Professional Documents
Culture Documents
Grammar of The Film Language PDF
Grammar of The Film Language PDF
o f th e
F ilm
La n g u a g e
Daniel Arijon
Silman-James Press
Los Angeles
ISBN: 1-879505-07-X
Silman-James Press
1181 A ngelo Drive
Beverly Hills, CA 90210
CONTENTS
1
F IL M L A N G U A G E AS A SY STEM O F V ISU A L
C O M M U N IC A T IO N
Beginnings o f film language
Types o f film m aker
F orm s o f film expression
Defining out aims
T H E IM P O R T A N C E O F P A R A L L E L F IL M
E D IT IN G
Two basic types
A ction and reaction
Peak m om ents and the understanding
How parallel editing is obtained
A wider perspective
2
3
3
4
3 D E F IN IN G T H E BASIC TO O LS
Newsreel
D ocum entary
F iction film
T hree types o f scene
Elem ents o f film gram m ar
The shot
M ovem ent
Distances
Types o f editing
Visual p u n ctuation
Scene m atching
O pposed glances
C entre o f interest alternates
6
6
8
9
10
11
12
12
13
14
14
15
15
15
16
17
18
19
21
23
4 THE T R IA N G L E P R IN C IP L E
Basic body positions
Line of interest
Im portance o f the heads
Five basic variations o f the triangle principle
Em phasis by com position
Types o f visual em phasis
Triangle principle: One person
5 D IA L O G U E B ETW EEN TW O PLA Y ER S
Face to face
N um ber contrast
Perform ers side by side
Players behind one an o th er
W ord o f caution
Cam era distance
Cam era and actor height
Subject lying side by side
Telephone conversations
Opposed diagonals
T ranslucent density m asks
Players reflected on m irrors
6 T H R E E -PL A Y E R D IA L O G U E
R egular cases
Irregular cases
External/interna! reverse cam era positions
Internal reverse cam era positions
Parallel cam era positions
Pivoting p oint
Emphasizing the centre o f interest
Partial em phasis
Total em phasis
A north-south to east-w est change
Using only four cam era positions
Introducing internal shots
Eight cam era sites are em ployed
A simple m ethod using three cam era sites
Using a pivoting shot
Deliberate om ission
Summing up
26
26
27
30
32
36
39
46
50
50
52
52
55
59
61
62
66
68
69
73
74
75
75
76
80
84
84
85
90
91
93
95
95
98
100
103
104
105
107
D IA L O G U E IN V O L V IN G F O U R O R M O R E
PE R SO N S
Simple cases
1 Using a com m on visual axis
2 U sing a right angle cam era site
G roups arranged round a table
Subdividing the g roup
G eom etrical p atterns
Several opposed sectors
H andling large groups
A perform er faces an audience
A crosswise change o f the line o f interest
C row d with m ain player a t centre
A ctors as pivots
109
109
110
111
112
116
118
121
124
124
127
129
130
E D IT IN G P A T T E R N S F O R ST A T IC D IA L O G U E
SCEN ES
A pproaching and receding patterns
How a sequence begins
Re-establishing shots
Im p o rtan ce o f silent reactions
Inserts a n d cut-aw ays
N u m b er co n trast
Parallel editing o f m aster shots
Line o f in terestchanging sides
Pause between dialogues
T im e com pression
Speeding dialogue tem po
135
136
136
137
138
138
149
149
152
152
156
159
9 T H E N A T U R E O F S C R E E N M O T IO N
M o tio n b ro k en dow n
C hanging view with m ovem ent
U sing cut-aw ays
N eu tral d irection
P erform er indicates the change
C o n trastin g m otions in the sam e h a lf screen
C onditions o f the cut
W here to cu t
C utting on action
160
162
163
164
164
164
172
175
175
176
10 C U T T IN G A F T E R T H E M O V E M E N T
378
11 M O T IO N IN S ID E T H E S C R E E N
T urning
U sing a com m on visual axis
B rief sum m ary
A personal preference
188
189
213
245
248
12 M O T IO N IN T O A N D O U T O F S H O T
M ultiple fragm ents
M o tio n in three fragm ents
249
249
250
13 P L A Y E R A M O V ES T O W A R D S P L A Y E R B
C onverging m o tio n
R ight angle cam era sites
Reverse cam era angles
Parallel cam era sites
C om m on visual axis
A w alks beyond B
261
261
262
266
268
268
274
14
U S IN G M A S T E R SH O TS T O C O V E R M O T IO N S
ON THE SCREEN
276
15 IR R E G U L A R CASES
Visual pause w ith larger groups
T h e pause is om itted
U sing reverse angles
D ivergent m otions
C o n stan t screen position for one player
Both players m ove
289
290
293
294
298
298
299
16
301
P L A Y E R A M OVES A W A Y F R O M P L A Y E R B
17 P L A Y E R S M O V E T O G E T H E R
In term itten t m o tio n
322
339
18 SO L V IN G D IF F IC U L T E D IT IN G S IT U A T IO N S
M ovem ent betw een cam era and static subject
M o tio n at the beginning o f the second shot
M o tio n beyond the static players
Using right angle cam era sites
Both players m ove
Hiding a m oving subject in the first shot
340
340
343
345
346
348
349
351
351
353
357
359
19 O T H E R TY PES O F M O T IO N
C ircular m ovem ent
Vertical m ovem ent
D ynam ic stops
360
360
370
376
20
T W E N T Y BASIC R U LES FO R C A M E R A
M OVEM ENT
M ovem ent and the cam era
Basic guidelines for cam era m ovem ent
Solid dram atic m otivation
380
380
380
384
21 T H E P A N N IN G C A M E R A
Scanning panoram ically
C hase sequences
In term ittent panning
Full circle panning
Fast panning
In tw o directions
Vertical tilts
Side tilts
Jointing a static and a panning shot
Editing two consecutive panning shots
A crobatic pans
385
385
386
399
401
403
405
406
409
409
415
421
22 T H E T R A V E L L IN G C A M E R A
Interm itten t action covered by a continuous tracking
Joining a static and a tracking shot
In term ittent cam era tracking
Using b o th sides o f the track
W inding paths
Panning while tracking
C am era and perform ers move in opposite directions
Single file form ations
T racking speed
424
424
426
433
436
437
443
446
454
456
r
Subject approaches tracking cam era
E diting consecutive tracking shots
Static shots intercut within a tracking m aster shot
C ircular tracking
'
457
458
461
464
23
T H E C A M E A R A C R A N E A N D T H E ZO O M
LENS
Follow ing action
F oreground props stress height
T o visually unite tw o o r m ore story points
To inject m ovem ent into static situations
T o single ou t a story point in a panoram ic m ovem ent
T o provide strong m ovem ent for cutting on action
Zoom ing
Zoom ing speeds
Zoom ing and panning com bined
Tilt shots using zoom effects
Cam era tracks as it zoom s
Zoom ing through foreground obstacles
469
469
469
470
471
472
474
475
476
477
479
479
482
24 A C TIO N SCEN ES
Standard form ulas
The subjective point Qf view
Five ways o f enhancing visual action
Reaching a visual clim ax
Breaking the clim atic action into several shots
High speed and slow m otion fo r action sequences
Follow focus technique
483
484
486
492
495
497
500
501
25 E D IT IN G IN T H E C A M E R A
Pre-planning is required
The pause between m ovem ents
The change o f zone
A pproaching o r receding from the cam era
Changing the body position
Substitution by sectors
Switching screen sectors
Num erical contrast
Editing within the film fram e
502
502
503
503
508
514
516
523
533
538
26 M O V IN G F R O M Z O N E TO Z O N E
G eneral principles
A g ro u p m oving from zone to zone
T he g ro u p expands
Two fu rth er variants
A player moves, the other rem ains stiil
The group contracts
Devices for zone change
542
542
543
545
548
551
554
554
27 C O M B IN E D T E C H N IQ U E S
Shot by sh o t editing
M erging the techniques
Sum m ing up
564
564
571
577
28 F IL M P U N C T U A T IO N
T ran sitio n s from scene to scene: fade o u t fade in
W hite-outs and colour fades
Dissolve
W ipe
Iris
Use o f d ark areas
Titles
Props
Light change
Q uestion and answ er
A m ovem ent in the sam e direction
S u b stitu tio n o f an object
W ord repetition
A deceptive visual m atch
C u ttin g aro u n d a p ro p
A sudden close up
T ran sitio n by parallel editing
Scene openers
T he a c to r
T he cam era
In tro d u cin g points o f view
A b ru p t ju m p cuts used as pu n ctu atio n
Ju m p cuts as tim e transitions
Selected peaks o f action
In actio n as p u n ctu atio n
579
579
579
579
580
580
581
581
581
581
582
582
582
582
582
587
588
588
589
590
590
591
595
597
597
599
599
601
602
603
604
611
614
IN D E X
616
INTRODUCTION
There are so m any books on film m aking, th at one is tem pted to
ask why there should be yet another. And why this o n e? The
au th o r feels, and this conviction stem s from his own case histories,
th at for the last tw enty years there has no t been, a book on the
m arket th a t chronicles the developm ents in the narrative tech
niques o f the cinem a in a practical way.
A young person n o t lucky enough to be associated with good
film m akers, usually seeks the inform ation he needs in books. He
will find m any books th at discuss various theories ab o u t film, or
contain criticism and interviews or essays. A highly com plicated
endeavour such as film m aking, requires the effort o f m any
specialists, som e o f w hom have w ritten good technical books.
But one sector o f the subject has been neglected in recent years
which m ay be term ed the organizing o f images for their projection
on a screen. Existing books on the subject are o utdated o r in
com plete. A nd few o f them have any tangible practical inform a
tion th a t the budding film m aker can assim ilate and apply in his
ow n w ork. T he aim o f this book is to fill the gap th at has opened
since those works were originally w ritten.
The cinem a has evolved a t a w ondrous pace, especially in its
narrative form s. W ith new lightw eight cam eras, p ortable recorders
and o th er technical developm ents on the one hand, an d econom ic
hire charges for good equipm ent, cheap raw stock an d processing
on the other, the possibility o f m aking a professional full length
low -budget film is alm ost within the reach o f everyone. I f the
dream o f the form er generation was to w rite the great novel o f
their time, the aim o f the younger generation seems to be the
m aking o f very good films. To them , an d the m any other persons
who are increasingly turning to film as a m edium o f expression,
this b o o k is m ainly dedicated. It is designed to shorten the years
o f apprenticeship and avoid the uncertain task o f collecting scraps
o f inform ation here and there and to assembie the basic rules o f
film narration. Y ou will n o t find theories here, b u t facts, tested
and proven over a long period by diverse film m akers all over the
world, which can be readily applied to any film project you m ight
be considering.
W ork on this b o o k has taken up nearly twelve years alongside
with my own career in film m aking. I hope that m y hum ble
effort will also help anyone who, like the au th o r, began their
career or is ab o u t to begin it in countries or areas where an in
dustry th at absorbs new biood does no t exist.
Age, n ationality o r background does not m atter. W hat is im
p o rta n t is th a t y o u have som ething to say th at can, and m ust,
be expressed th ro ugh the film m edium in your ow n way an d in
your own term s. T he greatesL m ovies o f o u r age are still unm ade.
L et us try to be the ones who will m ake them .
Daniel A rijon
M ontevideo, U ruguay, 1975
ACKNOWLEDGEMENTS
This b o o k would not have been possible w ithout the help o f
CarriUon Films del Uruguay, where I found unlim ited support for
my project, and where m oviolas and projectors were freely put at
m y disposal over a num ber o f years.
Luis Elbert and Nelson Pita located an d obtained m any o f the
film prints used by the au th o r in his research. M anuel Martinez
Carril o f Cinemateca Uruguaya also helped provide film prints
for viewing and analysis expressly for this m anuscript. The late
Jorge Calasso, M iss Elena Iuracevich, Raul Fernandez M on tans,
and last b u t n o t least, M ilton Cea, m ade invaluable contributions
and suggestions. To all o f them , my heartiest thanks.
Daniel Arijon
1
FILM LANGUAGE AS A SYSTEM
OF VISUAL COMMUNICATION
A cross the open d o o r o f m y office, I can see the editing equipm ent
we have been using for several weeks in p utting together o u r last
film. From my desk I can partially see the sm all screen o f the
editing m achine. N ow it is only a white rectangular sp o tlifeless,
ju st a piece o f coated glass. O n a sudden im pulse I rise and w alk
into th at room . I stop a t the d o o r and survey it in a way I have
never done before. T he objects are fa m iliar^ -th e cans o f film, the
bins full o f strips o f celluloid, the scissors, the splicing m achine.
On sm all hooks hang num erous strips o f film, some o f only a
few fram es length, o ther o f countless feet unreeling loosely into the
bins.
I
select one o f the strips o f film a t ran d o m an d thread it into
the m oviola. 1 pull som e switches a n d the strip o f film starts to
move. O n the small screen suddenly an im age appears. W e are
inside a church, large, m odern, ascetic. A girl, young and innocent,
walks to w ard s us. W e follow her until an o th er figure appears on
the screen. It is an actor dressed in a d ark spacesuit an d wearing
a strange and b rilliant helm et. We only catch a glimpse o f the
lone glass eye o n the projecting front o f his helm et and there the
shot ends. T he small screen becom es blan k again with only a
flickering light shining beneath the glass.
W h a t I have seen is ju s t a fragm ent o f a pho to g rap h ed
reality. A reality th at was carefully arranged an d rehearsed in front
o f a m ovie cam era. A sim ilar process was registered on the other
strips o f film. H ere, reality is broken dow n into little fram es and
here in the cutting room I stand, thinking ab o u t this aspect o f my
craft.
T hose pieces o f film were selected by me, recorded on film by a
photo g rap h er, im m ersed in chem icals in a lab o rato ry until the
images were clearly visible and fixed on the celluloid base. And
1
1 Sight and Sound S pring 1966 Vol. 35 N o. 2. P utting the M agic in It" by R oger
H udson.
2
THE IMPORTANCE OF PARALLEL
FILM EDITING
scenic sites o f New Y ork by the hunter, who keeps firing his gun,
a n d misses every time.
4 A gain the unknow n m an is presented in close up, and gives
m ore inform ation ab o u t the G re at H unt.
5 Miss A ndress teases the hunter to keep on firing, until he
runs o u t o f bullets.
6 Once m ore the unknow n m an appears in close up and details
the advantages o f succeeding, in ten consecutive chases,
alternating as h u n ter and victim.
7 U rsula A ndress, followed at a short distance by her pursuer,
steps o n a c a rs hood, jum ps over a net fence and runs into the
M asoch C lu b .
8 H er pursuer arrives and, after a pause, also enters the club.
H e moves in the futuristic interior, walking am ong the seated
patrons.
9 A m aster o f cerem onies on the stage (the m an we had pre
viously seen in close up explaining the m echanism o f the Great
H unt) introduces a dancer. She emerges, wearing a m ask and a
costum e o f blue and silver sequins, and starts to dance.
10 T he h u n ter sits dow n and watches her.
11 She moves am ong the clubs patrons who remove pieces o f her
dress, until only two small garm ents rem ain.
12 T he h u n ter w atches her.
Tw o types o f parallel film editing are to be found in the sequence
described. Firstly, two different situations are alternately presented
to the audience:
the chase on the streets o f New Y ork, and
the explanation o f w hat the G reat H unt is.
Each story line develops separately, contributing m ore inform ation
on each successive appearance. O n the external views o f the chase
(the first story line) we becom e aw are th at som ething unusual is
happening. Then we see how the victim is controlling the hunter at
will. Later we see how she leads him to a site she has pre-selected
(paragraphs I, 3, 5 and 7). The close ups o f the clubs m aster of
cerem onies (the second story line) explain w hat the G reat Hunt
is, then w hat its m echanism is, and later w hat are the advantages
o f surviving in ten consecutive chases (paragraphs 2, 4 and 6):
Second, two related situations in a com m on site are a ltern ated :
the dancer, and
the hunter.
Once inside the club, the parallel film pattern changes, and
7
S hot 1: the h unter m oves his rifle from side to side, aim ing off
screen.
Shot 2: a b ird is flying in the sky.
( Reaction)
Shot 1: the h unter fires his rifle.
Shot 2: the bird is hit and falls.
In this way we have grouped first the inform ative parts o f the
shots, enabling us to show the outcom e m ore com prehensibly.
T h at alternation o f shots: Shot 1 Shot 2S hot 1Shot 2, is
know n as parallel film editing, and is only one o f its form s. In
this exam ple we were dealing with two lines o f action, b u t the
num ber o f lines involved m ight be increased for a different
situation.
This grouping o f action and reaction perm eates the whole
structure o f a film : from the union o f two shots, to the ju x ta
position o f two or m ore sequences, an d to a greater extent the
construction o f the whole story itself.
P eak m om ents and the understanding
The process o f m anipulating action ju st described forces a selec
tivity process in w orking ou t a film story. Only the peak moments
o f a story are shown on a screen, and all the events o r actions that
9
11
3
DEFINING THE BASIC TOOLS
Films m ade with a cam era alm ost always tel! a story. Usually in
these movies, real persons and objects are recorded on film and
reproduced on the screen a t the sam e film cadence: 24 frames per
second. But on som e occasions that procedure is altered and m anmade drawings, patterns, objects, anim als, and persons projected
at 24 fram es per second, m ay have been recorded at speeds th at
go up to hundreds o f frames per second, o r dow n to fram e by fram e
phn(ography with variable time lapses between each exposure.
In the first group, we can place the following film form s:
newsreel
docum entary, and
fiction.
In the second category we can include all the films th at require a
radical change in recording techniques. This second category
would cover:
anim ated cartoons,
anim ated puppets,
time lapse photography o f objects,
plants, anim als o r hum an beings.
We are particularly concerned here with film techniques applicable
to the first three.
Newsreel
Newsreels attem p t to cover an unrepeatable act o r event. The
film m aker has m inim al control over the incident he records. He is
a spectator with a visual recording m echanism . In its crudest form
this coverage produces a series o f disconnected shots th a t register
portions o f the total event but when projected on the screen present
12
The shot
N ow , let us define which are the gram m atical tools o f the film
language. F irst o f all we have the shot.
T he length o f the shot o r take is lim ited only by the am ount o f
film th at can be exposed in the cam era w ithout reloadingsay,
four, ten o r thirty three m inutes. T he shot can be used in its
entirety in an u ninterrupted flow, o r broken up into sm aller strips
o f film to be intercut w ith other shots. A staged event can be shot
repeatedly, in whole o r p a rt from the same or different positions.
G enerally, when the scene does no t play too well the repeat shots
are taken from the sam e position. Changes o f cam era position are
used m ore conciously, to allow the film editor to cross-cut.
M ovem ent
D uring a shot the cam era can rem ain fixed , or it can pan (sweep
horizontally on its axis), o r it can tilt (pivoting either up or down)
o r it can travel a t different speeds attached to a moving vehicle.
It can record simple o r com plex events. It can move supporting
the action th a t it records.
It can do all th at from different distances. Those distances can
be obtained either physically or optically.
15
Distances
The gradation o f distances between the cam era and the recorded
subject can be infinite. A ctual practice has taught th at there are
five basic definable distances. They are know n as:
close up, or big close up
close shot,
m edium shot,
full shot, and
long shot.
However, these denom inations do not imply a fixed m easurable
distance in each case. The term inology is quite elastic, and deals
mainly with concepts. It is obvious th at the distance between
cam era and subject is different between a dose shot o f a house and
close shot o f a man.
Figs. 3.1 to 3.5 illustrate the areas th at each cam era position
covers.
FIGURE 3.3
Medium shot.
FiGURE 3.4
FIGURE 3.5
Full shot.
Long shot,
If a full shot o f the hum an figure is fram ed, the feet o f the subject
m ust be included. C attin g above the ankles will n o t give a pleasant
com position. Figure 3.6 illustrates the diverse cutting heights.
Types o f editing
T here are three m ain ways in which a scene can be edited:
1 A m aster shot registers the whole scene. T o avoid m onotony,
there are several techniques for editing w ithin the film, fram e or
in cam era.
2 A m aster shot is inter-cut with o th er sh o rter takes. These other
takes cover fragm ents o f the scene from a different distance or
introduce subjects in an o th er place, and are intercut into the
FIGURE 3.7 The central subject o l the scene should, in normal cases, be kept In the
same frame position, as in the first example, when making a cut from one shot to
another,
*
19
f
whose adventures they are following. This is both annoying and
distracting. The spectator m ust be given a com fortable eye scan
o f the shots with a constant orientation th at allows him to co n
centrate on the story (Fig. 3.7).
F o r this purpose the screen is usually divided in two o r three
vertical parts, in which the m ain perform ers are placed. All
position m atching is done in any o r all o f these areas.
M atching the movement has a sim ilar logical base. D irection o f
m ovement should be the sam e in two consecutive shots th at record
the continuous m otion o f a perform er otherw ise the audience will
be confused ab o u t the supposed direction o f m ovem ent (Fig. 3.8).
RIGHT
WRONG
FIGURE 3.8 Movement is of a sim ilar kind and in the same direction in the first
example illustrated. The audience follows the motion of the subject easily. But if the
dlfeciion of movement is suddenly reversed in the second shot, there will be con
fusion as to where the subject is Qoinc.
z z
FIGURE 3.9
tions.
W hen two peopfe face each other, their glances are in opposed direc
FIGURE 3,10 If both players are featured in separate shots, their glances should
still be in opposed directions.
FIGURE 3.11 When both players look In the same direction, they are not looking at
each other, but at something or at somebody else.
Opposed glances
Establishing and m aintaining a co n stan t opposition in the direc
tion o f a look exchanged between two players, can be achieved
very simply. The only requisite is th at their heads face each other.
T he physical distance betw een them is unim portant. I f a player
moves to a position where he now has his back to his fellow player,
the opposition o flo o k s is m aintained as he periodically glances at
the other person over his shoulder, o r if after a m om ent, he turns
to face his in terlo cutor again. In a group o f three, one o f them is
the arb iter o f attention. W hen one o f the actors speaks, the other
two look at him. As the interest shifts, one o f the players looks
to the new centre o f attention, m aking an effective and clear change
for the audience to follow. See Fig. 3.12.
FIGURE 3.12 Player 8 acts as the arbiter of attention, shifting the Interest from A to C .
He achieves this change by moving his head from one pfayer to the other.
RIGHT
WRONG
FIGURE 3.13 In the first example tw o players concentrate on the person In the fore ground, who thus becomes the dominant one. In the second case. B looks In another
direction, drawing away the attention of the audience, who are forced to choose and
are unable to. Either player C is Im portant or something of! screen is really upstaging
her. The audience cannot know.
FIGURE 3,14 Me^e a large group Is seen throw ing attention first on to A and then
on G. These two players are the centre of attention In the group, and the silent per
formers decide with the direction of their glances, cast In unison, which of the two
la dominant at any one time.
FIGURE 3.15 W ith several groups of people rn the scene, the group closest to the
camera is the dominant.
25
4
THE TRIANGLE PRINCIPLE
FIGURE 4.1 Two players can be deployed In the linear arrangements depicted In
these illustrations, either as straight line or a right angle.
28
form a triangular figure with its base parallel to the line o f interest
(Fig. 4.3).
FIGURE 4.3 Basic positions Into the triangular method of covering tw o players
located on a common line of Interest.
FIGURE 4.4 Constant screen position for both players Is assured by using the
triangle principle for camera coverage of a dialogued scene between two static
players. Notice how the girl A is always on the left side of the screen In the three
shots. The young man B also remains framed on his own side, the right sector of the
screen.
r^L
v\
J
1
1V - r
'v
HL.
/
s>J'<3
.y
>
V
2
FI SURE 4.S Two triangular formation can be employed one on each *tde of the tine
Interest. One of them has to be chosen, excluding the position on the other.
FIGURE 4.6 The two incompatible right angle positions relative to the line of
31
FIGURE 4.7 External reverse angles. The cameras In the two positions parallel
to the line of interest are directed Inward towards the players. Note that the symbol
represents a human figurethe flat tid e Indicates the fro nt o l the figure.
32
triangle are behind the backs o f the two central players, angled in,
close to th e line o f interest between the perform ers and covering
them both.
in t e r n a l
reverse
a n g l e s .
In the second variant, the
cam eras are betw een the two players, pivoted outw ards from the
triangular figure, and close to the line o f interest though not
representing the view points o f the perform ers. In either case the
ra p p o rt is n o t th at o f a head-on co nfrontation, though quite close
to it in effect.
------FIGURE 4.8 Internal reverse angles. In this variant the two camera positions parallel
to the Une of interest point outwards, covering each player individually.
W ith the cam eras back to back anyw here on the base o f the
triangle the effect represents the subjective view point o f the player
excluded from the shot.
FIGURE 4.9 Subjective camora angles. If the camera positions are back to back on
the line of interest itself, they each become the subjective point of view of the player
excluded from the shot.
p a r a l l e l p o s i t i o n s . W ith the th ird variant the cam era sites
are o n the base o f the triangular figure close to the line o f interest,
deployed with their visual axes in parallel, (Fig. 4.10) an d cover the
perform ers individually.
33
FIGURE 4.10 Parallel camera positions. When both camera positions have their vi
sual axes in parallel, they cover each player individually giving us a profile view.
FIGURE4,11 Thethree basic variants outlined in the previous figures can be com bin
ed into a major triangular deployment. Thus, varied and ample camera coverage
is obtained tor two statfc players during their exchange of dialogue.
34
FIGURE 4,12 When the players are placed side by side In an L formation, a right
angle camera relationship is assumed by ttie two sites located on the base of the
triangular figure for camera placement.
FIGURE 4.13
but behind.
The right anole camera positions cannot orify be in froDt ot the actors,
,
35
com m o n
v i s u a l a x i s . To cover only one o f the players i n a
m aster shot while fram ing both players on the other, the cam era
in one o f the two viewpoints on the triangle base, m ust be ad
vanced on its visual axis.
Advancing on either o f the tw o viewpoints (optically o r physi
cally) we obtain a closer shot o f the selected perform er, thus
em phasizing him over his partner. Fig. 4.14 shows the arrangem ent.
The above m entioned five basic variations are used not only to
cover static conversations o f a group o f players, but also the m ove
m ent of those players on the screen.
Emphasis by composition
W hen two speaking perform ers face each other, the strongest
cam era positions to record their dialogue, are located on the base
o f the triangle, parallel to the line o f interest. Positions 1 and 3 o f
the external reverse cam era arrangem ent, have two im m ediate
advantages over the cam era site situated on the apex o f the tri
angle. They give com position in depth, because from their view
points, the actors are placed on two different planes: one close
to the cam era and the other further back.
The second advantage is that one o f the actors faces the cam era,
getting our full attention, while the other has his back to us. In
theatrical term s, the second actor has an open body position
(face to the audience), while the first has a closed body position
FIGURE 4.15 Emphasis by com position on the two external raverse master shots can
be achieved by olvlno tw o-thirds of the screen space to the player who faces the
camera, and the remaining third to the one with his back to the camera.
39
FIGURE 4.18
foreground player and a small sector o f the screen is left free for
you to see the d o m in an t actor in the background (Fig, 4.19).
The device is particularly em phatic, because o u r attention is
centred on a small (usually upper, occasionally lower) area o f the
screen. R ight and left top angles o f the screen are contrasted from
shot to shot, as the two extreme external reverse cam era positions
are edited in parallel.
W hen an internal and an external reverse cam era position are
com bined, some film m akers place the perform ers off-centre in
b o th shots, close to one o f the lateral sides. The em pty tw o-thirds
o f the screen are filled w ith colour, o r inert shapes th a t do not
interfere with the players. Fig. 4.21 illustrates the concept.
O n other occasions a dark area th at blocks the same tw o-thirds
o f the screen in bo th shots is em ployed to obtain the sam e effect,
as seen in Fig. 4.22.
i
i
I i
i
i
FIGURE 4.19 Here a very small upper area of the screen is used to frame the dom
inant player in each reverse master shot.
FIGURE 4.20 In this example a smafl lower area o f the screen is used to compose the
key figure in each of the reverse master shots.
41
I
FIGURE 4.21 A n in te rn a l reverse angle and an e xte rn a l reverse cam era p o s itio n use
p icto ria l c o m p o s itio n s th a t co n ce n tra te th e players in th e sam e lateral area o f th e
screen.
42
I
I
I
FIGURE 4.23 Two Internal reverse shots are used for this example, and the same
area o f the screen Is employed to frame the players. Note the opposed glances that
relate the players to one another visually.
FIGURE 4.24 Tw o-thirds o f the screen area are used in each master s h o tto compose
the lone player, ieaving 'air' In front of him to achieve a pleasing pictorial com posi
tion.
FIGURE 4.25 Bizarre way of framing two players for a pair of reverse master shots.
Its shock effect can often heJp to oblafn an alienated mood in the scene.
J
FIGURE *.26 Here, (ha player's face Is placed close to one side of the screen frame,
leaving half the screen empty behind, This unusual way of com posing tw o related
internal reverse master shots brlnos a special visual enhancement to the scene.
T hose types o f com position quickly grasp atten tio n and tend to
d istract fro m the m ood o f the scene. A nd yet, to certain types o f
situations such as intim ate love scenes, they bring a strange im
balance th a t can enhance the situation. E xternal reverse angles
FIGURE 4.27 Hera, both external reverse camera positions are directly behind the
players, on the line o f Interest Itself. Only high angles permit this alignment.
45
FIGURE 4.28 From (he three points o f the triangular camera placement figure stem
axis tines on w hich the camera can be placed at any distance to cover the two central
players In a scene.
W R ON G
FIGURE 4.30 When the lone figure is looking straight ahead (north-south) the tri
angular camera placements cannot be in an east-west direction. The external reverse
angles will present conflictino directions of gaze, which is incorrect.
48
FIGURE 4.31 When the tone pfayer turns his head in a half circJe this Is covered by
east-west camera positton. W ith a rig h t angle turn a north-south camera placement
will suffice.
Fig. 4.31 illustrates b o th cases, for which the trian g u lar cam era
coverage m ust be shifted.
49
Visual form ulae to cover dialogue are few in num ber though
v ariations can be achieved through dress, background, lighting,
etc.
T h e two strong cam era positions parallel to the line o f interest
are those from which m aster shots are m ade to cover the static
dialogue. T he scene is first covered partially or in full from one
cam era position, an d then repeated from the o th er to be edited in
parallel later.
W orking from the two dom inant cam era positions, the following
analysis uses as a basis the five trian g u lar variations for cam era
deploym ent exam ined in the preceding chapter.
Face to fa ce
T he m ost sim ple ap p ro ach w ith face to face dialogue is to use a set
o f external reverse angles. W ith the perform er appearing in
foreground (with his back to us) in external reverse shots the tip
o f the nose should not extend beyond the line o f his cheekwe
do n o t see his nose a t all from such a n angle. T he one third/tw oth ird s screen space distribution is basic, although the variants
already discussed in the exam ination o f the triangle principle can
be used if desired.
Fig. 5.1 shows the classic arrangem ent, which is the one more
widely favoured by film m akers all over the world.
An internal reverse angle can be com bined with an external
reverse cam era position. T he perform er singled ou t is the more
prom inent. Two solutions are available (Fig. 5.2).
50
FIGURE 5.1 Dialogue between two players. This is the m ost common framing for
external reverse master shots of two players who face one another,
FIGURE 5.2 Two com binations of an external reverse angle and an Internal camera
positron are possible.
*
51
FIGURE 5.3
2,
Number contrast
The com bination o f an external reverse and an internal reverse
position creates number contrast o n the screen. External reverse
shots include both players, while internal reverse shots feature
only one actor.
T hus we have the following three positions:
2 perform ers to 2b o th m aster shots are external reverse
cam era positio n ;
2 perform ers to 1 one m aster shot is external, and the other is
internal;
1 perform er to 1 bo th m aster shots are internal reverse angles.
Performers side by side
Two players placed side-by-side on a linear arrangem ent, have a
com m on sense o f directionb o th look forw ard. Yet, this is not
the direction o f our line o f interestth a t runs across the heads o f
the perform ers the direction o f their gaze w hen they look a t each
other, and o f psychological ra p p o rt betw een them . Even if they
do not look at each other at all during the whole scene, if they
are in a w ithdraw n m ood, their heads lowered, eyes shut perhaps,
52
FIGURE 5.4 External shots applied to a linear arrangement fo r the actors, where both
are looking in the same direction.
FIGURE 5.5 Internal reverse shots applied to a coupfe of performers sitting on the
front seat of a car,
FIGURE 5.7
formation.
FIGURE 5.8 Two possibilities for an advancement along one of the camera axes;
a close shot of one of the players is obtained.
FIGURE 5.9 The players look outside their angular formation. The three approaches
shown all have a rioht angle relationship.
obtain with precision and safety for those involved. So, for close
shots a t speed a static vehicle is filmed in the studio, with either
back projection o r travelling m atte, to provide a m oving back
ground. Some obstructions rotated in front o f the actors com plete
the illusion. By resorting to this visual sleight o f hand, the shots
are obtained u n d er controlled conditions. The vehicle is placed
upon a base th a t can be ro tated in fro n t o f the projection screen
or blue-backing em ployed for travelling m atte, so th a t by pointing
the players tow ards o r aw ay from the cam era, Positions 1 and 3 of
the triangle cam era coverage can be achieved. Positions 1 an d 3 as
seen in Fig. 5.11 cover external reverse positions.
