291 Here the woman is a senator who learns 739 01:30:14,375 --> 01:30:15,625 that she's lost the election. 740 01:30:17,916 --> 01:30:19,625 We push in as she accepts defeat. 741 01:30:27,666 --> 01:30:29,291 Taking in again works for any situation where a character is not able to be taken into the conversation. 742 01:30:30,291 --> 01:30:33,666 Here the man is in a hospital waiting 743 01:30:33,750 --> 01:30:35,458 room as the doctor informs him that his 744 01:30:35,541 --> 01:30:36,958 wife isn't likely to survive. 745 01:30:42,250 --> 01:30:43,833 The last five motivations are really 746 01:30:43,916 --> 01:30:45,666 steps in the decision-making process. 747 01:30:47,208 --> 01:30:48,791 Starting with trying to understand, a 748 01:30:48,875 --> 01:30:50,458 detective investigating a murder is 749 01:30:50,541 --> 01:30:52,208 trying to piece together a complex case. 750 01:30:52,291 --> 01:30:57,958 On an emotional level, trying to 751 01:30:58,041 --> 01:30:59,416 understand is about trying to find 752 01:30:59,500 --> 01:31:01,125 meaning and sense in a situation. 753 01:31:02,625 --> 01:31:04,208 Returning to the man in the hospital, his 754 01:31:04,291 --> 01:31:05,000 wife might have been run 755 01:31:05,083 --> 01:31:06,208 down by a drunk driver. 756 01:31:08,125 --> 01:31:09,416 We push in as he tries to 757 01:31:09,500 --> 01:31:11,000 understand what the meaning is. 758 01:31:16,708 --> 01:31:18,291 Also, when a character is nostalgically 759 01:31:18,375 --> 01:31:19,916 remembering the past, what she's really 760 01:31:20,000 --> 01:31:21,291 trying to do is make sense of it. 761 01:31:23,458 --> 01:31:25,000 So as the woman is thinking back, trying 762 01:31:25,083 --> 01:31:26,083 to understand the meaning of 763 01:31:26,166 --> 01:31:27,791 past events, we push in slowly. 764 01:31:38,500 --> 01:31:39,875 Again, trying to understand is 765 01:31:39,958 --> 01:31:41,291 excellent for reaction shots. 766 01:31:42,500 --> 01:31:44,041 Here the man has been behaving oddly. 767 01:31:45,541 --> 01:31:46,916 When he walks out, we push in 768 01:31:47,000 --> 01:31:48,291 on her as she stands puzzled. 769 01:31:54,125 --> 01:31:55,708 Trying to understand also works when a 770 01:31:55,791 --> 01:31:57,041 character is trying to find out if 771 01:31:57,125 --> 01:31:57,958 something has meaning. 772 01:31:59,500 --> 01:32:00,916 Here the man hears his colleague say 773 01:32:01,000 --> 01:32:02,041 something that rings a bell. 774 01:32:04,500 --> 01:32:06,250 He walks over to get more information. 775 01:32:10,125 --> 01:32:11,625 Where trying to understand is about 776 01:32:11,708 --> 01:32:13,708 trying to find meaning, realizing is the 777 01:32:13,791 --> 01:32:14,500 moment of breakthrough. 778 01:32:16,083 --> 01:32:17,916 Here the detective is given a casual bit 779 01:32:18,000 --> 01:32:19,541 of information, which happens to be the 780 01:32:19,625 --> 01:32:21,291 last piece he needs to solve the puzzle. 781 01:32:25,208 --> 01:32:26,583 Here the woman is telling the red man 782 01:32:26,666 --> 01:32:27,250 what his friends are 783 01:32:27,333 --> 01:32:28,333 saying behind his back. 784 01:32:30,333 --> 01:32:31,291 He suddenly sees everything 785 01:32:31,375 --> 01:32:32,541 in light of this new meaning. 786 01:32:38,833 --> 01:32:39,583 Here the women say 787 01:32:39,666 --> 01:32:40,791 something to the man and leave. 788 01:32:42,833 --> 01:32:43,833 We push in 789 01:32:43,916 --> 01:32:49,458 as he turns, suddenly realizing the true 790 01:32:49,541 --> 01:32:50,291 meaning of what they said. 791 01:32:56,208 --> 01:32:57,166 Separate from the characters, 792 01:32:57,375 --> 01:32:58,666 we might be the ones realizing. 793 01:33:00,000 --> 01:33:00,791 In the same shot as 794 01:33:00,875 --> 01:33:02,166 before, the man rushes out. 795 01:33:03,583 --> 01:33:05,291 We suddenly hand off and push in on an 796 01:33:05,375 --> 01:33:06,791 important document he's forgotten. 797 01:33:11,000 --> 01:33:12,000 We might also be realizing 798 01:33:12,083 --> 01:33:13,166 something about a character. 799 01:33:14,583 --> 01:33:16,083 In the story, the man in the suit has 800 01:33:16,166 --> 01:33:17,791 been cruel, but as he forecloses his 801 01:33:17,875 --> 01:33:18,250 friend's house and takes joy in it, we realize just how mean he is. 802 01:33:24,958 --> 01:33:27,291 Trying to decide is when a character has 803 01:33:27,375 --> 01:33:29,208 all the facts and needs to make a choice. 804 01:33:30,750 --> 01:33:32,250 Here we push in as the man tries to 805 01:33:32,333 --> 01:33:33,541 decide whether or not to quit 806 01:33:33,625 --> 01:33:35,000 his job and follow his dream. 807 01:33:40,875 --> 01:33:42,208 Here the submarine captain in a standoff with another ship is trying to decide whether or not to fire. 808 01:33:42,291 --> 01:33:54,333 Here the submarine captain in a standoff with another ship is trying to decide whether or not to fire. Resolve is when a decision is made. 809 01:33:55,750 --> 01:33:57,041 The classic use for this is when a 810 01:33:57,125 --> 01:33:58,458 character rises to the occasion. 811 01:34:00,333 --> 01:34:01,833 Here the man talks about how he's going 812 01:34:01,916 --> 01:34:02,583 to stand up to the 813 01:34:02,666 --> 01:34:03,708 fat cats in Washington. 814 01:34:05,041 --> 01:34:06,333 The push shows his conviction. 815 01:34:09,083 --> 01:34:10,208 Here an army captain is preparing his soldiers for war. 816 01:34:10,291 --> 01:34:11,541 The man is trying to get his way back to the ship. The man is trying to get his way back to the ship. He's trying to get his way back to the ship. He's preparing his soldiers for war. 817 01:34:12,750 --> 01:34:14,375 We push in as he motivates them, 818 01:34:14,458 --> 01:34:15,875 reminding them of the reason for the war 819 01:34:15,958 --> 01:34:17,166 and strengthening the resolve. 820 01:34:21,208 --> 01:34:22,916 Finally anticipation is watching him 821 01:34:23,000 --> 01:34:24,291 waiting for what will happen next. 822 01:34:25,791 --> 01:34:27,083 Here the characters have launched a 823 01:34:27,166 --> 01:34:28,708 rocket to destroy an asteroid that's 824 01:34:28,791 --> 01:34:29,541 threatening the planet. 825 01:34:32,333 --> 01:34:33,750 Their senses are alert as they can do 826 01:34:33,833 --> 01:34:34,833 nothing but watch him wait. 827 01:34:41,333 --> 01:34:42,833 Here the parents of a kidnapped child 828 01:34:42,916 --> 01:34:44,416 have decided to give the kidnappers the 829 01:34:44,500 --> 01:34:45,458 money and are waiting for 830 01:34:45,541 --> 01:34:46,458 answers on the exchange. 831 01:34:49,000 --> 01:34:50,041 At this point nothing they 832 01:34:50,125 --> 01:34:51,291 do can change the outcome. 833 01:34:57,541 --> 01:34:59,208 From our perspective anticipation is 834 01:34:59,291 --> 01:34:59,916 probably the most 835 01:35:00,000 --> 01:35:01,125 generic reason for pushing. 836 01:35:03,083 --> 01:35:04,708 If we think about it almost all pushes 837 01:35:04,791 --> 01:35:05,708 create this feeling of 838 01:35:05,791 --> 01:35:07,000 wondering what will happen next 839 01:35:07,083 --> 01:35:08,583 and it's this alertness of the immediate 840 01:35:08,666 --> 01:35:09,291 future that draws us in. 841 01:35:15,833 --> 01:35:17,291 So the next thing we need to look at is 842 01:35:17,375 --> 01:35:19,000 how the track angle affects the push. 843 01:35:20,833 --> 01:35:22,333 A track that is angled directly on the 844 01:35:22,416 --> 01:35:23,833 character brings a sense of clarity. 845 01:35:25,708 --> 01:35:27,458 But even for direct pushes it's best to 846 01:35:27,541 --> 01:35:29,250 angle the track slightly to get parallax 847 01:35:29,333 --> 01:35:30,208 or the move feels like a zoom. 848 01:35:30,291 --> 01:35:36,875 Depending on the meaning of the push 849 01:35:36,958 --> 01:35:38,458 angling the track either makes the world 850 01:35:38,541 --> 01:35:39,708 more unrestful or it makes 851 01:35:39,791 --> 01:35:41,041 the characters more confused. 852 01:35:43,250 --> 01:35:44,625 As the engineers try to shut down the 853 01:35:44,708 --> 01:35:46,625 reactor the situation is now both more 854 01:35:46,708 --> 01:35:47,791 unrestful and confusing. 855 01:35:54,125 --> 01:35:56,000 As the detective has a realization a 856 01:35:56,083 --> 01:35:56,958 direct push makes the 857 01:35:57,041 --> 01:35:57,208 realization appear clear. 858 01:35:57,291 --> 01:36:04,333 But as we angle the track the detective 859 01:36:04,416 --> 01:36:06,041 has a much more vivid eruption of 860 01:36:06,125 --> 01:36:10,416 thoughts becoming clear at the end. 861 01:36:13,375 --> 01:36:14,541 Regardless of the meaning of the push 862 01:36:14,625 --> 01:36:15,916 angled track shows increased 863 01:36:16,000 --> 01:36:17,500 mental or emotional activity. 864 01:36:19,666 --> 01:36:21,625 As we push in on the man opening up the 865 01:36:21,708 --> 01:36:23,208 angled track amplifies the drama. 866 01:36:23,291 --> 01:36:30,208 The most extreme angled push is to have 867 01:36:30,291 --> 01:36:31,416 the character turn in the opposite 868 01:36:31,500 --> 01:36:33,125 direction of the camera which makes the 869 01:36:33,208 --> 01:36:35,208 background seem to rush by twice as fast. 870 01:36:38,000 --> 01:36:39,583 Here the detective realizes that the 871 01:36:39,666 --> 01:36:40,625 killer must be nearby. 872 01:36:42,125 --> 01:36:44,125 We get an enormous twisting effect and an 873 01:36:44,208 --> 01:36:45,041 extreme realization. 874 01:36:45,291 --> 01:36:49,958 But another useful way to look at angled 875 01:36:50,041 --> 01:36:51,916 track in close pushes is to see it as 876 01:36:52,000 --> 01:36:53,666 changing our distance to the eye line 877 01:36:53,750 --> 01:36:55,708 which will make the shot more or less 878 01:36:55,791 --> 01:36:56,875 personal during the move. 879 01:36:59,083 --> 01:37:00,458 So as we're pushing in with the track 880 01:37:00,541 --> 01:37:02,375 pretty much directly angled on him we're 881 01:37:02,458 --> 01:37:04,208 essentially moving along the eye line and 882 01:37:04,291 --> 01:37:05,250 the move is personal throughout. 883 01:37:06,291 --> 01:37:09,750 But if we angle the track we're gradually 884 01:37:09,833 --> 01:37:11,708 moving closer and closer to the eye line 885 01:37:11,791 --> 01:37:13,041 which makes the move more and more 886 01:37:13,125 --> 01:37:14,583 personal which very effectively 887 01:37:14,666 --> 01:37:15,791 emphasizes the push. 888 01:37:18,333 --> 01:37:19,375 The extreme of this is 889 01:37:19,458 --> 01:37:20,625 to track in from the side. 890 01:37:21,958 --> 01:37:23,458 Here we're pushing in from the left and 891 01:37:23,541 --> 01:37:24,958 move very hard towards the eye line 892 01:37:25,041 --> 01:37:25,958 making the shot radically 893 01:37:26,041 --> 01:37:27,291 more personal at the end. 894 01:37:29,583 --> 01:37:31,291 But we could actually go even further and 895 01:37:31,375 --> 01:37:32,250 track around from the back. 896 01:37:33,291 --> 01:37:35,750 So here the move becomes drastically more 897 01:37:35,833 --> 01:37:36,583 personal as we make 898 01:37:36,666 --> 01:37:37,541 it around to the front. 899 01:37:40,583 --> 01:37:42,208 Becoming less personal during a move is 900 01:37:42,291 --> 01:37:43,500 considerably less useful 901 01:37:43,583 --> 01:37:45,083 but let's quickly look at it. 902 01:37:46,500 --> 01:37:48,125 Here we're starting out personal but as 903 01:37:48,208 --> 01:37:50,083 we move closer we become less personal. 904 01:37:53,916 --> 01:37:55,333 This has more the effect of keeping our 905 01:37:55,416 --> 01:37:56,708 distance as if there's an invisible 906 01:37:56,791 --> 01:37:58,250 barrier we can't move closer then. 907 01:37:59,291 --> 01:38:03,708 A better use for this is to reveal other 908 01:38:03,791 --> 01:38:04,625 characters which we'll 909 01:38:04,708 --> 01:38:05,500 look at a little later. 910 01:38:08,458 --> 01:38:09,708 So the last thing we'll look at is a 911 01:38:09,791 --> 01:38:10,041 technical 912 01:38:10,125 --> 01:38:11,541 consideration when shooting pushes. 913 01:38:13,375 --> 01:38:15,083 Very often we're using a camera for the 914 01:38:15,166 --> 01:38:16,583 push that's already set up for a certain 915 01:38:16,666 --> 01:38:18,375 shot size here and over the shoulder. 916 01:38:19,708 --> 01:38:21,333 But the problem is that as soon as we 917 01:38:21,416 --> 01:38:23,333 push that camera into a close shot we no 918 01:38:23,416 --> 01:38:24,250 longer have an over the shoulder. 919 01:38:25,291 --> 01:38:27,708 Unless we're completely sure of not only 920 01:38:27,791 --> 01:38:29,666 the timing but also which shot sizes we 921 01:38:29,750 --> 01:38:30,750 need when we have to 922 01:38:30,833 --> 01:38:31,625 shoot three versions. 923 01:38:34,166 --> 01:38:35,541 First we shoot a full take that remains 924 01:38:35,625 --> 01:38:36,458 an over the shoulder. 925 01:38:38,916 --> 01:38:40,791 Repositioning the dolly for a new take we 926 01:38:40,875 --> 01:38:41,958 shoot a locked close up. 927 01:38:44,500 --> 01:38:45,875 Finally we shoot a take where we do the 928 01:38:45,958 --> 01:38:47,000 push at the right time. 929 01:38:50,541 --> 01:38:52,083 With these three options we don't paint 930 01:38:52,166 --> 01:38:53,791 ourselves into a corner and we can always 931 01:38:53,875 --> 01:38:57,500 cut wide again or close again. 932 01:39:03,458 --> 01:39:04,958 When we're pushing in on a character we 933 01:39:05,041 --> 01:39:06,333 need to look out for what happens if 934 01:39:06,416 --> 01:39:07,250 we're not at eye level. 935 01:39:10,000 --> 01:39:11,500 As we push in normally the shot is 936 01:39:11,583 --> 01:39:12,208 balanced from start to finish. 937 01:39:12,291 --> 01:39:17,416 But while we're in the over the shoulder 938 01:39:17,500 --> 01:39:19,208 it's not as clear what our level is. 939 01:39:20,833 --> 01:39:21,583 So lowering the camera 940 01:39:21,666 --> 01:39:22,666 the level seems fine. 941 01:39:24,458 --> 01:39:26,291 But as we push in we suddenly have to 942 01:39:26,375 --> 01:39:27,791 tilt upwards to keep her in the frame 943 01:39:27,875 --> 01:39:28,291 which can look 944 01:39:28,375 --> 01:39:29,666 unpleasant if we get close. 