Composition FRAMING Directing the Eye Use of light

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Composition FRAMING

Composition FRAMING

Directing the Eye Use of light and dark People are directed by light Play

Directing the Eye Use of light and dark People are directed by light Play with what is lit creates audience awareness Use of movement vs. stillness When whole frame is still, focus on movement When whole frame is moving, focus on stillness

Balance vs Imbalance Mass, color, size, shape, complexity and implied direction are manipulated Balanced

Balance vs Imbalance Mass, color, size, shape, complexity and implied direction are manipulated Balanced Frame: Intentional symmetry Symmetry between scenes sends message Assigning “place in the frame” establishes identity Imbalanced Frame: Intentional non- symmetrical Our eye looks for symmetry: imbalance makes us uncomfortable Establishes conflict, loneliness, stress etc…

Structural Stages of Balance 1. Stable Balance 2. Neutral Balance • Rule of Thirds

Structural Stages of Balance 1. Stable Balance 2. Neutral Balance • Rule of Thirds 3. Unstable Balance

Orientation We expect the movie world to be similar to the real world (with

Orientation We expect the movie world to be similar to the real world (with some enhancements) When basic understandings of the world are broken, they draw attention to themselves Therefore if they are used, must be with purpose Disorientation: Upside down, repeated motion, filming the same action over again from different points of view, jump cuts Intended to disorient viewer—used to externalize character’s inner world, show emotion or feeling

Size Character’s relative strength or weakness can be established by the use of size

Size Character’s relative strength or weakness can be established by the use of size Used to contrast power of 2 characters (think of high and low angle shots)

Screen Forces 1. Main Directions (Axes) 2. Vectors 3. Magnetism of the Frame and

Screen Forces 1. Main Directions (Axes) 2. Vectors 3. Magnetism of the Frame and Attraction of Mass 4. Psychological Closure

Axes X-Axis = Width Y-Axis = Height X-Y Axis = Diagonal Z-Axis = Depth

Axes X-Axis = Width Y-Axis = Height X-Y Axis = Diagonal Z-Axis = Depth of Field Planes of Action

Vectors: A VECTOR is a directional screen force and strength Understanding vectors will allow

Vectors: A VECTOR is a directional screen force and strength Understanding vectors will allow you to design spaces AND block talent Graphic Vectors: Visual lines or arrangements of objects within the screen (door frame, table, stairs, line of people) that direct the eye in a general direction Index Vectors: Someone or something pointing/looking in a specific direction Motion Vectors: Objects moving or perceived to be moving within frame

 Vector Magnitude/ Vector Direction Vector Magnitude: strength of vector Graphic vectors—weakest magnitude Motion

Vector Magnitude/ Vector Direction Vector Magnitude: strength of vector Graphic vectors—weakest magnitude Motion vectors—strongest magnitude Directions of vectors Continuing vectors Converging vectors Diverging vectors

Continuing Vectors Continuing = pointing in the same direction Continuing Index Vectors Goal =

Continuing Vectors Continuing = pointing in the same direction Continuing Index Vectors Goal = to get viewers to perceive separate shots as one simultaneous event Person looking in one direction in the first should continue looking in the same direction in the following shots Target object continuity = shot of a person appearing to be looking at someone or something should be followed by object they are looking at. The object should appear to be located in the direction in which (s)he was looking Applies to both onscreen and off-screen

Continuing Vectors (cont. ) Continuing Motion Vectors (pg 72) Having established the direction of

Continuing Vectors (cont. ) Continuing Motion Vectors (pg 72) Having established the direction of a moving object in one shot, you must keep the camera on the same side of the motion vector line in subsequent shots in order to maintain the direction. Preserving principal direction in subsequent scenes. If you have a guy riding a motorcycle from Denver to Wyoming and you show this from screen right to screen left, subsequent shots must also show the motorcycle riding from screen right to screen left (unless , of course, ha has become dissatisfied with Wyoming and is returning to Denver)

Continuing Vectors

Continuing Vectors

Converging Vectors Converging = vectors crossing paths/pointing towards eachother Converging Index Vectors Goal =

Converging Vectors Converging = vectors crossing paths/pointing towards eachother Converging Index Vectors Goal = to get viewers to perceive separate shots as one simultaneous event Example: Close-ups of people talking to each other following a twoshot of the same must maintain original index convergence. Example: Having established the spatial relationship between audience members and a speaker, subsequent shots must reflect the original index convergences. Converging Motion Vectors (p 74) If you show objects heading toward each other, they should eventually converge. Camera placement maintains these directions by shooting from the same side.

Converging Index

Converging Index

Converging Motion

Converging Motion

Diverging Vectors Diverging = pointing away from each other Diverging Index Vectors Goal =

Diverging Vectors Diverging = pointing away from each other Diverging Index Vectors Goal = to get viewers to perceive separate shots as one simultaneous event If you establish index vectors pointing in different directions, you should maintain the original index divergence in the next shot. Example: two people fighting and looking in opposite directions in initial shot should be doing the same in subsequent close-ups. Diverging Motion Vectors If two objects are shown as going in opposite directions, subsequent shots should be made in order to maintain those directions.

Diverging Vectors

Diverging Vectors

Object Framing Facilitating Closure: Graphic Cues: When showing only a part of an object

Object Framing Facilitating Closure: Graphic Cues: When showing only a part of an object or person on screen, you must frame the subject so that the viewer can easily fill in the missing parts and perceive the whole – called Psychological Closure

Issues with Closure… Premature Closure: Occurs when viewers apply closure to the partial image

Issues with Closure… Premature Closure: Occurs when viewers apply closure to the partial image within the frame without extending the object into off screen space. This is why having the natural dividing lines of a person or an object coincide with the screen edges should be avoided. What are our natural dividing lines?

Premature closure looks like… Correct Framing Premature closure

Premature closure looks like… Correct Framing Premature closure

Issues with Closure… Illogical Closure: Occurs when the visual elements of two unrelated objects

Issues with Closure… Illogical Closure: Occurs when the visual elements of two unrelated objects provide enough continuation of graphic vectors to be seen as a single object. The human eye’s visual grouping of continuing vectors is so strong that we tend to group objects that do not belong together

Examples of Illogical Closure

Examples of Illogical Closure