FIGURE 5.11
External earners coverage for (wo players aligned one behind the other.
FIGURE 5.12
the other.
Word o f caution
When filming individual shots o f two or m ore players, m istakes
may occur. W hen the cam era is repositioned on the set, an d lens
and lights changed and adjusted, frequently the direction in which
the player was looking is forgotten, especially if the new shot is a
head-on close shot.
A n acto r who was previously looking to the left, m ay now
unconciously deliver his lines looking to the right, thus ruining the
sequence.
W hen m aking individual shots o f a player engaged in con
versation, it is a good idea to keep the second actor in his form er
place, b u t o u t o f cam era range, for tw o reasons:
1 it will ensure th at the cam era is n o t placed on the other side
of the line o f in te re st;
2 the acting o f the player on cam era will be m ore natural, since
he has som eone to whom his lines can be delivered, instead o f
addressing them into em pty space.
If for any reason, the second player is n o t available when the single
shots are recorded on film, a reference point beside the cam era
hood (sun-shade) m ust be given to the perform er.
Either a technician stands there substituting the m issing player,
or an object is selected for th at purpose. Some technicians prefer
to put their clenched fist against the hood as a reference point.
Fig. 5.13 shows the situation.
59
FIGURE 3.13 The om itted player Is kept out o f camera ranfle to ensure proper
placement of the camera position. The actor o r substitute 6 Is positioned out o f shot
to provide the correct reference point for actress A whose attention Is supposed to
be fixed on a definite object or person who might have been seen In the previous shot.
Perform ers m ust avoid looking into the cam era lens. It violates
the direction o f the line o f interest a n d the audience feels th at the
player is looking at them directly and no t at the o th er players.
In a fiction film players m ay look into the cam era lens only for a
special purpose.
1 T he perform er m onologues w ith the audience, as Laurcnce
Olivier did in his film Richard III. It is a recourse derived from the
theatre, where players break the flow o f the scene an d address the
audience to give their own personal view o f the events. I t is an
accepted convention b u t can destroy the flow o f a staged event.
2 A m ore legitim ate use is w hen the player addresses the audience
as a radio o r TV announcer.
In the first case, the player relates directly with the audience. We
suddenly becom e participants and n o t spectators o f a staged story.
It shocks o u r feeling o f security in the darkness o f the m ovie
theatre, while in the second instance the p erform er relates with
an other player (show n or no t in the preceding o r follow ing shots).
60
61
I f an acto r stands and the other is sitting, the cam era height
can vary for the reverse shot (Fig. 5.17).
FIGURE 5.17 Suitable heights must be selected for each camera position to ac
commodate the differing heights of the players themselves.
63
FIGURE 5.18
I f the cam era tilt is to o acute the effect will be unreal, since we
norm ally do n o t look at o th er people from such extrem e low or
high viewpoints. Such angles should be reserved as shockers to
stress im portant story points o r special events. O n o ther occasions
when both players are standing, we can obtain a contrast in
heights by merely placing the cam era low in bo th external reverse
m aster shots (Fig. 5.19).
One player can be stressed with a different cam era height on the
external reverse shot coverage o f two players who are standing up
(Fig. 5.20).
A line o f interest is no t necessarily horizontal. W hen one player
lies flat while the o th er stands o r kneels, an d using the triangular
cam era disposition, Positions 1 a n d 3 (those close to the line o f
interest) are near the heads o f the perform ers, an d therefore have
different heights. A vertical line o f interest is also possible (Fig.
5.21).
The head o f each player is covered by vertical cam era positions
shown in the diagram .
64
FIGURE 5.19
W hen both camera positions are low they create an interplay of h e ifih tt
FIGURE 5.20 This com bination o f a high and a low camera position serves to throw
emphasis on to one of the players.
FIGURE 5,21
FIGURE 5.22
by side.
A right ancle camera deployment used to cover (wo players lying side
RGURE 5.23 A n external reverse camera set-up to cover two players lying side by
side: a platform may be used to aid the shooting o f one by a Jow level shot.
Telephone conversations
Tw o players talking to each o ther on the phone, are seen in single
takes, an d edited alternately to cover the length o f their conversa
tion. But to obtain the feeling o f a norm al conversation the actors
should look in opposite directions especially with split screen
sequences.
F o r the perform ers are filmed separately and com bined in
printing with m attes (Fig. 5.24).
68
FIGURE 5.24 Opposed glances are usually maintained between shots o f Iw o people
talking on the phone.
Opposed diagonals
W hen people talk to each o th er they do n o t necessarily keep th eir
bodies erect.
Som etim es the head is unconsciously tilted to a side to express a
m ood o f ease o r intim acya n o p p o rtu n ity fo r interplay o f opposed
diagonals in com posing close shots (Fig. 5.25).
This can b e achieved with any one o f th e trian g u lar cam era set
ups already discussed. W ide screen com positions can also benefit
from this treatm en t. Fig. 5.26 gives an exam ple.
People have p artic u la r ways o f standing w hen facing each o th er
and in a conversation. T heir bodies are seldom perfectly aligned.
Standing a little to one side o f the o th er is psychologically a m ore
com fortable position. So, from the tw o external reverse cam era
positions the players m ay be aligned o r there m ight be a small o r
large lateral gap betw een them .
I f the players are perfectly aligned the reverse cam era positions
m ust be close to the axis line form ed by th eir line o f interest, n o t
parallel to the line itself which w ould give a m uddled view o f the
d o m in an t player. A good result will register a diagonal com posi
tion o f b o th bodies on the screen. T he tip o f the nearby a c to rs nose
69
FIGURE 5.25 A n Interplay of opposed diaaonats in the com position of the shots can
be obtained with any one of the triangular camera set-ups.
FIGURE 5.26 W ide screen com positions can also benefit from diagonal pictorial
arrangements.
70
should rem ain within the profile. W hen one sm all lateral gap
exists between b oth players, the external reverse cam era positions
assume th e relationship shown in Fig. 5.27.
FIGURE 5.27
players.
m
Vi
FIGURE 5.28
players.
71
FIGURE 5,29 Three example# where the positioning o f the actors bodies or their
direction of travel appears to violate the triangular camera placement principle. Yet
all these examples are correct because they adhere to the line of Interest.
72
FIGURE 5.30
In a mirror,
even panned the cam era keeping the m ask on, a n d did forw ard
tracking shots to which the m ask conferred a rare m ethod of
isolation as darkness crept aro u n d the m ain subject as it was
approached.
Players reflected on mirrors
M irro rs have alw ays fascinated film m akers. One, two o r more
m irro rs have been em ployed in a surprising gallery o f effects
designed to be used w ith tw o m aster shots edited in parallel.
T he m ost favoured effects use only one m irror, in one o f three
key positions in relation to the tw o players involved: behind,
betw een, o r sideways to the perform ers. F o r exam ple, if the m irror
is behind the players, in the first shot one o f the perform ers is
placed in the foreground, his back to the m irror, while the second
player is reflected in its surface, but is o u t o f shot (Fig. 5.30).
74
THREE-PLAYER DIALOGUE
Regular cases
As before, for the m aster shots the cam era is positioned close to
the line o f interest. It is an easy situation if the three players are in
istra ig h t line each player m aintains his screen area from shot to
shot {Fig. 6.1).
Here, tw o players are placed one behind the other, an d face
the third. But they could be placed o n the extrem es o f the line,
facing in tow ards the central perform er (Fig. 6.2).
All the players are standing. F u rth er variations are possible
by having one or two players seated, o r a t different heights o n a
multi-level stage. These subtle variations, including different
spacing between the figures, will help disguise the too form al
pictorial com position th at a straight line arrangem ent on a plane
setting is a p t to give. A n L shaped form ation covered by right
angle cam era positions, will also m aintain the same regular order
of the players in b o th m aster shots as in Fig. 6,3.
75
FIGURE 8.1 Players arranged In a straloht line and covered by two external ravers*
camera positions; all the players retain their screen area in both shots.
Irregular cases
W hen the players are arranged in a triangle, tw o lines o f interest
converge on the d o m in an t perform er, and one line prevails. The
centre o f atten tio n for the audience, and for the group on the
screen, can be shifted by any subordinate player. He becom es the
arbiter o f attention. By turning his head from the dom inant
perform er to the other, the second person becom es the im p o rtan t
character in the scene. This recourse can be applied in two w ays:
1 the centre o f atten tio n m oves back and fo rth betw een two
players. T he third has only a passive role, deciding w ith the m ove
m ent o f his head which o f his tw o com panions predom inates.
2 the centre o f atten tio n moves in a full circle aro u n d the tri
angle o f players, each successively becom ing the centre o f attention.
76
FIGURE 6.2 The throe players standing in a C formation are covered by two external
reverse camera positions. They all maintain the same screen area in both shots.
T here are three basic form ulas fo r external reverse cam era shots.
They provide irregular variants bccause this geom etric arran g e
m ent o f players does no t give each player a steady screen area.
T he cam era sites fo r these form ulas are obtained by selecting
two o f the six positions depicted in Fig. 6.3A. In the illustration
each player, acting as the apex o f their trian g u lar arrangem ent, is
given tw o external reverse cam era shots.
FIGURE 6.3a
Formula A
The d o m in an t player, in the centre o f the group, rem ains in his
place in b o th m aster shots, while the players a t either side ex
change positions from shot to shot.
In this form ula the three players (placed on a neutral line of
interest) are located precisely betw een bo th reverse cam era points,
which give alternately a rear an d a frontal view (Fig. 6.4.)
This solution is best applied to closely knit groups, where the
intim acy or bluntness o f the situation requires scrutiny o f the
action an d reaction o f the players, divided into tw o sections and
featured alternately.
78
Formula B
Here the perform er acting as arb iter o f attention (as a silent
spectator) is placed at one side o f the screen. In the next shot she
appears on the opposite side.
T he o th er tw o players, conversing (along a diagonal line of
interest) m aintain their relative positions and occupy the screen
area shown in Fig. 6,5.
C om binations o f seated and standing players and different
shooting distances add variety.
Formula C
The d om inant player, placed o n one side o f the screen, stays in that
area in b o th shots, while the o th er two perform ers exchange their
positions from take to take.
In F orm ula B, the d om inant line o f attention flowed diagonally
to the background, an d the arbiting acto r was close to the side of
the screen.
In F orm ula C the dom inant line flows horizontally betw een the
two players in the foreground, and the arbiting ac to r is placed
beyond (Fig. 6.6.).
N otice th at in all three figs. the order o f players (show n above)
rem ains A, B, C.
T he shift in o rd er (shown below) dem onstrates the effect o f the
different form ulas.
FIGURE 6.5
Formula B
FIGURE 6.6
F o rm u la e
FIGURE 6.7 A 3to 1 number contrast obtained by juxtaposing an external reverse *hot
with an Internal one.
FIGURE 8.9
FIGURE 6.10 Individual Internal reverse camera positions cover each of the players
In the group separately; an establishing shot reminds the audience of the ensemble
of the whole oroup.
FIGURE 6.11 Parallel camera positions applied to a group of three persons, Number
contrast, 2 to 1, is obtained in this way.
86
FIGURE 113 Two camera sites on a common visual line cover a trianQufar group of
three performers. One of the shots emphasises the central player in the scene.
FIGURE 6.14 One o f the players In the group is used as a pivot to relate two master
hots placed at right angles. This pivoting actor Is placed on the same side of the
screen in both takes.
FIGURE 0.15 In this example the pivoting player shifts from foreground to back
ground as each master shot is edited In parallel with the other while keeping a con
stant screen area.
88
F1GURE6.15 A set of external reverse camera positions around aside player use him
as a pivot to cover the group o f three players.
FIGURE 6.17 Irregular coverage of a straight line arrangement of players, wh<re the
pivoting perform er shifts from one side o f the screen to the other as each master shot
Is alternated In parallel editing.
89
In the cases exam ined the pivoting player was dom inant, as
he had an im p o rtan t role in the scene. But a passive stance for
him is also possible. In Fig. 6.18 players A and C are dom inant.
Perform er B in the centre m ay be ju st listening to a heated dis
cussion betw een the o th er two. Y et player B has been used as a
pivot for the cam era sites, an d is featured in both shots, on the left
an d right sides o f the screen respectively. H is passiveness can be
stressed by the profiled position, eyes dow ncast, purposely to
avoid throw ing em phasis on either o f the others. His role is also
m inim ized by being given only a th u d o f the screen area.
FIGURE 6,18 In this example the pivoting player has a passive role. His flflure shifts
from one side of the screen to the other as the master shots are alternated.
FIGURE 6,19 A closer ahot of the dominant performer Is uaed as a pivoting ahot to
relate two external reverse shots o1 the group of three players.
Partial emphasis
Partial em phasis is possible by using any one o f the three basic
linear arrangem ents: a straight line, an L shape o r a triangle.
Fig. 6.20 shows partial em phasis being applied to a straight line
arrangem ent o f players.
A v arian t is show n in Fig. 6.21, where the set o f externalinternal cam era sites is m oved to the other end o f the straight
line com position.
A n L shaped arrangem ent o f the players can be easily treated
with partial em phasis. Fig. 6.22 gives a simple case.
91
FIGURE 6.20
players.
FIGURE (.21 A variation o f partial emphasis applied to the group of three players In
a straight ilne arrangement.
92
FIGURE 6.23 The secondary perform er Is placed on one aide of the screen In this
variant o f partial emphasis applied to a triangular com position.
FIGURE 8.24 Tha secondary player is placed In the centre of this other variant of
partial emphasis applied to a triangular form ation o f players.
Total emphasis
Total em phasis, as we said before, can be obtained by tw opairs o f
m aster shotsfeaturing three, and tw o players respectively. All
93
FIGURE 6.25 Total emphasis applied to a group of three players. The editing paltern
progresses from a 3 to 3 relationship to a 2 to 2 opposition of the principal performers
In the group.
FiG U R t 8.26 Two sets ot eternal-internal reverse shots applied to a group of three
players to cover a change in the line of the interest, which shifts from an east-west
to s north-south coverage.
of the trian g u lar principle for cam era deploym ent whose apex
is the neutral site 0, the one chosen to establish the scene.
When the line o f interest shifts to an east-w est direction as seen
from site 1, this cam era position becom es the apex o f a new tri
angular fo rm atio n consisting o f sites 3 1 4, a n d angles 3 and 4
m ust be on the side o f the new line o f interest. So, if the change is
seen from site 2, positions 3 and 4 m ust be on the side o f the line
o f interest th at faces the apex o f that new triangular formation.
Fig. 6.28 shows this.
To retu rn to a north-south* direction where the whole group
is seen, position 2 m ust be used to effect the change in direction,
A sequence using position 2 for the shift in the line o f interest,
w ould look like this:
Shots 12 1 234 34 2 12 I
T he form ula ju s t described is adm ittedly a bit com plicated to
describe, though once grasped is sim ple to pu t in to practice.
Introducing internal shots
In the cases ju s t discussed all the positions were external reverse
shots.
By introducing a n internal reverse cam era site, we have a new
way o f covering the group, still using four cam era sites. Once more
these m aster shots are em ployed in pairs.
In such a sequence, position 1 becom es the establishing shot,
position 2 and 3 the m ain m asters, a n d position 4 is a reaction
shot.
The conversation begins by alternating Shots 1 and 4 along a
n o rth -so u th line. In this way num ber co n trast is obtained on the
screen.
W hen the shift to a d o m in an t east-w est line is desired, we show
it happening from position I, an d move to an external reverse
coverage o f th e tw o em phasized players. O ccasionally we intercut
sh o t 4 w here perform er A (as seen in Fig. 6.29) looks on,
reacting silently o r occasionally speaking. A n editing order for a
typical sequence using this set-up could be like this:
(- .)
(-------- )
Shots - 1-4 - 1 -4 -1 -4 -1 -2 - 3 - 2 - 3 - 4 - 2 - 3 - 1- 4 - 2 - 3 - 2 - 3 - 4 - 1 -
(---------------) (----------------------------) ( _ )
a
b*
;
.1
l
J
1
j
;
/V
f IG, 6-28 This lifte d Interest shifts from a north-south to an east-west direction In a
similar way to that preceding except that in this case the change is seen from the
second position.
FIGURE 6.29 Four camera positions are used for this shift in the line of interest but
one ot them is an Internal reverse shot.
FI SURE 4.30
Figure 6.30 shows the eight basic cam era positions. The order o f
the sequence could be som ething like this:
Shot 1 Players B an d C in the b ackground talk w ith p erform er
A who is in foreground, his b ack to the cam era.
Shot 3 A replies. He looks off screcn, right.
Shot 4 B a n d C as seen from A s view point, lo o k to him off
screen, left.
Shot 3 A still talking.
Shot 4 B an d C answ er A.
Shot 3 A ends talking.
Shot 2 C an d B in foreground tu rn to
look at each other.
Player A in the centre o f the screen becom es
unim
p o rtan t.
S hot 5 Reverse. C a n d B talk.
Shot 6 Reverse. C an d B talk.
Shot 5
Shot 6
S hot 8 B is featured alone.
S hot 7 C is featured alone.
S hot 8
Shot 7
S hot 3 A re-enters the conversation. H e is facing us, looking
o ff screen, right.
Shot 4 B a n d C tu rn their heads to us to look a t A off screen left.
S h o t 3 A talks again.
S hot 1 T he whole g ro u p again: A B C.
Fig. 6.30 shows how sites 1 2 3 an d 4 cover the north-south
line o f interest, while positions 5 6 7 and 8 fram e an east-west'
shift.
T o show the shift o f the line o f atten tio n from N -S to E-W
position 2 is used. N otice th a t this differs from position 4 (pre
viously used to show the players o n w hom visual em phasis is now
b ro u g h t to bear) in th a t the actors exchange positions on the
screen. In position 4 the o rd e r on the screen is B C , while from
po sitio n 2 these players are seen arranged in the foreground as
C B.
S h o t 3, however, (an internal reverse position) bridges this ano
m aly. A nd it w orks because shots 3 a n d 4 have a reverse angle
relationship, while shots 3 a n d 2 are placed on a com m on visual
axis. In fact, P layer A is used as a pivot to effect the bridge
betw een those two positions.
I f the direction is reversed E-W to N-S later in the sequence,
this is achieved by using the sam e principle. Shot 3 is once more
bridged between 7 a n d 4 w hich are covering a n E-W line from each
side o f it. T he shift from E-W to N-S actually takes place a t site 4,
which starts covering a E -W line and ends as an extrem e o f the
N -S line th a t d o m inates again.
A sequence featuring three persons, em ploying a crosswise
sh ift o f th e line o f in terest covered by sets o f external-internal
reverse cam era sites, can be filmed using fewer than the 8 positions
given, Only those positions needed are brought into play.
In the exam ple ju st exam ined, the acto r excluded by the shift
of the line o f interest, was placed in the centre o f the group. The
same principle applies if you w ant to exclude either o f the other
two, placed on the base o f the triangle.
The tw o previous approaches m ay seem a bit com plicated to
someone n o t fam iliar with the w orkings o f the triangular cam era
placement for coverage o f static dialogues. Perhaps it will help to
fa the simple principles ju st described, in which the line o f interest
shifts from north-south to east-west, if we keep in m ind th a t the
camera positions deployed around the players assum e the form o f
across. The two em phasized players become the arm s o f the cross
or T* figure, while the lone player from w hom attention is
momentarily released, is positioned at the bottom o f the cross or
T figure. W hether you use four cam era positions (all external
reverse shots o r a com bination o f internal-external reverses) up to
the full eight cam era sites, the basic p attern assum ed by the
camera coverage is a cross o r T figure. Two sim pler m ethods th at
cover a players L configuration are discussed next.
A simple m ethod using three camera sites
FIGURE 6.31 An east-west to north-south change of the line o f Interest achieved with
only three camera sites.
The m arks under the num bers underline the points where the shift
o f direction o f the line o f interest takes place.
Using a pivoting shot
A variation o f the previous exam ple w ould m ake use o f a close
shot o f the central perform er (player C, as seen in Fig. 6.32) to
serve as a pivoting shot. This close shot replaces the establishing
shot o f the previous exam ple and serves the same purpose: it
docum ents when the central perform er throw s atten tio n from one
player to the other.
This close shot (1) is the key m aster position in the sequence,
104
FIGURE 8.32 A player Is used as a pivot to achieve a change of direction for the lino
ot Interest In the scene.
Deliberate omission
Suppose one o f th e players is to be deliberately om itted, as we cut
from take to tak e using reverse shot positions giving the ap p a ren t
illusion th at all rules are broken.
105
FIGURE 6.33 A case of deliberate om ission, fn which one player is hidden by an ele
ment of the d^cor.
FIGUREfl-34 In the preceding example the pivoting player was located In the back'
nround In both shots. Here, he is in the foreground and shifts from one side of the
screen to the other as either one of the other two players Is consciously omftted
from each alternate master shot.
Summing up
A brief review o f the topics covered in this chapter is now given to
underline the essential points exam ined in relation to dialogues
among static groups o f three persons. W e have seen th at:
107
108
7
DIALOGUE INVOLVING FOUR OR MORE
PERSONS
FIGURE 7.1 The principle of visual balance in action. A standing player can balance
a group of seated performers, and vice versa.
a
b
iff
r1
A
FIGURE 7.2 A group Is covered using two master shots arranged on a common
visual axis. In one of them the whole group is framed, tn the other the centre of
interest of the group is visually emphasized.
130
MGIJRE 7.3 The right angle camera arrangement used here covers the whole group
end Its centre of attention.
Case A
The visual axis and right angle sites outlined above can be used
together to cover two im p o rtan t actors in a group by giving them
individual atten tio n (Fig, 7.4),
FIGURE 7.4 Coveraoe of a group where the two central players are emphasized by
individual shots.
112
FIGURE 7.5 Irregular camera coverage, where a player at one extreme of the frame
area shifts to the other side as the shot is changed. The remaining group maintain
the same visual order on the screen.
114
maintain the same order. W here players C and E dom inate, the
coverage is as follows:
Shot l ^ S C D E
Shot 2: C D E B A
In the instance where C and A dom inate, the form ula is reversed:
Shot 1: A B C D E
Shot 2: E D A B C
Study Fig. 7.6 and you will see how the form ula works for diagonal
lines o f interest.
FIGURE 7.6 A group with a diagonal line of interest covered by external reverse
sliots obeys the visual rule shown. The two p layers not involved in the line of interest
move to the other side of the screen in the second shot and exchange positions.
The illustration features the solutions available for both diagonal lines of interest.
Case D
In our next case, external reverse angles are also applied to a group
of persons seated at a table, but with different results.
The im portant conversation is between B and C (Fig. 7.7). O ur
camera positions are concentrated on one side o f the line of
interest generated between the .two central actors.
FIGURE 7.7 When the dominant players are placed in the centre of the screen tor an
interplay of external reverse shots, the players on the extremes o f the frame change
position from shot to shot*
FIGURE7.8 The croup is subdivided, and the dominant player is placed in opposition
to the res! of the group.
FIGURE 7.10 The ensemble Is subdivided into two smaller groups, and the resultant
master shots are edited in parallel.
FIGURE 7.11 The group, in straight line arrangement, is covered using an external
and an internal reverse shot.
FIGURE 7.12 The group of players covered in Shot 1 has a dominant triangu!ar
form ation. The reverse shot conform s to one of the irregular ruies applied to this
form of arranoement, using internal reverse shots.
FtSURE 7.13
121
123
FIGURE. 7.15 Impersonal treatment of a large crowd, when? the direction of gaze
of the dominant player establishes the line of interest. One of Its sides is chosen
fo r the camera positions.
126
FIGURE 7.16 FJoor plan showing the camera positions used when lone playerfacing
a crowd shHts his gaze from one side to the other changing the direction of the line o f
interest.
FIGURE 7.17 Storyboard development of the sequence follow ing the floor pian de
picted in Fig. 7.16.
FIGURE 7.18
01 the floor.
Y ou need not, o f course, use all the key cam era positions
shown o n the floor plans in Fig. 7.18. The num erous editing
com binations give adequate coverage for situations in this
category, with fewer cam era positions.
Crowd with main player at centre
If o ur m ain player stands alone in the centre o f a crow d, she
relates only with h alf o f itthose in front o f her. T hose behind
have only an indirect rap p o rt with her.
C am era placem ent principles are the sam e as before two sets
of external and internal reverse shots. In Fig. 7.19 positions 1 and
129
FJGURE 7.19 The dominant player stands in the centre of the crowd. The direction of
her look determines the line of interest of the scene, and one side of this line is chosen
to position the camera.
between sides o f the screen from shot to shot. Both rules apply to a
perform er in relation to a crowd. H e can be placed in the centre
of the crow d (large or small) o r on the rim. In this example a
central p erfo rm er is used as a pivot w ithin a sm all group.
FIGURE 7.20 A central player is used as a pivot w ithin a group to present it as sub
divided into two smaller units. The pivotinB player is used In an Irregular manner,
shifting his position from one side of the screen to the other.
FIGURE 7,21
group.
A sim ilar situation to Fig, 7,20 is shown here but involves a larger
FIGURE 7.22 Two central players in the group used as visual pivots to show the
whole group around them. The key performers in this instance are located in the
centre of Lhe group.
132
FIGURE 7.23 The two dominant players In the group are placed on the rim of It. For
this reason the group is featured in only one oi the shots.
W hen the pivoting perform ers have a passive role in the scene,
they can be placed in foreground to help relate a group divided
into sectors. These tw o players always rem ain on the sides o f the
screen, b u t the person o r persons in the centre change from shot
to shot. This is achieved by placing bo th cam era positions at
right angies. Fig. 7,24 shows a simple case involving only four
persons seated a t a table.
FIGURE 7,24 The two pivoting players have, in tills case, a passive nature and the
dominant pleyers appear aJternately in the centre of the screen as each master shot is
edited in parallel.
The parallel editing o f the m aster shots obtained from those two
right angle cam era sites, allows a little trickery in shooting the
scene.
Two groups o f players w ho, for some reason, cannot be present
on the stage o r o n the location a t the sam e time, can be related
perfectly by arranging two pivoting players in the foreground in
b oth shots. The only requisite is th a t these two perform ers be
available for filming bo th shots. In the first take, a group of
persons situated in the centre o f the screen talk to som eone off
screen whose place is taken by a substitute w ho provides the
replies in the conversation.
L ater on, a week o r a m onth afterw ards, the second shot is
filmed w ith the missing g roup fram ed betw een the two pivoting
players in the foreground. The second cam era site is used. The
central players look off-screen, too, b u t in the opposite direction
to th a t in the first m aster shot.
W hen, a t the editing stage, b o th takes are com bined (in parallel)
the difference will no t be noticeable if the lighting has been matched
carefully This form ula allows for further trickery: two different
sets o r locales can be used, one for each take producing on the
screen a n im aginary set which is an am algam o f both.
H ow a sequence begins
O n th e screen we d o n o t usually begin a conversation with the
ac to rs already in their allotted places, have them say their lines,
an d cu t straight to the next sequence. We norm ally record a more
n a tu ra l o rd er o f events. O ur perform ers meet first, then talk, and
finally, p art. There are variations to this, bu t no t fro m this need.
O n o th er occasions, when the sequence begins the characters
in th e story are already in position and needing no introduction
to o n e another. Nevertheless, we like to meet them visually before
we ca n listen to w hat they have to say. We are then fed in to a
closer view for the dialogue.
B ut such sequences seldom begin with the players already on
the screen speaking their first lines from the beginning o f the first
shot. T here is nearly always a m ovem ent at the beginning or at the
end o f the sequence. H ere are six generic variants w here such
m ovem ent lapses into static body positions from which a con
versation can be com fortably developed.
136
1 Both players enter into cam era range, walk tow ards us, and
stop to talk.
2 One perform er is already on the screen, the other enters and
stops beside him and they start talking.
3 In the two previous exam ples the cam era was fixed, bu t it
could have panned or travelled follow ing both o r one o f the actors
to their stopping places.
4 If the panning or travelling technique is used, a third character
can start the sequence by w alking up to the couple, giving them
som ething and going aw ay. T he cam era rem ains with the o u r two
main perform ers (or larger group) who w ould then begin to speak.
5 A panning o r tracking m ovem ent th at starts on an em pty part
of the set a n d moves to one side to fram e the m ain players can also
be used to begin the scene. The voices o f the players are heard
before th eir figures are revealed.
6 The opening m ovem ent in the sequence can be covered in
several shots prior to the start o f the static dialogue.
The possibilities outlined can be applied to larger groups. F or
the exits a t the end o f the sequence we would only have to reverse
the m ovem ents described above. It m ust be understood th at these
opening an d closing m otions are an essential part o f the dialogue
sequences where the perform ers stop to talk in a fixed place.
Re-establishing shots
To keep o u r interest adequately aroused in the situation, we m ust
be rem inded from tim e to tim e o f the place in which the action
that attracted o u r atten tion is happening. This presupposes the use,
at least once, o f a re-establishing shot halfw ay through the
sequence. The shot can serve several purposes;
1 It re-estates the place, rem inding us o f the spatial relationship
between the perform ers and their placem ent on the set som e
thing we tend to forget as we concentrate on the closer shots.
2 Lt serves as a pause in the n a rra tio n a visual pause that
breaks the satu ratio n o f the close shots accum ulated during the
development o f the dialogue.
3 [t serves to end the sequence, giving the perform ers space in
which to p art o r go away together.
4 If the sequence continues, it serves to m ask a change in editing
patterns, o r allow s the actors to m ove from zone to zone before the
new editing pattern is introduced.
137
FIGURE B.1
The insert has the same visual axis as the master shot.
FIGURE .2
Tlie insert has a reverse erteie relationship with She master shot.
FIGURE 8.3
142
Case D
In the old days, and in fact in quite recent times, especially in
A m erica, static dialogued scenes were shot according to a standard
p ro c e d u re :
1 A m aster shot, (usually a full shot), is m ade o f the scene all
the way th rough.
2 The ensem ble o f players is split in groups, and each g roup is
pho to g rap h ed repeating the whole scene from beginning to end
with the o th er players sitting o r standing out o f cam era range all
th ro u g h the scene.
3 C lose-ups o f every player involved are shot covering the w hole
event.
This m eans th a t the film editor has a wide field o f selection w hen
editing the scenes, since he has all the lines o f dialogue and silent
reactions he needs. H e is the one w ho selects the cam era angles
to a p p e ar on the screen. I f the director later w ants to delete som e
piece o f dialogue o r phrase, the editor can do th at very easily,
because he has num erous cover shots (inserts an d cut-aways) to
choose from to bridge the gap where the w ords were rem oved.
Case E
In scenes which are essentially psychological and greatly depend
on dialogue, the perform ance a n d truthful staging m ust tak e
precedence over the arrangem ent o f the shots. T he classical m ethod
o f shooting the scene, as described above in case D, is the easiest
way o u t, b u t p erh ap s not the m ost econom ical. It allows the
director and film ed itor to try' several different versions o f the
scene till they arrive at the m ost satisfactory.
If the scene has special bits o f business w orth stressing visually,
the d irector shoots th em for the editor to use a t the proper tim e in
the sequence. Such inserts can be sim ple facial reactions, the
m ovem ent o f a hand, the m otion o f a m echanism seen in detail,
etc. In fact, the w ord insert is often synonym ous with close shot.
It is n o t necessary for the film editor to use them all, perhaps none
m ay be used in the final version o f the scene. But a wise director
shoots them anyw ay to be adequately covered. On the stage floor,
am o n g all the rush an d cxcitem em t o f getting the scene on film,
the quality o f all ideas cannot be assessed properly, and the final
editing p attern m ay n o t yet, perhaps, have been decided.
143
145
1
C ase G
The next step is to insert m ore than two cut-aw ays in the same
m aster sh o talways covering the' sam e subject. The form ula is
simple. The m aster is a full shot o f the m ain perform er or per
form ers. The inserts progress from a full shot for the first, to
m edium shot for the second, to close shot for the third and close
up for the fourth.
This form ula can be applied to dialogues o r silent situations.
One can recall tw o exam ples from well know n films. In Max
O phuls Lola M o n tez, Peter U stinov is seen as the circus master
perched on a high scaffold, recounting the life o f Lola M ontez to
the public. D ow n below in the arena Lola M ontez (played by
M artine C arol) turns on a m erry-go-round where several groups of
m idgets represent stages o f her life. T he take covering Peter
U stinov is a static Full Shot, and is the m ain m aster take. On it are
intercut a series o f shots o f Lola M ontez beginning to recall a
particularly painful event in her life. A s a p o unding sound in
creases in the sound track o f the film, we get progressively closer
views o f her on the m erry-go-round, intercut w ithin the shot of
Peter U stinov.
The second exam ple happens in A lfred H itchcocks film The
Birds. M elanie D aniels has stepped out o f the school building and
sits dow n close to the playground to sm oke a cigarette. Un
noticed by her, several birds began to gather on the clim bing bars
iocated on the school playground.