945 01:39:32,666 --> 01:39:34,250 Back in the over the shoulder we'll go up 946 01:39:34,333 --> 01:39:35,833 to what is still an acceptable level. 947 01:39:38,666 --> 01:39:40,208 As we push in we now have to tilt 948 01:39:40,291 --> 01:39:41,291 downwards which can get a little unusual. 949 01:39:42,291 --> 01:39:47,791 A practical use for being below the 950 01:39:47,875 --> 01:39:48,666 characters that is eye 951 01:39:48,750 --> 01:39:50,000 line goes out over us. 952 01:39:51,958 --> 01:39:53,583 As we push in he appears to be dreaming 953 01:39:53,666 --> 01:39:54,541 or visualizing which 954 01:39:54,625 --> 01:39:55,583 can be very effective. 955 01:39:58,750 --> 01:40:00,375 When we start to get a lot lower the 956 01:40:00,458 --> 01:40:02,125 beginning of the push seems normal but at 957 01:40:02,208 --> 01:40:03,458 the end of the push the character can 958 01:40:03,541 --> 01:40:04,750 become extremely imposing. 959 01:40:06,125 --> 01:40:07,208 This is usually not what 960 01:40:07,291 --> 01:40:08,250 we want for a character. 961 01:40:09,291 --> 01:40:12,375 But for scenes that are supposed to be 962 01:40:12,458 --> 01:40:13,958 impressive this works very well. 963 01:40:15,750 --> 01:40:17,583 As we push in on the palace the closer we 964 01:40:17,666 --> 01:40:19,416 get the more we have to tilt up. 965 01:40:24,000 --> 01:40:25,708 Towards the end this causes us to look 966 01:40:25,791 --> 01:40:27,500 hard up on both the palace and the robots 967 01:40:27,583 --> 01:40:29,291 and is great for establishing shots that 968 01:40:29,375 --> 01:40:30,208 need to be imposing. 969 01:40:30,291 --> 01:40:37,375 With an angled low push it's worth 970 01:40:37,458 --> 01:40:39,041 noticing that we get both vertical and 971 01:40:39,125 --> 01:40:40,208 horizontal parallax. 972 01:40:42,500 --> 01:40:44,000 An angled track at eye level causes 973 01:40:44,083 --> 01:40:45,500 horizontal movement in the background 974 01:40:45,583 --> 01:40:46,708 especially at the end. 975 01:40:51,250 --> 01:40:52,916 And a directly angled low push causes 976 01:40:53,000 --> 01:40:54,291 vertical movement in the background. 977 01:41:00,666 --> 01:41:02,083 When we both angle the track and lower 978 01:41:02,166 --> 01:41:04,083 the camera we get both at the same time 979 01:41:04,166 --> 01:41:05,875 which makes for a very dynamic move. 980 01:41:10,166 --> 01:41:11,750 When we need to push in on objects it 981 01:41:11,833 --> 01:41:13,041 works well to come in at a higher 982 01:41:13,125 --> 01:41:15,000 elevation and simply pan and tilt to keep 983 01:41:15,083 --> 01:41:16,083 the object in the frame. 984 01:41:18,041 --> 01:41:19,666 Here we're pushing in on a tape recorder. 985 01:41:21,583 --> 01:41:23,500 Our height doesn't change only pan tilt. 986 01:41:26,958 --> 01:41:28,708 Especially towards the end we get heavy 987 01:41:28,791 --> 01:41:29,833 vertical parallax and 988 01:41:29,916 --> 01:41:30,666 a bit of horizontal. 989 01:41:34,666 --> 01:41:36,291 When objects are on the floor we either 990 01:41:36,375 --> 01:41:38,208 have to be on a crab dolly or a crane so 991 01:41:38,291 --> 01:41:39,208 we don't shoot the track. 992 01:41:41,958 --> 01:41:43,875 As we push in the height stays the same 993 01:41:43,958 --> 01:41:45,500 and we're still only panning and tilting. 994 01:41:54,916 --> 01:41:56,250 A lot of the moves we've already done 995 01:41:56,333 --> 01:41:58,083 involve some form of pulling for instance 996 01:41:58,166 --> 01:41:59,208 starting on and revealing 997 01:41:59,291 --> 01:42:00,916 or opening and closing space. 998 01:42:02,791 --> 01:42:04,333 Additionally we can naturally pull ahead 999 01:42:04,416 --> 01:42:05,166 of a character as he 1000 01:42:05,250 --> 01:42:06,166 moves through a location. 1001 01:42:08,125 --> 01:42:09,666 The only thing to note about this is that 1002 01:42:09,750 --> 01:42:11,375 it's very hard to do on a track because 1003 01:42:11,458 --> 01:42:13,333 people actually walk quite fast and the 1004 01:42:13,416 --> 01:42:14,541 track would soon be revealed. 1005 01:42:16,041 --> 01:42:17,583 So if we want to pull ahead of someone 1006 01:42:17,666 --> 01:42:19,541 steady camera crab dolly is the better 1007 01:42:19,625 --> 01:42:20,375 choice unless of 1008 01:42:20,458 --> 01:42:21,250 course we shoot at an angle. 1009 01:42:22,291 --> 01:42:25,541 In this chapter we'll simply look at two 1010 01:42:25,625 --> 01:42:26,625 motivations for pulling 1011 01:42:26,708 --> 01:42:27,708 that can be less obvious. 1012 01:42:29,291 --> 01:42:30,291 The first is detaching. 1013 01:42:32,916 --> 01:42:34,250 In this scene we're with a man in the 1014 01:42:34,333 --> 01:42:35,708 hospital as his wife has died. 1015 01:42:37,916 --> 01:42:39,875 At this point he's terribly alone and no 1016 01:42:39,958 --> 01:42:41,416 one can help him or comfort him. 1017 01:42:43,916 --> 01:42:45,333 So detaching from him is the most 1018 01:42:45,416 --> 01:42:46,750 impactful way to show the sudden 1019 01:42:46,833 --> 01:42:47,291 emptiness in his life. 1020 01:42:52,791 --> 01:42:54,333 In this scene the woman was supposed to 1021 01:42:54,416 --> 01:42:55,916 meet an old love at a train station. 1022 01:42:57,750 --> 01:42:58,416 The meeting had been 1023 01:42:58,500 --> 01:42:59,583 arranged for many years. 1024 01:43:01,791 --> 01:43:02,791 But he never shows up. 1025 01:43:05,333 --> 01:43:07,125 As we detach from her we again show the 1026 01:43:07,208 --> 01:43:08,791 emptiness and aloneness in her life as 1027 01:43:08,875 --> 01:43:09,458 she becomes smaller 1028 01:43:09,541 --> 01:43:10,625 and smaller in the frame. 1029 01:43:15,291 --> 01:43:16,875 If relevant to the story we could turn 1030 01:43:16,958 --> 01:43:18,708 this meeting upside down by pulling to in 1031 01:43:18,791 --> 01:43:21,000 fact open the space for him to step in. 1032 01:43:24,833 --> 01:43:26,416 Detaching almost always results in the 1033 01:43:26,500 --> 01:43:28,041 aloneness or emptiness and less worth the 1034 01:43:28,125 --> 01:43:29,500 end of his story at which point we'll be 1035 01:43:29,583 --> 01:43:31,125 naturally detaching from the characters. 1036 01:43:33,458 --> 01:43:34,750 At the end of this last scene we've 1037 01:43:34,833 --> 01:43:36,291 enjoyed a couple of hours in the company 1038 01:43:36,375 --> 01:43:37,958 of the characters. They got each other 1039 01:43:38,041 --> 01:43:39,291 and we're now letting go. 1040 01:43:45,000 --> 01:43:46,708 The second reason for pulling is relaxing 1041 01:43:46,791 --> 01:43:47,875 which serves to release the 1042 01:43:47,958 --> 01:43:49,208 pressure created by pushing. 1043 01:43:50,875 --> 01:43:52,291 This move doesn't have a lot of everyday 1044 01:43:52,375 --> 01:43:54,083 uses but can be very effective at the 1045 01:43:54,166 --> 01:43:55,125 right point in the story. 1046 01:43:57,541 --> 01:43:59,041 Returning to the leaking nuclear reactor 1047 01:43:59,125 --> 01:44:00,541 scenario we're pushing in on the 1048 01:44:00,625 --> 01:44:01,958 characters as the tension peaks. 1049 01:44:03,500 --> 01:44:04,916 The problem is unfixable and 1050 01:44:05,000 --> 01:44:06,250 the plant is about to explode. 1051 01:44:07,291 --> 01:44:11,625 Until suddenly the problem fixes itself. 1052 01:44:13,458 --> 01:44:15,166 We pull out from the engineer as he looks 1053 01:44:15,250 --> 01:44:16,416 over his panels puzzled. 1054 01:44:18,125 --> 01:44:19,708 All meters are suddenly returning to 1055 01:44:19,791 --> 01:44:21,458 normal and the danger is averted. 1056 01:44:28,916 --> 01:44:30,416 Next we'll look at two basic moves that 1057 01:44:30,500 --> 01:44:31,666 we really should have looked at earlier 1058 01:44:31,750 --> 01:44:33,458 but have placed here because they lead us 1059 01:44:33,541 --> 01:44:34,250 into the next chapters. 1060 01:44:35,291 --> 01:44:37,500 Converging is the action of opposing 1061 01:44:37,583 --> 01:44:39,291 characters movement by moving closer to 1062 01:44:39,375 --> 01:44:41,000 them as they move closer to us which 1063 01:44:41,083 --> 01:44:42,875 effectively doubles the perceived speed. 1064 01:44:45,250 --> 01:44:46,833 As the characters rush in looking for 1065 01:44:46,916 --> 01:44:48,625 someone both the characters in the story 1066 01:44:48,708 --> 01:44:50,416 converge to create a crucial moment. 1067 01:44:53,333 --> 01:44:55,166 The primary thing converging does is 1068 01:44:55,250 --> 01:44:56,208 create extra tension. 1069 01:44:57,916 --> 01:44:59,416 As the man rolls from terminal to 1070 01:44:59,500 --> 01:45:01,333 terminal we oppose his move making the 1071 01:45:01,416 --> 01:45:03,000 situation appear twice as hectic. 1072 01:45:05,625 --> 01:45:06,416 There are really only two 1073 01:45:06,500 --> 01:45:07,541 ways to create a converge. 1074 01:45:09,166 --> 01:45:10,791 Here the character was already moving and 1075 01:45:10,875 --> 01:45:12,500 we decided to oppose that movement. 1076 01:45:15,875 --> 01:45:17,166 The other way is to move the character 1077 01:45:17,250 --> 01:45:18,291 when we're already moving. 1078 01:45:19,666 --> 01:45:21,000 Here we're already doing a push for 1079 01:45:21,083 --> 01:45:22,541 whatever reason the story provides. 1080 01:45:25,666 --> 01:45:27,125 But to create more tension and emphasize 1081 01:45:27,208 --> 01:45:28,875 the push let's have the character step 1082 01:45:28,958 --> 01:45:30,250 forwards at the same time. 1083 01:45:33,208 --> 01:45:34,625 This compressing feeling is useful 1084 01:45:34,708 --> 01:45:36,458 anytime we want a moment to have a higher 1085 01:45:36,541 --> 01:45:37,958 level of focus and concentration. 1086 01:45:40,041 --> 01:45:41,416 Here the woman will step closer to the 1087 01:45:41,500 --> 01:45:43,083 man to say something very important. 1088 01:45:45,291 --> 01:45:46,958 As she does we tighten the shot by 1089 01:45:47,041 --> 01:45:48,125 opposing her movement and 1090 01:45:48,208 --> 01:45:49,458 thereby sharpen the attention. 1091 01:45:52,625 --> 01:45:54,541 Converging is a very general action and 1092 01:45:54,625 --> 01:45:56,291 all we're after is the overall feeling of 1093 01:45:56,375 --> 01:45:56,625 everything 1094 01:45:56,708 --> 01:45:57,208 compressing into a single point. 1095 01:45:57,291 --> 01:45:59,166 So a converge doesn't 1096 01:45:59,250 --> 01:46:00,666 necessarily need to be head on. 1097 01:46:03,125 --> 01:46:04,791 Here the blue man walks to the terminal. 1098 01:46:06,875 --> 01:46:08,500 We're not necessarily pushing in directly 1099 01:46:08,583 --> 01:46:09,666 but the general direction 1100 01:46:09,750 --> 01:46:11,208 still gives us the same feeling. 1101 01:46:13,708 --> 01:46:15,416 This makes converging an extremely useful 1102 01:46:15,500 --> 01:46:16,375 move that can be applied 1103 01:46:16,458 --> 01:46:17,625 to a host of situations. 1104 01:46:20,458 --> 01:46:21,916 Here we're doing an angled or diagonal 1105 01:46:22,000 --> 01:46:23,583 converge where both us and the character 1106 01:46:23,666 --> 01:46:24,291 approach each other at an angle. 1107 01:46:28,291 --> 01:46:30,166 This is useful for any situation where we 1108 01:46:30,250 --> 01:46:31,083 already want to track to 1109 01:46:31,166 --> 01:46:32,041 another part of the set. 1110 01:46:34,333 --> 01:46:35,791 By angling the track inwards we 1111 01:46:35,875 --> 01:46:36,708 simultaneously get 1112 01:46:36,791 --> 01:46:37,750 the converging feeling. 1113 01:46:41,750 --> 01:46:43,375 Or as in this shot where we already want 1114 01:46:43,458 --> 01:46:44,166 to track with the character 1115 01:46:44,250 --> 01:46:45,625 to the side to isolate him. 1116 01:46:47,125 --> 01:46:49,083 By angling the track inwards and his move 1117 01:46:49,166 --> 01:46:50,916 outwards we simultaneously get the 1118 01:46:51,000 --> 01:46:52,750 feeling of converging which enhances our 1119 01:46:52,833 --> 01:46:54,250 original choice to single him out. 1120 01:46:55,291 --> 01:46:58,208 This kind of converging is effective for 1121 01:46:58,291 --> 01:46:59,125 any scene that needs a 1122 01:46:59,208 --> 01:47:00,208 higher level of action. 1123 01:47:01,666 --> 01:47:03,166 Here an army sergeant rushes out with 1124 01:47:03,250 --> 01:47:04,166 important new information 1125 01:47:04,250 --> 01:47:05,541 needed for a critical mission. 1126 01:47:07,916 --> 01:47:09,500 We could of course just track with him to 1127 01:47:09,583 --> 01:47:10,750 where he needs to go but we've 1128 01:47:10,833 --> 01:47:12,458 deliberately angled both his walk and the 1129 01:47:12,541 --> 01:47:14,125 track to compress the attention and make 1130 01:47:14,208 --> 01:47:15,416 the situation more crucial. 1131 01:47:18,250 --> 01:47:19,583 A different kind of converges that lends 1132 01:47:19,666 --> 01:47:21,125 itself very well to long and calm 1133 01:47:21,208 --> 01:47:22,166 tracking in a scene as 1134 01:47:22,250 --> 01:47:23,291 a right angle converge. 1135 01:47:25,583 --> 01:47:27,125 With this converge we track at a right 1136 01:47:27,208 --> 01:47:27,875 angle into the path 1137 01:47:27,958 --> 01:47:28,875 of walking characters. 1138 01:47:30,708 --> 01:47:32,250 This kind of move can go on for a long 1139 01:47:32,333 --> 01:47:33,916 time and the effect is that the framing 1140 01:47:34,000 --> 01:47:35,416 starts out slightly off key. 1141 01:47:37,375 --> 01:47:38,958 And then slowly becomes clearer and more 1142 01:47:39,041 --> 01:47:40,666 focused as we approach a clean angle, 1143 01:47:41,666 --> 01:47:43,041 which makes the dialog become more 1144 01:47:43,125 --> 01:47:44,250 focused at this point. 1145 01:47:46,833 --> 01:47:48,416 Doing the same move at a different angle 1146 01:47:48,500 --> 01:47:50,166 with both characters and track, a right 1147 01:47:50,250 --> 01:47:51,958 angle converge makes it very easy to get 1148 01:47:52,041 --> 01:47:52,750 subtle and relaxed 1149 01:47:52,833 --> 01:47:53,958 parallax in the foreground. 1150 01:47:55,208 --> 01:47:56,583 If we were tracking on the side of the 1151 01:47:56,666 --> 01:47:58,208 characters any foreground would pass 1152 01:47:58,291 --> 01:47:59,500 through the shot very fast. 1153 01:48:01,375 --> 01:48:02,791 But here we're almost tracking in 1154 01:48:02,875 --> 01:48:04,166 parallel which means that we're not 1155 01:48:04,250 --> 01:48:05,708 traveling very far compared to the 1156 01:48:05,791 --> 01:48:07,333 distance the characters are traveling so 1157 01:48:07,416 --> 01:48:08,250 the foreground moves much slower. 1158 01:48:09,291 --> 01:48:12,000 Again as we approach a clean angle on the 1159 01:48:12,083 --> 01:48:13,125 characters path the shot 1160 01:48:13,208 --> 01:48:14,291 becomes clearer and clearer. 1161 01:48:15,666 --> 01:48:17,000 So it can be a good idea at a time a 1162 01:48:17,083 --> 01:48:18,458 right angle converges to end in a 1163 01:48:18,541 --> 01:48:19,916 motivated stop for the characters. 1164 01:48:23,041 --> 01:48:24,708 Like converging, countering doubles the 1165 01:48:24,791 --> 01:48:26,291 apparent speed of a move but where with 1166 01:48:26,375 --> 01:48:27,750 converging the goal is to meet up with 1167 01:48:27,833 --> 01:48:29,083 the characters in a single point, 1168 01:48:29,500 --> 01:48:30,250 countering is opposing 1169 01:48:30,333 --> 01:48:31,250 their movement from the side. 1170 01:48:32,291 --> 01:48:35,083 The result is again the perception that 1171 01:48:35,166 --> 01:48:36,833 everything is moving much faster so 1172 01:48:36,916 --> 01:48:38,583 anytime a scene needs more action it 1173 01:48:38,666 --> 01:48:39,375 makes sense to lean 1174 01:48:39,458 --> 01:48:40,583 towards countering moves. 1175 01:48:42,958 --> 01:48:43,875 Here the man walks in to 1176 01:48:43,958 --> 01:48:45,000 find that something is wrong. 1177 01:48:46,875 --> 01:48:47,875 By countering we again 1178 01:48:47,958 --> 01:48:49,125 bring more action to the scene. 1179 01:48:51,583 --> 01:48:52,625 Here the blue man becomes 1180 01:48:52,708 --> 01:48:53,958 displeased with the red man. 1181 01:48:55,375 --> 01:48:57,083 By countering as he walks over we add 1182 01:48:57,166 --> 01:48:57,958 intensity to whatever 1183 01:48:58,041 --> 01:48:59,291 is already happening. 1184 01:49:01,583 --> 01:49:03,083 Additionally since countering moves 1185 01:49:03,166 --> 01:49:04,750 opposite the character it's very 1186 01:49:04,833 --> 01:49:05,708 effective for getting the 1187 01:49:05,791 --> 01:49:07,375 maximum use of a small location. 1188 01:49:08,500 --> 01:49:10,208 As here where the man walks in and we 1189 01:49:10,291 --> 01:49:12,000 move to keep the widest possible shot. 1190 01:49:14,833 --> 01:49:15,833 As the man walks in we 1191 01:49:15,916 --> 01:49:17,083 start in this part of the room. 1192 01:49:18,916 --> 01:49:20,750 The countering again adds more action but 1193 01:49:20,833 --> 01:49:22,541 the main purpose is to create more space. 1194 01:49:23,875 --> 01:49:25,541 So as we end up over here we're still 1195 01:49:25,625 --> 01:49:27,125 getting a wide shot which makes the room 1196 01:49:27,208 --> 01:49:28,083 appear more spacious. 1197 01:49:34,708 --> 01:49:36,166 Pivoting with track is a move that shares 1198 01:49:36,250 --> 01:49:37,875 a number of technical similarities with 1199 01:49:37,958 --> 01:49:38,958 pivoting and editing which 1200 01:49:39,041 --> 01:49:40,333 is why it has the same name. 1201 01:49:41,875 --> 01:49:43,375 In pivoting we would create overlapping 1202 01:49:43,458 --> 01:49:45,208 groups by placing cameras that each have 1203 01:49:45,291 --> 01:49:46,916 a particular character visible in both 1204 01:49:47,000 --> 01:49:48,083 shots preferably in the 1205 01:49:48,166 --> 01:49:49,041 same part of the frame. 1206 01:49:51,000 --> 01:49:52,125 Which would smooth out the cut 1207 01:49:52,208 --> 01:49:53,625 and create spatial continuity. 1208 01:49:56,291 --> 01:49:57,750 Pivoting on track can do the same by 1209 01:49:57,833 --> 01:49:58,916 replacing those two lock 1210 01:49:59,000 --> 01:49:59,250 cameras with one on a track. 1211 01:50:00,291 --> 01:50:03,041 And actually tracking 1212 01:50:03,125 --> 01:50:04,208 between the two positions. 1213 01:50:07,000 --> 01:50:08,541 The effect is that we keep the man locked 1214 01:50:08,625 --> 01:50:10,125 in the same part of the frame during the 1215 01:50:10,208 --> 01:50:10,708 move while the 1216 01:50:10,791 --> 01:50:12,000 background is being replaced. 1217 01:50:14,333 --> 01:50:15,916 But while the end result in this case is 1218 01:50:16,000 --> 01:50:17,541 the same as with pivot editing this is 1219 01:50:17,625 --> 01:50:19,083 where the similarities end because 1220 01:50:19,166 --> 01:50:20,625 pivoting would track as such an essential 1221 01:50:20,708 --> 01:50:21,250 move that it deserves to stand on its own. 1222 01:50:22,291 --> 01:50:26,500 The key distinction in pivoting is that 1223 01:50:26,583 --> 01:50:28,083 we're locking onto something as we move 1224 01:50:28,166 --> 01:50:29,458 and keep it fixed in the frame. 1225 01:50:30,958 --> 01:50:32,291 This is an effective way to reveal 1226 01:50:32,375 --> 01:50:33,083 something which we'll 1227 01:50:33,166 --> 01:50:34,291 look at in the next chapter. 1228 01:50:35,291 --> 01:50:36,708 But in this chapter we'll look at using 1229 01:50:36,791 --> 01:50:38,333 it to follow a second character while 1230 01:50:38,416 --> 01:50:39,416 pivoting around the first. 1231 01:50:42,500 --> 01:50:44,458 As the woman walks we pivot on the man to 1232 01:50:44,541 --> 01:50:45,250 keep her in the frame. 1233 01:50:46,291 --> 01:50:49,250 We're essentially countering around the 1234 01:50:49,333 --> 01:50:51,041 man and the result is that we keep both 1235 01:50:51,125 --> 01:50:52,583 characters in the frame almost no matter 1236 01:50:52,666 --> 01:50:53,833 where the woman moves as 1237 01:50:53,916 --> 01:50:55,083 long as the man is stationary. 1238 01:50:57,750 --> 01:50:59,375 So a pivot is really able to cover an 1239 01:50:59,458 --> 01:51:01,333 entire scene between two characters and 1240 01:51:01,416 --> 01:51:02,625 it can be useful to base the whole 1241 01:51:02,708 --> 01:51:04,250 coverage on one pivoting camera as a 1242 01:51:04,333 --> 01:51:06,125 backbone and then add locked reverses to 1243 01:51:06,208 --> 01:51:07,166 fill in at each stop. 1244 01:51:08,208 --> 01:51:09,958 So let's create three stops for the woman 1245 01:51:10,041 --> 01:51:10,250 starting at the door. 1246 01:51:11,291 --> 01:51:15,083 Then in front of the man, then over here, 1247 01:51:16,250 --> 01:51:17,750 and add two locked reverses. 1248 01:51:19,625 --> 01:51:21,125 As the woman walks from the door into the 1249 01:51:21,208 --> 01:51:22,791 scene we then pivot around the man. 1250 01:51:24,916 --> 01:51:26,708 And as she comes to a stop we cut to the 1251 01:51:26,791 --> 01:51:27,583 first locked reverse. 1252 01:51:30,166 --> 01:51:31,833 Back in the pivot the woman walks to her 1253 01:51:31,916 --> 01:51:32,958 second mark and we keep 1254 01:51:33,041 --> 01:51:34,208 countering around the man. 1255 01:51:36,250 --> 01:51:37,416 Until she arrives and we cut 1256 01:51:37,500 --> 01:51:38,250 to the other locked reverse. 1257 01:51:39,291 --> 01:51:42,916 As the scene goes on we've covered almost 1258 01:51:43,000 --> 01:51:45,333 180 degrees of movement, the pivot camera 1259 01:51:45,416 --> 01:51:47,083 works throughout the scene and the two 1260 01:51:47,166 --> 01:51:48,000 easy locked reverses 1261 01:51:48,083 --> 01:51:48,875 fill in the coverage. 1262 01:51:50,791 --> 01:51:52,208 So this is one useful move. 1263 01:51:54,625 --> 01:51:56,166 The range of movement a pivot can cover 1264 01:51:56,250 --> 01:51:57,291 is actually even wider. 1265 01:51:59,166 --> 01:52:00,750 Here the woman walks to stand in front of 1266 01:52:00,833 --> 01:52:02,250 the man which is the same as we just did. 1267 01:52:03,291 --> 01:52:05,875 As she walks in and out of the depth of 1268 01:52:05,958 --> 01:52:07,625 the shot we of course don't need to move. 1269 01:52:10,500 --> 01:52:12,375 But we do again as she moves over here. 1270 01:52:16,708 --> 01:52:18,250 So the woman can in fact move around the 1271 01:52:18,333 --> 01:52:19,958 whole area in the top of the screen which 1272 01:52:20,041 --> 01:52:21,833 makes basing an entire scene on a pivot 1273 01:52:21,916 --> 01:52:23,250 as a backbone very flexible. 1274 01:52:25,375 --> 01:52:27,083 But pivots are also great problem solvers 1275 01:52:27,166 --> 01:52:28,958 on a much smaller scale if we add pivots 1276 01:52:29,041 --> 01:52:30,500 to tracks that are already laid in order 1277 01:52:30,583 --> 01:52:31,291 to cover extra character movement. 1278 01:52:33,333 --> 01:52:34,083 Here we track with the 1279 01:52:34,166 --> 01:52:35,458 man between two key frames. 1280 01:52:36,958 --> 01:52:38,541 As the man now walks to the table we 1281 01:52:38,625 --> 01:52:39,375 reuse the track to 1282 01:52:39,458 --> 01:52:40,208 cover him with a pivot. 1283 01:52:42,833 --> 01:52:43,833 And back again. 1284 01:52:47,875 --> 01:52:49,250 This can be done almost as soon as we 1285 01:52:49,333 --> 01:52:50,375 have a track in the scene and 1286 01:52:50,458 --> 01:52:51,583 regardless of how it's laid. 1287 01:52:53,000 --> 01:52:54,666 As we arrive by the red woman the move 1288 01:52:54,750 --> 01:52:56,041 would ordinarily have ended here. 1289 01:52:57,541 --> 01:52:59,166 But because the man needs to walk to the 1290 01:52:59,250 --> 01:53:00,833 table we simply tack on a pivot. 1291 01:53:03,375 --> 01:53:04,958 This move can be easily added to most 1292 01:53:05,041 --> 01:53:06,625 tracks and often be put in at the last 1293 01:53:06,708 --> 01:53:07,375 minute because the 1294 01:53:07,458 --> 01:53:08,416 track is already there. 1295 01:53:10,916 --> 01:53:12,666 An even simpler version of this that does 1296 01:53:12,750 --> 01:53:14,291 need to be planned is to pivot what would 1297 01:53:14,375 --> 01:53:15,583 otherwise have been a locked reverse. 1298 01:53:17,125 --> 01:53:18,750 Here we'll put this locked reverse on a 1299 01:53:18,833 --> 01:53:20,583 track and pivot as the red man leaves. 1300 01:53:23,458 --> 01:53:25,208 He stops on the way out which the pivot 1301 01:53:25,291 --> 01:53:27,208 covers easily and as he leaves we pivot 1302 01:53:27,291 --> 01:53:28,291 around to the front of the blue man. 1303 01:53:33,875 --> 01:53:35,333 Putting the locked reverse on a track is 1304 01:53:35,416 --> 01:53:37,000 naturally better than doing two separate 1305 01:53:37,083 --> 01:53:38,041 shots because we only 1306 01:53:38,125 --> 01:53:39,291 have one shot to do. 1307 01:53:40,500 --> 01:53:42,000 So as the camera has now been locked 1308 01:53:42,083 --> 01:53:43,541 throughout the scene we pivot with the 1309 01:53:43,625 --> 01:53:44,666 red man as he leaves. 1310 01:53:46,583 --> 01:53:47,125 Stopping here. 1311 01:53:49,041 --> 01:53:50,541 When he leaves completely we use the 1312 01:53:50,625 --> 01:53:52,083 remaining track to pivot around to the 1313 01:53:52,166 --> 01:53:53,666 front of the blue man which creates the 1314 01:53:53,750 --> 01:53:54,958 same kind of reaction shot 1315 01:53:55,041 --> 01:53:56,250 feeling that a close push would. 1316 01:53:57,291 --> 01:54:00,458 If we set this up differently we could of 1317 01:54:00,541 --> 01:54:02,125 course capture both a reaction and the 1318 01:54:02,208 --> 01:54:03,041 other character leaving. 1319 01:54:04,875 --> 01:54:06,291 Here we're again in half of a reverse 1320 01:54:06,375 --> 01:54:08,333 pair although this camera is on a track. 1321 01:54:10,083 --> 01:54:11,958 As the red man leaves we pivot around to 1322 01:54:12,041 --> 01:54:13,583 the front of the blue man getting both a 1323 01:54:13,666 --> 01:54:14,416 reaction and covering 1324 01:54:14,500 --> 01:54:15,375 the red man leaving. 1325 01:54:18,875 --> 01:54:20,750 Since pivoting is so close to converging 1326 01:54:20,833 --> 01:54:21,833 and countering most of 1327 01:54:21,916 --> 01:54:22,250 the same logic applies. 1328 01:54:23,291 --> 01:54:26,625 Here we want the woman's entry to be more 1329 01:54:26,708 --> 01:54:28,333 hectic and as we oppose her movement 1330 01:54:28,416 --> 01:54:29,916 we're really doing a converged pivot 1331 01:54:30,000 --> 01:54:31,625 counter and it's hard to tell which one 1332 01:54:31,708 --> 01:54:32,708 because they're so similar. 1333 01:54:34,125 --> 01:54:35,666 What makes a move a pivot is simply that 1334 01:54:35,750 --> 01:54:36,708 we lock onto something 1335 01:54:36,791 --> 01:54:38,000 and counter around it. 1336 01:54:39,333 --> 01:54:40,958 But to extend this idea we can really 1337 01:54:41,041 --> 01:54:42,291 lock onto anything we want. 1338 01:54:43,166 --> 01:54:44,958 So let's pivot around the woman instead. 1339 01:54:46,125 --> 01:54:47,250 As the man walks she's now the fix. 1340 01:54:48,291 --> 01:54:51,416 So for these bits of movement the scene 1341 01:54:51,500 --> 01:54:52,416 revolves around her. 1342 01:54:56,166 --> 01:54:58,125 A converge also easily turns into a pivot 1343 01:54:58,208 --> 01:54:59,166 if the track is angled. 1344 01:55:01,208 --> 01:55:03,041 A straight converge by itself compresses 1345 01:55:03,125 --> 01:55:04,291 the attention of the scene. 1346 01:55:07,500 --> 01:55:09,166 But if we angle the track the move 1347 01:55:09,250 --> 01:55:10,250 becomes a pivot converge. 1348 01:55:11,291 --> 01:55:14,208 As we converge we're now moving more to 1349 01:55:14,291 --> 01:55:15,833 the right as the woman moves more to the 1350 01:55:15,916 --> 01:55:17,291 left keeping the man fixed in 1351 01:55:17,375 --> 01:55:18,333 the right side of the frame. 1352 01:55:20,583 --> 01:55:22,125 Angling the track like this adds even 1353 01:55:22,208 --> 01:55:23,458 more to the energy of the converge 1354 01:55:23,541 --> 01:55:24,333 because the passing 1355 01:55:24,416 --> 01:55:25,583 background creates unrest. 1356 01:55:28,333 --> 01:55:29,833 Needless to say we don't have to be 1357 01:55:29,916 --> 01:55:30,916 pivoting around people. 1358 01:55:32,083 --> 01:55:33,791 If a character is moving we can pick a 1359 01:55:33,875 --> 01:55:35,500 foreground object to pivot around. 1360 01:55:37,166 --> 01:55:37,916 Here we've picked an 1361 01:55:38,000 --> 01:55:39,291 arbitrary foreground object. 