The playground is fram ed in full shot, while a progressive
succession o f closer shots o f the girl are spliced within that master
shot. The scene is played com pletely in silence, and runs roughly
like this:
Full shot. A lone bird arrives and lands on the clim bing bars.
Full shot o f M elanie D aniels sm oking.
Full shot. Several birds on the bars. A n o th er crow arrives.
M edium shot o f the girl. She sm okes.
Full shot. N ew birds arrive.
Close shot o f girl. She sm okes slowly.
Full shot. M ore birds jo in the crows already gathered in on
the playground.
Close up o f the girl. She stops sm oking and turns her head to
the left to look off screen.
A lone bird flying in the sky. The cam era fram ing it in long
146
shot follows its flight from left to right, to show how the crow
joins the ran k s o f birds now fully covering the metal construc
tion on the playground.
Close up o f th e girl. She reacts frightened.
All the shots o f M elanie D aniels seated o n the bench, sm oking,
had the same visual axis.
Case H
C ut-aw ays can be tracking o r panned shots, as well as static set
ups. F o r exam ple: an actress is addressing a group. It is a long
speech she is delivering.
W e face her in m edium shot.
The first cut-aw ay inserted in a full shot o f the group w atching
h er silently.
Back again to her m edium shot.
T he second cut-aw ay is a panning shot across the faces in the
group.
W e retu rn to the m aster m edium shot o f the actress.
T he th ird cut-aw ay is a full shot sim ilar to the first insert.
W e close th e sequence by returning again to the m aster m edium
sh o t where she finishes speaking.
Case I
A cut-aw ay can evoke an event in the past. A kira K urosaw a an d
Alain R esnais are two film m akers very adept at this sort o f usage.
The rem em brance can be provoked by the subject th at dom inates
in the m aster shot, o r it m ay be a sudden visualization o f the
characters inner recollections.
In his film Rashomon, A kira K urosaw a has a scene in which the
bandit (Toshiro M ifune) tells the co u rt how he recalls the events
on the day o f the crime. T here is a particu lar m om ent that is built
like this:
The b an d it says he rem em bers having covered a great distance
with his horse th at day.
W ithout in terrupting the verbal n arratio n o f the bandit, a cut-aw ay
is introduced fram ing the horizon low o n the screen, and on its
edge the small figure o f the bandit riding his horse is seen travers
ing the screen.
The b andit reappears as in the previous m aster shot, and co n
tinues his n arratio n to the tribunal.
Number contrast
W hat I have called n um ber c o n tra st is one o f the m ost useful
recourses fo r covering long dialogues, since it m asks the ap p ro ach
ing and receding visual pattern o f the film by featuring a different
num ber o f actors on the screen from shot to shot. N um ber
contrast is obtained by parallel cam era positions in groups o f three
and m ore actors, but m ore often m ainly by opposing a reverse
external position to an internal reverse cam era site. This approach
works with groups o f two actors and m ore. Its m ost simple
application would be a decreasing contrast in num bers, such as:
2 players to 2,
2 players to 1,
1 player to ],
This w ould correspond to a visual pattern o f m edium shots, close
shots, close ups, th u s perhaps building to a peak m om ent in the
dialogue. The p attern is reversed to retu rn to the subdued curve o f
dialogue before m ounting to the next peak.
A pair o f reverse shots (in any o f the five variants o f the triangle
principle) can be at different subject ranges for variety in the final
edited result. I f the apex o f the triangular cam era disposition (the
establishing shot site) is a full shot, and the other two positions on
the base o f th e triangle figure are close shots, the extrem e diff
erences in subject distance will provide a dram atic introduction
and conclusion to the sequence.
Parallel editing o f m aster shots
What is th e m ain difference between the parallel editing o f reverse
master shots and the system outlined before, where inserts and c u t
aways were introduced into a single m aster tak e?
' Fundam entally, it is a difference o f concept. W hile with the
first m ethod the scene is covered in full from a single cam era
position, here the scene is divided in segm ents and each one o f
those pieces o f scene is given a different visual treatm ent.
W h at th e inserts and cut-aw ays did for the previous system , the
parallel editing o f pairs o f cam era positions does now.
Two m ajor p attern s can be outlined for this new technique:
1 An establishing cam era site opens the sequence: a pair o f
external reverse shots cover p a rt o f the dialogue; a return is m ade
to th e re-establishing view o f the group the editing p attern is
changed into an internal-external cam era opposition. The w hole
149
Variation A
With this technique inserts a n d cut-aw ays are em ployed for effect
only, to stress an object, a spoken line o r a facial expression
within one o r several o f the editing patterns o f the sequence.
The film m aker need n o t be awed by the large num ber o f pairs
o f key shots he has at his disposal. H e selects and ad ap ts for the
needs o f his story those types o f com binations m ore suited to his
purpose.
Variation B
Using shots at different distances for variety can be carried a step
further (Fig. 8.5).
The four m aster cam era sites show n could be edited in a simple
pattern, such as the follow ing:
Shots 1 4 1 4 232 3
progressing from close shots to close ups. T o achieve th at we group
together the reverse shots o f the sam e distance: 1 and 4 are close
shots, 2 and 3 are close ups.
Yet, both distances can be contrasted, so that a close up follows
a close shot, reversing the form ula half-way through the sequence.
The sequence will then becom e as follows:
150
FIGURE 8.5 Four key master shots th a t can be used to obtain a dynamic visual
presentation of a dialogued scene by contrasting distances on the reverse shots.
S hots 1 3 1 3 1 32 - 4 242 - 4
This frequently used variation gives a flashy presentation to a
brisk dialogue.
Variation C.
Here is an o th er widely used variation, applied to parallel editing
o f a tw o-player static dialogue. The system im plies the use o f tw o
cam era sites placed o n a com m on visual axis to cover one o f the
players, while only one cam era position is given to the o th er
player. I f you pick two key cam era positions to cover a dialogue,
and feel th at the conversation is to o long, you can move forw ard
on the axis o f one o f the m aster takes to cover the second h a lf o f
the conversation.
Fig. 8.6 illustrates tw o exam ples where tw o players are used as
pivots in a group. I f the dialogue is a short one the editing o rd er
of the sequence could b e :
S hots 1 2 1 2 1 2
Since the dialogue is longer, halfw ay through it we move to a
closer position on the same axis o f one o f the m aster shots (thus
FIGURE8.5 Three baste master shots can be used to cover a large group where two
central players serve as pivots. Observe the differences in number contrast that
distinguish bcth examples.
153
FIGURE 8.7 Crossing a triangular formation to the other side of the line of interest.
A diversion, in this case a momentary crosswise change in the fine of direction
is used to achieve the shifting of the triangular camera placement scheme.
' 1 The film begins with Y evgraf (Alec G uinness) looking through
She window o f his office.
1 Long row s o f w orkers enter the hydroelectric plant early in the
morning.
'3 Y evgraf talks w ith his assistant rem em bering the hard times
during the revolution.
4- A single shot o f people com ing to w ork a t the hydroelectric
plant.
j Y evgraf states th a t he w ants to find a particular girl am ong the
workers.
6 A single sh o t o f people com ing to work.
\7 The girl (R ita T ushingham ) outside Y e v g ra f s office knocks and
is received by him.
The sections num bered 3, 5 and 7 are p a rt o f a sam e continuous
scene covering three im p o rtan t points in the dialogue. I f they had
been filmed as a continuous scene, the w ords separating the peak
moments o f atten tio n w ould tend to d istract the audience,
defeating the p urpose o f relaying to them im p o rtan t facts about the
story.
Visual pauses are therefore introduced: the w orkers com ing into
the plant, as seen in sections 4 a n d 6.
In this w ay the p eak m om ents o f dialogue are isolated and allowed
to sink hom e. B ut to m otivate the visual pause, and to prevent their
being distracting digressions, their ra p p o rt to the m ain personage
was established before in sections 1 and 2.
Sometim es th e n atu re o f the forthcom ing visual pause is
previously ann o u n ced in a dialogue. R ichard B rooks film The
Professionals has such a n exam ple :
Lee M arvin arrives for the train and is received by M r. G ran t
himself, the ow ner o f the railway. As they get on the train a
w orker points o u t to M r. G ra n t th at they will have to be moved
into a siding to let an express go by. T he train starts to move.
Inside M r. G ra n t describes each o f the three m en he has
gathered, thus inform ing the audience and the personages o f
their m ain traits and abilities.
The express passes G ra n ts wagon.
Inside the tra in once m ore, M r. G ra n t explains his problem and
his plan.
The visual pause used to isolate the peaks o f dialogue looked
natural because it was verbally planted beforehand during an
otherwise neutral m om ent.
155
Tim e compression
T here are situations in which lengthy dialogue seems necessary to
convey properly w hat is happening. A nd yet, we m ay still feel that
th e scene is too wordy, an d slows dow n the rhythm o f the film.
T here is a solution which is very cinem atic in its results and is
always an attention getter. Basically, w hat is done is to compress
the tim e span o f the dialogued sequence, specially in its central
p art.
T he opening and closing parts o f the sequence are treated
n o rm aly. Fig. 8.8 gives us a visual idea o f the principle.
FIGURE 8.8 The line represents the total length of the scene, out o f wtileh key
passages are selected and edited together, om itting other fragm ents considered not
reievant Jo the spirit of the scene. Thus, time compression is achieved.
Case A
The selection o f fragm ents presents the players in different body
positions and p arts o f the location, Alain Resnais in Hiroshima,
Mon Am our used this effect several tim es. W e recall an instance
concerning the Japanese lover, when he recounted some o f his
experiences to the French actress. Three shots containing his
phrases -were arran g ed roughly like this:
The m an lying in bed, talking. As he com pletes a thought, cut
to . . .
. . . same background, the m an sitting in bed talking. His words
continue the concept o f the form er phrases, cut to . . .
, . . sam e background. The m an standing. He ends his exposition.
In this way the reactions o f the w om an who listened off-shot, were
omitted (and with them her phrases and the resultant answ ers the
u n would have been com pelled to give).
The scene gained in conciseness and im pact by om itting u n
important time segm ents.
C<?.re if
If this technique is applied to two people, each shot may contain
only two phrases, a question and an answ er perhaps and those
phrases cover a com plete th o u g h t o r idea. The scenes are very
brief giving a staccato rh y th m on the screen, due to the direct cuts
with which th e takes have been joined. This m ood is em phasized
by the acto rs changing sites, body positions, and fram ing in the
picture area.
A pause introduced in one shot would break the m onotony o f
(he staccato rhythm .
By presenting the scene with a contraction o f real time, we have
eliminated the hesitations, repetitions an d verbal pauses betw een
the peaks o f dialogue, keeping o n the screen only the im p o rtan t
sectors o f the scene.
Cnye C
The same technique can be taken a step further and one o f the
players can be periodically replaced in the sequence, as the co n
versation moves along a central them e.
In the French film W ithout Apparent M otive, J. L, T rintignant,
157
Case E
David Lean adopted this m ethod o f tim e contraction in Doctor
Zhivago. B ut his v ariation is to use a n a rra to r to express verbally
the m ood o f the scene whose visual p arts he contracts. Y evgraf
finds Z hivago tearing pieces o f wood from a fence. Y evgraf
recognizes him as his h alf brother (so his interior voice inform s us)
and follows him hom e. T here is a sh o rt scene betw een Zhivago
and the tw o com m issars who are rem oving his books from his
room. The discussion is interrupted by the arrival o f Y evgraf who
snaps his fingers an d disbands the group o f neighbours.
Once m ore the internal voice o f Y evgraf is heard on the sound
track, while on th e screen Zhivago em braces his step-brother, they
eat together, and talk. But only the n arrative voice o f Y evgraf is
heard. Suddenly there is a close shot o f Z hivago where he says:
N o t liked? M y poem s are n o t liked? By w h o m ? A nd over a
silent face o f Y evgref his narrative voice on the screen gives the
real answ er he w ould have liked to have m ade b u t did not.
The scene progresses, w ith the players gesticulating and m oving
silently, until th e n arrative voice o f Y evgraf is once m ore in
terrupted by Z hivago speaking.
Y evgrafs visit is visually reduced to a series o f images com
pressing tim e and representing only the peak m om ents of their
meeting.
Speeding dialogue tempo
There is a curious ph enom enon for w hich I know n o t of a valid
explanation. W hen you shoot a scene at a norm al pace and project
it later on a small screen, the pace reproduced on the screen equals
th at o f th e scene when it was photographed on film. B ut when this
same strip o f film is projected on a large screen to be viewed by a
large audience, the pace o f the scene slows dow n. This is a fact to
which m any film directors will attest.
W ith an actio n scene, the cam era is undercranked, thus in
creasing the speed o f the subject when, later, the film is projected
at the n o rm al rate. But how do we solve the sam e problem when
dealing w ith a static dialogued scene ? Speed up the tem po o f the
scene to ab o u t one-third o f the norm al pace.
This m ethod should no t be used w hen you w ant to convey
m ood, b u t when the dialogue is o f an inform ative nature.
W hen a dialogue scene is speeded up, in this way actors tend
to speak louder. I f you instruct them to speak quietly their voice
level will sound n atural in the finished sequence.
159
9
THE NATURE OF SCREEN MOTION
/
i "
/ _.
x:;_
FIGURE 9.1 A continuous movement recorded by several cameras requires that
these cameras be pieced on Ih e sam e side o f the path travelled by the moving subject.
9
THE NATURE OF SCREEN MOTION
1 rv
>
i;
""
_A
FIGURE 9.2 A s in the triangie principle, one side of the line of movement most be
chosen and adhered lo. Any shots from the other side of the line of motion wrl! not
intercut properly with those previously used because the reversed direction of
movement will confuse the audience.
II
F o r exam ple, if you m ove from your chair to your table to pick
up a book (see Fig. 9.3), your rising m ovem ent would be show n
with Shot I, y o u r walking m ovem ent to the table in Shot 2 and
your arrival a t the table in Shot 3. T here you pick up the b o o k and
turn to go back to your chair. W c see you turn an d go out,
returning to the previous cam era position (2) on your way back,
and your arrival a t the chair seen from position 1.
Char\gb)g view with movement
Always keeping the cam era on the sam e side o f the line o f m otion
is a limiting factor. O ften you w ant to cross to the o th er side o f
163
^
;
'
13
FIGURE M The opposed directions of tracking shots 1 and 3 can be properly refated
by interposing a shot of a person who Indicates the change. This Indication can be
achieved by a simple turn of this person's head.
Site 2 Close shot o f the person. He turns his head from right to
left.
Site 3 The river side m oves across the screen from right to left,
as the b o at apparently m oves to the right.
The b oat is always m oving forw ard. We do not lose th at sense of
direction in spite o f the contradictory m ovem ents across the
screen seen from positions 1 and 3. Shot 2, in which the person
changes his side o f interest, m akes the opposition natural without
disturbing our aw areness o f the real forw ard m ovem ent. The
person who directs our attention blocks his background making
it im possible for us to see the neutral direction in which the
vehicle is moving.
In the sequence ju s t described the person has his back to the
prow o f the boat, although th at m ay not be ap p a ren t on the
screen. His position in the boat is indicated by the order of
m ovem ent direction seen on the screen. Using the same shots,
we have only to alter the edited order to m ake the player seem to
be facing the prow o f the b o at indeed (keeping his background
blocked). T hus:
Site 2 Close shot o f a person facing us. H e is looking off screen,
right.
Site 3 T he river side m oves across the screen from right to
left, as the b o a t apparently m oves to the right.
Site 2 Close shot o f the person. He turns his head from right
to left.
Site 1 The river bank m oves across the screen, left to right, as
the boat apparently m oves to the left.
By blocking the background to the player, the shot could be made
in the studio. T hough placed on firm ground, it is possible to give
the sensation th a t he is on the m oving boat.
Two contrasting view points o f a static subject as seen from the
same side o f a m oving vehicle can be jo in ed by interposing a
person whose attention shifts from one side o f the screen to the
other. (Fig. 9.5),
W ith the cam era at a three-quarter view to the front o f the
moving train (Shot 1) passing buildings are seen from a tangential
path. Shot 2 (a studio shot) shows the person looking off-screen
right and turning slowly to the left. Shot 3 shows the buildings
from his new viewpoint, an d we are now m oving away from them
as from a rearw ards-looking three-quarter view.
In both m oving shots, the static buildings moved from left
FIGURE 9.5 Two contrasting viewpoints from the same side o f the moving vehicle
record an advancing and a receding view of the panorama. They are related by a shot
intercut between where a person turning his head from one side to the other motivates
Ihe change of viewpoint.
to right, thus confirm ing th at the players view was fro m the same
side o f the vehicle. T his is n o t exactly a changc o f direction across
the screen, b u t a change o f view point along the sam e line o f M ovejn e n t.
T here are three o th er ways o f m oving to the o th er side o f a line
o f m o tion o r o f interest. The first one involves using the ho ri
zontal action o f a player, the second com bines th a t horizontal
m otion o f a subject with an accom panying pan n in g displacem ent
of the cam era. T he third ap p ro ach uses the vertical m otion o f a
person on the screen to m ask the crossing o f the cam era to the
other side.
167
-J
FIGURE 9.6 The person Indicating the chanQe of direction from shot to shot can exit
from the firs t and enter view in the other, thus relating tw o different places.
FIGURE 9.6A. The movement of a player at (he start of the second shot masks a
change in direction of the main subjects seen In the background.
FIGURE y.7 Opposed directions of movement are suggested when two tracklrifl s io ts
covering two central characters are intercut in parallel. These players either walk, >r
sit inside a vehicle.
FIGURE 9.8 A stationary player on firm oround can bo nmployed to Indicate a change
In direction of the main subject as i( moves across the screen.
Both subjects, the static and the m oving one, have been posi
tioned in the sam e screen area in b oth takes.
Case B
The m ovem ent in the previous exam ple was continuous b u t a
motion th at has a pause in its m iddle can be presented using the
same visual form ula. Fig. 9,10 shows this.
FIGURE 9.1G Opposed movements of a subject In a hall area of the screen, will seem
continuous to the audience, despite a pause in the movement introduced halfway
through the scene.
Subject B enters from the left in Shot 1 and stops to talk to player
A. W e cut to Shot 2 where perform er B ends talking to A, and
exits left. A lthough perform er B m oved in opposite directions in
the same screen sector, his sense o f direction was continuous with
respect to player A.
Case C
FIGURE 9.9 Contrasting movements of a subject, if remaining in the same half of the
screen help to maintain a continuous sense o f direction to r the audience despite the
change in camera anale.
In the two exam ples ju st discussed, the cam era occupied fixed
positions in b o th external reverse shots. But it is possible to m ake
one o f those cam era placem ents a m oving one, keeping the
contrast in m ovem ents on the screen. (Fig. 9.11).
Shot 1 C am era high, looking dow n on em pty seats in a theatre.
O ur only perform er walks along an aisle centre to right.
As he nears the edge o f the screen, o u t to . . .
173
S'
S'
\y
FIGURE 9.11 The same principle of opposed movements in the same screen sector is
seen tn action here. The variation is that the second shot is a track.
Shot 2 F rom the other side, the cam era travels in medium
shot from right to left, with o u r lone perform er framed
constantly o n the right side o f the screcn.
The solution outlined w orks because the opposed movements
happen on the sam e side o f the screen in bo th shots.
T hough it is im p o rtan t to m aintain a co n stan t screen direction,
there is an o th er factor which m ust be taken care o f prior to
shooting the film.
The disconnected film shots will have to be assem bled later, and
it is essential to know when to cut from take to take to obtain a
sm ooth visual flow. T o achieve th at, certain conditions m ust be
observed.
174
Where to cut
At w hat stage o f a m ovem ent should we c u t? D uring, before, or
after th a t m ovem ent takes place?
Let us see w hat happens in a cut. T ake a sim ple exam ple: a
person stands facing the cam era. W e w ant to show a full sh o t o f
him where he is seen in relatio n to his environm ent, and th en we
would like to show him in m edium shot (on the sam e visual axis)
175
\
j
]
\
i
;
j
i
^
j
:j
10
CUTTING AFTER THE MOVEMENT
FIGURE 10.1 A fte r the completion of a vertical movement in the first shot there is
a cut to a second wherer to begin w ith, the subject is held stationary.
FIGURE 10,2
the action.
p8
FIGURE 10.3 An action in a neutral direction can be subjected to the technique of
cutting after the movement to advance the view to a closer shot.
FIGURE 10.4 An actor turns and throws attention on the player positioned behind
hirrt. As soon as he concludes the turn, there is a cut to a close shot o f the other
performer.
FIGURE 10.5 A situation in w hich a person moves away from the camera and towards
another person or object in the background throw s emphasis on that person or object.
This lends Itself to the technique ot cutting after the movement. As soon as t h B
moving player stops, cut to a closer view o f the person in the background.
FIGURE 10,6 In this example both players are featured in the second shot, after the
performer in motion has stopped near his partner.
Case 7
Sometimes a reverse cam era position is resorted to immediately
after the player has stopped in the first sh o t (Fig. 10.7).
m
p
41
FJGURE 10.7 A reverse anole is used lr> this example, where a cut after the movement
serves to Join both shots.
FI SURE 10.8 A pause In the middle of a continuous motion can be used for the tech
nique of cutting after the movement to Join both shots.
FIGURE 10.9 A walking movement in two opposite directions can be treated in the
same manner as the preceding example. A s soon as the man stops and before he
begins to turn, cut to the second shot where he turns and changes direction on the
screen. The cut takes place after the first part of the movement is complete, and a
short pause precedes the change in direction.
Case 10
O ur player is seated in the background. The cam era tracks from
right to left, showing an em pty conference table. Through an
archw ay we see a player, seated. The cam era travels until it frames
him centrally, then stops. Then, cut to a close shot on the same
visual axis, showing the m an slum ped on the seat, sleeping peace
fully.
186
mmm
^ o _ J = _ =
<
6
FIGURE 10.10 The camera movement involved here is a vertical tilt. The camera pans
up from subject A to performer B seen in the background. A s soon as the camera
ceases to pan upwards, cut to a closer view of player B.
Case 11
The technique is sim ilar fo r a panning shot. T he cam era is tilted
up from a subjcct in the foreground to fram e the open w indow o f a
building in the back ground where a person is seen, in the centre
of the screen. C ut to a closer shot on the sam e visual axis. (Fig.
10. 10).
A lthough this technique o f cutting after the m ovem ent is som e
how a lim ited one, it is very useful when unem phatic visual a p
proaches to a subject are desired. Since we cut as the m ovem ent
concludes, we fulfil the natu ral unconscious desire o f the audience
lo have a closer look at the subject to w hom atten tio n is draw n.
187
11
MOTION INSIDE THE SCREEN
FIGURE 11.1 One player's single turning movement Is divided Into tw o shots. Both
players maintain their screen areas. A reverse angle camera coverage is employed.
FIGURE 11.3
movement.
FIGURE 11.4 The exampfes shown here show two approaches for the second shot
where the group j$ broadened to include one or several more players. The central
player turns, covered by a righ t angle camera position which unites both shots.
192
Case 5
Ihe same principle works when an advance on a com m on visual
axis is em ployed to widen o r narrow the group presented to the
audience, using the d o m inant turn in g m otion o f one o f the players
as an excuse to introduce o r exclude the group around this
dominant player in the scene (Fig. 11.5).
1
1
FIGURE 11.5 Here the group Is reduced from two persons to one by moving closer
to the turning player. Emphasis is given to her and her movement.
Case 6
If a com bination o f external and internal reverse angle is used,
the same effect o f w idening or reducing the group on the screen,
can be obtained (Fig. 11.6).
All the exam ples quoted so far have involved groups o f players
placed on firm ground. But if they are located on a moving
193
FIGURE 11.6 A n Internal and external reverse camera position deployed around tfc?
turning player are used In this example to throw visual emphasis on the central
performer,
vehicle, this turning m otion will dom inate the background move
m ent. If the approach to the second shot is on the sam e visual
axis, the background m ovem ent will alw ays be in the same direc
tion. I f a reverse external com bination is resorted to, the movement
in the background will have opposed directions. If a right angle
is used, one o f the cam era positions will register a background
m ovem ent, while the o ther m ay have its background blocked by an
obstruction. If the background can be seen, the direction of
m otion glimpsed there will be in a neutral direction, either for
w ard o r backw ards.
In all instances, the foreground m otion dom inates, and is the
one th at m ust be precisely m atched.
194
Case 7
There is a situation where opposed sense o f direction in the two
fragments o f the same continuous m otion occurs. This is where a
lone perform er is covered by a p air o f external reverse angles
on the extrem e p o in ts o f a n 180 degree arc th ro u g h w hich he turns
(Fig. 11.7).
'
FIGURE 11.7 Opposed senses o f direction are obtained when a lone player is shown
turning as recorded from external reverse camera positions.
m ent is clear to us. He starts and concludes facing us. Sudden turns
are often covered in this way.
Case 8
A sudden tu rn by two persons can be covered by the same pro
cedure. B oth players begin to tu rn aw ay from us together, from
th e centre to a side o f the screen, in the first shot, a n d end turning
from the o p p o site side to the centre as seen from the second
(Fig. 11.8).
FIGURE 11,8 Tw o players who turn round sim ultaneously Switch their screen
positions in the second shot, if the movement is film ed from external reverse camera
sites.
W ith external reverse angle cam era sites, the players switch
screen positions.
Case 9
W here an ac to r tu rn s as he walks, the p ath o f m ovem ent is an
arc shaped figure. I f we wish to stress the change o f direction here
a p air o f reverse external sites o r a right angle cam era position
will do it.
N o t only m u st we c u t on the action, bu t also locate the per
form er in the same screen sector in both shots. Fig. 11.9 shows an
exam ple involving external reverse angles.
FIGURE 11.9 The turning movement of a sinote performer should occur In the same
area o f the screen for both shot3 into which the movement Is divided.
Rising
This is a vertical m otion. It does not m atter by which com bination
of takes we record the rising m ovem ent (approach on the same
visual axis, right angles o r external reverse shots). T he m otion will
always have the same directionupw ards.
Case 10
If we wish to keep the m ovem ent within the boundaries o f the
screen fram e, it is best to cut from a m edium shot to a backw ard
full shot, o r to a forw ard close shot.
197
FIGURE 11.10 A common visual axis on w hich the camera retreats lor the second
shot l i used here to record a player rising.
Case 11
In this exam ple the m otion begins in m edium shot and concludes
in close shot o f the sam e subject. A gain the second sh o t has the
same visual axis as the first, where the m ovem ent originates
(Fig. 11.11).
Case 12
Here a right angle cam era position registers the upw ard m otion of
the rising player (Fig. 11.12).
198
FIGURE 11.11 A common visual axis is used for both shots, but In this exampfe the
second camera position Is forw ard of the first.
FIGURE 11.12
rising.
199
Case 13
A com bination o f an external and an internal reverse angle, pro
vides num ber co ntrast (page 52) w hen dealing w ith a rising motion
in the picture area (Fig. 11.13).
u
FIGURE 11.13 A n Internal and external reverse angle around the rlBing performer It
employed In th is example.
Case 14
If the cam era sites are on a com m on visual axis, the sitting
motion o f a player can be covered on the sam e sector o f the screen
in both shots. In the first shot the perform er begins to sit dow n
and finishes in the second, w ithout leaving the screen boundaries
(Fig. 11.14). W e m ay cu t from a full shot to a m edium shot o r
vice versa.
FIGURE 11.14
rrc vem ert.
Case IS
A lone perform er sitting dow n, covered from external reverse
angles is registered as two opposed arc m ovem ents on the screen.
201
FIGURE 11.15 A reverse angle camera arrangement shows the actor sitting down.
Opposed senses of downward directions (to the rig h t first and to the (eft after) are
obtained with th is approach.
FIGURE 11.16 The recllnino player on the righ t o f the screen moves w ith opposed
senses of direction in the change from one shot to another. In the firs t shot he moves
from right to centre, and in the second from centre to righ t.
The exam ple in Fig. 11.16 has an external reverse angle coverage,
and only one player m oves.
Shot 1 Player B is going to recline on his right elbow. His
body m oves fro m right to centre o f the screen as he
begins to recline.
Shot 2 Player B in the reverse shot finishes reclining b u t now
m oves centre to right.
The reclining player m oves always in the sam e screen sector b u t
with opposed m ovem ent directions in each shot, and the second
part o f the m ovem ent com plem ented the one show n in the first
shot. B oth players retained th eir screen areas o n b o th shots.
203
Case 17
The ju x tap o sitio n o f external a n d internal reverse cam era positk
aro u n d the reclining player produces opposed senses o f m otic
different sectors o f the screen. Fig. 11.17 shows th a t the perfor
reclining to the left, as seen in S hot 1 (internal reverse), m oves fr.
centre to left. But he com pletes his m o tio n fram ed in Shot
(external reverse) where he m oves from centre to right. In Shot I
he faced us, b u t in S hot 2 he has his back to the cam era, which
accounts fo r the opposed directions.
Case 18
In the two previous cases we cut from a fro n t view o f the subject
in m o tio n to a re ar view. A reversal o f the procedure can be used,
covering with external a n d internal cam era sites. Contrasting
directions o f m ovem ent in the sam e sector o f the screen are ob
tained. Fig. 11.18 shows one player pushing the other across the
204
I
FIGURE I f .18 Opposed directions for a continuous movement are obtained by using
an internal and an external reverse shot.
The external cam era position is level with the players, b u t the
internal coverage is from a low angle showing the end o f the
pushed m ans fall.
Case19
It is conceivable th a t b o th players m ight m ove together, reclining
0 1 one side. This m ovem ent is fragm ented in tw o sections an d the
205
FIGURE 11.19 W han both players move to one side, reclining together. a reverse
angle camera coverage produces opposed senses o f direction fo r both characters
on the screen.
Case 20
In these tw o exam ples the actors m aintained the sam e screen
sectors bu t the following exam ple introduces a v arian tthe
moving p erform er in Shot I m oves from side to centre o f the
206
screen and com pletes his m o tio n in the second shot by moving
from the opposite side o f the screen to the centre (Fig. 11.20).
Case 22
A reversal o f the tw o basic shots is the next solution, as pointed
o u t above. In the first shot the player com es tow ards us, and in the
second he m oves away. H e does n o t go ou t o f the screen in either
shot. W hen he reaches a full shot o r a m edium shot moving
straight tow ards us in the first shot, cut to the second shot where
he is seen from behind m oving aw ay in a neutral direction, also
fram ed in a full shot o r m edium shot (Fig. 11.22).
208
FIG U RI 11.!!
Case 23
The walking or running m ovem ent m ay be a continuous or dis
continuous m ovem ent.
N ow fo i the second variation. The m otion is interrupted once
near its middle. O u r perform er approaches, stops for a m om ent,
and th e n goes aw ay to his goal. Here is how the takes are edited
as show n in Fig. 11,23.
Shot 1 Player A com es to us an d stops in close shot, looking
off-screen, right. H e m ay rem ain silent o r speak some
lines.
209
I
I
J
FIGURE 11.22 Movement in a neutral direction is covered by a frontal and a rear
camera position, w ithout letting the player go out of the screen on either shot.
FIGURE 11.23
210
FIGURE 11.25 A neutral direction covered by two high camera positions set on re
verse angles, records this movement as a descending one in the first shot and
as an ascending movement in the second.
212
FIGURE 11.26 Sometimes the direction of movement is changed fo r the second shot
to make It consistent with the direction shown in the first.
away. T w o-thirds o f the p ath are covered in the first shot. In the
second, (forw ard, o n the sam e visual axis) the player nearest the
cam era m oves aw ay to his goal an d halts. T he cut is m ade on the
action w ith the rem aining one-third o f the p a th covered in the
second shot. The player m oved in the sam e sector o f the screen in
b o th sh o ts: fro m the right to the centre.
O f course, we can reverse the direction o f the oblique path jo
th a t it runs from left to centre in both shots. The same principle
app lies. It is the concept used th at m atters m o stthe execution is
quite simple.
214
FIGURE 11,27 Two camera positions are placed on a common visual axis, used here
to cover a running player.
FIGURE 11.28 Tw o players move away in a neutral direction and are covered by two
camera srtes on a common visual axJs.
full shot (centre). W hen he is crow ding the film fram e (and this
does no t m ean th a t his body obscures o u r view com pletely, it
suffices fo r instance to have his head reach the to p boundary o f the
screen), cut to Shot 2. O n the sam e visual axis this, to o , is a full
shot.
T he m an placed in the centre o f the screen approaches once
m ore and stops in foreground. T he effect is to w iden the view in
the second take because the approaching m otion o f the player made
him grow on the screen, an d creates the visual need to cut back to
relate him w ith his surroundings and show his final goal. The first
fragm ent o f this continuous m ovem ent served to identify the playei
to the audience as well as to show his intentions o r feelings. Fig,
11.31 show s this situation.
T here was alm ost equal m ovem ent in these shots b u t a higher
or lower cam era position could be used for the second to contrast
with the (level) first.
Case 32
The follow ing exam ple is widely used by film m akers to show the
beginning o f a w alking m ovem ent. It m akes use o f repetitive
motion in th e sam e zone o f the screen (Fig. 11.32).
First, A is seen in close shot looking off-screen right. H e then starts
to m ove to th a t side. H is head approaches in a diagonal from the
centre to th e right. W hen his face touches the edge o f the screen,
cut to the second shot. This new (full) shot is placed fu rth er back
on a com m on visual axis w ith the player seen centrally, m oving
diagonally right.
Case S3
Now a static subject is seen in the shot o f a rapidly approaching
agure. P erfo rm er B in m edium shot, b ack to the cam era an d o n the
right o f the screen, w aits for A w ho approaches in a straight line
peft side o f screen). T he second shot is a close sh o t placed fo rw ard
on the sam e visual axis as the first. H ere B is seen in foreground
on the rig h t, w ith his b ac k to the cam era, an d in a huge close shot.
219
Mu
FIGURE 11.33 A m otion Indicating the arrival of a player at a destination in the fore
ground on both shots.
Com 34
Two cam era sites on a com m on visual axis can be used twice to
film a discontinuous action such as th at shown in Fig. 11.34.
Shot 1 The lone rider m oves in the centre third o f the screen
in a full shot. He is seen small over the ridge m oving
obliquely left to centre.
Shot 2 M edium shot. T he rider at the left screen edge a p
proaches us an d stops in m id-screen, looking to right.
Shot 3 C ut-away. F ull shot. H erd o f horses grazing on the
plain. This shot represents w hat the rider is seeing.
Shot 2 M edium shot. The rider in the centre o f the screen
begins to m ove again, advancing until his figure is
close to th e right edge.
Shot ] Full shot. The rider in the centre o f the screen m oves to
the right, advancing tow ards us. His m otion in this shot
always takes place w ithin the central screen area.
Shot 3 Reverse full shot. T he herd o f horses grazing on the
plain, the rider in centre foreground m oving aw ay from
us tow ards the herd.
Shots 1 and 2, on a com m on visual axis, were used twice, to cover
the discontinuous m otion o f the rider. N otice how the first time
those shots were em ployed, only the left area o f the screen was
used in b o th shots. A fter the cut-aw ay, both takes showed rider
moving from the centre to the right.
Thus th e left an d right screen areas were used in pairs, with
repetitive m otion in each sector before changing shot. The sequence
was; left sector (twice) cut-aw ayright sector (twice) reverse
shot (same site as cut-away). The rider was placed in foreground,
descending the slope tow ards the valley, thus capping the sequence
and reaffirming the value o f the cut-aw ay show n before, by the
rider covering the sam e ground. In fact, this cut-aw ay an d reverse
shot could have been shot on a different location from th at o f the
player.
By intercutting these tw o shots the two locations ap p e a r to be
the same place.
This time and place m anipulation is quite frequent on the
screen for practical reasons. It perm its the film m aker to m ake use
of outstanding locations th at are far a p a rt geographically. I f the
situation being shot allows it, we should resort to this recourse.
221
i
%
fw
m
FIGURE 11.34 Each o f the takes shown here Is used tw ice to cover the discontin uoua
motion of an approaching player who stops to reconnoitre the terrain and advances
again Into new territory.
Case 35
I
J
FIGURE 11.35 A diagonal movement across the screen Is covered using half screen
areas In each s h o t
Case 36
M o tio n by halves o f screen space is em ployed in the following
exam ple, using positions with a right angle ra p p o rt. In the first shot
th e player w alks across one h alf o f the screen, while in the shot that
follow s he m oves diagonally in the o th er h a lf area o f the picture
fram e (Fig. 11.36).
FIGURE 11.36 A noth er variant of movement covered by hall screen areas In each
shot. A right angle is used fo r the camera viewpoints.
FIGURE 11.37 A
Ight
angle
the
departing player.
"
- '
F1GURE11.38
FIGURE 11.39 R lflht angle coverage for a movement that takes place in the centre
o ith e screen In both shots.
Case 39
When a n eutral m ovem ent in the first shot ends in a half-screen
227
Case 40
T he fram e o f an open d o o r o r any o th er type o f fixed aperture
seen in the first shot, can be used to fram e the second p a rt of the
fragm ented m o tio n in the second shot (Fig, 11.40).
if- ^ r i
FIGURE 11.40 A noth er variant for righ t angle coverage of a movement that takes
pJace in the centre of the screen in both shots.
r
Both fragm ents o f m otion were centrally placed in the picture and
the player m oved from left to centre in the second take, because
the door was on the left side o f the corridor. But if instead th at
door were on the right, the cam era (site 3, Fig. 11.40) w ould see
him appearing from the right. Shot 1 would rem ain the same
because o f the n eutral m ovem ent.
Case 41
If the ap p ro ach in the first shot is oblique the second shot m ust
be placed on the sam e side o f the line o f m otion (Fig. 11.41).
I
t
FIGURE 11.41 Right angle coverage that uses halt screen movements in different
sectors for each shot.
Both were fuJJ shots, and the centre o f the screen was used t
match the movement.
Case 42
N ow consider a case where /n the first take the m otion is from the
centre to one side and in the second shot from the opposite side
to the centre o f the screen (Fig. 11.42) i.e. the reverse o f the above.
i
FIGURE 11.43 Two different zones on the set are linked by the movement of a player
seen from right angled camera sites.
231
Case 44
Finally, a case where three takes (one at right angles to the
others) cover a running m an. T he exam ple has one peculiarity:
m ovem ent is cen tral in all three shots (Fig. 11.44).
FIGURE 11.44 The second camera position In this example Is at right angles to the
other two camera sites. The motion of the player Is recorded on the central sector
o f the screen In the three shots.
Shot 2 Long shot. Seen very small on the screen, the convict
runs across left to right, within the central sector.
Shot 3 Full shot. H e is seen small in the centre o f the screen,
com es up to the cam era and stops in foreground
(m edium shot) to catch his breath.
Because the action is confined to the centre o f the screen it is easy
for the audience to follow the action even though the subject is
sometimes seen in very small scale.
Case 45
A. simple situ atio n ; in the first shot the perform er (centre) faces
the cam era and, tu rn in g round, he m oves to the left. His face
does n o t leave the screen in this shot but, on reaching the left
margin, cu t to the m edium shot where the perform er now in the
centre moves o u t o f fram e left (Fig. 11.45).
I
FIGURE 11.45 A movement across the screen seen (rom two camera sites on a
common visual axis.
233
Case 46
The next exam ple (Fig. 11.46) differs from the preceding one only
in th at the perform er is already profiled o n the screen in the first
shot. H is m otion there is sim ilar to the first shot in the previous
example, while the second shot is the same.
i
FIGURE 11.40 T his example Is sim ilar to that preceding, with the difference that the
player Is already profiled to the camera In the first shot.
Case 47
The variation shown next (Fig. 11.47) uses a long shot for the
second shot. The first shot is sim ilar to the one in the preceding
exam ple; w hen his face reaches the side o f th e screen, cut to the
long shot w here the tiny figure o f the player, right, walks slowly
to the left w here he stops.
Case 48
The technique o f m atching action in the sam e screen area in
consecutive shots, serves also to unite a panning shot an d a static
cam era shot th at record an across-the-screen m ovem ent (Fig.
11.48). T he player in the first shot runs from right to left framed
in the right screen sector in a m edium shot th a t pans with him.
His body position is m atch cut at the end o f this first shot with the
beginning o f the second, where he is fram ed in full shot with a
234
FIGURE 11,47 The difference between this exampJe and the two preceding Is that a
long shot is used for the second shot. The player does not need to go out o f the
second shot as In the previous cases.
FIGURE 11,48 By keeping the player constantly in the same sector o f the screen, a
panning and a static shot can be Joined smoothly.
235
static camera. In the second shot he runs from right to left, where
he stops. Both tak es have the same visual axis. T his solution is
often used to conclude a w alking o r running m otion across the
screen.
Case 49
H ere a h o rizontal m otion is filmed using opposed screen sectors
b u t with the m otion alw ays having the sam e sense o f direction.
In th e first shot (close shot) the m oving player walks from centrc
to right, close to the screen edge. In the second (full shot) he
w alks from the left to centre and stops (Fig. 11.49).
Case 50
U sing cousecutive screen sectors side/centre, cen tre/o th er side,
o n a com m on visual axis, Fig. 11.50 shows som eone in fro n t of a
group w ho starts to leave in th e first m edium shot profile view
(screen right), a n d m oves to the centre. C u t to a full shot o f the
group with him m oving centre to left, and so o u t o f the picture.
236
FIGURE 11.SC The horizontal action shown here Is covered for the movement from
one aide to
centre in the firs t shot, and from the centre to the opposite side In the
second $hol. Both shots have a common visual axis line.
Case 51
Now the arrival o f a character treated in the same way but in
reversed o rd e r: he arrives (full shot) m oving right to centre a n d in
the second (m edium o r close) shot walks centre to left, which needs
only one o r tw o steps. A slight variation is obtained by repeating
a m ovem ent across a sm all sector o f the screen: the moving
player enters the picture from one side and crosses say, tw o-thirds
o f the screen w idth (Fig. 11.51). T hen cut to a close shot on the
same visual axis, where he m oves from centre to edge on the
rem aining sector.
The repetition in th e second shot uses the central third o f screen
area.
Case 52
All cases o f m o tio n across the screen exam ined up to now have
had cam eras sited o n the sam e visual axis an d the sam e sense o f
direction in b o th shots. B ut two external reverse angles, o r a
com bination o f external-internal angles could be used instead.
In Fig. 11.52 player A is departing. In the first shot he moves from
centre to left. As he reaches the picture edge we cut to shot 2,
FIGURE 11.51 The movement Is repeated In a small sector of the screen In the secanc
shot to conclude the arrival of the walking actor.
FIGURE 11.52 The departure o f a player covered from reverse camera p o sitio r.j. His
movement on the screen is In divergent directions.
238
i
FIGURE 11.53 A player arriving as shown by tw o contrasting movements on the
screen, tn the firs t shot he moves from one side to the centre, and In the second
from the other side to the centre. The second shot is an internal reverse shot.
This form ula presents a player w ith his b ack view in one shot
an d face~on in the oth er, so, if he is profiled, the suddenly opposed
direction will n o t give a sm ooth effect in editing. This is because in
profiled positions the centre o f interest m oves ahead, in fro n t o f the
player, an d by show ing the m o tio n in opposite halves o f screen,
th at interest is shifted ab ru p tly from one side to the other, thus
breaking th e principle o f co n stan t screen direction. B ut i f the
player in m o tion has his b ack to us in one h a lf o f the m ovem ent,
an d faces the cam era in the o th er half, the centre o f atten tio n
rem ains in the centre o f the screen. So, for this fo rm u la w ith
profiled positions either a neutral direction o f m otion (as in
Fig. 11.54) o r a pause (see p. 289) m ust be introduced betw een the
shots.
239
I
FIGURE 11.54 A n e u tra l d ire c tio n o l m ovem ent is in se rte d between tw o co n flic tin g
s h ots to sm o o th th e p assa g e fro m one s id e view to th e o th e r. T h u s , th e a c tio n Is seen
as a c o n tin u o u s m o vem e n t on the screen w ith a c o n s ta n t d ire c tio n , d espite the
opp o se d d ire c tio n s o f s h o ts 1 and 3.
Case S3
A significant m atching lim b m ovem ent can som etim es serve to
unite two otherw ise incom patible reverse cam era views o f two
players (Fig. 11.55).
T he girl (right) slaps the m an s face (left); as her han d reaches
his face we cu t to the second shot w here the arm m otion is com
pleted.
T heir positions are now reversed, yet the shots cut smoothly
because the arm m ovem ent in the sequence has been in a con
tinuous direction,
240
Goldfinger, in the first sequence o f the film shows Jam es Bond, clad
as a frogm an kneeling at the base o f a huge tank. B ond presses a
hidden switch and a concealed d o o r hinges open. Cut. Inside the
tank Jam es Bond closes the d o o r behind him and com es forward
(to lay plastic explosives over nitroglycerine drum s). T he actual
m otion o f crossing the threshold was om itted, only the first part
and the conclusion o f the m otion was show n, com pressing time
spent on a m ovem ent th at had no dram atic value.
C onversely, should the opening o f the d o o r take place in a very
dram atic situation, th at could be stressed by delaying the opening
as m uch as possible, w ithout harm ing the effectiveness o f the scene.
FIGURE 11.57
An irre a u la r a pp ro a ch to c ro s s in g a th re s h o ld .
FIGURE 11,58 T w o pla ye rs w a lkln o away in a n e u tra l d ire c tio n exchanne screen
areas in th e second s h o t as they a pp ro a ch the cam era.
Case 59
A pause is som etim es used when a player enters a closed door.
In the first sh o t we see him arriving outside the d o o r and stopping
to knock. A fter the knock we cut to the second shot we see only
the door, from the inside. E ither som ebody answ ers from off
screen telling the player outside to com e in. or after a pause the
player outside opens the d o o r and enters. This pause at the
beginning o f the second shot serves to m ask a change in the
players direction o f m ovem ent. The static view o f the d o o r from
the inside, with no m ovem ent a t all on the screen, held for one or
two seconds before being opened, constitutes the visual pause.
Case 60
As we are dealing with cases involving a d o o r, let us digress for a
m om ent an d retu rn to the coverage o f two static players placed
one on each side o f a closed opaque door. To o b tain the feeling
244
FIGURE 11.59
e r
m o v e s
d o s e
A
to
r e v e r s a l o f t h e
a
s t a t i o n a r y
p la y e r s ' s c r e e n
p la y e r
w h o
p o s i t i o n s
w a t c h e s
h im
a ls o
q o
o c c u r s
when
o n e
play
by.
FIGURE 11.60 Opposed direction of Jooks where two players on different sides o f i
closed door must be presented to relate them visually on the screen.
The m ovem ent begins and ends in the centre o r starts o n one
side an d finishes on the other.
FIGURE 11.62 The movement begins in the centre and f$ concluded In the centre or
It starts on one side and finishes on the opposite edge of the screen.
247
FIGURE 11.63
from It.
A personal preference
M an y film directors and editors prefer the econom y o f action
offered by m ovem ent inside the screen. T he filmed m ovem ent is
edited so th at it does no t go o u t o f the screen in the first shot and
enters in the second.
T hese film m akers find th at the suggestion o f m otion given by a
subject m oving from centre to border o r vice versa, is more
effective and econom ical than allowing him to really move out
o f th e film fram e. A nd it does no t m atter how fast the subject is
m oving. T he stan d ard chosen rem ains unchanged.
U sing th at criterion with the form ulas and exam ples examined
so far yo u will really o b tain fast, econom ic and dynam ic transi
tions from sh o t to shot that register a w hole continuous m otion of
a perform er, anim al o r vehicle.
A lternatively, the subject can enter and exit the picturean
ap p ro ach discussed in the ch a p te r following.
248
12
MOTION INTO AND OUT OF SHOT
With this technique the m oving subject in the first shot leaves the
shot totally o r partially, and re-enters (o r not) in the second shot.
But there are two alternatives for the second shot: T he subject
re-enters shot by the o p posite side to his exit, or, he is already in
view in th e second shot, either in the centre o f the picture o r placed
to one side.
The three basic rules sum m arized a t the end o f the previous
chapter are applicable here except fo r the m odification im plicit
in prolonging th e m otion itself, so th at it really enters o r leaves
the sh o t com pletely.
W ith a m ovem ent o u t o f shot the cut would im m ediately follow
the subjects exit:
1 The cu t occurs when the subject is partially out o f fram e.
2 The shot is held for a few fram es after the exit.
The techniques are reversed for subjects entering the screen. W ith
the triangular cam era coverage (p. 32) all its five variants are
applicable here: external reverse angles, internal reverse angles,
right angles, parallel cam era sites, and a com m on visual axis for
two o r m ore consecutive shots.
Multiple fragm ents
If m ovemenl is sh o rt generally two visual fragm ents are enough to
show the beginning and conclusion. W ith a long repetitive m otion
a single shot w ould usually be a very poor solution. Instead it
could be b roken into three or four fragm ents, or a cut-aw ay could
be inserted betw een the beginning and conclusion o f the m ovem ent,
thus shortening it w ithout confusing the audience.
A repetitive m o tio n can weaken a story by adding length w ith
out significant m eaning or detail to the story. If the whole o f a
249
1
lengthy m ovem ent is to be retained it m ust be endowed with
visual qualities th a t justify its use, although those m ight sometimes
represent a forced, contrived misc en scene. A m ovem ent in which
the subject goes o u t o f the screen in one shot an d com es into it in.
the next helps blend separate locations together m ore naturally
and easier to accom plish as a convincing transition between two
separate areas.
Fig. 12.1 shows a m an walking in fro n t o f a building in the
first shot and in fro n t o f a scenic m ountain background in the
second. The building and the m ountain range m ight be oceans
ap a rt bu t on the screen the m otion o f the player will tend to con
firm th at they are close to one another. If the scene is shot in a
studio the actor merely walks twice in front o f the same back
projection screen o r blue backing for travelling m atte process.
FIGURE 12.1 A player who crosses horizontally in fro nt of two locations framed ly
the camera makes those places coexist side by side on the screen, notwithstanding
the fact of their actual distance apart.
Case A
Figure 12.3 shows the first possibility described above. T he first
and last takes are close shots where the d ep artu re (beginning)
and arrival (concluding) p arts o f the m ovem ent are recorded. The
in-between tak e is a full shot where o u r perform er is seen entering
from one side a n d w alking only to the centre o f the screen. H e and
his destination are in opposed screen sectors.
In. the exam ple discussed we get screen sector m otion repetition
in the last two shots. T he editing o f these takes is quite simple. In
the first tak e as soon as the perform er is ou t o f the screen com
pletely (or alm ost) cu t to the second shot where he re-enters from
the opposite side and m oves to the centre. O n reaching the centre,
cut to the th ird sh o t w here he again enters into the screen an d
stops.
This co m b in atio n o f close sh o tfull shot close shot, clearly
shows a perform er changing from zone to zone. T he m iddle take
251
FIGURE 12.3 By placing the central camera position further back In a full shot the
detinatlo* o f th m o/lno player is revealed belore he reaches It.
and right, leaving the central area of the screen for the action of
The main performer.
In. such a case there is central m ovem ent only in the picture
area (Fig. 12.4).
The shots are edited as follow s:
S hot 1 Close shot. Player A hits B on the jaw , sending him out
o f screen, right.
Shot 2 Full shot. A is standing on the left. B staggers back in the
centre. There is a w agon on the right.
Shot 3 Close shot. B enters from the left staggering back and
his body slam s against the wheel o f the w agon, stopping
violently.
The violence in the first and third shot is accentuated by the
sudden cu t to a far away viewpoint.
253
FIGURE 12,4 In this example the central shot Includes the 1wo jortes of the set and
the Intermediate space between them re-establishlno the whole locals for the audience.
Shots 1 and 3 record departure and arrival respectively.
Case C
In the previous cases the three cam era sites were parallel to the
path o f the perform er, b u t can he placed in line w ith it, AH view
points have a com m on visual axis, an d the m otion is recorded in
fragm ents which move forw ard behind the walking o r running
player.
A further variation is obtained by com bining m ovem ent inside
the screen and m otion th at enters the screen. As shown in Fig. !2.5.
The first cam era position is located on the stern o f a sailing ship,
pointing to the prow. P erform er A in foreground begins to walk
tow ards B in the background. W hen she is halfway, cut to 2, a.
site on the sam e visual axis as the preceding shot. A enters from
right into the field o f vision o f the second cam era position and
continues walking tow ards B. W hen A is again halfway in he_D
rem aining path, cut to site 3, where A, close to the cam era on her
right, com pletes her trajectory and jo in s B.
254
FIGURE 12.5 In the case shown here the three camera positions are located on the
path of the movement itself, and advance as the walkina player moves away to her
destination.
Case D
In the exam ple explained (Fig. 12.5) the subject in m otion starts
from one area close to the first cam era site, and m oves to B. A
further variatio n can be obtained b y placing his destination b e
yond player B, T his m o tion can be either continuous, o r w ith an
interruption in the centre. T he follow ing exam ple, illustrated in
Fig. 12.6 m akes use again o f three fragm ents aligned on a com m on
visual axis.
Shot 1 A m oves from the right hand screen sector. C ut to . , .
255
FIGURE 12.6 A nother example of camera sites arranged on the line of movement it
self. Here the moving player goes beyond the stationary one, and on into tha back
ground. Player B on the left side remains stationary but her figure grows In si 2e aa
each new shot is introduced.
Case E
An action fragm ented in three shots may use screen sector repeti
tion in all the shots, a n d can apply a right angle relationship
between shots 1 and 2, an d an advance on a com m on visual axis
between shots 2 and 3.
The sequence o f shots (Fig. 12.7) is easy to assem ble;
Shot 1 A enters from right an d m oves across the screen to the
centre. C u t to . . .
Shot 2 Reverse right angle position. B seen in the background,
left. A , right, enters and m oves aw ay from us diagonally
tow ards the centre. W hen he is near B, cut to . . ,
Shot 3 Close shot o f B, Same axis as preceding shot. B on the
left o f the screen. A enters by the right and stops facing
B.
By piecing a m otion in this way, tw o different locations can be
ihown as if spatially side by side. T he illusion works perfectly on
the screen.
T he fragm entation o f a continuous m otion in m ore than four or
five sections becom es annoying an d defeats its ow n purpose.
Where the distance is very great fo u r shots could be used as show n
in Fig. 12.8.
M ovem ent can be confined to the same screen sector in the
last three shots. But the aim is to find an editing form ula th at
suggests the length o f the p a th travelled w ithout the full m ovem ent
which tires the audience a n d slows dow n the story.
For that purpose only three shots would be necessary. In Fig.
257
I
t
FIGURE 12.7 T his example uses screen sector repetition in the three shots for the
movement of player A. A combination of a right angle shot between shot 1 and 2
and an advance on a common visual axis between shots 2 and 3 allows this zone
repetition o1 motion.
12.8 we would use only shots 1, 2 and 4. On the first, the moving
player leaves his area. In s h o t 2, he is seen, small, traversing the
space th at separates h i m from his destination o n the right, where
the other perform er waits. Shot 4 w ould begin by showing the
waiting acto r alone on the screen for several fram es, and then the
player in m otion would enter the screen.
The length o f tim e th at the w aiting player rem ains on the screen
before the arrival o f the other, suggests the length o f the path
travelled. A time contraction is usually resorted to when using
this m ethod. M otion o f a repetitive n atu re (such as walking or
FIGURE 12.8 M ultiple fragm ents applied to a lengthy movement of a player. Screen
sector repetition is obtained in the last three shots,
JLL
FIGURE 12.9 M tiltipfe fragmentation of a movement to stress the violence of a per
son's movement.
13
PLAYER
261
FIGURE 13.1 One of the m ost frequently used formulas for short range movements
employed when only one player moves towards another. The camera positions are
at right angles.
FIGURE 13,2
The difference in distance betw een the cam era an d the perform er
in b oth takes (FS to CS o r MS) adds a visual variety. A always
moves in the same sector o f the screen. A lthough we showed
m ovement fro m right to left, the reverse direction w orks in the
same m anner as in all the exam ples following.
An alternative, or ad d itio n to the above is where the beginning
of the m ovem ent is first show n in a reverse close shot (Fig. 13.2).
Player A begins to m ove in close shot (1) where he goes o u t o f
the screen, entering into full shot (2) an d concludes his m otion by
entering again in m edium shot (3). Several o f the follow ing situa
tions also open with a close shot.
A nother so lution is to m ake the first a panning shot. The ac to r
walks in a straight path tangential to the panning arc o f the first
camera site (Fig. 13.3).
T h e illu stratio n shows the 180 pan used in the first shot. It
achieves th e sam e as the tw o first shots in Fig. 13.2.
FIGURE 13.3 The firs t shot is panned. This is another variant of the basic formula
shown in Fig. 13.1.
FIGURE 13.4 In this variant of the basic form ula w ith a right a n Q l e relationship of
camera a tec. the moving player enters the second shot facing the camera instead
o f being profiled to it as In the previous examples.
FIGURE 13.5 in this approach to the basic form ula the stationary player is used as
a pivot for t h e c a m e r a sites, keeping her in the foreground i n both shots.
FIGURE 13.6 In (his variant the camera sites are deployed In a pattern complementary
to that shown In Fig. 13.5.
The case shown in Fig. 13.7 shows a cam era pan applied to the
second shot. In the first shot A is seen m oving aw ay from us
tow ards B in the background. In the second shot A is in the centre
o f the screen (or entering it from the right) an d being followed by a
sh o rt panning m ovem ent th a t covers the conclusion o f his motion
as he com es to a stop facing p erform er B.
FIGURE 13.7 The change introduced to the basic form ula in th is example is In the
second shot, where the camera is panned.
FIGURE 13.8
I
FIGURE 13-9 The firs t shot is an improvement added to the external reverse angle
camera coverage in the previous example.
FIGURE 13,10 fn this variant, a set of Internal reverse camera angles Is used to cover
the player in motion.
FIGURE 13.11 A parallel camera deployment used to register the movement of the
player as he walks towards his stationary companion.
269
I
I
FIGURE 13.12 A commo n visual axis fine for both camera sites is used here to show
the player In motion.
H ere (Fig. 13.13) the line o f m otion runs parallel to the axis line
o f the tw o cam era sites for covering o f the m otion.
In the foregoing exam ples the arrival p o in t (player B) was always
visible in the tw o o r three shots into which the m ovem ent o f A was
fragm ented. Tn the following exam ples she appears only in the
second shot. T his is due to the fact th a t the m otion covered
is a diagonal across o u r field o f vision (Fig. 13.14).
In the first shot player A m oves aw ay from the cam era, in an
oblique path, an d leave the picture, left. H e enters from the right in
the second shot a n d stops, facing B. A is seen from behind in both
shots.
In this case we reverse the situation in the preceding example.
The m oving player faces the cam era in b o th shots (Fig. 13.15).
In shot 1, player A advances to the cam era in a diagonal and
passes o u t o f shot, left. F o r shot 2 tw o solutions are available.
B is included in foreground in both possibilities. A is either in the
centre o f the right sector m oving tow ards us, or he enters from
the right and com es to the foreground.
270
FIGURE 13.14 In the firs t shot A moves away obliquely from the camera and exits
left. In the second shot he enters from the right, still seen from behind, and stops,
lacing 6.
271
FIGURE 13.15 The difference between this example and that preceding it lies In the
fact that here 1he moving player arrives facino us, whereas in the previous case he
moved with his back to the camera.
FIGURE 13.15A The use of a m irror on the second shot repeats the entrance of the
moving player twice on the same section of the screen.
272
FIGURE 13,16 The variant afforded by this approach fs tha t two stationary players are
involved. The moving actor advances from one to the other in tha two shots.
FIGURE 13.17 The moving player walks beyond the stationary one, who aervea as a
pivot for both camera positions, keeping him in the foreground In both (hots.
FIGURE 13.IS A right angle camera relationship employed for a movement where Ihe
walking player passes beyond his stationary companion. The firs t shot is used twice
to show the beginning and conclusion of the movement. The second covers the
central part of !he movement.
Very few screen m otions so far exam ined have allowed division
a n d use o f shots in two o r m ore parts. Inserts o r cut-aways in a
m aster sh o t m ay provide a pause in the action recorded, serve to
stress a situ atio n o r allow recognition o f the characters involved.
In the follow ing exam ple the player pauses in fro n t o f a large
building before m oving on tow ards It. A reverse shot is inserted,
M aster sh o t 1
Insert 2
M aster shot 1
FIGURE 14.T Player A , afone, faces the building. He enter* shot, stops, then moves
away (In the **cond shot) towards the bulldino. again covered by the first camera
position.
M aster shot 1
FIGURE 14.2 The firs t shot Is used twice. The horizontal movement o f the player is
through thirds of the screen areathe firs t and third. The movement that sho t Id be
Inthe central part o f the screen In S h o tl is substituted by the movement shown in Shot
2, w hich Is from a right angled camera position, closer to the moving sub je ct
FIGURE 14.3 Floor plan showing the arrangement of the cameras to cover a simple
movement of one player.
280
FIGURE t4.4 Floor plan of the camera sites that cover a simple movement with
various camera viewpoints, one of them used as a master shot (1).
High long shot again. R iders tu rn the bend to the rig h t an d move
across the screen. P an to the right w ith them .
282
In this exam ple the two inserts w ere used to inject dynam ism
into th e m aster shot. T his m aster is a pan o ram ic view. Its value
lies in show ing the riders isolated in the large, w ild terrain. T he
inserts p rovide violent m o tio n th a t co n trasts w ith the calm ness o f
the m aster. An increase in sound level when the tw o inserts ap p e ar
on the screen, a n d a sudden decrease w hen the m aster shot follows
accentuates a feeling o f im pending m enace.
Several m aster shots can be edited in parallel to cover a p er
form ers m ovem ent in o rd e r to stress all the d ra m a tic possibilities,
and build a succession o f im ages th a t create excitem ent, suspense
or sheer actio n fo r the audience. H ere is a n exam ple from an un
finished film entitled E l Senor del E ste (L ord o f the East). T he
283
284
Shot 2 Reverse shot. The gaucho enters from the left and
m oves tow ards the background. T here we see his
targ et: the arsenal.
Shot 4
Shot 3 Full shot o f the walls. The gaucho reaches the arsenal
and disappears behind it.
286
287
Shot 5 The gaucho slowly rises and peeps through the slit
w indow o f the arsenal.
T he w hole sequence com prises ten fragm ents, taken from three
m aster shots a n d tw o single shots. These single shots are used at
the beginning o f the sequence to show the tw o extrem e zones
betw een w hich the m ovem ent takes place. In take ] we see the
g aucho leaving his hiding place, a n d in shot 2 we show him
heading for his targ et: the fa r aw ay arsenal. M aster shots 3 and 4
record his bold m ovem ent through the dan g er zone. M aster 3
shows the sentry in foreground who m ight tu rn at any mom ent
a n d challenge him . T he m ovem ent o f the gaucho is show n in this
sh o t in three successive zones o f the screen. T hey are intercut with
m aster 4 th a t show s us the feelings o f the gaucho as he moves
across th e o p en cou rty ard .
As o u r hero reaches the arsenal we cut to the m aster shot 5,
w here we show him com ing to the w indow.
T h en we in tercut the pay-off o f M aster 3. W e h ad toyed with the
em otions o f the audience by stating clearly (in a previous p a rt o f the
story) th at if the sentry tu rn ed , the plans o f our hero w ould be
ruined. (The audicnce already know s th a t there is a curfew en
forced every night w ithin the fortress walls). By show ing the sentry
turn in g now, wc stress th a t the danger was as real as we had
indicated, b u t o u r lucky hero saved him self o n the nick o f time.
T h en we retu rn to m aster sh o t 5 where the gaucho starts the next
phase o f his o p eratio n , a n d the story m oves on.
288
15
IRREGULAR CASES
attention for the player, and the audience, rem ained in the centre
o f the screen.
W ith the present solution a pause is introduced at the beginning
o f the second shot and the m oving player presents a profiled body
position in both shots. The m otion o f the player o r other moving
subject can be either across the screen o r diagonally.
Visual pause with larger groups
W ith a large static group the fragm entation o f m ovem ent might be
prefaced by the m otion o f an o th er player (Fig. 15.2).
Shot 1 A an d C are seen talking, B enters from the right
passing behind C and stops (centre). B talks to A, who
then moves tow ards B. As A crosses one-third of the
picture area, the shot is cut to . . .
290
FtGURE 15.2 The people move, with a visual pause in the action of the second player,
The players interchange positions on the screen in the second shot.
FIGURE 15.2A Opposed movement of a player In the same screen sector. A pause
at the beginning of the second shot b ridges both movements.
sector. A fter a pause A enters from the left and stops in ths centre.
M otion was accom plished in the same screen sector (left) in
opposed directions.
Both fragm ents o f the m otion converge on the screen tow ards
its centre. This visually interesting presentation works well not
only where two persons m eet, b u t also in cases where one per
293
<
FIGURE 45.4 The pause a lth e beginning of the second shot has been om it led, anda
dire ctcut is m ado.The movement in both shots converges on th e c e n tre o tlh e scrsan.
from shot to shot; movement converges on the screen centre tn both shot*.
FIGURE 15.7 Movement In 4 neutral direction where the players exchange screen
positions In the second shot as the moving person a, completes her action.
297
I
I
I
I
FIGURE 15.8 The direction of the playei's movement diverges from centre to sides.
centre o f the screen, seen in full figure. T heir area reversal covers
less screen space th an the same action pictured in close shots.
Divergent motions
The perform er m ay m ove aw ay fro m the scene from the centre
instead o f com ing in to it.
F irst there is a m edium shot o f the group. A m oves from the
centre o f the screen to the right, exiting by th a t side.
Secondly com es a reverse full shot. A (centre) com pletes her
m ovem ent. She either exits by the left side o r stops there and turns
to face the group.
FIGURE 15.9 Player B remains stationary on the le ft side o f the screen In both shots
while the other player moves in a neutral direction In the first shot and across the
screen in the second.