1362 01:55:41,833 --> 01:55:43,375 We can just leave it at that but we might 1363 01:55:43,458 --> 01:55:44,583 as well pick an object that has 1364 01:55:44,666 --> 01:55:46,500 significance in the scene later on. 1365 01:55:49,000 --> 01:55:50,125 In this scene we're really just 1366 01:55:50,208 --> 01:55:51,625 countering on the man as he walks to the 1367 01:55:51,708 --> 01:55:53,166 woman but by starting on the pumpkin 1368 01:55:53,250 --> 01:55:55,000 which is a completely arbitrary object 1369 01:55:55,083 --> 01:55:55,958 the first half of the 1370 01:55:56,041 --> 01:55:56,875 move becomes a pivot. 1371 01:56:01,916 --> 01:56:03,458 Because these moves are so similar it's 1372 01:56:03,541 --> 01:56:04,458 extremely easy to go 1373 01:56:04,541 --> 01:56:05,250 from one to the other. 1374 01:56:06,291 --> 01:56:08,666 Even with a red man not visible yet it's 1375 01:56:08,750 --> 01:56:09,458 still a pivot which 1376 01:56:09,541 --> 01:56:10,541 then becomes a counter. 1377 01:56:13,000 --> 01:56:13,583 Combinations like 1378 01:56:13,666 --> 01:56:14,750 these can be quite elegant. 1379 01:56:16,958 --> 01:56:18,458 Another interesting way to pivot around 1380 01:56:18,541 --> 01:56:19,416 objects is to pivot 1381 01:56:19,500 --> 01:56:20,708 around a gap in the foreground. 1382 01:56:23,291 --> 01:56:24,750 Here we counter the man's movement by 1383 01:56:24,833 --> 01:56:26,208 pivoting around the hole in the wall. 1384 01:56:30,958 --> 01:56:32,125 If he walks back we simply 1385 01:56:32,208 --> 01:56:33,291 pivot in the opposite direction. 1386 01:56:38,250 --> 01:56:45,041 The other half of pivoting is its ability 1387 01:56:45,125 --> 01:56:46,791 to reveal which is a move that's so 1388 01:56:46,875 --> 01:56:48,583 effective it can be used in most scenes. 1389 01:56:50,416 --> 01:56:51,958 Here we're opening a scene on a man as 1390 01:56:52,041 --> 01:56:53,166 he's contemplating something. 1391 01:56:55,083 --> 01:56:56,958 As we share in his experience and reflect 1392 01:56:57,041 --> 01:56:58,958 with him we do a calm and slow track, 1393 01:56:59,041 --> 01:57:00,250 angle just enough to get a bit of 1394 01:57:00,333 --> 01:57:01,208 movement in the background. 1395 01:57:01,291 --> 01:57:04,833 But while it seems like we're only doing the move to create a movement in the background, we can just move it around. We can just move it around and move it around and move it around and move it around and move it around. Here we're opening a scene on a man as he's contemplating something. But while it seems like we're only doing 1396 01:57:04,916 --> 01:57:06,541 the move to create this feeling, the more 1397 01:57:06,625 --> 01:57:08,250 important purpose is to end here and 1398 01:57:08,333 --> 01:57:09,500 bring the woman into the scene. 1399 01:57:10,833 --> 01:57:12,833 So this is again an extremely useful move 1400 01:57:12,916 --> 01:57:14,666 considering how many scenes start on one 1401 01:57:14,750 --> 01:57:15,916 character and bring in another. 1402 01:57:18,333 --> 01:57:19,166 Here we're doing a similar 1403 01:57:19,250 --> 01:57:20,500 move but from the other side. 1404 01:57:23,166 --> 01:57:24,500 Again the slow tracking creates a 1405 01:57:24,583 --> 01:57:26,291 reflective mood and it's fine to let a 1406 01:57:26,375 --> 01:57:27,833 move like this go on for even half a 1407 01:57:27,916 --> 01:57:28,791 minute because it gives us 1408 01:57:28,875 --> 01:57:29,291 a moment to think and feel. 1409 01:57:32,791 --> 01:57:34,041 In this scene we've timed the other 1410 01:57:34,125 --> 01:57:34,958 character's arrival to 1411 01:57:35,041 --> 01:57:36,416 coincide with the end of the move. 1412 01:57:41,000 --> 01:57:41,708 But it works just as 1413 01:57:41,791 --> 01:57:42,791 well if we do it faster. 1414 01:57:44,000 --> 01:57:45,416 Here we're essentially doing it as a 1415 01:57:45,500 --> 01:57:47,125 start on reveal but it still gives us a 1416 01:57:47,208 --> 01:57:48,333 moment to identify with a 1417 01:57:48,416 --> 01:57:51,375 man before the woman steps in. 1418 01:57:52,875 --> 01:57:53,708 Surprisingly many scenes 1419 01:57:53,791 --> 01:57:54,250 can be opened this way. 1420 01:57:55,291 --> 01:57:58,500 To do an even faster one we start on the 1421 01:57:58,583 --> 01:58:01,125 woman, then quickly 1422 01:58:01,208 --> 01:58:02,291 pivot reveal the others. 1423 01:58:05,083 --> 01:58:06,666 But beyond that with the track already 1424 01:58:06,750 --> 01:58:08,541 laid we might as well use the same track 1425 01:58:08,625 --> 01:58:09,666 to pull back into the scene 1426 01:58:09,750 --> 01:58:11,125 as the new character walks in. 1427 01:58:13,083 --> 01:58:14,041 Here we're ending up by 1428 01:58:14,125 --> 01:58:15,208 pivot revealing the woman. 1429 01:58:18,291 --> 01:58:19,875 As she starts walking closer we then 1430 01:58:19,958 --> 01:58:20,791 continue pivoting to 1431 01:58:20,875 --> 01:58:21,250 bring her into the scene. 1432 01:58:22,291 --> 01:58:24,916 Altogether this can easily give us a 1433 01:58:25,000 --> 01:58:26,625 whole minute of coverage from just one 1434 01:58:26,708 --> 01:58:28,000 camera that never gets boring. 1435 01:58:30,708 --> 01:58:32,083 Pivot revealing isn't limited to the 1436 01:58:32,166 --> 01:58:33,000 beginning of a scene. 1437 01:58:34,375 --> 01:58:35,750 Here we're doing the first half of the 1438 01:58:35,833 --> 01:58:36,833 scene in reverse dialogue 1439 01:58:36,916 --> 01:58:38,000 between the man and the woman. 1440 01:58:39,583 --> 01:58:41,291 But halfway through we pull this camera 1441 01:58:41,375 --> 01:58:42,416 over here to pivot reveal 1442 01:58:42,500 --> 01:58:43,208 another character entering. 1443 01:58:43,291 --> 01:58:47,166 From a blocking perspective this comes 1444 01:58:47,250 --> 01:58:48,958 about automatically if we simply connect 1445 01:58:49,041 --> 01:58:49,666 the over the shoulder 1446 01:58:49,750 --> 01:58:51,458 keyframe with one frame like this. 1447 01:58:53,375 --> 01:58:55,250 And again if the woman leaves we might as 1448 01:58:55,333 --> 01:58:56,875 well reuse the track to pivot the blue 1449 01:58:56,958 --> 01:58:58,583 man the rest of the way into the scene. 1450 01:59:00,833 --> 01:59:02,375 Over to the woman's mark which means that 1451 01:59:02,458 --> 01:59:03,750 the locked reverse still works. 1452 01:59:06,333 --> 01:59:07,833 Again in this shot we're coming from a 1453 01:59:07,916 --> 01:59:08,708 close up which is part 1454 01:59:08,791 --> 01:59:09,250 of a previous dialogue. 1455 01:59:10,291 --> 01:59:13,625 We pivot reveal the red woman as she 1456 01:59:13,708 --> 01:59:15,333 enters, time to the end of her walk. 1457 01:59:19,500 --> 01:59:21,458 Here the man is being interrogated and as 1458 01:59:21,541 --> 01:59:23,916 we slowly pivot reveal we constantly know 1459 01:59:24,000 --> 01:59:24,500 that there's something 1460 01:59:24,583 --> 01:59:26,083 outside the frame that's important. 1461 01:59:32,208 --> 01:59:34,166 At the end we reveal the panel of inquiry 1462 01:59:34,250 --> 01:59:35,916 and in the meanwhile we've covered half a 1463 01:59:36,000 --> 01:59:36,291 page in a single shot. 1464 01:59:40,333 --> 01:59:42,041 Pivot reveals work especially well when a 1465 01:59:42,125 --> 01:59:42,916 reveal is supposed to 1466 01:59:43,000 --> 01:59:44,125 be scary or surprising. 1467 01:59:46,625 --> 01:59:48,375 If we think he's alone suddenly pivot 1468 01:59:48,458 --> 01:59:49,333 revealing the murderer 1469 01:59:49,416 --> 01:59:50,416 can be very unsettling. 1470 01:59:53,583 --> 01:59:55,208 Also in many fantasy or science fiction 1471 01:59:55,291 --> 01:59:57,166 stories characters appear out of nowhere. 1472 01:59:58,541 --> 02:00:00,041 Pivot revealing is a very effective way 1473 02:00:00,125 --> 02:00:00,875 to cover this without 1474 02:00:00,958 --> 02:00:02,000 a single visual effect. 1475 02:00:03,541 --> 02:00:05,250 Here we just seem to be pushing in. 1476 02:00:07,250 --> 02:00:09,041 To both a man's surprise and ours the 1477 02:00:09,125 --> 02:00:10,375 woman has appeared in the background. 1478 02:00:12,833 --> 02:00:14,583 And again we might as well pivot back to 1479 02:00:14,666 --> 02:00:15,583 walker into the scene. 1480 02:00:21,291 --> 02:00:22,875 Finally covering a walking character in a 1481 02:00:22,958 --> 02:00:24,500 regular pivot can cause other characters 1482 02:00:24,583 --> 02:00:25,833 to be revealed simply by the 1483 02:00:25,916 --> 02:00:27,166 fact that he walks over to them. 1484 02:00:29,291 --> 02:00:30,916 So as we cover the man's walk normally 1485 02:00:31,000 --> 02:00:32,583 the other characters are forced in and 1486 02:00:32,666 --> 02:00:33,416 out of the frame based 1487 02:00:33,500 --> 02:00:34,291 on his interest in them. 1488 02:00:37,208 --> 02:00:38,833 As he walks to the red woman she's again 1489 02:00:38,916 --> 02:00:39,875 brought in by default. 1490 02:00:42,916 --> 02:00:44,541 As soon as he's no longer focused on her 1491 02:00:44,625 --> 02:00:45,458 she's out of the shot. 1492 02:00:53,875 --> 02:00:55,250 Tracking around is not about using 1493 02:00:55,333 --> 02:00:56,916 circular track as one would think but 1494 02:00:57,000 --> 02:00:58,750 about tracking slowly from one side of a 1495 02:00:58,833 --> 02:00:59,250 character to the other. 1496 02:01:00,291 --> 02:01:03,166 Here we're covering a whole scene in one 1497 02:01:03,250 --> 02:01:04,375 long shot that starts by 1498 02:01:04,458 --> 02:01:05,416 pushing in on the woman. 1499 02:01:07,500 --> 02:01:08,875 Halfway through the shot we'll accelerate 1500 02:01:08,958 --> 02:01:10,708 the pan over to the man and stay on him 1501 02:01:10,791 --> 02:01:11,791 for the rest of the dialogue. 1502 02:01:14,750 --> 02:01:16,333 What this does is create movement out of 1503 02:01:16,416 --> 02:01:17,750 a scene that would otherwise be standing 1504 02:01:17,833 --> 02:01:19,500 still and it's a very economical way to 1505 02:01:19,583 --> 02:01:20,250 cover a scene that has lots of production value. 1506 02:01:21,291 --> 02:01:28,083 Since we're tracking from one over the 1507 02:01:28,166 --> 02:01:29,916 shoulder to another moving the dolly back 1508 02:01:30,000 --> 02:01:31,583 here for a lock take allows us to 1509 02:01:31,666 --> 02:01:33,500 continue cutting dialogue and this may be 1510 02:01:33,583 --> 02:01:35,000 enough coverage for some scenes. 1511 02:01:37,541 --> 02:01:38,958 Tracking around allows us to do some 1512 02:01:39,041 --> 02:01:40,541 unusually long takes that stay 1513 02:01:40,625 --> 02:01:41,250 interesting and give 1514 02:01:41,333 --> 02:01:42,625 subtle movement to the dialogue. 1515 02:01:44,083 --> 02:01:45,958 In this scene in a cafe the man begins to 1516 02:01:46,041 --> 02:01:47,250 open up about his deeper feelings. 1517 02:01:48,291 --> 02:01:51,708 Starting in and over the shoulder the man 1518 02:01:51,791 --> 02:01:53,541 begins opening up and we slowly begin 1519 02:01:53,625 --> 02:01:54,750 tracking around to his front 1520 02:01:54,833 --> 02:01:55,833 simultaneously both 1521 02:01:55,916 --> 02:01:57,500 regrouping and pushing in. 1522 02:02:04,000 --> 02:02:05,625 Doing a long move allows us to avoid 1523 02:02:05,708 --> 02:02:06,458 cutting which works 1524 02:02:06,541 --> 02:02:07,875 well for a sensitive scene. 1525 02:02:11,708 --> 02:02:12,708 And even if the move is a 1526 02:02:12,791 --> 02:02:14,291 minute long it never gets dull. 1527 02:02:21,208 --> 02:02:23,041 If the scene continues after the push we 1528 02:02:23,125 --> 02:02:24,166 find ourselves without the 1529 02:02:24,250 --> 02:02:25,208 previous over the shoulder. 1530 02:02:25,958 --> 02:02:27,375 So we'll again move back for a locked 1531 02:02:27,458 --> 02:02:28,708 version of the starting position. 1532 02:02:31,500 --> 02:02:33,000 Here we're again doing a slow track to 1533 02:02:33,083 --> 02:02:34,791 bring subtle movement to a scene, in this 1534 02:02:34,875 --> 02:02:36,333 case a long and slow line cross. 1535 02:02:39,250 --> 02:02:40,958 It's sometimes much more elegant to cover 1536 02:02:41,041 --> 02:02:42,750 a scene in a single slow moving camera 1537 02:02:42,833 --> 02:02:44,291 than it is to put in tons of cameras. 1538 02:02:47,541 --> 02:02:49,083 But unless the move covers the entire 1539 02:02:49,166 --> 02:02:50,791 scene it's best to make sure the camera 1540 02:02:50,875 --> 02:02:52,708 and some were useful so the camera can be 1541 02:02:52,791 --> 02:02:54,000 part of the subsequent coverage. 1542 02:02:56,791 --> 02:02:58,375 The previous moves were done mostly for 1543 02:02:58,458 --> 02:03:00,250 the sake of luxury but tracking around 1544 02:03:00,333 --> 02:03:01,833 becomes a more practical need when a 1545 02:03:01,916 --> 02:03:02,541 character turns his 1546 02:03:02,625 --> 02:03:03,958 attention from side to side. 1547 02:03:06,083 --> 02:03:07,666 As he shifts his attention to a panel on 1548 02:03:07,750 --> 02:03:08,666 the other side we'll move 1549 02:03:08,750 --> 02:03:10,250 over on the other side as well. 1550 02:03:15,333 --> 02:03:16,875 Finally, tracking around can work very 1551 02:03:16,958 --> 02:03:17,791 well as a counter to 1552 02:03:17,875 --> 02:03:18,875 cover character movement. 1553 02:03:21,083 --> 02:03:22,583 Here the two blue characters are a young 1554 02:03:22,666 --> 02:03:24,333 couple and the man in the suit, the 1555 02:03:24,416 --> 02:03:25,333 girl's father, is trying 1556 02:03:25,416 --> 02:03:26,375 to end their relationship. 1557 02:03:28,333 --> 02:03:29,875 As the girl walks over to stand by the 1558 02:03:29,958 --> 02:03:31,458 boy we counter her movement, 1559 02:03:31,541 --> 02:03:32,208 effectively tracking around. 1560 02:03:32,291 --> 02:03:40,833 In keeping with having focus be one of 1561 02:03:40,916 --> 02:03:42,166 the last decisions we make before 1562 02:03:42,250 --> 02:03:43,958 shooting, let's now go back over the last 1563 02:03:44,041 --> 02:03:45,625 two volumes and pick some shots to make 1564 02:03:45,708 --> 02:03:46,750 focus decisions for. 1565 02:03:48,625 --> 02:03:50,583 Obviously the vast majority of moves only 1566 02:03:50,666 --> 02:03:52,416 require follow focus, as here where we 1567 02:03:52,500 --> 02:03:53,458 converge at an angle is 1568 02:03:53,541 --> 02:03:54,250 the blue man steps forwards. 