298
299
FIGURE 15.10 The players move In opposed direction# towards a meeting po ln t.T h *
second camera position transposes them on the screen but the cut works smoothly
because the converging movements In both shots are equal.
16
FIGURE 16.0 Two mirrors record on opposed halves of the screen the golnfl away
motion o l a player.
301
FIGURE 16.1 Two variations offered to cover a departing movement. The first covert
movement In a neutral direction and the second, movement across the screen.
FIGURE 16.2 A n external set of reverse camera sites is employed in this example to
cover the departure of one player.
FIGURE 16.3
FIGURE 16.4 The camera is panned in the second shot to follow a player who walk9
away from her stationary companion.
FIGURE 16.5
306
307
reverse cam era sites. T he d om inant person (seen beyond the one
in foreground) m oves aw ay from his com panion. If th a t motion
in the first sh o t is directed tow ards the cam era, the continuation of
the m ovem ent in the second shot will happen within the boundaries
o f the screen (Fig. 16.6).
The solution is sim ilar to the one show n on page 297 Fig. 15.7
except th at now the m oving player does not re-enter the screen.
FIGURE 16*6 The moving player comes towards us in a neutral direction. A s she
approaches the stationary person we cut to a reverse shot behind her, where she
moves away from the camera, passes the stationary player and continues on her
path to the background. Due to the external reverse angle coverage employed, the
positions of the players on the screen are transposed.
308
FIGURE 16.7 Simple reverse camera eaveraae for a departing movement fragmented
Into several pieces using only two master shots obtained from the camera positions
shown.
FIGURE 16.8 Departure integrated into a more complex pattern of movement that
precedes and continues the central action shown here.
I
FIGURE 16.9 The moving player Is excluded from the second shot, thus emphasizing
the stationary one. who remains In shot seen from close by,
FIGURE 16 10 Ttie departing player moves In opposite screen directions from shot to
another. A external reverse camera coverage is used here.
FIGURE 16.11 The moving player is excluded from th second shot. The sta
tionary player turning his head in the second shot su 00 *ts the direction of move
ment of the player who Is now out of camera range.
F irst, a close shot o f b oth perform ers; A exits the screen, right.
C ut to reverse shot 2, also a close shot. Two approaches are
possible. In one, A is in the centre o f the screen hiding player B
with her body. A moves from centre to left and exits.
Alternatively, A enters the foreground from the right, with her
back to us, and crosses between B an d the cam era, exiting left. B
turns his head right to left.
W ith external and internal reverse cam era positions, the sub
je c ts d eparture is not shown b u t only suggested by the turning
head o f the other perform er (Fig. 16.11).
W hen A exits the first shot, cut to the second where B follows
the implied m ovem ent o f A.
A screen exit from one side to the centre is also possible (Fig.
16.12).
FIGURE 16,12 Two camera sites on a common visual axis are used to record a
person who passes behind the stationary player as she leaves.
Shot I
FIGURE 16.13 The stationary person is excluded from the firs t shot. The moving
player passes behind him in the second.
f
FIGURE 18.14 Right angle coverage of a departing player. In the firs t shot the person
starts to move away from the camera. In the second shotas sha completes the move
ment she discloses a frontal view of the stationary player.
I
I
l
FIGURE 16.15 The difference between this example and that preceding lies In the fact
that in this case the departing player begins her movement towards the camera In
the first shot Instead of away from It.
317
1
FIGURE 16.16 A pause at the conclusion of the firs t shot (remaining with the sta
tionary player) serves to shorten the repetitive motion on a lenothy path,
FIGURE 1.f 7 A diverting movement Is Introduced at the conclusion of the first shot
to Omit the long movement of the player towards the other In the background,
FIGURE 16.18 An example taken from A lfred Hitchcock's film North by Northwest,
where a cutway is used to shorten the path that must be traversed by the moving
player.
321
17
PLAYERS MOVE TOGETHER
W e have analysed screen m ovem ent where one perform er, the
dom inant one, enters and exits. B ut b o th players m ay move at the
sam e time and, in th a t event, three types o f m ovem ent are available
to them :
1 b o th m ove in the sam e direction
2 they m ove tow ards each other
3 they m ove ap art.
Each one o f these approaches will be exam ined separately and
several exam ples w ithin each v aria n t will be offered.
Case 1
W hen b o th players w alk in the sam e direction, i.e. one behind the
other, a dynam ic presentation can be obtained by editing the paii
o f external reverse shots as described below , a n d in Fig. 17.1.
Shot I F ull shot. B m oves fro m the centre o f the screen to the
right and exits. C ut to . . .
Shot 2 Reverse full shot. A enters shot from the left and moves
aw ay behind B.
In shot 1, A m oves from left to centre and B from centre to right.
In shot 2 b o th execute sim ilar m ovem ents in the sam e areas o f the
screen. B ut in shot 1 perform er B exits the screen, w hereas in shot
2, A enters from the opposite side. B, in the second shot, is already
in the centre o f the screen m oving aw ay into the background.
Case 2
I f three people are m oving in a single line, a som ew hat similar
solution is available (Fig. 17.2).
322
FIGURE 17.2 Movement that begins in the centre of the screen for the second ia
employed here to unite the shots visually-
FIGURE 17*3 A right angle camera coverage for the departure of aeveral players,
nnovlno one behind the other.
Case 4
Two players approaching each other suggest a right angle cam era
coverage (Fig. 17.4).
In the first shot b o th players, m oving in a neutral direction, w alk
towards each other. C u t to shot 2, where b o th enter shot from their
own sides and stop n ear the centre.
Case 5
Cameras placed o n a com m on visual axis will also record this
converging m otion well (Fig. 17.5).
The first shot is divided in three vertical com positional segments.
Both perform ers are placed at the extrem es, and are allow ed to
move up to the inner boundaries o f the segments. T hen we cut to a
close shot, advancing on a com m on visual axis, where each player
is seen from his own sides, and com ing to a stop.
325
FIGURE 17.4 The conversing movement c l two players covered by a rl*t*t mi fie
earner* arrangement.
FIGURE 17.5
v is u a l
a x is .
Case 6
The players m ight approach one a n o th e r a t right angles, as in
Fig. 17.6.
The editing pro cedure would be sim ilar to those in the preceding
case.
327
FIGURE 17.6 Both moving players converge on paths at right angles and are
covered by * right angle camera arrangem ent
H ere th e right angle cam era deploym ent coincides with the
rig h t angle m ovem ent o f the players themselves. N eutral and
transverse m otions are attenuated in half-areas o f the screen from
sh o t to shot.
Case 7
T his m eeting o f tw o perform ers whose m ovem ents converge on a
central point, can be extended to two groups. In editing, one could
altern ate betw een m ovem ents o r present them in the sam e shot.
F o r exam ple: an In d ian chieftain an d a cavalry com m ander agree
to m eet in neu tral ground to talk over th eir differences. B oth come
with arm ed escorts w ho rem ain u p in the hills as the chiefs descend
FIGURE 17.7 The movements o l characters who converge on a central point tan be
eitended to tw o oroups.
329
Shot 4 Low full shot. Indians appear o n the ridge o f their hill
and stop. (They m oved from left to right).
330
Shot 2 Low close shot o f the three cavalry m en. T hey wait.
331
S hot 5 Low close shot o f the three Indians. T he ch ief raises his
arm and then low ers it.
S hot 6 Full shot. B oth cavalry m en (the Indian Scout and the
com m anding officer) descend to the left a n d go out of
shot. T he o th er soldiers w ait a t the to p o f the hill.
Shot 5 Low close shot o f the three Indians. T he chief and his
son m ove right an d descend o u t o f sh ot o n th a t side.
Shot 7 Full shot. Both Indians descend left to right and pass
o u t o f shot right. They ride slowly. The other Indians
spread o u t along the to p o f their hill.
Shot 9 F ull shot. O n the same visual axis as the preceding shot
with the row o f Indians o n top o f the hill. T he Indian
chief and his son ride tow ards us, descending the slope
an d passing o u t o f shot below.
333
334
Case 8
F o r the th ird possibility, m entioned at the beginning o f the chapter,
w here two players m ove aw ay from each o th er we have only to use
in reverse the fo rm ulas described for the players w ho walk towards
each o ther. A visual em phasis will suffice to give the idea, asshow n
in Fig. 17.8.
D uellists, back to back, an d seen in close view in the first shot.
T hey receive the o rd e r from off screen and start to m ove away
from each other. As soon as b o th leave the screen, we cut to a
second sh o t where we see them w alking a n d widening the distance
betw een them . Finally they stop.
I
I
r
FIGURE 17.8 Players move away from each other on divergent paths Right angle
camera coverage registers the movement.
Case 9
A group o f players m oving aw ay from each o th er m ay som etim es
serve to disclose a goal hidden by their presencea m otion sim ilar
effect to where theatre curtains p art to reveal the stage. T he follow
ing case m akes use o f this effect:
la a sum ptuous hall o f a large palace, the nobles are gathered
to dance. Suddenly a lackey enters an d in a pom pous voice loudly
announces: His Highness, Prince C harles!
The music fades and the dancers break up a n d begin to clear a
path to reveal th e lords a t the end o f the hall. T he Prince advances
through the crowd, tow ards the ow ners o f the castle. H ere we are
only interested in show ing th at p arting m ovem ent o f the crow d.
FIGURE 17.9
A parting curtain effect that reveals the stationary players at the back
o f the g roup.
Intermittent motion
Looking back on o u r exam ination o f horizontal m ovem ent in and
out o f shots, we lealize th at we have covered only continuous
movement o f one or two perform ers. But in term itten t m otion, i.e.
where the perform ers m ove in turn, is very com m on in films. It
happens in m ost dialogue scenes where players shift position. This
will be exam ined later w hen we discuss shots edited w ithin the
film fram e and the construction o f sequences.
339
18
SOLVING DIFFICULT EDITING SITUATIONS
FIGURE 18.1 A smooth cut Is obtained by hiding the stationary player In the centre
o f the screen and cutting on the movement of the passing player across the screen.
n i m y :1/ )/1 n
t
1
*
I
FIGURE t8.2 The player who produces 9 hiding effect by moving across the frame
need not leave the shot In either of the two shots Into which the movement is divided.
Case 2
T he person who is used on the screen to facilitate a sm ooth cut
m ight already be on the screen, say, also in a static position. He
has only to cross o u r view to effect the above result (Fig. 18.2).
Shot 1 A seen in m edium shot seated a t the table. In fore342
FIGURE 18.3 A player moving from centre to side of the screen can unite the shot
with a previous one w ithout movement. The stationary player is seen beyond the
moving person in the second shot,
FIGURE 184 In the firs t shot the background woman moves out o f view. In the
second shot the moving woman, blocking our view, sits down and reveals the woman
on the phone behind her. The seated woman is seen in profile. The movement of this
woman affords sm ooth continuity and reestablishes the scene.
Case 4
Instead o f an incidental person, a n im p o rtan t player can be used.
He m ight be som eone w ho is reintroduced to the audience, while
at the same tim e his m ovem ent helps to sm ooth the cut which
repositions the static player (Fig. 18.4).
In th e first sh o t a girl is o n the phone, standing. A nother wom an
close to her pauses for a m om ent an d then m oves aw ay o u t of
shot, left. A fter a while we cut to the second shot w here o u r view
is blocked by the second w om an, who is sitting dow n near the
camera, As she sits she reveals the first w om an, still speaking.
The shot now fram es the second w om an close by a n d in the fore
ground, profiled w ith the first w om an seen in the background in
full shot, on the o th er side o f th e screen. Thus, bo th purposes
were neatly accom plished: the second character was reintroduced
into th e scene and was visually related to her friend whose new
position o n th e film fram e is clarified for the audience.
Motion beyond the static players
Case 5
In the exam ples exam ined, the m ovem ent was between the cam era
and o u r m ain subject, and the em phasis was placed on the static
perform er. But if this player is in m otion, an d m oves behind the
FIGURE 13.5 When the moving pfayer fs hidden behind the stationary subject in the
first shot, the cut is made to the second shot where the moving player emerges from
behind the other.
345
(at right angles), they can be linked by the m ovem ent o f a sub
ordinate subject (Fig. 18.7).
In the first shot o f A, a w aiter in the foreground stands for a
m oment with his back to us, then turns an d exits left. C ut. In the
second shot, a t right angles, the w aiter (centre) m oves out o f shot
left, revealing B. Thus we dispose o f the establishing shot where
both m ain players (A and B) would be show n together, giving the
audience their true physical positions o n the set.
347
FIGURE 18.8 When both performers cross in the centre of the screen, the cut can be
made on this crossing using two camera sites on a common ads.
FIGURE 18.9 A subject In the foreground moves to hide the departing person In th
centre of the screen. As soon as this main performer is hidden we may cut loiwsrd
to a closer shot of him, obtaining a smooth cut.
Shot 1 A m an, his back to us, is seen o n the right side o f the
screen looking tow ards a lake. A m o to rb o a t appears
right, turns, and m oves aw ay from us in the centre of
the screen. The m an m oves forw ard, blocks o u r view of.
the boat. C ut to . . .
Shot 2 Close shot o f the b o a t (same axis). T he b oat moves
away.
A simple solution where m ovem ent in a neutral direction is
hidden by a distracting stronger m ovem ent fo r a sm ooth cut.
Case 11
A right angle cam era change can use the sam e technique o f
em ploying two different persons to m om entarily m ask the player
to be em phasized by a cut with a busy background (Fig. 18.10).
A stands alone in the centre o f a crow d. F o r the cut a person
enters th e foreground and obscures him. A second person in the
foreground (and approxim ately sam e scale) m oves in the same
direction and we see A no t only closer bu t in side view.
Case 12
Two crow d shots can be filmed on the sam e visual axis w ith this
type o f solution. F irst we have a m edium shot o f several couples
girating o n the dance floor. To m ove back to a position where the
dance hall is seen in full, if tw o characters cross the foreground
the m om entary d istraction is so strong th a t m ism atches in the
background will go unnoticed.
FIGURE 18.10 The subordinate players moving In a right angle relative to each other
provide a smooth cut from shot to shot on a main stationary subject who stands be
yond the others.
FIGURE 13.11 The players' positrons are transposed, the moving person Is rendered
static and vice versa to obtain a transition in time using a cut n r the centre of the
screen which hides the stationary subject.
Redirecting attention
Case 14
W hen cutting back from a close shot to a long shot o f a person
moving in a neutral direction, the problem o f size is very acute in
the second shot, because the distance involved minimizes and
353
A comes forw ard and exits left. In the second shot a secondary
figure m oves from centre to exit left, revealing the small figure of
A approaching from the background. A lternatively, the sub
o rdinate character enters view from the side by which A left
(Fig. 18.13).
T he m ovem ent o f this subordinate subject redirects the au
diences attention tow ards the central perform er. H er entrance
close to the cam era is a strong one and the direction o f her motion
will be followed by the audience.
As A again becomes the centre c f o u r atten tio n , the passer-by
loses herself in the scene by stopping in front o f a window or
going into a store o r disappearing through a side street.
354
FIGURE 18.13 The entrance of a subordinate pJayef at the beginning of the second
shot redirects our attention towards the diminutive main character in the background.
Case 15
A sim ilar solution is applied when dealing with a crow d placed
behind and to the sides o f the m oving m ain subjects (Fig. 18.14).
In the first shot A a n d B w alk to us from a m oving crow d beyond
and occasionally in front o f them . too. A a n d B approach head-on
and exit left. W e cut (same visual axis) to w here an onlooker, C,
enters, right, crosses diagonally and stops at the left, together w ith
other m em bers o f the crow d. F ro m the central background com e
A and B, (.2, crossing close to the cam era, helped to disguise all the
m ism atches in the background crow d. W hen A and B pass C and
resch'th e foreground, they m ight stop or perhaps the cam era m ay
begin to track b ack w ith them depending how the scene is to
continue.
Case 16
A variation is w here the scene is totally blocked at the beginning
o f the sccond shot (Fig. 18.15).
355
ifar
FIGURE 13.14 The strong foreground motion of a subordinate subject (C) at the
beginning o f She second shot Is used to minimize the mismatches that a c ro w d scene
creates fro m shot to shot.
FIGURE 18.15 A player who blocks the camera lens at the beginning of the second
shot Is used to provide a strong motion that hides any mismatches In the motion of the
second player (A ) as he comes forward, seen on the same visual axis as In the
preceding shot.
FIGURE 18.16 The vigorous movement of the group of players in the foreground
towards the sides revealing the scene beyond, serves to mask many Incomplete move
ments of the player disclosed. in this case the fall from the horse was suggested in the
first shot and not shown in the second, where it was substituted by the strong move
ment In the foreground. When the main player is revealed he feigns thefl.ial part of tne
fall without actually carrying It out, because it could be dangerous,
358
same purpose. They fall or pass betw een the cam era an d the player
and reveal a closer shot o f the em phasized player when they cease
or thin out. A flash o f light flaring in the cam era lens can be used
to o btain a sim ilar effect. The next shot w ould also begin with a
flash o f light and then regain n orm al exposure, revealing a closer
shot o f a ch aracter, o r a new angle o n him o r a different player.
The shots w ould be cut on the flash. F ran k lin Schaffner used a
shadow crossing th e screen to o b tain the sam e effect in his film
Pap i lion.
Parting curtain effect
Case 18
Sometim es a players m ovem ents m ust be faked to avoid a
dangerous stunt. This rules ou t the possibility o f cutting on the
action o f the m ain player. A distraction m u st be introduced at the
beginning o f the second shot to hide the om itted full action.
This d istractio n is a m otion th at begins in the centre o f the screen
and p arts to th e sides like curtains. In Fig. 18.16 the tw o ex
tremes o f a dan g ero u s m otion, falling off a horse, are faked.
In the first sh o t th e central player sim ulates the beginning o f a
fall from the horse. In fact he only bends dow n. In the second shot
the crow d in the foreground, with th eir backs to the cam era, p a rt
to reveal the player slum ping to the g round w ith exhaustion. T he
crowd m om entarily obscured the supposed fall. This can be done
with vehicles o r o th er objects relevant to the scene.
19
OTHER TYPES OF MOTION
A lthough straig h t line action is by far the m ost usual, circular and
vertical m o tio n , passing out o f an d entering view are the further
varian ts th at m ake screen action m ore vigorous and interesting.
A gain a nu m b er o f cases are given here.
Circular m ovem ent
Case 1
W ith circular m ovem ent, the perform ers action m ust be visually
clear to av oid conflicting sense o f direction (Fig. 19.1).
S hot I H igh shot. A enters the background from the left,
ru n n in g in an arc tow ard the right a n d then left, close
to th e cam era. Exit lower left side.
S hot 2 Reverse. A enters a t the low er right corner a n d runs in
an arc to the left, tu rn s right an d exits.
S hot 3 A enters left and stops in the centre.
T h e circular m ovem ent is tangential to the tw o first cam era
positions, placed outside the periphery o f the circle. T he third
cam era po sitio n is located inside the circle. C hange o f screen
direction by reason o f the circular p ath o f A is clearly visible in the
first tw o shots.
If the th ird cam era position is placed outside the circular p ath
travelled by the running player, the m otion depicted in Shot 1
w ould be repeated.
T he use o f the tw o first shots can be applied to record a person
tu rn in g ro u n d a street corner. Even if high cam era angles, eye
level, o r low angles are used to record this m otion, recording it by
using halves o f the screen rem ains unchanged to convey the
circular path.
360
FIGURE 19.1 A player's circular movement i$ covered using half screen sections of
motion. The tw o firs t camera sites are tanoentlal to the circular path of the player,
while the third is inside the circle itself.
Since the ap p ro ach described for the first two shots involves a
pair o f back to back reverse cam era positions, the device can be
used to link two different locations by a m otion th at becomes con
tinuous o n the screen. It suffices to have the sam e ac to r present on
both locations, carrying o u t the m ovem ent.
Case 2
Coverage from inside the circular p ath is also possible. The cam era
positions m ay be back to back (Fig. 19.2).
In the first shot A exits right, and in the second enters left. He
stops there facing B who waits for him. In the first shot A looks
361
FIGURE 19.2 Both camera locations are within the circular floure formed by the path
traversed by the player In motion,
o ff screen left while going ou t by the right, thus stressing the cir
cular n ature o f his path.
Case 3
If one cam era position is outside the circular p ath and the other
inside, the respective position o f the players on the screen will be
reversed from shot to shot (Fig. 19.3).
B holding A by her hand pulls her to him. This forces her to
accom plish a circular m ovem ent pivoting on Bs right arm. She
exits screen left, in the first shot an d re-enters right in the reverse
shot. T he m ovem ent o f A is recorded on opposite sides of the
screen, bu t always m oving in the sam e direction.
362
FIGURE 19.3 The players are transposed on the screen 1r> this exterior reverse
camera angle on a circular motion.
Case 4
A. circular m ovem ent covered by tangential external reverse
camera positions, featuring tw o perform ers, tran sp o ses th eir
positions. O nly one o f the players m oves, an d b o th have the sam e
centre o f in terest in the m iddle o f the screen. This is im plied in one
of the shots a n d visible in the o th er (Fig. 19.4).
Shot 1 M edium shot. A, in foreground m oves in a half-circular
p a th tow ards the window where B is looking out. A s he
nears his com panion, cut to . . .
Shot 2 C lose sh o t from outside the window. B in foreground
a t right. A enters left, com pleting his m ovem ent, a n d
stops.
As m ovem ents in these shots are in opposed directions; b o th
converge tow ards th e centre o f the screen. In this a n d the previous
363
1
llg jij
7)1
i
i
3 5
FIGURE 19.4 Tangential external reverse camera silos produce a transposition e l the
screen areas occupied by the players.
exam ples the fragm ents into which the circular m otion was
broken were executed using only half-screen areas in each shot.
Case 5
A perform er m oving aro u n d a large g roup can be covered by two
reverse cam era sites, one inside and the o th er outside the circle.
Fig. 19.5 shows the floor plan o f the scene. Players B, C and D
are all seated and therefore static. A executes the circular motion
aro u n d them .
In the first sh ot we see B in the foreground. Behind him A enters
fro m the rig h t and crosses to the left. As soon as she is ou t of
sh o t cut to th e reverse second shot.
B has his b ack to us a n d players D and C are seen. A enters in
fo reground left and crosses rapidly to the right. F o r a few m om ents
we see only B, D a n d C then A re-enters in the background, right,
an d stops am o ng the group. She has a tray w ith drinks on it that
she begins to d istribute to the o ther players. Leaving a n d then re364
FIGURE 19.5 A n internal and externa! camera location used to cover a circular
movement. T his moving player exits atone side and re-enters shot from the same side
(instead o f the opposite) in the second shot.
FIGURE .19.6 A circular movement registered In the background of the firs t shot and
In the foreground on the second.
Both cam era sites provide an external angle coverage around the
static players in the scene. In the first A m oves and exits right. In
reverse shot 2, where A enters from right (foreground) a n d moves
to the left. A pause at the end o f shot 1 is necessary to account for
the path travelled by player A o u t o f shot before re-entering.
366
FIGURE 19.7 A righ t angle camera positioning to cover ths circular movement of a
player behind a stationary companion. The firs t shot is a pannino camera movement.
Case 7
A right angle cam era placem ent w here a m oving and a static
player are present can be used to em phasize the static player in the
second sh o t (Fig. 19.7).
The change in angle m aintains the travel o f the player across th e
screenthe direction which m axim ises screen activity.
Shot 1 M edium shot. A, left, and B, right. T hey talk. A fter
a m o m en t A w alks behind B an d turns tow ards the
cam era. T he cam era, having followed A , is now fram ing
367
FIGURE 16.8 A player who passes out of shot on one side of the screen and re ente rs
by the other in the same shot, calls (or a stationary player who Indicates the palh of
(he absent player by turning his head or following him w ith his eyes. This Justifies his
reappearance from the other side to the audience.
369
FIGURE 19.9 A vertical movement covered by two shots with a common visual axlt.
We cut forward to the second shot.
Vertical movement
Vertical m ovem ent in and ou t o f shot can be up o r down, The
triangular cam era placem ent principle applies here.
Case 9
An advance on the sam e visual axis is simple to execute. A raises
her body, the upper p a rt passing ou t o f shot and in the (closer)
second shot rises into the fram e. It is a strong entrance that
clearly punctuates the vertical m otion perform ed (Fig. 19.9).
T he effect can be obtained w ithout the rising player moving out
o f the first shot (as when she is seen in long shot) using entrance
m otion o n the second shot only. If m ore people are present in the
370
FIGURE 19.10
first shot, they can be excluded as we cut in to the closer shot, o r the
order o f shots can be reversed for different situations.
Case 10
A right angle coverage m akes use o f the sam e rules outlined for
preceding exam ple, as show n in Fig. 19.10.
She rises inside th e shot as seen from a side view and concludes
her m otion by entering the second shot from below, but with a
frontal cam era position.
In this and the preceding case the second cam era position occu
pies a higher level th an the site th a t precedes it. This is in o rd e r to
accompany the upw ard m ovem ent o f the rising player.
371
FIGURE 19.11 Reverse angle coverage o1 a vertical movement where the rising pJayer
is used as pivot in the scene.
Case 11
A reverse cam era coverage, using externa! angles, obeys the same
rules as in the two form er cases. In the case depicted in Fig. 19.11
the rising player is used as a pivot in the scene.
Case 12
Som etim es a horizontal m ovem ent perform ed in a neutral direc
tion becom es a vertical m otion on the screen in the second shot
because for this shot the cam era is placed high over the players
pointing dow n tow ards them (Fig. 19.12).
The description o f such a scene w ould ru n as follows:
Shot I Low shot. In foreground two people enter from the
right, tu rn and walk aw ay into the background.
372
FIGURE 19,12 A high camera angle gives rfae to a movement of the player* upwards
through the field of view.
Shot 2 H igh shot. They enter from below and w alk into the
background (either o u t o f shot o r w ith cam era follow
ing).
If, in the second shot the cam era follows the players from above
in a vertical upw ard tilt, they will rem ain in the same screen
373
sector, until the cam era stops the upw ard m ovem ent, and then the
players will ascend the screen as they continue m oving to the
background.
FIGURE 19,13 The vertical movement In thla case occur* flrat In a mirror and then
with the real player present in the a h o t
Case 13
A n im aginative film m aker will alw ays look fo r new approaches to
the know n an d com m on event. A curious way o f editing a down
w ards m otion can be obtained by using a m irro r (Fig. 19.13).
S hot I Close shot o f B, foreground, left. A , right, reflected
in a m irror (located behind B) begins to sit down.
S hot 2 M edium shot. E, left. A, right, sits dow n. Both per
form ers are now seen in profile.
T he reflected an d the real vertical actio n to o k place in the same
picture sector.
Case 14
In the act o f sitting dow n the body norm ally m oves through an
arc. A n interesting effect arises w ith a right angle cam era position.
374
In the first shot (Fig. 19,14) A begins to sit. C ut. Side shot o f A
blocking the screen and sitting dow n in an arc to one side revealing
B beyond.
FIGURE 19.14 Right angle camera placement. A t the baginnine o1 the second shot
the player seated in the foreground blocks the screen to disclose his companion In the
background.
Case 15
Hum an lim bs often describe an arch as we m ove ab o u t. A w om an
lowering an object above her head dow n to waist level m ight
be presented in two shots. The second shows details o f the object
lowered.
375
FIGURE 19.15 A vertical movement w ith screen repetition using the upper area of the
screen fo r both hoU.
In the first sh o t (Fig. 19.15) the player brings the object down
to th e central h o rizontal line o f the picture area. W e cut to a close
sh o t on th e sam e visual axis. The object enters from above and is
low ered in to the scene.
Som etim es a reverse angle is used fo r the second shot, contrast
ing the arc p ath s travelled while keeping the m otion constantly in a
vertical d irectio n (Fig. 19.16).
D ynamic stops
Case 16
A n a c to rs m ovem ent m ay be intended to end abruptly, particularly
if he is ru n n in g and suddenly stops o r if he interrupts his walking
376
FIGURE 19.18 Opposed senses of direction for a vertical movement (to the right In
the first shot, to the left In the second). The upper area of the screen Is used lor both
shots.
FIGURE 19.17 A dynamic stop is achieved by showing the player moving at lu ll speed
in the first shot and coming to a halt with only a couple of steps forward in the second.
Case 18
The form ula also w orks if the action is covered from above in the
first shot and from a level cam era position in the second (Fig. 19.18)
2
FIGURE 10.18 A shot from above and a level view o f the player can be combined to
obtain a dynamic stop.
379
20
TWENTY BASIC RULES
FOR CAMERA MOVEMENT
"h
384
21
THE PANNING CAMERA
Scanning panoramically
Case 1
A continuous horizontal pan reveals a collection o f static subjects,
such as people, m achines, objects o r distant views. These scanning
pans cover wide sectors, up to a half circle a t a m edium -paced
scanning rate. (Full circle pans are m ore difficult to perform and
look less n atural). T o o fast o r to o slow a p an defeats the purpose
by dwelling to o long o n the subject for the visual reporting
involved, o r hurrying across it w ithout allow ing the tim e necessary
to grasp the details. These shots are often preceded o r followed by
another w here one o r several people are show n looking aro u n d and
are, in fact, th e subjective view o f the onlooker. S hort pans are
sometimes used to move across from one centre o f interest to
another. W ith only tw o centres o f interest, the panning m otion
serves only to link two subjects visually.
Case 2
In the previous case the reaction o f the player as he begins to look
around is seen in the shot th a t precedes the pan. But it is possible
to integrate b o th m otivation an d reaction in the sam e shot. In
385
FIGURE 21.1 The turning player motivates a camera pan at the end of which it
disclosed the subject w hich caused the person's reaction.
Fig. 21,1, the shot begins w ith the cam era fram ing playei A
looking left. She hears a sound off-cam era and, as she turns her
head to the right to look, the cam era begins to pan to th a t side with
her an d , leaving her, continues until it reaches player B who
attracted A s attention.
T hus action an d reaction are contained in a single shot. This
procedure can also b e applied to a perform er who begins to move
to a new zone o f the set. T he shot begins w ith the player static in
the first zone, then, as he starts to m ove to one side, the camera
begins to pan with him. But instead o f staying with him, it pans
faster, reaching the second zone before him . So the audience has
a view o f the second zone with its ow n centre o f interest (which
m ay be static o r in m otion, an d w ith its ow n pictorial composition)
before the ac to r re-enters.
Chase sequences
Case 3
Chase scenes frequently m ake use o f repetitive pans th a t follow
pursuer and pursued either individually o r together. Several
com binations are em ployed. O ne involves m aking a p a ir o f panned
shots from the same place, before m oving to an o th er site where,
386
again, a pair o f panning shots are m ade from the same cam era
position. H ere is an exam ple:
Shot 1 Full shot. Two cavalry m en run tow ards us. W e pan
with them through a h a lf circle from right to left, and
see them.
Shot 2 Full shot. Sam e place. F o u r Indians ap p ro ach at full
gallop. W e p an with them in a h a lf circle right to left.
T hey follow into the distance.
The same technique is applied at the next cam era position where
the action is in a different terrain. Pursued an d pursuer are shown
in different shots.
Case 4
A nother technique uses parallel editing o f pursuer and pursued
moving in individual panning shots th a t p an continuously. Each
player is fram ed centrally in half-circle pans.
In the previous case the acto rs p ath was tangential to the
camera m ovem ent (Fig. 21,2).
Now the players are m ade to ru n in a circular p ath and equi
distant from the cam era. If a long focus lens is used a t close range
the shallow depth o f field will keep only the players in focus, while
foreground and b ackground appear blurred, (Fig. 21.3),
This helps to disguise the fact th at the p ath traversed by the
players is not a straight one. I f obstacles are placed betw een the
camera and the players in m otion, the effect obtained in these
panning shots will be very dynam ic, as the players are constantly
seen th rough a succession o f interm ittent clear spaces. But if these
obstacles are a series o f vertical bars, such as a fence, a disturbing
stroboscopic effect will be obtained. Irregular shapes are therefore
preferred.
Case 5
Pursuer and pursued will be seen alternately in the centre o f the
screen, as shot follows shot. If, instead o f two persons, five o r six
run in the same direction, each photographed individually with
long lenses, and with progressively shorter pans, tension is b uilt
up as each player is substituted by an o th er in a seemingly con
tinuous panning shot.
387
FIGURE 21,2 The moving subject runs along a path tangential to the panning move
ment of the camera.
Case 6
This sam e technique can be applied to a running person.
Seen in close shot (using a long focus lens) the player moves
behind obstacles in a circular p a th around the cam era. If, each
tim e the cam era is blocked in f u l l by a foreground obstruction
the cu t is m ade to the next shot th a t also starts on a fully blocked
fram e, a p ath im possible to cover with a travelling cam era can be
o btained, and all these shots cut into one a n o th er will seem to be
one co ntinuous take, o f rem arkable length and precision in
fram ing.