1569 02:03:55,291 --> 02:03:57,708 The only difference between this and the 1570 02:03:57,791 --> 02:03:59,625 locked follow focus from volume 1 and 2 1571 02:03:59,708 --> 02:04:01,000 is that there are more elements that need 1572 02:04:01,083 --> 02:04:02,250 to hit their marks exactly. 1573 02:04:04,500 --> 02:04:05,541 So let's pick some moves that 1574 02:04:05,625 --> 02:04:07,125 specifically have action on several 1575 02:04:07,208 --> 02:04:08,750 planes and require racking focus. 1576 02:04:10,041 --> 02:04:11,666 In this shot from the chapter on tracking 1577 02:04:11,750 --> 02:04:13,416 between deep staging shots we'll start 1578 02:04:13,500 --> 02:04:14,958 with focus on the foreground layer. 1579 02:04:16,375 --> 02:04:17,916 As the man in the suit enters the room 1580 02:04:18,000 --> 02:04:19,625 racking focus to him very effectively 1581 02:04:19,708 --> 02:04:20,916 emphasizes the attention 1582 02:04:21,000 --> 02:04:21,250 shift that's already happening. 1583 02:04:22,291 --> 02:04:24,750 After that we simply 1584 02:04:24,833 --> 02:04:26,333 follow focus as he walks over. 1585 02:04:28,500 --> 02:04:30,375 When he walks out we nudge focus over on 1586 02:04:30,458 --> 02:04:33,958 the blue man until we reveal the woman in 1587 02:04:34,041 --> 02:04:35,708 the background and rack focus to her. 1588 02:04:37,541 --> 02:04:39,208 Again as she walks over we follow focus. 1589 02:04:39,291 --> 02:04:46,375 For this shot from opening and closing 1590 02:04:46,458 --> 02:04:48,541 space we start with focus on the blue man 1591 02:04:48,625 --> 02:04:51,583 and then rack focus on the red man as he 1592 02:04:51,666 --> 02:04:54,500 steps up into the shot and keep it on him 1593 02:04:54,583 --> 02:04:55,583 until the red woman steps 1594 02:04:55,666 --> 02:04:56,875 in slightly further back. 1595 02:04:59,166 --> 02:05:00,791 In this shot from the chapter on pivoting 1596 02:05:00,875 --> 02:05:02,250 this camera spend the over the shoulder 1597 02:05:02,333 --> 02:05:03,958 on the red man throughout the scene so 1598 02:05:04,041 --> 02:05:05,250 naturally focus is on him. 1599 02:05:06,291 --> 02:05:09,000 As we pivot or converge on his way out 1600 02:05:09,083 --> 02:05:12,625 we'll keep the focus on him and then rack 1601 02:05:12,708 --> 02:05:14,708 focus out to the blue man for reaction. 1602 02:05:19,000 --> 02:05:20,458 In this shot from pivot reveal we're 1603 02:05:20,541 --> 02:05:22,125 naturally keeping focus on the foreground 1604 02:05:22,208 --> 02:05:23,791 character for the first part of the move 1605 02:05:23,875 --> 02:05:27,250 and then rack to the woman as she enters. 1606 02:05:28,291 --> 02:05:31,208 For this scene where we were deciding who 1607 02:05:31,291 --> 02:05:32,750 to stay on during a move the camera 1608 02:05:32,833 --> 02:05:34,416 starts out as a locked over the shoulder 1609 02:05:34,500 --> 02:05:35,833 so focus is on the woman. 1610 02:05:37,583 --> 02:05:39,333 As we move to the other key frame we're 1611 02:05:39,416 --> 02:05:40,000 following focus 1612 02:05:40,083 --> 02:05:41,250 because we're moving closer. 1613 02:05:42,791 --> 02:05:44,458 And towards the end we rack focus to the 1614 02:05:44,541 --> 02:05:45,333 man since we're again 1615 02:05:45,416 --> 02:05:46,083 and over the shoulder. 1616 02:05:48,083 --> 02:05:49,166 When he walks back we 1617 02:05:49,250 --> 02:05:50,875 likewise follow focus on him. 1618 02:05:53,375 --> 02:05:54,833 And at the end rack focus to the woman 1619 02:05:54,916 --> 02:05:55,708 because we're once more 1620 02:05:55,791 --> 02:05:56,291 and over the shoulder. 1621 02:05:59,208 --> 02:06:00,750 In this shot the woman is walking into 1622 02:06:00,833 --> 02:06:01,708 her apartment and will 1623 02:06:01,791 --> 02:06:03,208 ultimately reveal the man up front. 1624 02:06:05,875 --> 02:06:06,791 As he slides into the 1625 02:06:06,875 --> 02:06:08,375 frame we rack focus out on him. 1626 02:06:09,833 --> 02:06:11,416 And back to the woman as the shot becomes 1627 02:06:11,500 --> 02:06:12,500 irregular over the shoulder. 1628 02:06:14,875 --> 02:06:16,458 In this shot from panning from key frame 1629 02:06:16,541 --> 02:06:18,000 to key frame we're again dealing with 1630 02:06:18,083 --> 02:06:18,958 irregular deep staging 1631 02:06:19,041 --> 02:06:20,250 shot towards the end. 1632 02:06:22,083 --> 02:06:23,708 As the man walks we're simply following 1633 02:06:23,791 --> 02:06:25,125 focus which can be a little tricky 1634 02:06:25,208 --> 02:06:26,916 because his change in depth isn't linear. 1635 02:06:28,916 --> 02:06:30,166 Nearing the end we'll lean the focus 1636 02:06:30,250 --> 02:06:31,791 towards the red woman since she's the new 1637 02:06:31,875 --> 02:06:32,625 character in the shot. 1638 02:06:34,250 --> 02:06:35,458 And as the blue woman in the background 1639 02:06:35,541 --> 02:06:37,000 turns her attention we're naturally 1640 02:06:37,083 --> 02:06:38,791 racking focus to her which brings a lot 1641 02:06:38,875 --> 02:06:40,208 more attention to her than if we had a 1642 02:06:40,291 --> 02:06:41,250 wider depth of field. 1643 02:06:43,458 --> 02:06:45,000 By the same token in this shot from 1644 02:06:45,083 --> 02:06:46,958 blocking transitions the woman sits down 1645 02:06:47,041 --> 02:06:48,583 and will again use focus to bring in a 1646 02:06:48,666 --> 02:06:49,916 character deeper into the scene. 1647 02:06:51,750 --> 02:06:52,458 As she turns to the 1648 02:06:52,541 --> 02:06:53,916 man we rack focus to him. 1649 02:06:56,416 --> 02:06:58,166 Finally here from pan start on reveal 1650 02:06:58,250 --> 02:07:01,625 we're following focus with a man and end 1651 02:07:01,708 --> 02:07:03,125 up racking focus to the woman in the 1652 02:07:03,208 --> 02:07:04,666 foreground when she suddenly becomes the 1653 02:07:04,750 --> 02:07:05,291 most important character in the shot. 1654 02:07:13,875 --> 02:07:15,500 As we now begin to look at boom and crane 1655 02:07:15,583 --> 02:07:16,916 moves we'll spend this first chapter 1656 02:07:17,000 --> 02:07:18,416 looking at some essentials of craning. 1657 02:07:20,416 --> 02:07:22,125 The primary reason for doing crane moves 1658 02:07:22,208 --> 02:07:24,000 is the obvious production value and the 1659 02:07:24,083 --> 02:07:25,666 ability to do these soaring and majestic 1660 02:07:25,750 --> 02:07:27,791 shots that give us an elevated feeling as 1661 02:07:27,875 --> 02:07:28,500 if we're watching the 1662 02:07:28,583 --> 02:07:29,208 story from a higher plane. 1663 02:07:29,291 --> 02:07:36,125 The main difference between a boom or a 1664 02:07:36,208 --> 02:07:37,916 jib and a crane is again really just the 1665 02:07:38,000 --> 02:07:39,458 length of the arm so we'll go back and 1666 02:07:39,541 --> 02:07:40,791 forth between them at random and 1667 02:07:40,875 --> 02:07:42,166 collectively call them cranes. 1668 02:07:43,625 --> 02:07:45,166 Cranes are usually mounted on a track or 1669 02:07:45,250 --> 02:07:47,083 some form of transportation and by moving 1670 02:07:47,166 --> 02:07:48,583 the base while booming we can vastly 1671 02:07:48,666 --> 02:07:49,916 increase the range of motion. 1672 02:07:52,041 --> 02:07:53,583 This can create some impressive shots 1673 02:07:53,666 --> 02:07:55,083 even with very small cranes. 1674 02:07:56,333 --> 02:07:57,291 Here we're using a simple jib. 1675 02:08:00,708 --> 02:08:02,291 By tracking and using the boom to 1676 02:08:02,375 --> 02:08:04,291 essentially only control elevation we're 1677 02:08:04,375 --> 02:08:05,916 covering an enormous range of motion. 1678 02:08:07,541 --> 02:08:09,166 The end result is a move that creates a 1679 02:08:09,250 --> 02:08:10,833 sweep that is very close to what a 100 1680 02:08:10,916 --> 02:08:12,375 foot crane would produce except there's 1681 02:08:12,458 --> 02:08:14,041 of course a limit to how high we can go. 1682 02:08:15,333 --> 02:08:16,916 This is an effective way to get a lot of 1683 02:08:17,000 --> 02:08:17,875 production value from 1684 02:08:17,958 --> 02:08:19,208 even very basic equipment. 1685 02:08:21,708 --> 02:08:23,416 It's also possible to move the base of a 1686 02:08:23,500 --> 02:08:24,958 very large crane which can create a 1687 02:08:25,041 --> 02:08:26,208 staggering range of motion. 1688 02:08:26,291 --> 02:08:28,791 But a note of caution is that large 1689 02:08:28,875 --> 02:08:30,541 cranes are extremely heavy especially if 1690 02:08:30,625 --> 02:08:31,958 camera operators are sitting on a 1691 02:08:32,041 --> 02:08:33,500 platform at the end of the crane balanced 1692 02:08:33,583 --> 02:08:34,375 with counterweights. 1693 02:08:35,625 --> 02:08:37,208 Just swinging the boom can sometimes take 1694 02:08:37,291 --> 02:08:38,791 several people and if we're moving the 1695 02:08:38,875 --> 02:08:40,625 base at the same time it can be hard to 1696 02:08:40,708 --> 02:08:41,791 do precise movements like 1697 02:08:41,875 --> 02:08:43,291 ending in very specific places. 1698 02:08:44,541 --> 02:08:46,208 So moving the base of large cranes works 1699 02:08:46,291 --> 02:08:47,875 better for moves where we intend to cut 1700 02:08:47,958 --> 02:08:49,250 in and out of the middle of the move. 1701 02:08:50,291 --> 02:08:52,833 A certain type of crane called the 1702 02:08:52,916 --> 02:08:54,791 telescopic crane allows total freedom of 1703 02:08:54,875 --> 02:08:56,166 movement because the length of the boom 1704 02:08:56,250 --> 02:08:57,833 itself can be changed on the fly. 1705 02:08:59,333 --> 02:09:00,750 This is great if we need more precision 1706 02:09:00,833 --> 02:09:02,666 or if we want to do dolly shots in places 1707 02:09:02,750 --> 02:09:03,833 where we can't lay track. 1708 02:09:05,208 --> 02:09:06,791 However these types of cranes can be both 1709 02:09:06,875 --> 02:09:08,583 expensive and noisy and we're able to 1710 02:09:08,666 --> 02:09:10,083 produce the vast majority of shots 1711 02:09:10,166 --> 02:09:11,916 without them so we won't cover them here. 1712 02:09:14,083 --> 02:09:15,666 But of course the most normal move is 1713 02:09:15,750 --> 02:09:16,250 booming with a crane standing still. 1714 02:09:17,291 --> 02:09:20,250 An inherent issue with cranes is that the 1715 02:09:20,333 --> 02:09:22,125 motion is circular and not straight which 1716 02:09:22,208 --> 02:09:23,458 means that if we keep booming in a 1717 02:09:23,541 --> 02:09:24,500 direction the crane will 1718 02:09:24,583 --> 02:09:25,958 ultimately begin to move backwards. 1719 02:09:27,583 --> 02:09:29,208 The first part of the move seems fairly 1720 02:09:29,291 --> 02:09:31,958 straight but as we reach the top of the 1721 02:09:32,041 --> 02:09:32,750 circle we gradually 1722 02:09:32,833 --> 02:09:33,958 begin to move backwards. 1723 02:09:36,250 --> 02:09:37,875 So we usually want to avoid the parts of 1724 02:09:37,958 --> 02:09:38,750 a move where the circular 1725 02:09:38,833 --> 02:09:39,250 motion is most apparent. 1726 02:09:40,291 --> 02:09:43,125 In the beginning the move is fine but as 1727 02:09:43,208 --> 02:09:44,708 we make it towards the top we're suddenly 1728 02:09:44,791 --> 02:09:45,750 moving backwards which 1729 02:09:45,833 --> 02:09:47,291 produces a strange experience. 1730 02:09:50,291 --> 02:09:51,750 This artifact looks a little bit better 1731 02:09:51,833 --> 02:09:53,375 when we're moving forwards because it 1732 02:09:53,458 --> 02:09:54,291 creates the feeling of 1733 02:09:54,375 --> 02:09:55,250 pushing while craning. 1734 02:09:57,041 --> 02:09:57,666 But it still brings 1735 02:09:57,750 --> 02:09:59,166 attention to the equipment itself. 1736 02:10:02,458 --> 02:10:04,291 Again as we swing the arm to the side the 1737 02:10:04,375 --> 02:10:05,208 first part of the move seems straight. 1738 02:10:05,291 --> 02:10:07,958 But as we get over on the 1739 02:10:08,041 --> 02:10:09,375 side we're now moving backwards. 1740 02:10:11,166 --> 02:10:12,833 The morale is that it's better to get a 1741 02:10:12,916 --> 02:10:14,750 longer crane and avoid using the extreme 1742 02:10:14,833 --> 02:10:16,500 positions because the motion in these 1743 02:10:16,583 --> 02:10:17,958 areas is usually undesirable. 1744 02:10:20,583 --> 02:10:22,125 Two things are essential to do to really 1745 02:10:22,208 --> 02:10:23,666 get the effect of a crane move. 1746 02:10:24,541 --> 02:10:26,208 The first is to be sure to get as many 1747 02:10:26,291 --> 02:10:28,000 moving perspective lines as possible. 1748 02:10:29,125 --> 02:10:30,791 Here we're craning down on an empty scene 1749 02:10:30,875 --> 02:10:32,333 and without objects to create clear 1750 02:10:32,416 --> 02:10:33,458 perspective lines we get 1751 02:10:33,541 --> 02:10:34,291 almost nothing from the move. 1752 02:10:36,875 --> 02:10:38,500 But if we do the same move with crates in 1753 02:10:38,583 --> 02:10:39,875 the shot we have tons of moving 1754 02:10:39,958 --> 02:10:41,666 perspective lines at different elevations 1755 02:10:41,750 --> 02:10:42,541 which makes the change 1756 02:10:42,625 --> 02:10:43,541 of height much clearer. 1757 02:10:47,875 --> 02:10:49,500 We get the maximum effect by swinging 1758 02:10:49,583 --> 02:10:51,458 sideways as well as up and down which 1759 02:10:51,541 --> 02:10:53,125 makes the perspective lines move both 1760 02:10:53,208 --> 02:10:54,958 right to left as well as down to up 1761 02:10:55,041 --> 02:10:56,041 creating a much more 1762 02:10:56,125 --> 02:10:57,375 vivid perspective change. 1763 02:10:59,666 --> 02:11:00,875 This is an extremely useful 1764 02:11:00,958 --> 02:11:02,291 distinction that many forget. 1765 02:11:08,541 --> 02:11:09,958 It's also useful to notice that the 1766 02:11:10,041 --> 02:11:11,583 better choice for focal length is usually 1767 02:11:11,666 --> 02:11:13,416 a wide angle lens because we get to see 1768 02:11:13,500 --> 02:11:14,875 more perspective lines which are what 1769 02:11:14,958 --> 02:11:16,166 give us the feeling of motion. 