T he v ariation in distance from cam cra to subject in each cut
should n o t be too great. If to o large a disparity com es after each
fleeting black screen (during the blocking o f the cam era lens in the
panning m o tio n ) the shots w ould not seem continuous, but a
receding and approaching p a tte rn w ould be achieved instead,
w hich is also an interesting visual variant.
383
S hot 3 T he tw o soldiers enter by the left and ride tow ards the
centre o f the screen. They are looking b ack over their
shoulders. Static cam era.
Shot 5 S tatic cam cra. T he first soldier in the centre o f the screen
in full shot. H e rides aw ay looking back over his shoulder.
Second soldier enters, left, an d when he reaches the
centre o f the screen in m edium shot, cut to . . .
|
.....b
S hot 9 M ifune in m edium shot. He rides left to right. A nearrig h t angle pan.
Shot 13 M ifune, centre, full shot, runs to the right. O n the left
we see the other lone horse galloping behind. Pan
alm ost 90 right. Low shot.
393
S hot 15 Low shot. P anning left to right fram ing only the legs of
the tw o horses. T he swift pan covers a h alf circle.
S hot 16 Both riders in the centre o f the screen seen in full shot.
M ifune, behind, strikes som e sw ord blows that the
first soldier blocks with his spear. T he pan covers a
right angle.
Shot 17 Low shot. H a lf circle pan follow ing the legs o f the tw o
ru n ning horses m oving left to right. T he shot has 24
film fram es.
Shot 18 B oth riders in the centre o f the screen m ove tow ards us,
ride close to the cam era a n d pass into the background
(h a lf circle pan). T he m en exchange blows.
Shot 19 Low shot. A h a lf circle pan, left to right, follow ing the
legs o f the horses as they ru n p ast the cam era. T he sh o t
consists o f 29 film fram es.
395
Shot 23 Low shot. A h alf circle pan, left to right, following the
legs o f the horses as they run (25 frames).
Shot 24 Full shot. B oth riders in the centre o f the screen. Pan
from left to right through right angle. W hen both riders
reach a close shot, M ifune lunges a t the back o f the first
soldier. A t the conclusion o f the pan the soldier begins
to fall forw ard o u t o f shot, right.
Shot 25 Low shot. Static cam era. B oth horses enter close to the
cam era and the w ounded soldier falls in foreground.
M ifune and the horses m ove into the background. Then
he tu rn s to the left and disappears am ong the bushes.
397
by a
FIGURE 21.5 A continuous pan covers overlapping actions of several groups who
move around the camera in the same general direction.
with the rider. As he exits screen left, the cam era stops in the
foreground.
C am era m ovem ent was slow an d continuous throughout. The
end o f the sh o t was static. T he interm ittent, overlapping actions
gave a sense o f place while a t the end the tw o central characters
(5) were in troduced naturally as p a rt o f the whole ensem ble.
Case 9
I f a p an n in g shot m ust cover several points o f interest in its path,
it is wise to provide pauses in the m ovem ent, which allow the
audience a b etter view o f them (Fig. 21.6).
FIGURE 21.6 The subjects are stationary, the camera pans Interm ittently from player
So player as they interrelate w ith one another.
FIGURE 21.7 Movements for a 3*0 degree pan in Michelangelo A ntonioni's film
Cronacn d l tm Am ort. The continuous scene runs fo r 132 metres of film (about 5 mln)
n d takes place on bridge.
401
402
Case 12
An acto r walking slowly in a circular p a th followed by a panning
camera will cover th e to tal surrounding background while keeping
the player co nstantly fram ed in the foreground a n d on the same
side o f th e screen. I f there is a crow d in the background, the idea
that the player is com pletely surrounded will be very graphically
conveyed. (Fig. 21.8). H arry A ndrew s in the prison rio t scene in
Sidney L u m ets The H ill, an d B urt L ancaster a n d his group
surrounded by the M exicans in R o b ert A ldrichs Vera C ruz arc
two films w here the technique described was used quite effectively.
FIGURE 21.9 A circular camera movement w hich keeps a player constantly in the
foreground throughout the shot.
Fast panning
Case 13
A very fast circular pan is called swish pan. It connects tw o points
of interest an d provide a sh o rt blurred im age o f the scene en route.
403
Case 14
A swish p an can be used to relate tw o different vehicles visually,
conveying the idea th a t some tim e has elapsed a n d the player is
now travelling a t a different place an d time. R ichard B rooks, in
his film In C old Blood, uses this effect. A bus is seen approaching,
The cam era begins to p an w ith the vehicle to the right. W hen the
bus passes close by the cam era as it pans, a blu rred view o f the
body o f the bus is obtained. A cut is m ade o n this blur. The next
shot starts w ith the blurred m otion o f a train passing the camera,
T he in stru m ent p an s in the sam e direction as the preceding shot
a n d stops, fram ing the train going into the distance (Fig. 21.9).
Case 15
A swish p an is som etim es used in the m iddle o f a shot in a chase
sequence. The shot starts fram ing player A running from left to
right. The cam era p an s alm ost a h a lf circle with him. Suddenly the
cam era swish pans b ack to the left in a swift blurred m o tio n , to
fram e player B, the pursuer, com ing into cam era range. T he cam era
now pans w ith this new player, to the right again, following him
until he leaves the shot.
404
FIGURE 21.9 The blurred pan la uaed In In Cold Blood, to unite tw o vehicle* moving
In the tam e direction across the screen.
Case 16
Sometimes a p anning shot starts by fram ing the m ain subject on
one side o f the screen an d ends w ith th a t subject o n the o ther side.
That is to say, in th e p anning the cam era m oves faster than the
subject it covers. T his is som etim es required to keep well balanced
pictorial com positions at the extrem es where the cam era is fixed.
(Fig. 21.10.). This recourse is also em ployed to give the perform er
screen space in fro n t o f them th ro u g h which to m ove o u t o f the
screen w hen th e cam era stops panning.
In two directions
Case 17
The cam era m ay p an in opposite directions in the sam e shot,
provided th a t there is a pause in between. H ere is a simple ex
ample. B and A are standing together. A walks to the right and
stops d u rin g which m ovem ent the cam era pans to the right
fram ing him alone. A fter a m om ent A returns to B. The cam era
now pans to the left again fram ing both perform ers.
405
FIGURE 21.10 The camera pans faster than the subject being covsred so th a t at tha
end of the shot she Is on the opposite side o f the screen.
Vertical tilts
A vertical p an is know n as a tilt. T ilt m ovem ents a re not used as
frequently as horizontal pans. A cam era tilt, up o r dow n, is easier
to execute since, in general, it is used only to cover vertical move
m ents o f a perform er o r object.
Case 18
A continuous vertical p a n m ay connect different points o f interest
placed one above the other. The cam era is usually tilted slowly to
allow the audience tim e to take in the changing view proper!/.
406
Case 19
A discontinuous vertical p an serves to connect centres o f interest
placed vertically b u t the players o r objects suggesting th a t coverage
need n o t them selves necessarily m ove vertically as the exam ple
chosen fro m Jo h n H u sto n s film The Unforgiven illustrates here.
A door opens th ro u g h a rectangle o f light on the floor. W e see in
the foreground a painted anim al skin, stretched on the ground.
As the exam ple shows the shot is a continuous one where the
camera m oves fro m one centre o f interest to an o th er and rem ains
on each before tilting up o r dow n again.
Case 20
Tilt shots m ove either u p o r dow n in right angle arcs relative to the
horizon. I f a tilt starting a t the horizon m oves through a h alf circle
the whole scene will be upside dow n a t the end. Some chase
sequences m ay som etim es profit by the use o f this property of
a tilt shot. F o r exam ple: a ta n k pursues a m an. They ru n tow ards
us. T he cam era is high up, fram ing them from above, an d con
tinues the tilting m ovem ent after they pass below us. N ow the
scene is upside dow n an d m an and tan k seem to defy gravity by
clinging to the face o f the earth as they run tow ards the inverted
horizon. A well know n R ussian film, Ballad o f a Soldier, used such
a shot. (Fig. 21.12),
Side tilts
Case 21
Sometimes the upside dow n fram ing at the end o f a tilt is used to
com m ent on the disrupted m ental balance o f the central character
in the scene. B ut a sideways cam era tilt is favoured by o th er film
makers. T he cam era leans partially to one side as the m ental
breakdown takes place, an d is kept tilted in the following shots
until the ch aracters condition is norm al again. Tilted reverse
shots have a n opposed direction from shot to shot (Fig. 21.13).
A right-angle sideways tilt is used only fo r very strong dram atic
reasons since it brings the horizon into a vertical position.
Tilts first to one side and then to the other, are applied to a
camera held inside a set o f a ships cabin o r o f a subm arine, to
simulate an explosion by rocking the cam era rather than the set
sideways. The actors m ove, to assist the illusion.
VERTICAL
AXIS
FIGURE 21.12 A shot used In the Russian film Baltad of a Sofdter, where the canera
is tilled down through an arc o f 130 degrees thus giving an inverted view of events in
the final part of the shot.
410
FIGURE 21.13 Tilted com positions on the screen are used to denote an abnormality
In the situation or in the characters portrayedand w ith opposed senses o f direction
provide a visual contrast from shot to shot.
FIGURE 21.14 Tw o sim ilar formulas for jo in in g a stationary and a panning shot to
cover an actor's movement. In the firs t case the player exits parallel to the camera in
shot 1, while in the second case the player In shot 1 comes diagonally toward* the
camera.
Flo. 21-15 A n o th e r varia n t fo r Joining a s ta tic and a p an n ing sh o t. Here th e cam era
site s are a t rig h t angles to each o th e r.
FIGURE 21.16
414
Case 25
In our survey o f the uses o f panning m ovem ents we find th at a
further possibility is to have the m oving player go ou t o f one shot
and enter a second (Fig. 21.17).
F rom the first position, the cam era fram es the m oving player in
close shot. A t the end o f the p an she exits. She enters the next from
the opposite side. This new take is a full shot, and we continue
panning in the sam e direction as in the previous take following
the m oving player.
416
Case 26
Two consecutive panning shots where the player never leaves the
screen can be edited together if a foreground obstruction is used
to achieve the cut (Fig. 21.18).
Here is a description o f the scene.
Shot 1 A walks th rough a crow d. T here are people in front of
and behind her. She is fram ed in full shot. Panning
with her, we fram e a person so close to the cam era th at
o u r m ain player is hidden behind. C ut to . . .
Shot 2 A person in close shot on the right. F ro m behind
ap p ears A in ciose shot and m oves in the sam e direction
as before. The cam era pans with her. T here are now no
obstacles between her and the cam era, although the
crowd continues to move behind her. A t the end o f the
pan, A stops. People continue to cross the screen from
side to side.
Case 27
Two shots th at p an in opposite directions can be joined together if
the acto rs m ovem ents is in a diagonal across the screen (Fig.
21.19).
In the first shot the actor m oves off round a corner and into a
street, the cam era p anning w ith him left to right. Cut. The player,
still on the right, approaches walking left and we p an with him
right to left.
In order to achieve a successful cut, the players position and
size m ust be identical on the screen at the m om ent o f the cut. As
shown in Fig. 21.19, the perform er is seen on the right side a t the
same distance from the right edge, and with approxim ately the
same vertical height in bo th takes. M inor m ism atches will be
accepted by the audience. P anning speeds are im p o rtan t. The
camera is slowing dow n o n its horizontal p an a t the end o f the
first shot and begins to increase its speed in the opposite direction
on the next shot.
417
FIGURE 21.19 T w o co nse cu tive pan s h o ts fro m o p p o s e d d ire c tio n s b u t w hich cover
th e sam e s u b je c t can be jo in e d if th e c u t Is m ade w ith th e player loca te d in the same
screen se cto r.
Case 28
P ositioning the player in the centre o f the screen allow s two pan
ning shots o f him to be edited consecutively. T he shots have a
com m on visual axis (Fig. 21.20).
The first shot here is a close shot an d the second a full shot but
th e order can, o f course, be reversed. If the player is located on one
side o f the screen in b o th shots a reverse angle coverage can be
ob tained, with bo th shots panning in the sam e direction (Fig,
21 .21 ).
W ith this form ula the second shot can b e in a totally different
place. T hus a transition in tim e is obtained using a continuous
m ovem ent by the sam e player.
FIGURE 21,20 The consecutive shots of the same subject where the camera posltions are on a common visual axis at the moment of the cut.
Case 29
Interrupted m ovem ent in one direction can be covered with a
panning shot on the first phase o f the m ovem ent an d a static
reverse shot for the second part (Fig. 21.22).
Here is a description o f the scene.
Shot 1 Low shot. A car approaches. It then tu rn s to the left
an d the cam era pans w ith it. T he car stops several yards
aw ay in a full shot, now seen fro m behind. As soon as
th e car stops, cut to . . .
419
Case 30
V ertical tilt shots can be joined to static shots using the formulas
described.
T hose p anning shots suggested here can be reversed with the
static shot used first and the p an second extending even fu rth er the
possibilities for covering action.
420
----------
----- r
-5 ?
45b
1
11
U\
.2
FIGURE 21.22
Acrobatic pans
The two examples th at follow depict panning shots th a t are
visually stunning.
F o r this purpose the cam era has to pass through som e so rt o f
aerial loop.
Case 31
A horizontal pan is m ade with the subject com ing tow ards the
camera an d passing in fr o n t o f the cam era operator, who follows
it with his cam era.
But w hat happens if th e subject in m otion passes behind the
camera o p erato r during a horizontal p a n ?
In order to keep him fram ed on the screen the cam era op erato r
will be forced to bend his body backw ards. This m otion dem ands
that the cam era should be placed upside dow n during a sector o f
421
'"1
\ M r\J
\\l
ij 1
\
FIGURE 21.23
camera 180 degrees on its vertical axis. In the film The Strawberry
Statement such an occurrence to o k place. A slim row ing b o at seen
from above entered the screen from the right. As it reached the
centre o f the screen, the cam era was turned a h a lf circle on its
vertical axis, so th a t the b o a t reversed direction and w ent o u t o f
the screen by th e right, the sam e side from which it had entered
(Fig. 21.24).
423
22
THE TRAVELLING CAMERA
PRIEST
OFFICER
STRETCHER BEARS
SOLDIERS
TRAVELLING
--
FIGURE 22.3 Motion on a common visual axis Is used to Join a tracking and a static
camera ahot of the same moving subject.
427
Case 2
W ith quick m ovem ent in the first shot, such as where the acto r runs
tow ards a b ack-tracking cam era he can increase speed a t the end
o f th e shot an d m ove forw ard o u t o f shot. In the second shot the
player (centre) runs forw ard tw o o r three steps and halts (Fig.
22.4).
FIGURE 22.4 It Is easier to |oin s fast tracking shot to a static camera position If the
moving subject Is allowed to go o u t of the screen In the tracking shot.
Case 3
I f we trac k back with a player w ho then changes direction it is
b etter to show the change in the second static shot (Fig. 22.5).
T he first shot corresponds to those in the previous examples.
T he player walks in close shot a n d we trac k b ack with him. W e
428
FIGURE 22.5 A change of direction In the subject's movement is best shown in the
second, static camera position.
JZZL
[^ O cc
(/ \
r
f-4
FIGURE 22.6 A parallel camera arrangement for the static camera site is used
In the formula depicted here.
Case 5
A panning shot can be used as the second shot, thus slowing down
w ith the perform er as he stops walking o r running (Fig. 22.7).
In the first shot he m oves w ith the tracking cam era. W e cut to a
full shot.
T he player, centre, m oves in the sam e d irec tio n ; the cam era pans
w ith him till he stops.
As pointed ou t in previous cases, the size o f the figure in b o lt
shots an d the position o n the sam e screen area, are critical for the
430
,J T
FIGURE 22.7 If the subject movement Is too rapid, the second shot w ith this right
angle arrangement, can be a pan.
FIGURE 22.8 In this right angle arrangement, the moving player remains on the sane
side of the screen in both shots. The static shot frames him from behind going away
in a neutral direction.
Case 7
A reverse angle cam era position can be used to show a group of
players halting in a place (Fig. 22.9).
In th e first shot the cam era tracks with the g roup seen in full
shot.
C u t to a reverse m edium shot. S tatic cam era. The players enter
sh o t m oving in the opposite direction, and stop.
T he fixed cam era position is placed on the o ther side o f the line
o f action, thus obtaining a very dynam ic visual conclusion to
w alking o r ru nning m ovem ents.
432
FIGURE 22.9 A n external reverse camera set-up using a tracking and a static shot to
cover a group in m otion who c o n e to a halt In the second shot.
FIGURE 22.10 Interm ittent camera tracking, where the direction of the march Is
reversed once and then resumed.
FIGURE 22.1t
example*
The shot begins from a static cam era position fram ing A in the
centre o f a group. W hen A starts to w alk through the parting
crowd, th e cam era tracks right. He reaches B, stops, an d B walks
to the right and stops beside C. The cam era stops fram ing B and C
among the group. C then com es forw ard an d stops in the fore
ground. The cam era is still static. C w alks to the left th ro u g h the
crowd. T he cam era starts to track back (left). C stops in fro n t o f
D and gives him a key. D moves to the left and inserts it in a
machine. The cam era stops fram ing D in the foreground operating
the m achine. O ther players are seen beyond.
435
r~ i
\Y
*
1H
------------------
>
FIGURE 22.12 Both sides of the track are used in the same shot by panning in the
middle of the trackino shot.
Case 11
A shot m ight track dow n the entire length and use both sides
(Fig. 22.13).
A approaches B a n d bo th ru n a sh o rt way to point 1 where they
stop. They sta rt to ru n to the left again an d the cam era tracks with
them to th a t side passing in fro n t o f a fence briefly seen in the
foreground o f the previous shot. The cam era stops at point 2 and
pan s from 2 to 3 follow ing the actors.
The cam era faces the o th er side o f the tracks and starts to move
again, tracking with bo th players from 3 to 4. C am era a n d players
halt for a m om ent, a n d then ru n back to point 5 where they fall.
T he cam era follow s to p o in t 5 to conclude the shot.
436
FIGURE 22.13 A nother example In which both side* of the track are used for a con
tinuous travelling shot which keeps reversing its sense of direction perlodfcally to
accompany tha action.
A h alf circle pan a t one end o f the track turns the cam era from
one side o f the tracks to the other. W hile the m otion o f the
camera from points 1 to 4 was continuous, the m ovem ent o f the
dolly was not. The fence was included to add visual variety to the
shot at intervals.
Winding paths
Case 12
An actor who appears in a tracking shot does not have to be
confined to a straight line; he could approach or m ove aw ay from
437
FIGURE 22.14 The sinuous path of a player is covered from a straight camera track
Case 13
In a further variant, the cam era tracks back in a straight line, while
the subject m oves on in fro n t following a w inding path. The
cam era pans from side to side to keep him in view.This form ula can
be used to show a character pushing through a thin crowd waiting
for some event (Fig. 22.15).
Case 14
T he same straight cam era path with the cam era panning from side
to side can be applied to a static group placed in semi-circle. The
FIGURE 22.15 When the player advances In a winding path this can be covered by a
straight camera movement retreating in fro nt o f the player.
camera starts with a long shot an d tracks in, pan n in g from side to
side as it goes and finally com es to rest fram ing the central player
(Fig. 22.16). Such a m ovem ent requires strong dram atic m otiva
tion. This sam e ap p ro ach can be applied to a zoom shot.
Case 15
Interm ittent cam era tracking follow ing a person w ho m oves from
zone to zone in effect tu rn s the w inding p ath into a series o f
triangles (Fig. 22.17).
From position 1 we fram e A in close shot. W hen he m oves to
zone 1, the cam era tracks w ith him to position 2. H e is seen now
439
FIGURE 22.16 The camera advances on a straight line forward, panning from one
side to another until it stops, framing the central character in the sem icircular group.
,
V
z. -uiH
FIGURE 22.17 Interm ittent camera movement covers fntermittent player's movement
which assumes an irregular shape or arrangement, form ing triangfes.
441
FIGURE 22.19 A panning movement in the middle oi a tracking shot changes ths
framing of the subject from a front to a rear view.
442
FIGURE 22.20 If the camera starts tracking w ith the rear view of the players, a pan
in the middle changes that relationship to a frontal coverage. Thn camera m ust move
faster than the characters during the pan to be able to frame them from the front, in
the previous case the camera slowed down during the pan.
443
Case 18
T he cam era m ay track in a straight p ath th at then m oves round
th rough a right angle tu rn if, say, the acto r abruptly turns a corner,
If the player w alks in front o f the cam era as it tracks back, the
sh o t is simple to execute (Fig. 22.21).
FIGURE 22*21 A players rig h t angJe path of movement is repeated for the camera
movement that precedes him.
FIGURE 22.22 A right angle camera turn on a continuous tracking shot to cover an
Intermittent movement o l the players in the scene.
FIGURE 22.23 A player is usd as a pivot for the panning shot as the camera tracks.
Both subjects are stationary.
iX .
V ^
FIGURE 22,24 Player and camera, both in motion, converge toward each other in a
neutral direction.
Case 20
Player and cam era travel tow ards each o ther and stop face to face.
Iffo reg ro u n d players are involved, they are excluded at the end o f
the sh o t (Fig. 22.24).
As can be readily appreciated, the solution outlined has good
potential for stressing a p erform er o r a situation. T he opposed
movements o f cam era and players are equally em phatic if a
departing player m oves away as the cam era recedes. By m oving
away from the scene as the m ain player goes aw ay, a break in the
mood o f the play is underlined by visual m eans on the screen.
Several m ovem ents o f this type in succession, either all converging
or diverging featu rin g different players will stress the situation th at
follows after th o se m ovem ents are com pleted. It is enough to
involve tw o o r th ree players fo r visual stress.
Cas
I f the cam era and the actress have converging oblique paths, the
take will sta rt also in a full shot an d conclude in a close shot
(Fig. 22.25).
FIGURE 22.25
A n oblique path for tho camera and player are used in this example.
Case 22
A n o th er set up has the cam era and subject cross on parallel paths,
the cam era p anning to follow the subject as she passes. She appears
to ap p ro ach and then m ove aw ay from the cam era (Fig. 22.26).
448
FIGURE22.26 Camera and pfayer move In opposite dfrections. When they cross, the
camera pans with the player as it continues to move away from her.
Both cam era and subject move at sim ilar speeds in opposite
directions. She m ay stop first, m om entarily before the cam era
does.
Case 23
A further variation is obtained if a central static player is in
cluded in the shot. The player in m otion, and the cam era, converge tow ards the static player b u t the m oving player stops before
the cam era does. The cam era halts only after obtaining a reverse
view o f its initial position (Fig. 22.27).
449
FIGURE 22.27 One of the players and the camera move in opposite directions. The
stationary character is used as a visual pivot in the scene.
Case 24
If the cam era m oves in the opposite direction to that o f an on
com ing group an d does not pan to follow it, it is wise to have the
cam era angled forw ard in a three-quarter position. (Fig. 22.28),
This cam era position allow s us to w atch the players comfort
ably, as they ap p ro ach from the background and m ove out of
shot. If the cam era is placed parallel to the players, it gives a
profile view and they will ap p e ar to cross the screen m ore quickly.
But the speed is too great for com fortable viewing and the fast
repetitive m otion quickly becom es annoying.
FIGURE 22,28 A large group moves in the opposite direction to the camera, which
observes them trom a three-quarter view.
Case 25
This case involved a q u arter circle p an on a tracking shot (Fig.
22.29).
Here th e cam era m oves in the opposite direction to the walking
player, A, using the static subject, B, as a pivot.
Case 26
If player A w alks tow ards B, the last cam era position is a side shot
of both (Fig. 22.30).
The difference is th at at the end o f A 's m ovem ent, she rem ains
facing B in profile, while in case 25, both players adopted an L
relationship in their bodies ra p p o rt'. A stood beyond B, in a
frontal view, while B was profiled to the audience.
451
FIGURE 22.29 A track is used to move the camera from one static zone to an othe r<1
right angles to the firs t.
Case 27
A n inversion o f the position o f the players on the screen is obtained
if the m oving ac to r walks betw een the static player and the moving
cam era (Fig. 22.31),
M ore involved track an d pan m ovem ents can be obtained by
reversing the trac k and p an in the second p a rt o f the shot. A girl
talks to h er m an, then she w alks to the left. T he cam era travels
with her left an d pans to th at side to pick up her image and [hat of
her co m p an ion on a m irror. She stops, facing the m irror, and the
cam era stops tracking and panning fram ing her on the right, her
reflection in the centre and the reflection o f the m an on the left.
452
FIGURE 22.30 The procedure here Is sim ilar to that used in the previous example
except that at the end the players face each other.
FIGURE 22.31 Hftre the camera movement is sim ilar to that used In the previous
examples, but the players cross over and exchange 1heir position on the screen.
Case 28
A panning m ovem ent can be used a t the opening o f a shot,
followed by a track as a continuation o f the p a n capping the shot,
in effect, w ith an o th er p an w hen the dolly has stopped moving
(Fig. 22.32).
It is a simple form ula for introducing the players (in the first pan),
travelling w ith them as they speak, a n d seeing them head for their
destination (in the second pan). In this way the tracking is used
only for the m ost im p o rtan t p a rt o f the shot. In the p an at the end
o f shot 1, the destination o f players A, B an d C m ay be seen in the
background (actors D an d E).
Shot 2 w ould cover the ap p ro ach o f the m ain players, by means
o f a q u arter circle pan, an d fram e the whole group when they meet.
FIGURE 22.32 Motion flows into motion as both shots feature camera movement that
dovetails sm oothly to cover a group walking to a waiting twosome.
]f the cam era m oves faster, the actors can be revealed one by
one and swiftly left behind. But if the cam era m aintains a co n stan t
speed, th e actors m ay com e in to range one by one, slow dow n to
keep pace with the cam era, then increase their speed an d advance
out o f sh o t while the person behind takes his place. T he cycle is
repeated w ith as m any people in the line as desired.
455
FIGURE 22.33 A three-quarter view to cover a moving group from a tracklno camera
shows the action in a much clearer way than would a parallel moving camera,
Tracking speed
Tracking speed for a cam era is alm ost always dictated by the speed
o f the subject being covered. I f the cam era m oves tow ards or
aw ay from a static subject o r group, the speed with which it does
it will, in effect, com m ent upon the scene.
A typical change from a full shot to a close shot o f a player can
r
i
*
FIGURE 22.34 T h e car moves faster than the camera as it cornea towards us, then tfie
car slows down to the same pace.
*4
FIGURE 22.35 The camera waits in a stationary position as the player approaches.
When she is close enouoh, the camera begins to track backwards w fth her.
FIGURE 22.38 The second camera position is the subjective point o f view o f the
moving player. Here a neutral direction Is used.
459
FIGURE 22.37 The second camera position is again a subjective viewpoint, but here
a horizontal camera movement is used for both shots.
If the cam era tracks behind a subject, going forw ard after him,
in the reverse shot the cam era tracks back with the player who is
com ing tow ards it (Fig. 22.38).
H ere is such a ca se :
S hot 1 O n the lower patio. C am era follows the acto r from
b eh in d ; he then clim bs the stairs. As the cam era reaches
the first step we cut to . . .
Shot 2 C am era above on the edge o f the stairs, facing the
actor. It pulls back w ith him as he com es to the top
an d travels back with the perform er dow n the corridor.
A m ore simple m ovem ent, where the acto r walks on a plain
ground, can be covered using the sam e form ula.
460
461
22.38A
Case B
A com m on noise held on the sound trac k will help give coherence
to a sim ilar editing situation, w here a m aster tracking sh o t is
intercut w ith statio n ary shots. H ere is an ex a m p le:
Shot 1 O n th e to rn , ravaged street, am ong the debris an d the
wrecked buildings, a heavy arm oured ta n k m oves fo r
w ard. A g ro u p o f arm ed soldiers advanced behind it,
co n tinuously on the lo o k o u t for snipers. T he cam era
travels sideways to the subject, w ith the group fram ed
in full shot.
Shot 2 A sniper w ith a rifle takes up position behind a w recked
w indow fram e on the first floor o f a n ab an d o n ed house.
H e aim s in a diagonal tow ards the low er right corner.
Shot 1 T he ta n k a n d the group o f soldiers m ove with the cam era
Shot 3 T w o m en near a d o o r fram e, behind a pile o f debris are
ready w ith a m achine gun. T hey aim left.
Shot 1 T he tan k and g roup o f soldiers m ove with the cam era
o n the street littered with b u rn t objects an d chunks o f
cem ent.
Shot 4 T w o civilians prepare a b az o o k a, and p o in t the gaping
m o u th o f the w eapon tow ards us.
Shot 1 T he ta n k an d the g ro u p o f soldiers advance along the
street follow ed by the cam era.
Shot 5 In the fo reground, the m en holding the b azo o k a have
th eir backs to us and are aim ing it tow ards the ta n k
a n d the soldiers, seen in the background com ing tow ards
us.
Shot 4 Reverse view point. T he tw o civilians face us. T hey fire
the w eapon left o f the cam era.
Shot 1 T he tan k and the g ro u p o f soldiers. T he cam era travels
w ith them . T he shell suddenly explodes o n the street
u n d er th e fro n t o f the tank. A geyser o f sm oke and
flame billows up.
Shot 2 T he sniper behind the w recked w indow begins firing
his rifle.
Shot 3 T he two men by the d o o r fram e, fire th eir m achine gun.
The tank engine and track s shaking the pavem ent m ake an
impressive noise used th ro u g h o u t the sequence. Shots 2 and 3 are
intercut into the m aster shot to show how the resistance m ovem ent
is preparing its surprise attack . A lthough no precise reference to
463
22.31SB
Circular tracking
C ircular cam era m ovem ent is tricky and m ust be used with re
strain t an d only w hen strong d ram atic reasons dem and it. A
continuous tracking circular shot lends to eclipse the story point
by calling atten tio n to the cam era acrobatics.
C ircular tracking around two people is often used to convey an
em otional experience so overw helm ing that it becomes a key point
in th eir relationshipfor exam ple, a couple kissing after an
unexpected revelation has restored their faith in each other
(Fig. 22,39).
464
Some variation is obtained if the cam era m oves with one o f the
players in a circle aro u n d a stationary central perform er. The
moving player rem ains facing the cam era, the other is seen from a
constantly changing view point (Fig. 22.40).
Sometimes only a half circle is enough to convey a specific
mood in a shot.
For example, a leader is addressing the peasants. T he cam era
moves in a h a lf circle behind them keeping the leader fram ed in the
centre o f the background (Fig. 22.41).
A feeling o f dependence on a central figure o r force is stressed
because atten tio n , even during the m ovem ent, conveys on the
leader as a pivot. A half-circle cam era m ovem ent can involve
panning for the shot a t the extrem es. Thus the internal p art o f the
465
FIGURE 22.40
camera.
FIGURE 22.42B Diagram that shows the movements of the camera, using a half circle
path, during the mime played for the king and his court in the film version of Shake
speare's Hamlet directed by Laurence Olivier.
As the description clearly shows, the half-circle cam era path was
used twice in the sam e take, and at the end o f each h a lf circle pans
reveal fro n tal views o f the central characters (queen-king) scru
tinised by the o th er two groups (H am let an d H oratio). T he action
in the centre o f the stage continued uninterrupted during the whole
shot, b u t this activity was glimpsed at intervals and only at peak
m om ents o f action th a t were significant fo r the reactions o f the
o th er three central groups.
468
23
THE CAMERA CRANE
AND THE ZOOM LENS
With the aid o f a cam era crane the cam era with its crew can be
raised vertically o r in an arc. F o r the m ost part, the crane is not
used to provide cam era m ovem ents b u t simply for stationary
shots from angles th at would otherw ise be difficult o r im possible
a id certainly tim e consum ing to obtain.
Following action
A crane is used to execute simple an d usually gentle m ovem ents.
Its m ost obvious application is to follow actors who move up or
down from one level to another. Such is the case w ith a player
ascending a staircase. T he cam era o n a crane keeps him in m edium
shot fo r example, th ro ughout. C rane m ovem ents allow visual
'punctuation shots o r to m ove from a tight group in the foreground
to a large g ro u p in the background. Or, again, to com m ent
emotionally on the m o o d o f a scene by using slow vertical m ove
ments. Som etim es a n unexpected aerial view o f a scene, perhaps
tracking, gives the audience a detached view point suggesting an
impartial fram e o f m ind.
Foreground props stress height
If an object w ith some vertical height is kept in the foreground
when executing an upw ard crane m ovem ent, a n increased sensa
tion o f height will be conveyed to the audience, because o f the
illusion o f depth. D ow nw ard crane m ovem ents m ay profit from
the same form ula.
In Fig. 23.1, a group o f riders, fram ed in long shot, advance
towards us. T h e cam era, high on the crane, captures them in the
469
FIGURE 23.1 A vertical prop In the forearound stresses the sensation of hioli1 M
a cranu shot.
FIGURE 23.2 A stationary group is covered by four moving camera set ups, [wo of
which are crane shots.
471
FIGURE 23.3 The crane movement in this example is used to stress a p o in t in the
scene, coming from the general to the p a rticu la r.
away, the cam era rises, gradually tilting dow n to keep them in shot,
with a pause if required while the cam era is level with them .