1770 02:11:17,583 --> 02:11:19,500 With a long lens we get to see many fewer 1771 02:11:19,583 --> 02:11:21,458 perspective lines, the perspective of the 1772 02:11:21,541 --> 02:11:23,375 shot seems much flatter and the move 1773 02:11:23,458 --> 02:11:25,500 could in bad cases be mistaken for a pan. 1774 02:11:26,750 --> 02:11:28,375 The best reason for using long focal 1775 02:11:28,458 --> 02:11:29,875 lengths on a crane is that we get much 1776 02:11:29,958 --> 02:11:31,708 faster parallax from passing foreground 1777 02:11:31,791 --> 02:11:33,416 and can also do more sudden surprise 1778 02:11:33,500 --> 02:11:34,291 reveals at the end of a move. 1779 02:11:37,416 --> 02:11:39,208 Secondly, as with tracking shots it's of 1780 02:11:39,291 --> 02:11:40,750 course crucial to either utilize the 1781 02:11:40,833 --> 02:11:42,166 foreground already there or to 1782 02:11:42,250 --> 02:11:42,791 deliberately put 1783 02:11:42,875 --> 02:11:44,208 something in there for parallax. 1784 02:11:46,291 --> 02:11:47,791 Here the branches are fake but we've 1785 02:11:47,875 --> 02:11:48,833 placed the crane so we would 1786 02:11:48,916 --> 02:11:50,041 move behind the water tower. 1787 02:11:51,708 --> 02:11:52,958 Everything else we looked at in the 1788 02:11:53,041 --> 02:11:54,500 chapters on foreground applies equally 1789 02:11:54,583 --> 02:11:55,750 well to crane only on 1790 02:11:55,833 --> 02:11:56,250 a much larger scale. 1791 02:11:57,291 --> 02:11:59,500 Here we're doing a partially obscured 1792 02:11:59,583 --> 02:12:00,916 move as we listen to the walking 1793 02:12:01,000 --> 02:12:02,833 characters which creates the same type of 1794 02:12:02,916 --> 02:12:04,291 elegant shot and makes the characters 1795 02:12:04,375 --> 02:12:05,708 blend better into the environment. 1796 02:12:11,458 --> 02:12:13,041 As with pivoting on track as soon as 1797 02:12:13,125 --> 02:12:14,833 we've locked on a foreground object or a 1798 02:12:14,916 --> 02:12:16,083 character the parallax comes 1799 02:12:16,166 --> 02:12:17,291 from the background instead. 1800 02:12:18,708 --> 02:12:20,333 On a track we would have to pan harder 1801 02:12:20,416 --> 02:12:21,250 and harder to keep the 1802 02:12:21,333 --> 02:12:22,250 subjects in the frame. 1803 02:12:23,291 --> 02:12:25,375 On a crane we instead have to tilt harder 1804 02:12:25,458 --> 02:12:27,875 and harder causing the maximum amount of 1805 02:12:27,958 --> 02:12:29,208 parallax at the end of the move. 1806 02:12:31,291 --> 02:12:32,541 This hard cranking at the end can 1807 02:12:32,625 --> 02:12:34,083 effectively be used for revealing. 1808 02:12:36,458 --> 02:12:37,916 But another way to look at vertical back 1809 02:12:38,000 --> 02:12:39,625 parallax is as vertical unrest. 1810 02:12:41,291 --> 02:12:43,458 Like regular unrest vertical unrest again 1811 02:12:43,541 --> 02:12:45,291 shows increased mental activity as if 1812 02:12:45,375 --> 02:12:46,916 something is moving in his world and 1813 02:12:47,000 --> 02:12:48,500 usually takes the form of a realization. 1814 02:12:50,416 --> 02:12:51,750 In order to find out what the direction 1815 02:12:51,833 --> 02:12:53,500 of the craning means whether upwards or 1816 02:12:53,583 --> 02:12:55,291 downwards we can take our cue from the 1817 02:12:55,375 --> 02:12:55,875 discussion on 1818 02:12:55,958 --> 02:12:57,291 placement of the horizon line. 1819 02:12:59,250 --> 02:13:00,916 When we placed the horizon line above the 1820 02:13:01,000 --> 02:13:01,833 eyes the woman appeared 1821 02:13:01,916 --> 02:13:02,916 submersed or suppressed. 1822 02:13:04,875 --> 02:13:06,416 When we placed it lower than the eyes she 1823 02:13:06,500 --> 02:13:07,916 appeared freer and more in command. 1824 02:13:10,125 --> 02:13:11,791 So applying that to the crane move as we 1825 02:13:11,875 --> 02:13:13,250 crane up the man has a realization. 1826 02:13:14,291 --> 02:13:16,416 But the gradual upward movement of the 1827 02:13:16,500 --> 02:13:18,166 horizon line creates the feeling that he 1828 02:13:18,250 --> 02:13:19,833 is being submersed in thoughts as if his 1829 02:13:19,916 --> 02:13:21,416 world is becoming more confusing. 1830 02:13:23,125 --> 02:13:25,000 If we crane down the downward movement of 1831 02:13:25,083 --> 02:13:26,666 the horizon line causes less and less 1832 02:13:26,750 --> 02:13:27,916 clutter around his head. 1833 02:13:28,791 --> 02:13:30,541 Which gives his realization more clarity. 1834 02:13:33,625 --> 02:13:35,416 We can of course mix both horizontal and 1835 02:13:35,500 --> 02:13:36,500 vertical unrest creating 1836 02:13:36,583 --> 02:13:37,250 some very dynamic shots. 1837 02:13:38,291 --> 02:13:41,208 Here we are again submersing the man but 1838 02:13:41,291 --> 02:13:42,833 the added horizontal unrest makes the 1839 02:13:42,916 --> 02:13:44,041 situation more hectic. 1840 02:13:47,416 --> 02:13:49,333 Maximizing back parallax is another good 1841 02:13:49,416 --> 02:13:50,166 reason to use a long 1842 02:13:50,250 --> 02:13:51,291 focal length on a crane. 1843 02:13:53,583 --> 02:13:55,166 This produces much more extreme movement 1844 02:13:55,250 --> 02:13:56,583 in the background and the compressed 1845 02:13:56,666 --> 02:13:57,583 space also makes the 1846 02:13:57,666 --> 02:13:59,291 shot more disorienting. 1847 02:14:01,500 --> 02:14:03,083 Meanwhile the foreground change is very 1848 02:14:03,166 --> 02:14:04,000 little which creates an 1849 02:14:04,083 --> 02:14:05,291 interesting mix of calm and action. 1850 02:14:07,750 --> 02:14:09,291 This works great for aerials too. 1851 02:14:13,375 --> 02:14:14,666 Many of the techniques we will look at in 1852 02:14:14,750 --> 02:14:16,583 these chapters on craning mere concepts 1853 02:14:16,666 --> 02:14:17,958 we have already looked at such as 1854 02:14:18,041 --> 02:14:19,833 pivoting or start on revealing only we 1855 02:14:19,916 --> 02:14:20,625 are using them vertically 1856 02:14:20,708 --> 02:14:21,791 instead of horizontally. 1857 02:14:23,208 --> 02:14:23,916 Here we might have done 1858 02:14:24,000 --> 02:14:25,166 a close push on a track. 1859 02:14:27,500 --> 02:14:29,250 Using the same logic with a crane we can 1860 02:14:29,333 --> 02:14:30,250 do a vertical push instead. 1861 02:14:31,291 --> 02:14:33,833 Whatever the motivation was for doing the 1862 02:14:33,916 --> 02:14:35,750 push we are simply turning it on its side 1863 02:14:35,833 --> 02:14:37,583 which creates great production value and 1864 02:14:37,666 --> 02:14:39,291 can be the right move at the right time. 1865 02:14:41,875 --> 02:14:43,250 Here we are opening and closing space 1866 02:14:43,333 --> 02:14:44,250 except with a crane. 1867 02:14:46,208 --> 02:14:48,083 As the characters pass by we are instead 1868 02:14:48,166 --> 02:14:49,000 moving up to get the 1869 02:14:49,083 --> 02:14:50,125 camera out of the way. 1870 02:14:51,083 --> 02:14:52,916 Creating an unusual move that might also 1871 02:14:53,000 --> 02:14:54,208 be the right move at the right time. 1872 02:14:54,291 --> 02:15:01,583 Additionally a great way to integrate big 1873 02:15:01,666 --> 02:15:03,416 crane moves into regular coverage is to 1874 02:15:03,500 --> 02:15:04,291 treat the crane as a 1875 02:15:04,375 --> 02:15:05,458 dolly for part of the move. 1876 02:15:06,833 --> 02:15:08,416 Here we are starting out craning down but 1877 02:15:08,500 --> 02:15:10,041 as we get closer to the characters we 1878 02:15:10,125 --> 02:15:11,666 continue booming ahead of them having 1879 02:15:11,750 --> 02:15:13,083 adjusted their path to be slightly 1880 02:15:13,166 --> 02:15:14,250 circular to follow the boom action. 1881 02:15:15,291 --> 02:15:22,041 A use for being on a crane that is less 1882 02:15:22,125 --> 02:15:23,958 obvious is to simply use a crane to place 1883 02:15:24,041 --> 02:15:25,500 locked cameras in places that would be 1884 02:15:25,583 --> 02:15:26,666 hard to get to otherwise. 1885 02:15:28,791 --> 02:15:30,250 Here we want to shoot straight down on 1886 02:15:30,333 --> 02:15:31,125 the knocked out character 1887 02:15:31,208 --> 02:15:32,666 which is easier to do with a crane. 1888 02:15:34,000 --> 02:15:35,500 But since we are on a crane we might as 1889 02:15:35,583 --> 02:15:36,833 well do a slow vertical push 1890 02:15:36,916 --> 02:15:38,250 and roll the camera as well. 1891 02:15:39,291 --> 02:15:41,916 With the addition of the trees we get 1892 02:15:42,000 --> 02:15:43,708 parallax on our way down as well which 1893 02:15:43,791 --> 02:15:45,250 creates a very dynamic shot. 1894 02:15:51,458 --> 02:15:53,041 In order to achieve a straight downward 1895 02:15:53,125 --> 02:15:54,875 path we have to pull back the base of the 1896 02:15:54,958 --> 02:15:55,666 crane slightly to 1897 02:15:55,750 --> 02:15:57,375 compensate for the circular motion. 1898 02:15:58,666 --> 02:15:59,333 In the beginning we 1899 02:15:59,416 --> 02:16:00,416 are pulling back faster. 1900 02:16:02,083 --> 02:16:02,958 Then slower is the 1901 02:16:03,041 --> 02:16:04,250 boom's arc straightens out. 1902 02:16:06,916 --> 02:16:08,291 This is obviously great for creating 1903 02:16:08,375 --> 02:16:09,375 shots where there is 1904 02:16:09,458 --> 02:16:10,500 literally nothing under the camera. 1905 02:16:11,666 --> 02:16:13,166 Here the blue man is threatening to jump 1906 02:16:13,250 --> 02:16:14,875 from the water tower and we want a crane 1907 02:16:14,958 --> 02:16:16,000 out over the edge to create 1908 02:16:16,083 --> 02:16:17,208 a dizzying feeling of height. 1909 02:16:19,041 --> 02:16:20,833 These types of moves work best if we plan 1910 02:16:20,916 --> 02:16:22,000 the shots that we are shooting almost 1911 02:16:22,083 --> 02:16:23,708 directly downwards before we go over the 1912 02:16:23,791 --> 02:16:25,416 edge because it is a sliding out over the 1913 02:16:25,500 --> 02:16:26,333 edge that makes us want 1914 02:16:26,416 --> 02:16:27,208 to hang on to something. 1915 02:16:27,291 --> 02:16:33,166 Cranes are also a great and simple aid in 1916 02:16:33,250 --> 02:16:34,458 getting the camera very low. 1917 02:16:35,625 --> 02:16:37,166 Here we are basically doing a dolly shot 1918 02:16:37,250 --> 02:16:38,041 but we have put it on a 1919 02:16:38,125 --> 02:16:39,125 crane to get the camera lower. 1920 02:16:41,875 --> 02:16:43,375 This could of course be done with a mount 1921 02:16:43,458 --> 02:16:44,833 directly on the dolly but it can 1922 02:16:44,916 --> 02:16:47,208 sometimes be easier to do on a small jib, 1923 02:16:47,291 --> 02:16:47,833 especially if we 1924 02:16:47,916 --> 02:16:48,208 already have one lined up. 1925 02:16:48,291 --> 02:16:55,541 Before we get started on building a small 1926 02:16:55,625 --> 02:16:57,333 crane language, the most basic language 1927 02:16:57,416 --> 02:16:58,666 is that of expanding or narrowing 1928 02:16:58,750 --> 02:17:00,291 perspective, which means that if we are 1929 02:17:00,375 --> 02:17:02,083 craning up we are increasing our overview 1930 02:17:02,166 --> 02:17:03,500 and taking in more of the scene. 1931 02:17:04,916 --> 02:17:06,375 And if we are craning down we are going 1932 02:17:06,458 --> 02:17:08,083 from a wide overview to singling out 1933 02:17:08,166 --> 02:17:09,041 something of importance. 1934 02:17:11,041 --> 02:17:12,750 This creates a very powerful change of 1935 02:17:12,833 --> 02:17:13,791 scale from the small to 1936 02:17:13,875 --> 02:17:14,875 the large or vice versa. 1937 02:17:16,333 --> 02:17:17,625 As we have moved with the characters, 1938 02:17:17,958 --> 02:17:19,750 they walk towards the farmhouse and we 1939 02:17:19,833 --> 02:17:21,875 crane up, expanding our perspective to a 1940 02:17:21,958 --> 02:17:23,166 much higher level of the story. 1941 02:17:24,750 --> 02:17:26,291 So where before we were focused on just 1942 02:17:26,375 --> 02:17:28,083 two characters, we are now focused on the 1943 02:17:28,166 --> 02:17:29,583 much larger world around them. 1944 02:17:33,791 --> 02:17:35,625 By the same token, craning down narrows 1945 02:17:35,708 --> 02:17:36,875 the perspective from the large and 1946 02:17:36,958 --> 02:17:38,375 objective to the small and personal. 1947 02:17:39,875 --> 02:17:41,208 Here we are craning down over a busy 1948 02:17:41,291 --> 02:17:43,375 scenario and we will end by focusing on 1949 02:17:43,458 --> 02:17:44,291 just a few characters. 1950 02:17:46,458 --> 02:17:47,916 It is common in writing to tell a story 1951 02:17:48,000 --> 02:17:49,916 on several levels, both a personal story 1952 02:17:50,000 --> 02:17:51,833 for one character, a group story for 1953 02:17:51,916 --> 02:17:53,666 several characters, and an objective 1954 02:17:53,750 --> 02:17:55,083 story that includes everybody. 1955 02:17:56,666 --> 02:17:58,375 Using a crane to expand or narrow the 1956 02:17:58,458 --> 02:17:59,708 perspective is very effective for 1957 02:17:59,791 --> 02:18:00,708 changing story levels 1958 02:18:00,791 --> 02:18:01,750 within a single shot. 1959 02:18:04,666 --> 02:18:06,541 A common mistake is to plan too much 1960 02:18:06,625 --> 02:18:07,541 coverage for scenes that 1961 02:18:07,625 --> 02:18:08,875 have big crane moves in them. 1962 02:18:10,000 --> 02:18:11,666 As we are doing a long move like this, it 1963 02:18:11,750 --> 02:18:13,333 would be very sad to have to cut away. 1964 02:18:15,291 --> 02:18:16,708 It is much better to simply decide to 1965 02:18:16,791 --> 02:18:18,458 cover this entire part of the scene in a 1966 02:18:18,541 --> 02:18:19,500 crane move alone so we 1967 02:18:19,583 --> 02:18:20,625 get to see the whole thing. 1968 02:18:23,416 --> 02:18:24,958 And then have the continuing coverage 1969 02:18:25,041 --> 02:18:26,416 take over when the move is done. 1970 02:18:32,916 --> 02:18:34,458 By adding crane to the logic of thinking 1971 02:18:34,541 --> 02:18:36,166 in keyframes, we have a way to create 1972 02:18:36,250 --> 02:18:37,875 some very elegant camera moves that are 1973 02:18:37,958 --> 02:18:39,541 completely integrated into the blocking 1974 02:18:39,625 --> 02:18:41,250 and come by almost automatically. 1975 02:18:42,291 --> 02:18:44,125 All we have to do is pick keyframes at 1976 02:18:44,208 --> 02:18:45,583 any height and angle and then connect 1977 02:18:45,666 --> 02:18:46,416 them indiscriminately. 1978 02:18:47,833 --> 02:18:49,500 In this scene the woman will start here, 1979 02:18:50,000 --> 02:18:51,000 and then move over here. 1980 02:18:52,333 --> 02:18:54,000 So to set up two keyframes we will start 1981 02:18:54,083 --> 02:18:55,708 with one here, with the blue man slightly 1982 02:18:55,791 --> 02:18:58,333 in the background, and a lower one over 1983 02:18:58,416 --> 02:19:00,166 here is a stagger deep staging shot. 1984 02:19:02,083 --> 02:19:03,750 Combining the keyframes on a track, the 1985 02:19:03,833 --> 02:19:05,416 change in height is very minute, so 1986 02:19:05,500 --> 02:19:07,125 chances are we can simply shoot this with 1987 02:19:07,208 --> 02:19:08,583 a dolly and go lower for the second 1988 02:19:08,666 --> 02:19:10,291 keyframe using the hydraulic arm. 1989 02:19:11,833 --> 02:19:13,291 Starting on the blue characters the woman 1990 02:19:13,375 --> 02:19:15,875 walks, and we easily end up 1991 02:19:15,958 --> 02:19:17,250 in the second lower keyframe. 1992 02:19:19,583 --> 02:19:21,375 As usual with keyframes, the blocking is 1993 02:19:21,458 --> 02:19:24,541 continuously tight, and we get an elegant 1994 02:19:24,625 --> 02:19:25,458 change in height as 1995 02:19:25,541 --> 02:19:26,666 an automatic byproduct. 1996 02:19:28,958 --> 02:19:30,250 The great thing about this approach is 1997 02:19:30,333 --> 02:19:31,166 that we can block without 1998 02:19:31,250 --> 02:19:32,500 any care about camera height. 1999 02:19:33,791 --> 02:19:35,458 Here we are doing a deep handoff from the 2000 02:19:35,541 --> 02:19:37,416 blue man to the red woman, and from above 2001 02:19:37,500 --> 02:19:39,166 the camera plot looks virtually the same 2002 02:19:39,250 --> 02:19:40,291 as if both characters were standing. 2003 02:19:42,708 --> 02:19:44,125 But as a consequence of one character 2004 02:19:44,208 --> 02:19:45,875 sitting, we get a classy move where we 2005 02:19:45,958 --> 02:19:47,583 boom down as we handoff to the woman. 2006 02:19:50,583 --> 02:19:52,166 By the same token, craning between 2007 02:19:52,250 --> 02:19:53,708 keyframes is effective for covering 2008 02:19:53,791 --> 02:19:55,416 character movement, is here where we pull 2009 02:19:55,500 --> 02:19:57,875 into and over the shoulder, and crane 2010 02:19:57,958 --> 02:19:59,125 down as he sits down. 2011 02:20:00,666 --> 02:20:02,208 This could easily be done with tilting or 2012 02:20:02,291 --> 02:20:03,916 with more cameras, but craning just has 2013 02:20:04,000 --> 02:20:04,833 more production value. 2014 02:20:06,708 --> 02:20:08,291 If we simply pick the keyframes we need 2015 02:20:08,375 --> 02:20:09,833 to be in, connecting them with a crane 2016 02:20:09,916 --> 02:20:11,375 and track is very straight forward. 2017 02:20:13,958 --> 02:20:15,708 A less obvious use for craning is as a 2018 02:20:15,791 --> 02:20:17,000 substitute for shots we would 2019 02:20:17,083 --> 02:20:18,916 traditionally do with tilting or separate 2020 02:20:19,000 --> 02:20:20,041 cameras like inserts. 2021 02:20:21,958 --> 02:20:24,875 Here we have one shot on the woman, and 2022 02:20:24,958 --> 02:20:26,541 we want an insert on the computer screen 2023 02:20:26,625 --> 02:20:28,291 which would work fine as separate shots. 2024 02:20:30,166 --> 02:20:31,666 But starting back on the woman will 2025 02:20:31,750 --> 02:20:33,416 instead crane down which creates a very 2026 02:20:33,500 --> 02:20:34,291 elegant perspective change. 2027 02:20:35,875 --> 02:20:36,666 Although maybe a lot of 2028 02:20:36,750 --> 02:20:38,041 panning towards the end. 2029 02:20:40,416 --> 02:20:41,625 In this scene from shifting we would 2030 02:20:41,708 --> 02:20:44,291 start on the man, and then shift down on 2031 02:20:44,375 --> 02:20:45,416 the gun which could just as 2032 02:20:45,500 --> 02:20:46,708 easily be done as an insert. 2033 02:20:48,875 --> 02:20:50,458 Again replacing that with booming will 2034 02:20:50,541 --> 02:20:52,208 instead boom down creating pronounced 2035 02:20:52,291 --> 02:20:54,041 parallax from the foreground and a very 2036 02:20:54,125 --> 02:20:55,250 expensive looking shot. 2037 02:20:58,791 --> 02:21:00,625 Finally here, the men will shake hands on 2038 02:21:00,708 --> 02:21:02,250 a business deal that troubles the woman. 2039 02:21:03,291 --> 02:21:04,958 So we want to do an insert on them 2040 02:21:05,041 --> 02:21:06,166 shaking hands while we keep 2041 02:21:06,250 --> 02:21:07,291 the woman in the background. 2042 02:21:09,625 --> 02:21:11,625 These keyframes again easily combine in a 2043 02:21:11,708 --> 02:21:12,833 one shot that pushes in 2044 02:21:12,916 --> 02:21:15,541 while booming down, ending here. 2045 02:21:18,500 --> 02:21:20,083 On a larger scale it's useful to have 2046 02:21:20,166 --> 02:21:21,833 crane moves and in an actual keyframe 2047 02:21:21,916 --> 02:21:23,541 instead of just craning down arbitrarily 2048 02:21:23,625 --> 02:21:24,458 and cutting close to 2049 02:21:24,541 --> 02:21:25,583 another set of cameras. 2050 02:21:26,541 --> 02:21:27,375 Here we're covering an 2051 02:21:27,458 --> 02:21:28,958 entire scene in one long move. 2052 02:21:30,125 --> 02:21:31,500 For the first part the foreground is 2053 02:21:31,583 --> 02:21:33,041 heavily obscured and the characters are 2054 02:21:33,125 --> 02:21:33,875 far enough away that 2055 02:21:33,958 --> 02:21:35,000 we can only hear them. 2056 02:21:37,583 --> 02:21:39,208 Ending in a keyframe gives purpose to the 2057 02:21:39,291 --> 02:21:40,916 move, but a thing to look out for is that 2058 02:21:41,000 --> 02:21:42,458 while a wide angle lens works best for 2059 02:21:42,541 --> 02:21:43,625 the upper part of the move, it 2060 02:21:43,708 --> 02:21:45,000 may be too wide for dialogue. 2061 02:21:47,875 --> 02:21:49,666 Craning directly up or down into dialogue 2062 02:21:49,750 --> 02:21:50,541 is also an excellent 2063 02:21:50,625 --> 02:21:51,750 way to get into a scene. 2064 02:21:53,250 --> 02:21:54,833 Here we're craning directly down as the 2065 02:21:54,916 --> 02:21:56,125 characters are trying to locate the 2066 02:21:56,208 --> 02:21:57,333 source of a strange sound. 2067 02:21:59,291 --> 02:22:00,708 In addition to functioning as a vertical 2068 02:22:00,791 --> 02:22:02,500 push, the move is disorienting in the 2069 02:22:02,583 --> 02:22:03,875 beginning because we can't see the 2070 02:22:03,958 --> 02:22:07,041 location, which is revealed by the heavy 2071 02:22:07,125 --> 02:22:09,958 back parallax towards the end, again 2072 02:22:10,041 --> 02:22:11,125 ending ready for dialogue. 2073 02:22:13,291 --> 02:22:14,958 Here we're craning up into a keyframe but 2074 02:22:15,041 --> 02:22:16,833 on a smaller scale, and again the move 2075 02:22:16,916 --> 02:22:18,291 functions as a vertical push. 2076 02:22:19,916 --> 02:22:21,250 When we're pushing vertically we're 2077 02:22:21,333 --> 02:22:22,875 essentially moving closer and closer to 2078 02:22:22,958 --> 02:22:24,375 the eye line, which makes the move seem 2079 02:22:24,458 --> 02:22:26,250 more and more personal towards the end. 2080 02:22:28,625 --> 02:22:30,250 Changing topics and moving on to craning 2081 02:22:30,333 --> 02:22:31,958 in parallel, this works the same as 2082 02:22:32,041 --> 02:22:32,958 tracking in parallel. 2083 02:22:34,541 --> 02:22:35,833 Here we would match the characters' 2084 02:22:35,916 --> 02:22:37,708 horizontal positions wherever they moved, 2085 02:22:37,791 --> 02:22:39,458 and moving closer to or further away from 2086 02:22:39,541 --> 02:22:41,250 the camera had no bearing on the move. 2087 02:22:44,125 --> 02:22:45,666 Craning in parallel works the same, 2088 02:22:45,750 --> 02:22:46,291 except we're mainly 2089 02:22:46,375 --> 02:22:47,708 matching their vertical position. 2090 02:22:48,875 --> 02:22:50,916 As we play this reference scene fast, the 2091 02:22:51,000 --> 02:22:52,291 fact that the characters are moving in 2092 02:22:52,375 --> 02:22:53,000 and out doesn't 2093 02:22:53,083 --> 02:22:54,250 result in any need to boom. 2094 02:22:55,291 --> 02:22:57,041 Only when their vertical position changes 2095 02:22:57,125 --> 02:22:58,333 do we need to boom down. 2096 02:23:01,208 --> 02:23:02,750 This is extremely useful for covering 2097 02:23:02,833 --> 02:23:04,041 characters walking through a large 2098 02:23:04,125 --> 02:23:05,541 location with several levels. 2099 02:23:06,916 --> 02:23:08,625 In one grand sweeping move we're able to 2100 02:23:08,708 --> 02:23:10,583 capture a wide range of motions simply by 2101 02:23:10,666 --> 02:23:12,208 placing the crane to the side and booming 2102 02:23:12,291 --> 02:23:14,000 down softly as they change levels. 2103 02:23:19,000 --> 02:23:20,375 Starting back at the top and playing at 2104 02:23:20,458 --> 02:23:22,083 regular speed we're using a long enough 2105 02:23:22,166 --> 02:23:22,875 crane that we don't 2106 02:23:22,958 --> 02:23:24,041 feel the circular motion. 2107 02:23:25,583 --> 02:23:27,041 So we're really using the crane as a 2108 02:23:27,125 --> 02:23:28,041 dolly, except we're changing 2109 02:23:28,125 --> 02:23:29,083 height with the characters. 2110 02:23:31,500 --> 02:23:32,875 However, this move could have been just 2111 02:23:32,958 --> 02:23:34,791 as easily done with a smaller crane if we 2112 02:23:34,875 --> 02:23:36,208 moved the base during the shot, which 2113 02:23:36,291 --> 02:23:37,000 would create enormous 2114 02:23:37,083 --> 02:23:38,958 production value at a very low cost. 2115 02:23:45,875 --> 02:23:47,583 Using crane to start on and reveal is 2116 02:23:47,666 --> 02:23:49,291 first of all useful for enhancing moves 2117 02:23:49,375 --> 02:23:50,083 we might as well have 2118 02:23:50,166 --> 02:23:51,291 done with panning or tilting. 2119 02:23:52,708 --> 02:23:54,041 Here we're instead craning down from the 2120 02:23:54,125 --> 02:23:55,708 store sign to reveal the characters, and 2121 02:23:55,791 --> 02:23:57,208 we've of course made sure to get behind a 2122 02:23:57,291 --> 02:23:58,875 tree and a lamppost to get parallax. 2123 02:24:00,583 --> 02:24:02,208 We're also making sure to move both down 2124 02:24:02,291 --> 02:24:03,166 and sideways to get 2125 02:24:03,250 --> 02:24:04,541 parallax in both directions. 2126 02:24:07,125 --> 02:24:08,583 Here we're craning up from the ground, 2127 02:24:09,416 --> 02:24:11,708 past the grill of a large truck, 2128 02:24:13,583 --> 02:24:14,458 and up to reveal the 2129 02:24:14,541 --> 02:24:15,708 characters sitting in the compartment. 2130 02:24:17,500 --> 02:24:18,833 This could easily have been done with a 2131 02:24:18,916 --> 02:24:20,625 tilt, but the vertical parallax creates a 2132 02:24:20,708 --> 02:24:21,750 much more impressive move. 2133 02:24:23,375 --> 02:24:24,875 The problem with this shot though is that 2134 02:24:24,958 --> 02:24:26,500 because we're shooting the truck head on, 2135 02:24:26,583 --> 02:24:27,708 we have very few leaning perspective 2136 02:24:27,791 --> 02:24:29,541 lines, making the shot sort of flat. 2137 02:24:32,458 --> 02:24:33,958 So in this version we're doing a similar 2138 02:24:34,041 --> 02:24:35,541 move from the side, this time also 2139 02:24:35,625 --> 02:24:36,333 pushing the base as 2140 02:24:36,416 --> 02:24:37,500 well to cover more ground. 2141 02:24:38,291 --> 02:24:40,791 Here the foreground is much closer, 2142 02:24:40,875 --> 02:24:43,625 creating a sense of disorientation, which 2143 02:24:43,708 --> 02:24:44,500 cleans up as we get 2144 02:24:44,583 --> 02:24:45,583 above the hood of the truck. 2145 02:24:48,666 --> 02:24:50,333 Whether we use these moves just to make a 2146 02:24:50,416 --> 02:24:51,916 scene opening more interesting, or to 2147 02:24:52,000 --> 02:24:53,625 deliberately withhold information, they 2148 02:24:53,708 --> 02:24:55,291 can stay on screen far longer than 2149 02:24:55,375 --> 02:24:56,916 simpler moves, as here where a man steps 2150 02:24:57,000 --> 02:24:59,333 out of a car, puts out a 2151 02:24:59,416 --> 02:25:01,750 cigarette, then begins walking. 2152 02:25:03,291 --> 02:25:05,000 Of course we're really starting to miss a 2153 02:25:05,083 --> 02:25:07,916 walk cycle in the animation, but instead 2154 02:25:08,000 --> 02:25:09,291 of putting this together out of separate 2155 02:25:09,375 --> 02:25:10,416 shots, we get one long 2156 02:25:10,500 --> 02:25:11,541 move that keeps delivering. 2157 02:25:14,625 --> 02:25:16,250 Almost every other technique for starting 2158 02:25:16,333 --> 02:25:17,958 on and revealing we've previously worked 2159 02:25:18,041 --> 02:25:19,500 with applies equally well to Crane. 2160 02:25:21,166 --> 02:25:22,291 Here we're starting with the characters 2161 02:25:22,375 --> 02:25:24,416 off camera, and as we hear them talk, we 2162 02:25:24,500 --> 02:25:25,250 slowly Crane into the scene. 2163 02:25:26,291 --> 02:25:30,416 The move follows the same logic as it 2164 02:25:30,500 --> 02:25:31,458 would have on a track, 2165 02:25:31,541 --> 02:25:32,708 but on a much larger scale. 2166 02:25:38,000 --> 02:25:39,375 Here we're moving out from behind an 2167 02:25:39,458 --> 02:25:40,958 arbitrary foreground object to get 2168 02:25:41,041 --> 02:25:42,000 parallax in the beginning, 2169 02:25:42,250 --> 02:25:43,416 in this case a chandelier. 2170 02:25:45,166 --> 02:25:46,541 As we follow the characters, the 2171 02:25:46,625 --> 02:25:47,416 chandelier creates a 2172 02:25:47,500 --> 02:25:48,250 great sense of movement. 2173 02:25:49,291 --> 02:25:52,333 But towards the end we could actually use 2174 02:25:52,416 --> 02:25:53,833 some more foreground objects to get a 2175 02:25:53,916 --> 02:25:54,833 better sense of movement. 2176 02:25:58,208 --> 02:25:59,666 But it's really the parallax itself 2177 02:25:59,750 --> 02:26:01,041 that's most effective for creating 2178 02:26:01,125 --> 02:26:02,708 reveals with a crane, because the plane 2179 02:26:02,791 --> 02:26:04,208 that's closest to the camera is the one 2180 02:26:04,291 --> 02:26:05,041 that slides in and out 2181 02:26:05,125 --> 02:26:06,083 of the frame the fastest. 2182 02:26:07,458 --> 02:26:08,958 Here we crane down, and the background 2183 02:26:09,041 --> 02:26:10,208 stays virtually the same. 2184 02:26:10,833 --> 02:26:12,333 But the foreground changes much more 2185 02:26:12,416 --> 02:26:13,916 dramatically, which makes it perfect for 2186 02:26:14,000 --> 02:26:15,250 revealing characters or objects. 