This gives the players time to m ake a story point before m oving on.
If the cam era rem ained level on the crane platform , it would begin
and conclude th e shot by only showing the distant view and the
actors would be revealed halfway through the vertical m ovem ent.
Faster subjects, such as a car com ing tow ards the cam era, can be
covered with a m ore rap id crane m ovem ent. In such a case the arm
o f the crane practically swings in an arc, com ing dow n and going
up while m oving in the direction o f the vehicle.
The key to this form ula is to m ove from the general to the
particular an d back to a majestic view o f the proceedings. In this
473
way, halfw ay through the shot a selected event is stressed and its
protagonists are then moved into the m ass m otion once more.
FIGURE 23.4 Disorganized patterns of action are made coherent for the camera by
introducing a crane movement.
474
Zooming speeds
Slow zoom s usually have a constant rate o f visual advance or
recession. A fast zoom is used fo r shock effect. But a zoom can
sta rt slowly and gradually increase in speed. A sudden halt will be
obtained when it stops. A fast start and a slow conclusion will be
m ore pleasing to the eye b u t the sta rt will be quite sharp and
disturbing.
A slow -fast-slow com bination seems to be the idea! w hen using
a zoom th a t goes from one extrem e to the o th er o f the range
available. It is n o t essential to use the full range o f focal lengths
afforded by th e zoom lens. Z oom ing in sh o rt sections is generally
m ore effective. Z oom ing tow ards a static subject draw s attention
to the zoom itself. A fast zoom provides visual pu n ctu atio n th at
p in points the chosen subject, sharply excluding all surrounding
m atter. T hus it can stress a players reaction, such as a shout or
scream , o r an object partially hidden by his clothes, o r the barrel
o f a gun blazing tow ards the cam era, or a silent witness in the
back g ro u n d w hom the zoom pulls forw ard to stress.
A slow zoom , quietly creeping forw ard tow ards tear-filled eyes
can lend a n intim ate m o o d to a scene by suggesting participation.
T h e zoom is b etter m otivated an d thus better integrated with
the sh o t if the player in a zoom sh o t m oves with the optical change.
A zoom shot m ight be called fo r where a body is seen in m otion
(Fig. 23.5).
FIGURE 23.5 The movement o f the player motivates the zooming o f the camera Jens,
This may either magnify or dim inish the Image size.
476
477
In the exam ple in Fig. 23.6, the distance covered by the moving
actor was very short, and the zoom used only a p a rt o f the focal
range available.
A head tu rn in close shot can m otivate an exploratory panning
to which a zoom ing m otion is added.
In the situation in Fig. 23.7, player A is hidden behind a column
in a dimly lit oriental garden, fram ed in close shot. He is looking
left. Suddenly he reacts to a noise heard off screen and turns his
FIGURE 23.7 A turning or walking player motivates a panning and zooming camera
movement in which it leaves the firs t player to come to rest on the second.
478
head to the right. T he cam era begins to pan w ith the m ovem ent o f
his head an d continues panning to the right across the garden. As it
pans it slowly zoom s in, to stop fram ing a m edium shot o f player
B hidden behind a statue, w ith a w eapon in his hand.
The slow exploratory pan com bined w ith a zoom m otion gave
the illusion o f sm ooth travelling th ro u g h the garden betw een both
points o f interest, while the cam era ro tate d on its horizontal axis.
A half-circle p an com bined with a zoom forw ard o r backw ard
will provide a sweeping arc exploratory m ovem ent th at scans ?.
landscape, a building or the interior o f a house. The m ovem ent o f a
lone player who walks from one zone to an o th er can be covered
with this pan-zoom technique.
In the previous chapter an instance was given in w hich a com
bined p an and zoom follow a m eandering p a th (Fig. 22.16), as the
camera p an s alternately betw een tw o subjects. M ichelangelo
A ntonioni, in his film Blow Up, used this effect as the subjective
point o f view o f th e m ain player exam ining tw o photographs. T he
camera fram ed one o f the pictures for a m om ent, then panned to
one side to a second, zoom ed in and held a static view o f this
photograph. T h en it panned back to the previous picture and
zoomed in to o , stopping on a m uch closer view. W hen the cam era
once m ore panned to the second picture, the zoom was resum ed
and a n extrem e close up o f the second p h o to g rap h capped the
shot. M ario C am us, in a film m ade in A rgentina, Digan La Que
Digan, starrin g the Spanish crooner R aphael, used the sam e effect
to stage one o f the songs ( Cierro m is Ojos) zoom ing alternately
from the player to his reflections in five m irrors placed behind.
Tilt shots using zoom effects
A tilt a n d b ackw ard zoom o u t to wide angle is often used for
establishing shots. A close shot o f the rippling surface o f a river
shifts to a full sh o t o f a bridge spanning it com bined w ith an
upw ard tilt.
Camera tracks as it zooms
A cam era tracking in a straight line w ith the lens m oving across
the scene, can em ploy a com bination o f several p atterns o f m otion
provided by the cam era, the zoom lens and the perform ers. Such
is the case o f the exam ple in Fig. 23.8.
479
FIGURE 23,8 An advancing and receding zoom motion Is combined with a straight
tracking movement which covers an undulating actor movement. Three patterns of
motion are th u s combined.
ZOOM
|_
TRAV
.
----------------
FIGURE 3.9 Zoom ing w hile panning and tracking. Zooming forward as Ihe camera
tracks back. Optical distortion Is obtained. S ubject and camera travel in the same
direction, and the ?oom is effected diagonally.
481
A com bined track and zoom can provide a startling visual effect
if their m ovem ents are suitably opposed. If the cam era travels
backw ards and the zoom m oves forw ard, especially in a corridor,
there is a peculiar disto rtio n o f distances and object sizes.
A lfred H itchcock used the effect in his film Vertigo to convey
precisely that sensation when Jam es Stew art looks dow n the stair
case in the church bell tower. A nother type o f distortion, but not
as blunt, is also obtained when a cam era, angled three-quarters
to a group, moves backw ard in fro n t o f the ensemble, at full speed,
and then zoom s in obliquely tow ards the players. In Doctor
Zhivago, David Lean uses the effect in several cavalry charge
scenes where the cam era rides w ith the g roup o f soldiers over a
frozen river, Fig. 23,9 shows each o f the effects discussed.
482
24
ACTION SCENES
W ithout action scenes film m aking w ould n o t have developed
into the m ajo r com m ercial activity th a t it is now. T he effectiveness
of such sequences is due to a basic prem ise o f film language, action
and reaction, an d parallel film editing is the key.
The actio n show n in such a sequence m u st be clcar a t all tim es
to the audiencen o t a series o f hap h azard ly built snatches o f
action b u t a solidly constructed story. F o r th at, there m u st be
clarity o f m otivation an d care w ith detail. T he story developm ent
depends on a series o f incidents usually o f fo u r types the chase,
the physical fight o r battle, the fight against a m echanism , and the
accident. A ny o f these becom e m ore d ram atic if they involve a
fight against time.
T he chase can assum e several form s. T he p ro tag o n ist is pursued
by the evildoer o r villains o f the story. T he m ain player m ay be
holding som ething th a t the o ther p arty w ants or he (she) is the
prize coveted by the opposition. T he situ atio n can be reversed and
the p ro tag o n ist chases the villains. T he forces th at each group
brings into play can be equalized o r a strong difference is present in
favour o f cither one.
W hen any o f the tw o groups falls into a seemingly inescapable
situation, they m ust be able to extricate them selves from it n o t by
a coincidence o r by an accident, b u t by their ow n strength or
ingenuity. They m ust solve the problem them selves in a logical way
and w ithin th eir possibilities, o r w ith the help o f a logically
acquired elem ent, either hum an o r m aterial, A chase can be co n
ducted on foot, riding an anim al (horse, cam el, elephant), on a land
or w ater vehicle or with an airb o rn e m achine, a n d all the com bina
tions th a t these four elem ents allow.
T here are several varieties o f physical fight. T he o p p onents may
light each o ther with bare hands o r w eapons, ancient o r m odern.
A hum an being m ay be fighting a beast o r m echanism . T he fight
483
WARDEN
JOYCE
FIGURE 24.1 The subjective point o f view can be applied to sm all groups with
different locations on the set. A n example from The Bridge on the River Kwai.
FIGURE 24.2 W ith randomly shittlno subjective points o f view, Instead of adhering to
n ordered pattern that is repealed the tocai view points can follow the em otional line
of the event.
491
High full shot. The couple comes tow ards us an d stop in the
foreground. They look aro u n d and then separate, running in
different directions.
The m oving cam era shots m ay som etim es he jerky (hand-held
camera). They m ust be o f short duration (no m ore than 5 sec
perhaps) to avoid annoying the audience. This uneven m ovem ent
will often add excitem ent to a chase.
2 Planned cum ulative action within a static shot can be very
exciting. The m any planes o f depth in fro n t o f the cam era can be
used in patterns o f action th at recede from o r ap p ro ach the cam
era. A ction can be staged on them progressively or sim ultaneously.
Here is an example. A n A m erican In d ian h a lf kneeling in the
left foreground seen in full shot, shoots an arrow tow ards a
m ounted soldier who enters the screen from the right in the back
ground. T he soldier falls while his horse continues onw ards,
leaving the screen left. A second soldier on foot enters from the
right and runs his sword into the arch ers midriff. The Indian falls.
Between the soldier on fo o t and the cam era a second Indian enters
on horseback an d jab s a lance into the soldier. T he Indian exits
screen right as the second soldier collapses. In the foreground
right a third soldier a n d Indian roll in, in hand to hand com bat.
The In d ian m anages to roll o n to p and stabs the soldier repeatedly
with his knife. All these actions overlap swiftly so th at the rhythm
of the scene does n o t slacken as the action progresses from back
ground to foreground. T he scene quoted com es from R aoul
W alshs film They D ied W ith Their Boots On.
3 The violence o f a blow can be stressed o n the screen by divid
ing it into tw o shots. A bare fisted knock o r a leg kick can be split
into two takes to o btain a m ore violent presentation. The first part
of the m otion is recorded in a m edium shot and the concluding
swing in a close shot on th e same visual axis. W hen shooting such
a scene two com plete blow s are photographed and later edited as
described. In the second sh ot we can keep a static cam era position
(in th at case the perform er being hit stum bles o u t o f the screen)
or we m ay p an with the person who suffered the blow as he falls.
A vehicle sm ashing an obstacle can be treated in the same way:
A truck speeds along a ro ad tow ards the w ooden doors o f the
courtyard gate. The action is seen in long shot. The vehicle moves
left to right.
Full shot o f the doors. The truck enters screen left and crashes
into the d o o r which begins to give way.
493
Reverse full shot. F rom inside the courtyard we see the other
side o f the gate. T he truck crashes through an d exits screen right
a t full speed.
T hree cam eras running sim ultaneously are required to record that
situation, for obvious reasons.
4 A ction running betw een the cam era an d the fighting group will
provide interm itent glimpses o f the m ain event. This heightens
o ur interest as we strive to follow the action beyond. If the fighting
persons are p art o f a larger group engaged in a full scale battle, we
can introduce other com batants m oving in fro n t o f the central
g roup an d crossing the screen betw een them an d the cam era (if a
long focal lens is used the foreground co m batants can be thrown
ou t o f focus). These crossing parties can m ove on foot, o n horse
back o r on a vehicle. They m ust n o t stay long in foreground and
should exit to be replaced by o th er groups. M ovem ent need not
be in one direction only; the crossing can be from bo th lateral
sides.
If the quarrel is between tw o people only, witnesses can be
introduced who m ove before the cam era, crossing in fro n t o f the
com batants. A varian t to this is to present a g roup o f animals
instead o f people, m oving in fro n t o f the cam era between it and
the m ain action. Low cam era angles will visually stress these
continued interruptions. A m oving m achine in the foreground
(a huge rapidly turning wheel for instance) can be resorted to for
the foreground action in place o f persons o r anim als. Static
objects o f irregular shape can be placed in the foreground and
the cam era pan o r track with the fighting group beyond, so that
these static objects cross the screen as the cam era moves,
5 In a full scale battle, crow d scenes where the action runs wild
should be alternated w ith action scenes where the hero o r heroes
are engaged in personal com bat. It is an expanding-contracting
p attern applied to coverage o f the action, th a t keeps the audience
shifting from the general to the particu lar and vice versa. In that
way the m ain characters are integrated into the spectacle and their
relationship to the whole can be appreciated with a stronger sense
o f identification. These crowd scenes, as well as those where the
p rotagonists are singled out, should no t be loose ones where the
action lacks a central purpose.
M inor story sub-plots should be developed, so th at each o f these
sequences presents in itself well rounded sketches th at advance the
story.
494
495
Shot 2 The package slides under the truck blocking the street.
Close shot.
Shot 1 Eva B artok and Peter Finch turn to go inside the shop.
Full shot.
Shot 2 Close shot under the truck. A soldier crawls in and
extends his hand to grab the sticks o f dynam ite.
Shot 3 M edium shot. The couple enters the screcn by the right.
They are inside the shop.
Shot 4 Full shot. T he truck blows up fiercely.
Shot 5 Long shot. Same visual
axis as th at preceding. The
cloud o f dense sm oke clim bs to the sky.
Shot 3 The m an and the girl press themselves together.
S hot 5 R em ains o f the truck begin to fall.
Shot 3 The couple huddled together, the cam era tracks into
them and stops, fram ing them in close
shot.
T he director did n o t hesitate to divide an exciting event into
three shots the truck explosion, achieving a dynam ic result by
editing in parallel with the action o f the couple taking cover inside
the shop. Notice also the refinem ent in suspense: a soldier is
introduced p rio r to the explosion, trying to retrieve the dynamite
when the couple have already turned their backs on the situation.
An am ateur would perhaps hesitate in cutting w hat he considers
a valuable shot. By presenting the event in its entirety without
interruptions, he would be lessening its dram atic im pact and
lim iting the pleasure o f the audience.
An action broken in two is stretched in time, so th at the visual
pleasure o f witnessing a spectacular action is doubled for the
audience.
H ere is a case taken from David Leans The Bridge on the Rivet
Kv'aithe final scene where the bridge is blown u p as the train
crosses it.
S hot 133 F rom above. T he locom otive enters shot from the
right travels to the bridge seen beyond in the back
ground (2 seconds 11 frames).
S hot 134 Close shot o f N icholson (Alec G uinness) from below.
H e takes a few steps tow ards us. H e is mortally
w ounded. H e raises his head to the sky and falls
dow n, o u t o f shot (3 seconds 6 fram es).
Shot 135 M edium shot. N icholsons body enters, left and falls
across the lever o f the d eto n ato r, pressing it down
(26 frames).
498
S hot 136 Long shot. In the foreground lie the dead bodies o f
Shears, Saito, Joyce and N icholson. Beyond is the
bridge. T he train is seen m oving along the upper
right p a rt o f it. T he first pillar o f the bridge explodes
spectacularly and the centre p a rt o f the bridge
collapses. T he train continues until it reaches the
edge o f the gap (4 seconds 4 frames).
Shot 137 M edium shot o f W arden and his g roup o f T hai girls.
Some o f the girls arc standing. T hey all look dow n
to the right. They begin to rise (2 seconds 9 fram es).
Shot 138 L ong shot o f the bridge from the side o f the river
form erly occupied by Yay and Shears. T he loco
m otive and some w agons plunge into the river.
(5 seconds 11 fram es).
Shot 139 M edium shot o f W arden and his group. As in shot
137. P an up with W arden rising to his feet and lean
ing on his crutch. T hey look dow n, right. (1 second
11 fram es).
S hot 140 Long shot. F ro m the p oint o f view o f the preceding
group. Som e w agons from the train plum m et into the
river (3 seconds 5 fram es).
Shot 141 F rom below as in shot 138. T he tw o last w agons o f
the train fall into the river. T he second pillar exploded
com pleting the destruction o f the bridge (3 seconds
10 frames).
Shot 142 M edium shot o f N icholson lying beside the d eto n ato r
box. C om position as in shot 135 (4 seconds 7 fram es).
Shot 143 F ro m the sam e point o f view as shot 136. T he last
pieces o f the bridge collapse into the river (7 seconds
20 fram es).
Shot 144 M edium shot o f C lipton (Jam es D onald). H e is
looking off to the left. He walks to th at side an d the
cam era pans with him as he walks dow nhill. He stops
and says, M adness! (4 seconds 7 fram es).
S hot 145 High angle. Full sh o t o f the four dead bodies lying
on the sand bar, near the w ater: N icholson, Saito,
Joyce an d Shears. (3 seconds 1 fram e).
S hot 146 M edium shot o f W arden standing in front o f the
cam era. He looks off screen right, then turns to the
T h ai girls in the background an d says: I had to do
it! I had to! . . . 'They would have been taken alive!
499
JL
501
25
EDITING IN THE CAMERA
M odern film m akers have rescued the long m aster shot from the
oblivion th at followed the abandonm ent o f the old theatrical
front-only cam era set up and endow ed it with techniques develop
ed for editing in the cam era, o r in o th er words, w ithin the film frame!
This approach needs no visual cuts to achieve its effects but relies
o n cam era an d subject m ovem ent. E xperim entation with this
technique has been extensive and has even led to the extreme of
m aking a full length feature film using only ten shots edited in the
cam era A lfred H itchcocks film Rope.
Pre-planning is required
Shots suitable fo r editing in this way cannot be m ade haphazardly
o r w ith the inspiration o f the m om ent. They require careful pre
planning, with a studied integration o f player and cam era move
m ent, like a choreography th at m ust be precisely executed by the
acto rs and the cam era crew. W hen well executed, results are very
pleasing. T he scene flows sm oothly, the audience is no t aw are of
the technique and the actors have a better chance to drop into
their characters, since the scene is played continuously as in the
theatre.
M istakes when m aking this type o f shot can be quite expensive,
especially fo r lim ited budget productions. T he am ount o f film
expended in retakes is quite considerable. Thus, thorough re
hearsals are vital before attem pting a shot. But if a m istake is made,
a good director should be able to find a way o f partially using the
shot by resorting to a cut-aw ay at th a t p o in t and returning to the
m aster shot again afterw ards.
W ith a well trained cast an d cam era crew, the speed in shooting
surpasses by far the cum bersom e efforts needed to cover the same
scene using the fragm entation technique o f piecing it together in
502
several shots. Television serials, which have a lim ited num ber o f
pro d u ctio n days, have greatly profited from this technique. But
an integration o f b o th techniques, ordinary physical editing and
editing within the fram e, is the m ost sensible w ay o f benefiting
from the best o f b o th. In them selves, the tw o system s have
lim itations. A film m ak er who know s screen language thoroughly,
however, will su rm o u n t them by blending these techniques for his
expressive purposes.
T here are seven basic techniques governing shots edited w ithin
the film fram e:
1 A pause betw een m ovem ents;
2 A change o f zone;
3 A pproaching o r receding from the cam era;
4 Change o f body p o sitions;
5 S ubstitition by sectors;
6 Switching o f screen sec to rs;
7 N um erical con trast.
Several o f these techniques are usually com bined in any such shot,
rath er th an being used alone.
The pause between m ovem ents
The player or the cam era m oves from one zone to another,
rem ains there for a while, and then m oves to a third area and stops,
[f the m ovem ent is continuous (unbroken by pauses) it will
become ju st a follow ing shot because no m atter how m any pic
torial v ariations are involved along the shot, the audience simply
would n o t have tim e to appreciate them . Each new player or
camera position presented has to be held o n the screen an d so
established before m oving on to the next.
The change o f zone
The screen p o sition in a cinem a theatre is alw ays fixed. W e see
things on it as if we were looking through an opening. If th at
opening rem ains stationary (fixed cam era) the background we
glimpse will be always the sam e and seen from a co n stan t point
of view.
In shots to be edited in the cam era, this w ould constitute a
lim itation and, in practice, becom es annoying in a very short time.
The back g ro u n d m ust vary to give the im pression o f space wherein
FIGURE
25.1
T hree
be arranged
in d e p t h
In
front
ot
statio n ary
cam era.
Case 2
I f a p anning cam era is used, the relationship betw een the zones o f
actio n can vary, as show n in Fig. 25.2.
F o r pans o f less th a n h a lf a circle the Fig, 25.2 exam ples should
provide ad equate variety. In th e first case, the three zones are
deployed in an arc aro u n d the cam era, so th at m ovem ent from one
to th e o th er will keep the fram ing distance equal for the three zones.
T h e second, third a n d fo u rth exam ples suggest tw o zones equi
distan t from the cam era a n d the third either closer o r further away.
F IG U R E 25.2
W hen
the c a m e ra p a n s th e relatio n sh ip
b e tw e e n z o n e s of a ctio n can
vary.
The fifth an d sixth exam ples show the zones a t different distances
from the cam era.
If a com pletely circular cam era m ovem ent is involved, panning
505
Case 3
If the cam era tracks from zone to zone, these areas m ight be
along a straight path. O r an irregular arrangem ent can be chosen.
I f a horizontal path is used, three approaches are possible. (Fig.
25.4).
In the first case the cam era tracks backw ards or forw ards over
the three zones. In this exam ple all the zones are show n either at the
beginning or conclusion o f the take, depending w hether the camera
is advancing into o r receding from the scene.
In the second and third exam ples the zones are placed parallel
to the cam era path and equidistant from the cam era. A triangular
arrangem ent o f the zones in relation to the cam era path provides
further variants for internal visual coverage (Fig. 25.5).
506
F !< S U R E 2 S ,4
lel t o t h e m
A m o v in g c a m e r a c a n travel o v e r th e a c tio n z o n e s th e m s e lv e s , o r p a ra l
In a h o r i i o n t a l o r o b l i q u e l i n e .
F I G U R E 25.6
an
A c t i o n z o n e s a r e a r r a n g e d In a s t r a i g h t l in e , a n d t h e c a m e r a t r a c k s in
o b l i q u e lin e t h a t a p p r o a c h e s o r r e c e d e s f r o m t h e a c t i o n z o n e s ,
Case 4
Stationary cam era positions offer a wide variety o f approaches for
m ovem ent in depth. Several visual com binations are available.
Here are som e sim ple ones, with tw o players.
B oth players (A and B) in foreground. B m oves to the back
ground. A rem ains in foreground (Fig. 25.7).
B oth acto rs in foreground. B moves to the background and,
m om ents later, returns to the foreground (Fig. 25.8).
Both players in foreground. B m oves to the background. Then
A joins him (Fig. 25.9).
Both actors in foreground. B m oves to the background, rem ains
fo r a m om ent and then returns to foreground. Now A moves
to the background, while B rem ains in the foreground. Later,
A returns to the foreground (Fig. 25.10).
509
FIG U R E
co m in g
25 .6 A
sin g le
p layer
m oves
In
d ep th ,
g o in g
to
the
background
and
F I G U R E 25.7
background.
M o v e m e n t In d e p t h : B o t h p l a y e r s a r e in t h e f o r e g r o u n d , B m o v e s t o t h e
510
F IG U R E
25.9
B o th
acto rs
in f o r e g r o u n d ,
O ne
m oves
to
the
b ackoround, th e
o ther
t h e n F ollow s.
F IG U R E 25.10
ground
and
B o th a c to rs
a r e in t h e f o r e g r o u n d . E a c h
in t u r n
m o v e s Into t h e b a c k
retu rn .
Case 5
A p anning cam era will easily unite tw o action zones placed on a
line th a t runs a t a tan g en t to its location. T he player closest to the
camera m oves to the background, followed by the panning
camera. T he m ovem ent can be reversed in the sam e shot, having the
actor retu rn to the foreground in w hich case the cam era pans in
the opposite direction (Fig, 25.11).
Case 6
A cam era tracking forw ard o r backw ards w ith a m oving player,
will increase the n um ber o f possible visual com binations. H ere are
some exam ples:
511
FIGURE 25.11 A panning camera unites two action zones on a line running tangenlially
to its location.
T he stationary player is placed betw een the cam era and the
o th er perform er in the background. T he background actor
com es forw ard to the static player in the m id-distance, while the
cam era tracks in tow ards him (Fig. 25.12).
T he m oving player is placed betw een the cam era and the
stationary person in the background. T he foreground player
and the cam era m ove together tow ards the background,
ap p ro ach in g the static player (Fig. 25.13).
The cam era need not be m oved during the whole shot, bu t only
for a section o f it to provide em phasis where desired (Fig. 25.14).
The shot begins with bo th players fram ed in m edium shot,
talking to each other. B then com es forw ard an d the composi
tion o f the screen becom es A B 2, when player B turns and goes
back to A, the cam era travels with him and stops fram ing a
close shot o f b o th (A B3). B then walks to the background and
the pictorial com position changes on the screen to A B4.
A lateral cam era m ovem ent tracking to either side will exclude
th e static player (Fig. 25.15).
512
FIGURE 25.12 A stationary actor stands between the camera and the other person,
in thebackgrci/nd. The background actor moves up to the other as the camera moves
in on them.
FIGURE 25.13 The moving person is placed between (he camera and the stationary
backeround figure* The camera follow s the foreground figure as he approaches the
other actor.
b2
L3
FIGURE 25.14
1
a
b4
513
FIGURE 25.15 A lateral camera track follow ing the moving player w ill exclude the
stationary subject, in th is example* the car.
FIGURE 25.16
The shot begins with both players (A and B). B rises an d the
cam era tilts up fram ing her alone. A now rises and enters the
screen from below. B oth players are now standing. B then kneels
dow n, going o u t o f shot. A rem ains in shot.
Substitution by sectors
This technique implies use o f a fixed cam era location. T he trick
is in substituting an acto r placed in a particular sector o f the
screen by an o ther, w ithout m oving the others also seen in the
shot.
516
FIGURE 25.18
FJGURE 25,19 A slmpfe substitution by sectors, One player goes o u t o f shot and If
replaced by another.
Case 8
A substitution in dep th is the next variant, a n d sim ple to ac
com plish (Fig. 25.20).
A t the beginning o f the shot, A an d B are seen in the foreground
facing the cam era. W hen A exits shot left, he discloses C in the
background. C either rem ains in the background o r com es forward
to a close shot beside B.
518
FIGURE 25-20
Case 9
A. com position in which the screen is divided into three sectors is
ideal to p o rtray situations where a leader gives com m ands to
subordinates.
The leader is fram ed centrally an d the players a t his either side
exit and enter, replacing each o th er (Fig. 25.21).
519
FIGURE 25.21 The actors on one side of the screen are substituted by others, while
one remains still throughout the shot.
Case 10
A ltern ate changes o f sector, using only tw o screen areas, is a more
elab o rate solution (Fig. 25.22).
FIGURE 25.22
In
this example all the players are substituted up to the last two.
FIGURE 25.23 Three planes of depth In the scene are used in combination.
FIGURE 25.24 Players cross over and exchange screen sectors and the dominant
player upstases the other.
The player piaced upstage faces the audience* the o th er has his
back to it. S ubstitute a cam era for the audience an d you have the
sam e situation o n the screen. T he d o m in an t aspect can be modified
by opening o r closing the body position (Fig. 25.25).
T his w orks well on the screen, w ith a fixed cam era position, but
one o f the players could m ove o u t o f shot so th at the rem aining
one becom es the d o m in an t party. I f the cam era follows the actor
w ho leaves, th en he is em phasized. W hen the do m in an t player
crosses an o th er person o n the stage, he is m ore likely to pass in
fro n t o f the o ther than behind him unless he is sitting dow n. The
reason is easy to see. W hen the d o m in an t player passes behind the
o th er person, the eyes o f the audience, which have follow ed him
to this p oint, tend to rem ain with the stationary player.
W ith a close shot, however, the d om inant player can cross
behind the o th er person, who has a closed body position, w ithout
this happening (Fig. 25.26).
524
FIGURE 25.25 The 'upstage' actor faces the camera, the other has his back Jo it, the
dominant aspect is modffled by opening and closing the body positions.
FIGURE 25,26
shot).
The moving player crosses beyond the static actor (seen in close
FIGURE 25.27
FIGURE 25.30
As A m oves to her new position, the cam era pans to the right with
her fram ing B -A 2. She then returns to her form er position in the
foreground and the cam era m oves back to the left with her and the
first pictorial com position is repeated. A tracking cam era may be
used to obtain the sam e effect. In such a case there is also a change
o f zone (Fig. 25.31).
The acto rs exchange screen sectors d u rin g the track, w ith static
screen co m p ositions a t both ends o f the track. T he follow ing
examples are applied to three people exchanging sectors during an
interm ittent p an and tracking m ovem ent.
Case 12
Three players exchanging screen sectors follow the same principle.
But it is easier an d m ore dynam ic if they also change zones. T he
cam era m ay p an as in Fig. 25.32.
T his sh o t involves an 180 degree pan. T he shot begins by
showing players A, B an d C talking in m edium shot, A then
moves to th e left. The cam era pans w ith her. She stops a t her new
position. B enters from the right a n d stops in his new position,
C enters from the right, behind them , an d crosses to the left an d
moves o u t o f shot by th at side. The cam era rem ains fram ing the
others. N ow A m oves to the left to the o ther side o f B, T he cam era
pans again w ith her to the new com position. B starts to m ove to the
left and as he crosses A, she too begins to m ove in the sam e
direction. T he cam era pans left with them , picking u p C in the
background. W hen the cam era stops we see the three players
m oving aw ay from us as shown. D uring the shot the actors exchange
screen sectors from zone to zone.
LLl
D
---------
1i .
r a g s
f ;W ?
IPS1
JM^r
b2
a2
-Zfu
A
4
1/7, Af / f
a3
FIGURE 25.32
ill)
b2
532
-i ,
Case 13
A tracking sh o t with three people can be planned w ith a large
num ber o f variants.
In the following sim ple exam ple there is a change o f screen
sector and action zones (Fig. 25.33).
W hen the shot begins, A an d B are seen talking to each other.
They start to w alk and th e cam era moves with them . A moves
first, crossing behind B so th at during the track the com positions
is B -A .
W hen they stop, C enters right. They talk. T he com position
is B2- A 2-C . B exits shot, right. T he cam era having stopped with
the players, p an s right to fram e A 2-C alone. Both players start to
walk and the cam era tracks w ith them once m ore in an A -C
com position. W hen they stop, com position o n the screen becomes
C 2- A 3.
A lthough there were only three stationary cam era positions
(the two extrem es and a pause in th e m iddle o f the track) there were
five pictorial variations.
C hanging screen sectors is a useful device for shots edited in the
camera. It is n o t em ployed alone, bu t integrated with o th er tech
niques, so th a t the result is richer, and m ore expressive and serves
the scene better.
Numerical contrast
The co n fro n tatio n o f one person by a group, o r a small group by a
large one, has dram atic significance in itself. Such num erical
contrast em phasizes by isolation. These results can be applied to
m aster shots w hich are designed to be edited within the film
frame.
T here are three basic ways o f achieving num erical contrast for
such shots.
One o f the perform ers exits shot leaving his com panion alone
in it. Later, he re-entersa 2 -1 -2 contrast (Fig. 25.34).
W hen a perform er moves, the cam era pans o r tracks w ith him.
I f he moves to a zone where he rem ains alone before returning
to his com panion, the p atterns o f co n trast are simple2 -1 -2
o r 3-1 -3 .
I f he m oves to a zone where o th er players are present, the
num ber com binations possible increase (Fig. 25.35).
533
FIGURE 25.33 Editing in the camera using three stationary camera positions and
five pictorial com positions to put the scene across.
534
I i
FIGURE 25.35 T h e cam era fo llo w s th e d e p a rtin g p e rfo rm e r w ho se m ovem ent alters
1li^ n um b e r c o n tra s t,
535
I f the cam era tracks into o r back from a group, the num ber
o f piayers covered can be decreased o r increased, according to
dram atic needs (Fig. 25.36).
FIGURE 25.36 The camera (racks towards or away fro m the group, which may be
covered as a whole or In part.
Fig. 25.37 shows num erical co n tra st in com bination w ith other
techniques.
A an d B are seen in m edium shot. B exits a n d the camera
rem ains, fram ing A alone. A fterw ards she m oves fro m zone 1 to
zone 2. The cam era pans w ith her. She stops in zone 3 facing B.
T h en B m oves to zone 3. T he cam era pans w ith him . H e rem ains
fo r some seconds an d is then jo in ed by A.
N otice the different techniques em ployed in this sim ple shot:
1 N u m b er co n trast was used in a repetitive p a tte rn : 2 -1 -2 -1 -2 .
2 The three zones o f actio n were in a h a lf circle aro u n d the
cam era, b u t at different distances, so th a t as the cam era panned,
the players were seen in a tighter com position progressing from
m edium shot to close shot a n d to close up.
3 T he players in each zone altered their body positions. First they
interchanged u p stage a n d dow nstage, then m oved into the same
plane.
536
FIGURE 25.37 Several form ulas fo r edltlno In camera are used in this example.
Player A Is always on the left of the screen, while B remains on the right.
4 T here were only two cam era pans. The first followed A, the
second B.
This exam ple shows the im portance o f using the seven techniques
in com bination, to o b tain a sm ooth construction o f m aster shots.