2187 02:26:16,291 --> 02:26:18,958 Here we're again back with the truck, and 2188 02:26:19,041 --> 02:26:19,916 as we crane down the 2189 02:26:20,000 --> 02:26:21,291 background changes very little. 2190 02:26:23,541 --> 02:26:24,500 But the foreground almost 2191 02:26:24,583 --> 02:26:25,875 slides in like a separate layer. 2192 02:26:30,083 --> 02:26:31,500 This is one of the times where a longer 2193 02:26:31,583 --> 02:26:33,166 focal length can be a better choice for a 2194 02:26:33,250 --> 02:26:34,750 crane move, because as we single out a 2195 02:26:34,833 --> 02:26:36,416 smaller part of the scene, the foreground 2196 02:26:36,500 --> 02:26:37,500 also moves much faster 2197 02:26:37,583 --> 02:26:38,250 and reveals more suddenly. 2198 02:26:39,291 --> 02:26:42,666 If we'd done this with a regular lens, 2199 02:26:42,750 --> 02:26:44,250 the reveal would be much more gradual, 2200 02:26:44,500 --> 02:26:45,958 and might not even have come across as a 2201 02:26:46,041 --> 02:26:47,416 reveal, but just a crane down. 2202 02:26:50,458 --> 02:26:52,166 By the same token, sliding obstructing 2203 02:26:52,250 --> 02:26:53,916 foreground out of the frame to reveal the 2204 02:26:54,000 --> 02:26:56,041 grander vista behind it also works great. 2205 02:26:57,291 --> 02:26:58,708 Here the foreground layer is a hill. 2206 02:27:00,083 --> 02:27:01,791 As we crane up, the background stays 2207 02:27:01,875 --> 02:27:03,583 virtually the same, and we're sliding the 2208 02:27:03,666 --> 02:27:04,416 foreground layer out 2209 02:27:04,500 --> 02:27:05,250 the bottom to reveal it. 2210 02:27:06,291 --> 02:27:08,625 Spectacularly expanding the perspective. 2211 02:27:14,000 --> 02:27:15,541 Moving on to converging, this again 2212 02:27:15,625 --> 02:27:17,208 mirrors what we did with track, except 2213 02:27:17,291 --> 02:27:18,291 we're converging vertically. 2214 02:27:19,625 --> 02:27:21,083 Many of the types of crane moves we've 2215 02:27:21,166 --> 02:27:23,041 already done automatically converge, as 2216 02:27:23,125 --> 02:27:23,958 here where we crane down 2217 02:27:24,041 --> 02:27:24,958 while the woman arrives. 2218 02:27:26,375 --> 02:27:27,458 We're really converging at a 2219 02:27:27,541 --> 02:27:28,250 right angle, but vertically. 2220 02:27:29,291 --> 02:27:32,166 The reason we're looking at this in the 2221 02:27:32,250 --> 02:27:34,000 same breath as "Start On" reveals is that 2222 02:27:34,083 --> 02:27:35,000 it's very easy to do 2223 02:27:35,083 --> 02:27:36,208 both at the same time. 2224 02:27:37,666 --> 02:27:38,500 Here we start behind 2225 02:27:38,583 --> 02:27:39,375 an unknown character. 2226 02:27:40,916 --> 02:27:42,916 As she walks closer we converge upwards, 2227 02:27:43,541 --> 02:27:44,833 simultaneously revealing the character. 2228 02:27:47,916 --> 02:27:49,625 We might also simply start a move behind 2229 02:27:49,708 --> 02:27:51,416 an arbitrary foreground object to get 2230 02:27:51,500 --> 02:27:54,291 parallax, and again converge up as the character steps closer. 2231 02:27:58,708 --> 02:28:00,208 Since people are usually standing on the 2232 02:28:00,291 --> 02:28:01,791 ground, doing a clean reveal of a 2233 02:28:01,875 --> 02:28:02,791 character is much easier 2234 02:28:02,875 --> 02:28:03,791 when coming from above. 2235 02:28:05,375 --> 02:28:06,791 Here we're converging down as the woman 2236 02:28:06,875 --> 02:28:09,958 walks to someone, and towards the end of 2237 02:28:10,041 --> 02:28:11,750 the move the parallax causes the other 2238 02:28:11,833 --> 02:28:12,916 character to be revealed. 2239 02:28:16,000 --> 02:28:17,833 This is great on a larger scale as well, 2240 02:28:17,916 --> 02:28:18,583 because we can bring in 2241 02:28:18,666 --> 02:28:19,500 things when they're needed. 2242 02:28:20,750 --> 02:28:22,250 Here a hijacked truck drives towards us. 2243 02:28:23,291 --> 02:28:25,416 At just the right moment the fence enters 2244 02:28:25,500 --> 02:28:27,375 the frame, and the 2245 02:28:27,458 --> 02:28:30,875 truck crashes through it. 2246 02:28:36,291 --> 02:28:38,000 Pivoting on crane again follows the same 2247 02:28:38,083 --> 02:28:39,000 logic as pivoting on 2248 02:28:39,083 --> 02:28:40,250 track, except vertically. 2249 02:28:41,750 --> 02:28:43,041 But where pivoting on track is for 2250 02:28:43,125 --> 02:28:44,750 keeping one character static as the other 2251 02:28:44,833 --> 02:28:46,916 one moves side to side, pivoting on crane 2252 02:28:47,000 --> 02:28:47,958 is for reframing as a 2253 02:28:48,041 --> 02:28:48,250 character steps closer. 2254 02:28:49,291 --> 02:28:52,708 As the woman steps closer we keep the man 2255 02:28:52,791 --> 02:28:53,625 locked vertically and 2256 02:28:53,708 --> 02:28:54,958 adjust for the woman's movement. 2257 02:28:57,000 --> 02:28:59,000 Set up like this the move is a tiny nudge 2258 02:28:59,083 --> 02:28:59,791 and can easily be 2259 02:28:59,875 --> 02:29:01,250 accomplished on a dolly. 2260 02:29:03,000 --> 02:29:04,708 We could of course just tilt up, but that 2261 02:29:04,791 --> 02:29:06,208 would force one of the characters to be 2262 02:29:06,291 --> 02:29:07,250 slightly oddly framed. 2263 02:29:09,958 --> 02:29:11,041 As the woman walks back 2264 02:29:11,125 --> 02:29:11,208 we pivot upwards again. 2265 02:29:11,291 --> 02:29:17,083 This is an extremely useful move, because 2266 02:29:17,166 --> 02:29:18,500 when characters who are not at the same 2267 02:29:18,583 --> 02:29:20,250 level get closer to each other, we need 2268 02:29:20,333 --> 02:29:21,916 to change the vertical angle quite a bit 2269 02:29:22,000 --> 02:29:23,125 to keep them both in the frame. 2270 02:29:24,833 --> 02:29:26,583 Here the woman walks closer, and we pivot 2271 02:29:26,666 --> 02:29:27,875 hard to maintain the framing. 2272 02:29:29,875 --> 02:29:31,166 We could just see it as a vertical 2273 02:29:31,250 --> 02:29:32,916 reframe, but it's technically a pivot 2274 02:29:33,000 --> 02:29:34,000 because the move rotates 2275 02:29:34,083 --> 02:29:34,208 around one of the characters. 2276 02:29:34,291 --> 02:29:39,875 This of course mixes very well with 2277 02:29:39,958 --> 02:29:40,875 horizontal pivoting. 2278 02:29:42,000 --> 02:29:43,666 Here the blue man is a doctor, and for 2279 02:29:43,750 --> 02:29:45,000 his walk to the patient we'll set the 2280 02:29:45,083 --> 02:29:46,291 first stop by the desk, 2281 02:29:46,375 --> 02:29:47,500 and the second stop here. 2282 02:29:49,458 --> 02:29:51,125 For this we'll need to do both horizontal 2283 02:29:51,208 --> 02:29:52,958 and vertical pivoting, so as the doctor 2284 02:29:53,041 --> 02:29:55,208 walks over we pivot sideways to capture 2285 02:29:55,291 --> 02:29:57,916 that axis of his move, and downwards to 2286 02:29:58,000 --> 02:29:59,250 continuously reframe vertically. 2287 02:30:00,458 --> 02:30:01,250 The shot then starts out as a deep staging shot. 2288 02:30:01,916 --> 02:30:07,458 As the doctor walks we're really just 2289 02:30:07,541 --> 02:30:09,250 moving between two arbitrarily placed 2290 02:30:09,333 --> 02:30:10,166 keyframes, but the 2291 02:30:10,250 --> 02:30:11,833 result is a pivot on two axes. 2292 02:30:15,791 --> 02:30:17,541 On a larger scale this is useful when 2293 02:30:17,625 --> 02:30:19,125 characters' angle of motion changes. 2294 02:30:20,583 --> 02:30:22,041 Here we're pivoting around a fictitious 2295 02:30:22,125 --> 02:30:23,875 point at the top of the hill, so as he 2296 02:30:23,958 --> 02:30:24,833 moves upwards we get a 2297 02:30:24,916 --> 02:30:25,875 straight angle on that. 2298 02:30:27,375 --> 02:30:28,958 And as his path levels out we get a 2299 02:30:29,041 --> 02:30:30,000 straight angle on that. 2300 02:30:32,750 --> 02:30:34,250 There's really no telling if this move is 2301 02:30:34,333 --> 02:30:36,083 a pivot, a reframe, or a converge. 2302 02:30:37,708 --> 02:30:39,250 We're pivoting on a virtual point at the 2303 02:30:39,333 --> 02:30:40,833 top, causing the shot to continuously 2304 02:30:40,916 --> 02:30:42,916 reframe to get the best possible angle, 2305 02:30:43,000 --> 02:30:44,750 but the downward movement also causes us 2306 02:30:44,833 --> 02:30:45,958 to meet up with him at the top. 2307 02:30:47,333 --> 02:30:48,666 This is additionally where we get the 2308 02:30:48,750 --> 02:30:50,125 heaviest reveal of the background, 2309 02:30:50,208 --> 02:30:50,750 because the angle 2310 02:30:50,833 --> 02:30:52,250 suddenly and quickly levels out. 2311 02:30:54,833 --> 02:30:56,333 Again, as when we were on a track, 2312 02:30:56,416 --> 02:30:58,166 pivoting creates the entire parallax from 2313 02:30:58,250 --> 02:30:59,625 the background, which makes it excellent 2314 02:30:59,708 --> 02:31:00,625 for revealing, and this 2315 02:31:00,708 --> 02:31:01,666 is the same on a crane. 2316 02:31:03,333 --> 02:31:04,833 Here we're starting on the patient, and 2317 02:31:04,916 --> 02:31:06,500 as we crane down even just a little bit 2318 02:31:06,583 --> 02:31:08,500 we get almost 45 degrees of movement in 2319 02:31:08,583 --> 02:31:09,416 the background, which is 2320 02:31:09,500 --> 02:31:10,625 enough for a complete reveal. 2321 02:31:12,833 --> 02:31:13,708 This is the same if 2322 02:31:13,791 --> 02:31:14,541 we're coming from below. 2323 02:31:16,250 --> 02:31:17,708 Even just a slightly different angle 2324 02:31:17,791 --> 02:31:18,833 causes an almost complete 2325 02:31:18,916 --> 02:31:19,250 replacement of the background. 2326 02:31:20,291 --> 02:31:23,708 And we again end by revealing the doctor. 2327 02:31:27,916 --> 02:31:28,875 This is naturally useful 2328 02:31:28,958 --> 02:31:30,125 for bringing characters in. 2329 02:31:31,250 --> 02:31:32,541 Here we're over the shoulder on the man 2330 02:31:32,625 --> 02:31:33,666 as he's reading a document. 2331 02:31:35,166 --> 02:31:38,958 The red woman is entering off camera, and 2332 02:31:39,041 --> 02:31:40,333 we pivot down to bring her in. 2333 02:31:42,333 --> 02:31:43,791 If we had tried to do something similar 2334 02:31:43,875 --> 02:31:45,166 with a tilt, at least one of the 2335 02:31:45,250 --> 02:31:46,416 characters would have ended up with an 2336 02:31:46,500 --> 02:31:47,291 extremely odd framing. 2337 02:31:50,291 --> 02:31:51,708 Pivot revealing with crane makes it very 2338 02:31:51,791 --> 02:31:53,541 easy to reveal objects or characters at 2339 02:31:53,625 --> 02:31:55,083 different altitudes, because it's simply 2340 02:31:55,166 --> 02:31:56,041 a matter of which height we 2341 02:31:56,125 --> 02:31:57,208 start and end the move at. 2342 02:31:58,500 --> 02:31:59,958 Here the woman is trying to escape a 2343 02:32:00,041 --> 02:32:01,208 colony of overgrown bugs. 2344 02:32:02,708 --> 02:32:04,708 As she rushes into a room to find safety, 2345 02:32:04,791 --> 02:32:06,166 we seem to just be craning down. 2346 02:32:08,750 --> 02:32:09,916 Until we reveal a giant 2347 02:32:10,000 --> 02:32:11,000 bug sitting on the ceiling. 2348 02:32:12,916 --> 02:32:19,666 In this final short chapter, let's look 2349 02:32:19,750 --> 02:32:20,250 at changing our 2350 02:32:20,333 --> 02:32:21,625 elevation while we push in. 2351 02:32:22,958 --> 02:32:24,291 This is first of all effective for 2352 02:32:24,375 --> 02:32:25,458 pushing in on objects that 2353 02:32:25,541 --> 02:32:26,708 are only visible from above. 2354 02:32:28,583 --> 02:32:30,291 As we push in and elevate, we're creating 2355 02:32:30,375 --> 02:32:31,875 a great deal of mystery at the beginning, 2356 02:32:33,833 --> 02:32:34,875 and not revealing what we're 2357 02:32:34,958 --> 02:32:36,250 pushing in on until the end. 2358 02:32:39,875 --> 02:32:41,458 Here we're pushing in on a piano that has 2359 02:32:41,541 --> 02:32:43,000 suddenly begun playing by itself. 2360 02:32:45,083 --> 02:32:46,625 As we're coming in from below, we really 2361 02:32:46,708 --> 02:32:48,208 can't see what's going on, which again 2362 02:32:48,291 --> 02:32:49,416 creates a sense of mystery. 2363 02:32:51,291 --> 02:32:52,875 As we elevate, we get better and better 2364 02:32:52,958 --> 02:32:54,333 access, and our curiosity 2365 02:32:54,416 --> 02:32:55,708 is more and more satisfied. 2366 02:32:58,541 --> 02:33:00,333 When we crane up while pushing in on a 2367 02:33:00,416 --> 02:33:01,583 character, the effect is that we're 2368 02:33:01,666 --> 02:33:03,208 moving closer and closer to the eye line, 2369 02:33:03,291 --> 02:33:06,458 which allows us to get deeper and deeper 2370 02:33:06,541 --> 02:33:08,083 insight into his thoughts and feelings. 2371 02:33:11,708 --> 02:33:13,416 When we're craning down while pushing in, 2372 02:33:13,500 --> 02:33:14,625 we get more and more of whatever the 2373 02:33:14,708 --> 02:33:15,916 effect is of shooting upwards. 2374 02:33:17,916 --> 02:33:19,416 This usually makes a character seem more 2375 02:33:19,500 --> 02:33:20,333 imposing, which then 2376 02:33:20,416 --> 02:33:22,000 increases as we push in and down. 2377 02:33:25,375 --> 02:33:26,666 But an interesting thing about shooting 2378 02:33:26,750 --> 02:33:28,250 characters from below is that even if 2379 02:33:28,333 --> 02:33:29,125 their eye line is level, 2380 02:33:29,333 --> 02:33:31,041 it goes out over us and can make it seem 2381 02:33:31,125 --> 02:33:32,000 like they're looking upwards. 2382 02:33:33,625 --> 02:33:35,458 In the right situation, the same push can 2383 02:33:35,541 --> 02:33:36,791 therefore be used to make the character 2384 02:33:36,875 --> 02:33:38,458 seem more and more dwarfed as they look 2385 02:33:38,541 --> 02:33:39,666 up on something much bigger. 2386 02:33:42,291 --> 02:33:43,500 If we know that the characters aren't 2387 02:33:43,583 --> 02:33:44,541 looking up on something, 2388 02:33:45,791 --> 02:33:47,416 pushing in and going below the eye line 2389 02:33:47,500 --> 02:33:48,833 can instead make a character appear 2390 02:33:48,916 --> 02:33:49,916 dreamy or imaginative. 2391 02:34:03,291 --> 02:34:28,250 The way that I feel feeling their presence in this game is far from Dixon - this is all I'm thinking of! I appreciate this point, Bourne. If things don't change, just watch back to the ibn's tracing stuff. 193069

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