By com bining player and cam era m ovem ents this technique
dispenses with the need for physical cuts. But editorial emphasis
o r changes in the scene are achieved with com plete naturalness.
Editing within the film fram e
F rench film m akers call it le plan sequence, in Spanish it is
identified as m ontaje en el c u a d ro , the A m ericans call it a fluid
cam era style. All these identify the sam e form o f film language
the long m aster shot th at flows sm oothly, covering a scene
com pletely or a large po rtio n o f it. M ost film m akers use it and yet
there is a m arked preference am ong E uropean directors to avail
them selves o f this recourse in a m ore intensive way. Some o f their
films are constructed with num erous m aster shots. They seem to
prefer the slower rhythm and m ore fluent execution afforded by
this technique.
In A m erica the technique appears to be used m ore sparingly.
C onventional editing by cuts is m uch in evidence. But there are
notable exceptions. Sidney Lum et and O tto Prem inger, for
exam ple, often edit in the cam era.
P erhaps the difference lies in the w orking m ethods employed
o n different sides o f the A tlantic. In general, in A m erica the film
director covers a suitable scene with m ultiple m aster shots from,
say, the three points o f a triangle with interior reverse shots, cut
aways and some o th er protective shots in case som e extra material
will be needed later.
An experienced film editor sees the m aterial an d , using an
an n o tated script as a guide, edits the film in sequence. He is the
one responsible for the selection o f the final shots, he decides when
to stress a scene by cutting into a close shot o r m oving back to a
long shot. The jo b o f the director is to provide him with a wide
pictorial coverage th a t allows the editor an am ple scope for selec
tion. O n occasions, a film editor will assemble tw o o r three versions
o f a sequence. L ater the director and the producer see the sequences
as edited by him and suggest changes, or decide th a t som e sup
plem entary shots are needed.
The editing o f the film is a separate operation taking place while
538
FIGURE 25.40
541
26
MOVING FROM ZONE TO ZONE
In discussing approaches to groups o f people in dialogue scenes it
has been assum ed th at the group rem ained m ore o r less in the
same area o f the set and variation and visual em phasis was achieved
by physical editing patterns based on properties o f the triangle
principle. But m oving the players from area to area also helps lend
a feeling o f reality to a scene though the perform ers are stationary
in each area bu t their relationship is qualified by variation in
body posture, distance between actors, placem ent in the fram e, etc.
C hanges o f zone n o t only give variety to the backgrounds
glimpsed behind the players b u t also allow the film m aker to
change his physical editing pattern. T he audience should be un
aw are o f the form ulas used to present the scene on the screen.
These m ay be used over and over again bu t the fact th at they are
applied to different perform ers in different situations helps to mask
their sim ilarity. T hus, one o f the m ost dreadful filmic problem s,
handling static dialogue scenes, is covered in a natural and
pleasant way. A ction scenes, parallel events, lend them selves more
easily to film presentation. But static dialogue, although necessary
for some expositive scenes tends to bog dow n the cinem atic p ro
perties o f film. Physical editing plus changes o f zone solve the
problem .
General principles
W ith changes o f zone the group can m ove from zone to zone,
expand to several zones o r co n tract from several to only one zone.
T here is no lim it to the num ber o f areas th at can be em ployed but
three to five is generally enough since each area can be used
several times if the developm ent o f the story so requires.
M ovem ent m ust be (or seem) m otivated by som ething. T he most
natural reasons for m ovem ent are found in the dialogue o f the
542
screen play itself. The m ost effective m ovem ent is th at which results
from em otion. I f there is no em otional reason for m oving, a
practical one m ust be found. The exam ples here involve only tw o
people. Larger groups obey the sam e rules, with the difference only
that the increased num ber allows fu rth er com binations on the
screen.
A group moving fro m zone to zone
Z one change is prim arily a technique used to o b tain pictorial
variation.. Its second property is th at it allow s the scene to progress
to different levels o f em otion and m ood. As the zone is changed so
also the m ood o f the play alters, becom ingm ore in tim ate , tense,
etc.
A change o f zone should take place during the re-establishing
sh o t used to bridge tw o different editing patterns. (Fig. 26.1).
Only tw o areas are used in this exam ple. T he editing order o f the
sequence is as follow s:
123 23 1 4 5 4 5
The whole locale, w ith bo th players in it, is established a t the
beginning o f the sequence. T he first p a rt o f the scene, with both
players standing, is then covered by intercutting m aster shots 2
ar.d 3 in parallel, which are external reverse sites aro u n d the
players.
W hen the first p art o f the sequence is finished, we retu rn to shot
I. N ow we use this cam era site as a re-establishing position fo r the
audience. Here we see the players m ove together into the b ac k
ground tow ards the second zone. T w o additional variations are
accom plished: the players exchange screen areas and their body
level is low ered as they sit dow n. M aster shots 4 and 5 resort
again to external reverse coverage o f the couple. The pictorial
com position on the screen varies although the editing pattern
used previously is repeated, because the actors have exchanged
their screen positions.
T he m ood o f the scene also changes. T he perform ers now occupy
m ore com fortable positions, lending the scene an air o f increased
intim acy in th eir relationships.
T he form ula is sim p le: a n editing p attern is used in the first zone
and repeated in the second. These editing pattern s can be different
in each zone, and they can m ake use o f several com binations o f
m aster shots according to the five variants o f the triangle principle
543
FIGURE 26.1 A simpJe case in w hich a group o f p eople move from one zone 1o
another during a conversation. Body level and position change add variety.
544
for cam era placem ent. The concept that m ust be retained is that
the group o f players can be m oved from one area o f the set to
another w hatever the distance. In this way different backgrounds
for the static m aster shots are obtained.
If a large group is involved, the central characters alone can be
moved to the next area.
Two, three, four or five areas o n the set can be chosen as zones
where sections o f the sequence will be staged. M any types o f visual
variation are available in each. N o t only different editing patterns,
bu t attitudes, body positions, distances, etc., are consciously
planned to achieve the illusion o f spontaneity.
The group expands
M oving the whole group (as ju st discussed) is a lim ited approach
th a t can be im proved by introducing group expansion, or to use a
theatrical term , by using broad inter-area m otions.
E xpansion is achieved either by selective editing o r by moving
som e o f the figures from the central group to an o th er area.
Selective editing can em phasize a silent player on the rim o f the
group o r achieve pictorial variation simply by changing the
editing p attern. (Fig. 26.2).
T he editing order o f th e sequence would be as follows:
Shot I Full shot o f th e group in the room form ing a circle
aro u n d the two central players engaged in a discussion.
The passive group is seated o r reclining against diverse
pieces o f furniture. Only the central players stand erect,
com m anding o u r attention.
FIGURE 2fi.2 Group expansion by the use o f selective editing, using two different
zones on the set (the girl and fha central group) during the second half of the
sequence.
545
r
Shot 2; Each covers close external reverse views o f the central
Shot 3 perform ers engaged in the discussion o f a topic o f
interest for the whole group. Each is a m aster shot and
b oth are edited in parallel, covering the first part o f the
scene.
546
FIGURE 28.3
In the first.
Only one player moves lo another zone, while his companion remain*
549
FIGURE 26,4 Two previous techniques are blended here. The group moves from
zone to zone, and then expands, whife one of the players moves to 0 third zone
Meanwhile his companion remains in the second.
550
FfGURE 26.5 Floor plan of 1he sequence shown in the next figure. In this case one
player moves from zone to zone, while the other remains in a fixed position,
551
FIGURE 26.6 A simple case in whrch one player moves from zone to zone while the
other stays put during the whole sequence.
553
FIGURF 36.? Diagram for a more comple* sequence in which one player moves
while the other remains In a fixed position during the whole sequence.
FI GURE 26.8 The players are firs t covered Individually. One then walks to the other
$0 that they now occupy a single area. A pair of external reverse shots provide
coverage.
Case 1
Players A a n d B are seen on internal reverse shots. The m aster
shots are edited in parallel. T hen A exits his m aster shot. She then
enters m aster shot 2 (which now fram es b o th players, Fig. 26.8).
The co n tractio n o f the group was achieved sim ply by m oving
a player from his zone to his partners. M aster shot 2 can now
continue with b o th players, o r a p air o f external reverse shots can
be introduced to cover the couple by parallel editing. By reversing
the form ula expansion o f the g roup can be obtained.
Case 2
A pan m ovem ent can be used to reunite the players in a single
zone. M aster shots 1 an d 2, covering each player separately in
internal reverse shots are edited in parallel. W hen A m oves in
m aster sh o t 1, the cam era pans w ith h er show ing how she ap
proaches B a n d stays w ith him . (Fig. 26.9).
555
FIGURE 26.9 This Is sim ilar to the preceding case, the only difference being In the
panning shot used for the change o l zone. T h is pan accompanies the moving player
to the other zone, where her companion waits.
556
FIGURE 26.10 A tracking shot accompanies the moving player when he moves from
one zone to another where the other person is waiting.
FIGURE26.t1 Both players move alternately from the firs t to th e second. Two master
th o ts are edited in parallel to record the effect.
FIGURE 26.12 A right angle camera arrangement Is used here fo r a change o f zone
in which the players move alternately.
Case 5
T w o successive pans from the sam e cam era site, can be used to
show tw o players m oving from zone to zone one after the other
(Fig. 26.13).
Shot I B an d A in m edium shot. A s B m oves to the left, the
cam era pans with her to th at side till she joins C.
S hot 2 A , still in the first position a n d seen in m edium shot,
w alks to the left. T he cam era pans with him to that
side w here he jo in s C and B.
T h e three players are now in the second zone and can be covered
by the trian g u lar principle to em phasize the group as a whole or
560
FIGURE 26.13 Two players move from one area to another coveted by a panning
camera. Both pans are made from the same camera position, firs t with one player
and then w ith the other as they move to the new 2one where a third player awaits them.
FIGURE 26.14 Two panning Shots have a common visual axis, and cover the two
moving players individually as they change from zone to zone.
Case 6
The second players change o f zone can be delayed by introducing
an interplay o f m aster shots in parallel (Fig. 26.15).
The sequence w ould be edited in the following way:
Shot 1 Close shot o f players A an d B.
Shot 2 Reverse close shot o f both.
Shot 1
,
s
S hot 2 (A s a b ovc)
Shot 1 A fter a m om ent B m oves to the right. The cam era pans
w ith her to fram e the girl alone in close shot.
Shot 3 Close shot o f A.
Shot 1 Close shot o f B.
Shot 3 Close shot o f A. He walks tow ards us. C am era tracks
back with him until it fram es B from behind o n one side
o f the screen. A stops, facing her.
This delayed approach to zone change looks less artificial and can
FIGURE 26.15 A pan and track combined in this example achieve the change o f zone
for both players as they move one after the other, w ith a pause between.
563
27
COMBINED TECHNIQUES
Case 1
T here is a sh o rt fragm ent o f a sequence which gives an idea o f
w hat the technique looks like when applied to a scene with
dialogue.
Shot 308 M edium shot o f a couple sitting in tall grass near a
tree trunk. The cam era tracks in slowly tow ards them
and gradually stops.
H e : It is so nice, here far from the village. It makes
m e feel alive, full o f jo y .
The young m an lies back to rest on the ground. C ut
on the action.
Shot 309 Side shot o f the couple. T he young m an in the fore
ground com pletes his reclining m ovem ent and puts
his hands under his head. T he girl, beyond, turns to
him an d laughs.
She: Y ou are acting like a boy, Billy.
He smiles back a n d then rises. The cam era pans
slightly to the right w ith him , fram ing both, sitting
side by side in the grass, profiled right.
H t', Som etim es -we ou g h t to . I t \s good Tot Yhe
system .
He begins to tu rn his head tow ards the girl. C ut on
the action.
565
FIGURE 27.1 Floor plan of a sequence covered w ith shot by shot editing. Each shot
Is used only once, but some use the principle of editing in camera w hich gives the
*&quance pictorial variety.
TRAV
FIGURE 27.2 T his floor plan view shows the several camera arrangements used to
cover a dialogued sequence. Shot l l s a long master shot covering the whole sequence.
Other shots are Intercut either as Inserts or edited lr parallel w ith the main master
shot. Thus, several editing techniques are merged to cover the sequence.
Case 6
T w o m aster shots edited w ithin the fram e can be intercut in
parallel. T he ap p ro ach is quite simple. T he last p a rt o f the first
m aster is intercut w ith the fir s t part o f the second m aster. T he
exam ple th a t follows features such an occurrence. Fig. 27.3 gives
a floor p lan view o f m otions o f the players in the scene.
Shot 1 Close sh ot o f a couple. She is standing in foreground
w ith her back to us. H e is seen beyond on the right,
575
Shot 2
Shot 1
S hot 3
Shot 4
observed-.
T h at the technique applied serves the scene and not vice versa.
577
'i
578
I
28
FILM PUNCTUATION
Dissolve
A dissolve is a co m b ination o f a fade ou t and a fade in, super
im posed on the same strip o f film. It is believed th at dissolves were
first used by G eorges Melics in 1902 for his film A Trip To The
519
Props
Tim e p ro p s arc still used to denote the passage o f time. The idea is
to depict the ravage o f tim e o n an article th at requires small spanses
o f time to show m arked changes in its appearance. T he com plete
pro p is first show n an d then dissolves to the final stage in which
the p ro p has been destroyed, consum ed or w orn out. Such props,
though now m ost are cliches, include lighted candles, cigarettes,
fireplaces, campfires, clocks, calendars an d dated newspaper
headlines.
L ight change
Changes from m orning to evening light can suggest a tim e transi
tion. The cam era fram es a m otionless set, and the studio lights
are altered to denote the change. The audience sees the light
change, shifting shadow s as a gradual effect, then the cam era or
players move into the scene to begin the new sequence.
581
role in each. The viewer is led to believe th at the new scene is p art
o f the sequence he has been seeing but suddenly becom es aw are
th at this is a new sequence bridged by a period o f time.
The two basic devices em ployed to achieve this effect are: 1, the
reaction shot and 2, m ovem ent continuity. The first recourse
conditions us to expect a reaction shot after a given action but
this reaction is linked to w hat follows in a different way. F or
example, in D avid L eans film The Bridge on the River Kwai, we
see a scene in w hich C lipton (the m edic) looks up a t the sky
com plaining o f the fierce heat. T he follow ing sh o t shows the sun
beating down. It is the subjective view o f the medic. Instead o f
cutting back to C lipton the shot continues on the sun when
suddenly from below rises the figure o f Shears (the escaped
A m erican) who blocks ou t the sun and stands backlit an d fram ed
from below. Shears is unkem pt, clothes in rags, h air dishevelled, a
step away from m adness. W hen he m oves on and the sequence
continues, we are in a different place a t a different tim e.
A subject th at at first cannot be properly identified until a
hum an reference is introduced, can also be em ployed fo r such a
tran sitio n .
M ichelangelo A ntonioni in his film L a N otte, uses such a
recourse. T he m ain ch aracter in the story, a w riter, is in his flat
waiting for his wife. He lies dow n on a sofa in his library an d looks
off screen. T he next sh o t shows an ab stra ct pattern. It seems to be
a section o f the wall o f his ro o m u ntil the sm all figure o f a w om an
enters the low er left co rn er o f the picture an d the image acquires
meaning. T he ab stra ct p attern is revealed as the side wall o f a large
building. A new sequence has begun.
Visual shock can be increased for a flashy scene transition. In
F ran k T ashlins film Caprice, D oris D ay an d R ay W alston m eet
for a secret rendezvous on a lonely m o u n tain in the Alps, R ichard
H arris w atches from a fa r an d trains a hidden film cam era o n the
talking couple. A tw o shot o f D oris D ay and R ay W alston is
suddenly presented. It looks as a n atu ral p a rt o f the scene, a
co n tinuation o f it, b u t w ithout w arning the figure o f Jack K ruschcn
rises from below the screen an d blocks the im age, w hich is now
projected on him . The im age disappears and a w hite screen
rem ains and the new scene develops inside the office where the
film has been projected on a screen.
A m ovem ent th at continues from one shot to the next shot can
be used as a scene transition even though the subject has been
583
substituted by an o th er. A cam era m ovem ent by itself can serve for
transitions from scene to scene relying o n a m om entary distraction
supplied by a close shot o r close up fram ing at the beginning o f the
second shot before the cam era m o tio n reveals the true relationship
o f things in the new shot. H ere is a n exam ple from The Sleeping
Car Murders directed by C osta G avras (Fig. 28.1).
C2
I
[
F I G U R E 28 -1
a tim e g a p
Is
revealed.
m om ent later the cam era tracks to the right to show A advancing
through the crow d and then sitting in foreground.
The second shot seems to be a n advance on a com m on visual
axis with respect to the first shot. This would be the norm al case
b u t the surprise com es when the cam era moves and discloses o u r
m ain character already in the fro n t row o f the crowd. The time
lapse in which he descended tow ards the ring was om itted by the
device described. A close shot, w here the surroundings cannot be
identified, is used to o btain a tim e transition within a scene. In his
film Blow Up, M ichelangelo A ntonioni uses cam era m ovem ent to
get the sam e effect. Fig. 28.2 shows b o th cam era positions.
The shots are as follow s:
Shot 1 The young photographer is kneeling in the p ark beside
the place occupied the night before by the dead body o f
a m an. T he cam era picks him up from behind as he
looks tow ards the branches o f the tree.
S hot 2 Close shot from below o f the branches. It is apparently
his p oint o f view showing what he sees. M om ents later
th e cam era pans dow n to reveal the young m an standing
up near th e bushes.
The disclosure com es as a surprise because the young m an
occupies a position th a t is no t com patible w ith the subjective point
o f view im plied by its ra p p o rt with the preceding shot. C utting
aro u n d a central ch aracter is an o th er variant. A close up o f a
p erson serves as a bridge between tw o sequences in which he is
seen. T he cam era pulls back to reveal the new location. The change
is m asked by using neutral backgrounds in bo th shots. The close up
seems to b e p a rt o f the first sequence b u t in reality belongs to both
scenes.
F o r exam ple:
S hot 1 A boy in the bed seen over his fath ers left shoulder.
T he boy speaks.
Shot 2 In ternal reverse, the father seen in close shot. He
replies, trying to calm his son.
Shot 1 Boy an d father as before. The boy continues to speak.
Shot 3 In ternal reverse. The father in close shot reacts pain
fully to his sons w ords an d turns his head to the right.
T he cam era tracks back to show him seated a t a table
in a public dining room . T he sound o f the noisy crowd
erupts o n the soundtrack.
585
^
|
1
,
1
3
FIGURE 28.3 The second shot in this sequence is the ambiguous one. It belongs to
(tie scene that concludes and to the one tha t begins after it. The background Is
i>utral In th is second shot, to Integrate It sm oothly w ithin both sequences,
FIGURE 2fl.4 A close shot of an object Is employed here to obtain a time transition
from scene to scene.
The actor
His body blocks the cam era lens. H e starts to m ove aw ay, dis
closing the scene.
Something in foreground (in sharp focus) is rem oved by a player.
The cam era shifts focus to fram e the player m oving aw ay an d then
stopping to use the object he picked up in the foreground.
Somebody opens a window (cam era outside) or slides aw ay a
closed d o o r (cam era inside) revealing him self and the scene
beyond. Some o f the m ost com m on props used on opening scenes
are: doors, V enetian blinds, w indow shades, curtains an d room
lights (turned on one by one to illum inate the scene gradually).
The camera
T he scene begins with som ething being picked up and carried
away. The cam era pans or tracks to fram e a new place where the
central action begins. This disclosure m otion can be executed by
the m ain player him self o r by a secondary person who exits view
as soon as he discloses the central characters.
The cam era fram es an object in silhouette th at blackens the
screen com pletely, o r alm ost, and tracks to one side to reveal the
new scene behind.
The cam era tracks back from an extrem e close up o f an object
revealing the place where th at object is located. T h at p ro p can be
either som ething w orn by a person such as a piece o f jewellery
o ra w rist-watch o r m ay be located on a piece o f furniture, o r even
on the floor. The prop used m ust in some way be related to the
content o f the scene. The scene begins with the cam era fram ing an
empty section o f the set, and the cam era tracks or pans o r cranes
down to the sector where the players are.
The scene begins with a close shot o f a person. T he cam era
dollies back an d we becom e aw are th at it was shooting through an
opening in a screen th at is now revealed in the foreground between
the cam era and o u r m ain subject. The subject then m oves from
behind the screen an d m oves into a n o th er section o f the set.
A painted picture, an em broidered scene, a still picture in a
newspaper, are used to begin the scene. They fade into a p h o to
graph (in the first two cases) th at suddenly acquires m ovem ent. T he
frozen image is given life. T he procedure is reversed to close a
scene: the im age freezes on the screen, the cam era pulls back so
590
1
I
S hot 3 is only a coda to the whole event. T he m ain shot is the first,
the subjective view point o f the occupants o f the vehicle while
hurtling tow ards the wall. Shot 2 introduced a t a critical m om ent,
re-establishes th e vehicle in m otion an d , w ith its sudden lack o f
cam era action, stresses by co n tra st the view from inside.
592
FIGURE 28.6
tion.
1
revealing a d istan t colum n o f soldiers m oving across the forest.
We hear sotto-voce com m ents from different people off screen
planning how to take the enem y by surprise. As the foreground
branch is released o b scuring the view, the im pression is given that
the hidden attack ers are m oving away.
FIGURE 28.6 Rapid succession of static shots used to punctuate a situation. This
example belongs to A lfre d H itchcock's film The Birds.
ra ft rises into the screen. A subm arine has surfaced under the ra ft
an d lifted it o u t o f the w ater. D ialogue scenes can be treated this
way. In Farenheit 451, F rancois T ruffaut uses it w hen som eone
speaking on the phone receives a warning.
T his effect can be obtained directly in the lab o rato ry by en
larging a single fram e. The S p y in the Green H a t, a film o f the
N ap o leo n Solo spy series, uses this variant in som e o f the shots
em ployed for the credits.
Jo h n F rankenheim er in his film Seconds, reverses the technique.
M r. H am ilto n is w aiting for a vital phone call in his studio. The
596
1
scene begins with an extrem e close up o f the eyes o f the player
an d by a series o f ju m p cuts recedes to a full shot o f the room with
the player looking small seated behind his desk. The phone rings
an d the director cuts to a tight close up o f M r. H am ilton picking
it up off-screen and raising it into view to speak.
D irector G erard J. R aucam p used a series o f shots o n an axis line
deflected to the left to cover a progression o f static advancing
shots tow ards an oil refinery in his docum entary film Holland
Today.
FIGURE 28.9
T he cam era m oves with the truck on the airfield. Lino V entura
is seen on the left looking into a rear view m irro r and beckoning
the biplane which approaches from the background, right, and
th en flies out off shot, right. C u t t o :
598
View from inside the truck, V entura in the foreground, left, his
b ack to us. The plane, right, flies tow ards us a t low altitude as
we advance along the runw ay an d then rises an d flies o u t o f
view top left. C ut to : P anning shot, right to left. The truck
runs to the left, closely follow ed by the plane. T he plane then
veers aw ay to the background.
Observe how, w ith o u t sacrificing sm oothness o f transition from
shot to shot (the cut com es after the plane exits from each shot)
the tu rn ro u n d m ovem ents o f the plane are om itted. This concept is
also applied to a tran sitio n where in the first sequence two persons,
talking, are viewed separately. N e ar the conclusion one m akes a
statem ent b u t instead o f splicing to a reaction shot o f the o th er
(before concluding the sequence) this last shot is deleted, and a
direct cu t is m ade to the next sequence.
Inaction as punctuation
If the screen im age is rendered devoid o f m otion a t the beginning
o r conclusion o f a shot, it affords an easy transition betw een the
preceding o r follow ing shot, and the shot in question i.e. the easy
tran sitio n is betw een the tw o shots separated b y the static view.
T here are tw o ways o f using i t :
1 A t the conclusion o f a shot.
2 A t th e beginning o f a shot.
T he static scene m ay take the form o f a sh o t held on the general
scene after a ch aracter m oves ou t o f it. T he scene m ight be a
landscape, a b lan k wall, an em pty building o r ju st a long shot o f a
beautiful seascape.
Single shots as pauses in narration
T here are occasions where the conclusion o f a sequence w ould be
ruined by a n ab ru p t change, especially if the one th a t follows has
a m ood totally opposed to it. A visual pause is needed as a bridge,
either by a black leader inserted between the sequences, by p ro
longing the last sh o t o f the sequence beyond its dram atic peak o r by
using a different related o r unrelated shot betw een. W ith the first
recoursea black screen the audience will be b ro u g h t to a
com plete em otional standstill. The effect m u st n o t be overdone,
which w ould be irritating. T he next scene follow s, faded in or
599
scenes th at take place on the same set between the same perform ers,
b u t with different m oods. T he central couple in the film, Alain
D elon and M arianne Faithful!, are in bed in an hotel. He is
telling her o f his experiences as a m o to r cycle rider. The m ood is
ebullient, full o f joy. As this sequence com es to an end, we see a
tran satlan tic ship in a h arb o u r, at dusk, with all its lights abiaze,
silhouetted against the setting sun, as a sm aller vessel passes in the
foreground. The m ood o f this scene is bucolic, suggesting quiet
ness and fulfilment. The sequence then continues with the lovers
in the hotel, still in bed. But the m ood has changed and they are
taking stock o f them selves and o f their feelings and attitudes to
w ards each other. The bridging shot provides no identification o f
a new place, is n o t rem iniscent o f a previous point in the story.
It only has value in its visual content an ainotional catalyst that
prepares us fo r a different m ood.
A n entire sequence used as a narrative pause
O ften, a single sh o t is n o t enough pause between two sequences o f
differing m oods. W hen two story points m ust not com pete with
each o ther they should be placed well apart.
In Peter Y ates film Bullitt, a gangster is given protection by the
hero who is a policem an. He assigns a guard to the m an and leaves
to m eet his girl, whom he takes to dinner in a bistro laden with
beat atm osphere an d later bo th go to bed. N ow the killers arrive
to elim inate the gangster under custody.
As can be seen, the actions o f Bullitt are irrelevant to the ad
vancem ent o f the m ain plot. W hat counts is th at an inform er is
given p rotection and th at his form er colleagues succeed in killing
him. Both are strong scenes in the structure o f the story. But if they
were p u t together we w ould w atch them at a n em otional saturation
point where we w ould not care w hat happened. It is all too pat.
So, to m ake each sequence stand out on its own, an irrelevant
sequence is inserted between. This particular sequence acts as a
pause in the n arratio n and resorts to a subject to justify its in
clusion and to disguise its true rolethe heros personal life is
revealed. But atten tio n is not focused o n his particular relationship
w ith the girl. T he whole thing is stated casually with m ore attention
given to the b eat orchestra in the bistro than to the central couple.
This diversionary tactic is quite useful to build u p suspense as
A lfred H itchcock has am ply dem onstrated. In Rear Window,
601
602
Case 1
A s we po in ted o u t elsewhere, a cam era m ovem ent th at precedes a
line spoken by a player stresses th a t line, b u t if the m ovem ent
com es after th e phrase has been uttered it stresses the reaction o f
the player. I f th e cam era advances during a long speech by the m ain
c h aracter a feeling o f intim acy is gained. I f it recedes the player
is de-em phasized and his surroundings o r lack o f them becom e
im p o rtan t.
Case 2
A p lay ers m ovem ent can be com bined with the punctuating
m otio n o f th e cam era to give the scene ad ded visual im pact. F o r
exam ple, som ebody is challenged a n d in the shot th a t follows the
cam era advances tow ards a g roup o f persons. A s we ap p ro ach
one turns aside disclosing behind the challenged person. T he
cam era stops, fram ing this character in close shot.
A delayed cam era m otion can be used too. F o r instance, a
ch a rac te r fram ed in close sh o t stays in the foreground fo r several
seconds and th en w alks to the background into a full shot. H e
stops, begins to tu rn and the cam era tracks swiftly in, fram ing him
again in close shot.
Case 3
U sually, when these cam era p u n ctu atio n s are em ployed, the
sh o t begins w ith th e cam era in a fixed spot and as the scene
develops th e cam era moves b u t th e sh o t concludes w ith the cam era
static once m ore.
A v arian t o f this is ob tained by starting the shot w ith m ovem ent
in it and, as th a t ends, cutting again to a static com position sim ilar
to th at a t the beginning o f the preceding m oving shot. F o r example,
a scene begins with a close shot o f a m an sitting at the head o f a
long table. T he cam era is tracking b ack over the table revealing
the tw o row s o f guests. It stops a t the end an d then we c u t to a
close sh o t o f the m an as seen a t the beginning o f the preceding
shot. M usical films avail them selves o f this solution w here, for
instance, a full sh o t o f the couple o f dancers begins the shot with
the cam era tracking b ack an d boom ing upw ards. T he cam era then
descends vertically (fram ing the whole scene in long shot) to the
605
Case 4
A n ap p ro aching o r receding m ovem ent can 'r c repeated tw o, three
o r m ore tim es consecutively. W ith a single subject th e effect is
disturbing a n d draw s atten tio n to itself.
In the Italian film Agostino, directed by M auro B olognini, the
central ch aracter, a boy w hose nam e is the title o f the film, wit
nesses a sexual act perform ed off cam era by iwo o th er boys. This
revelation com es as a shock to him. Visually, ihe scene is presented
by a series o f forw ard cam era tracks th a t repeat six o r seven times.
T he cam era m oves from m edium shot to cl* >e up and suddenly
cuts b ack to a m edium shot on the sam e vi ual axis, tracking in
slowly once m ore.
A sim ilar use o f repetitive forw ard cam era m ovem ent was em
ployed by A lain R esnais in L 'A nnee Dernidre a M arienbad bu t the
effect o f im age overexposure was added in the laboratory. T he girl
in the film runs from a room o u t on to a wide terrace an d stops,
opening h er arm s in jo y . T he cam era tracks tow ards her several
tim es consecutively from the sam e direction adding a static pause
before each cam era m ovem ent.
In an o th er exam ple from Laurence O liviers film version o f
H am let, the K ing and O phelias b ro th e r are plotting against
H am let. T he scene opens w ith a m edium shot n f both players. T he
cam era tracks back an d upw ards until they are seen in sm all scale
dow n below. T here is a cut to an o th er poim in the triangular
cam era deploym ent a ro u n d the two players and they are seen in
m edium shot. T he cam era again m oves back and upw ards. A cut
follows to a reverse m edium shot o f bo th player v The cam era holds
it fo r a m om ent an d again begins to track back and up. T he m ood
o f conspiracy is thus em phasized.
Case 5
Repetitive cam era m ovem ent tow ards o r aw ay fro m a single
player can be intercut in parallel with scenes rem em bered by th at
ch aracter a n d representing a subconscious return to the past.
H ere is a fragm ent o f such a sequence:
C am era tracks forw ard to a young m an sitting with his b ack to
606
Case 6
FIGURE 23.10
situation.
Case 7
FIGURE 28.11 Overlapped earner* movement* for each player, laler edited in parallel
to pinpoint attention on the players.
The two last shots of the series (one for each player) conclude
the track by coming to a stop in front of the player and holding
on him.
Case 8
Vertical punctuation
T here are situ atio n s in which the m ain action m oves in horizontal
p ath s and th erefo re a sudden developm ent will n o t have a clear
visual stress, unless a helping vertical m otion is introduced to
accentuate th a t sudden event. An exam ple taken from David
L ean s film The Bridge on the River Kwai clarifies this point. In the
b attle previous to the blow ing up o f the bridge, tw o central
charactcrs in the story arc killed: Joyce an d Shears. H ere are the
fragm ents.
S hot 105 FS o f N icholson and Joyce struggling beside the
cable th a t leads to the d e to n a to r.
Joyce: Y ou d o n t u n d e rsta n d !
T hey craw l tow ards the background. (2 seconds 20
fram es).
S h o t 106 M S o f Y ay an d Shears behind the fallen tree trurik.
Shears rises a n d shouts to the right oft' screen.
Shears: Kill him ! Kill h im !
H e holds a knife in his right hand. (3 seconds 22
fram es).
S h o t 107 T he sam e as shot 105. Joyce struggles tow ards the
d e to n a to r in the b ac k g ro u n d a n d is prevented from
611
I
REPETITIVE
612
615
INDEX
A ction
accidcnls 484
action and reactions 483
chase 483
clear actions 483
establishing obstacles 485
fight'against a mechanism 484
616
C ow boy 570
crane motion 469
close objects stress height 469,475
Cronaca d i un Amore 401
Crossing the line of movement
contrasting motions 164
cut-aways 164
neutral direction 164
performer indicates change 165
vertical motion 169
Cutting
easing the cut 176
feeling the zone 188
length distribution on the cut 177,
188
matching by zones 176-7
matching speeds 188-9
required conditions 175
where to cut 175
Cut away, use of
as a flash back 147
length on screen 148
on a same subject 144-5
on different subjects 144
several on a forward axis 146
used for effect 150
with camera motion 147
Cutting heights 16
617
Fifteen D ays
Grammatical tools
camera distances 15-6, 46, 61
cut-away 17
cut-in 17
cutting heights 16
moving camera 13
optical motion 15
optica) punctuation 19
sequences 18
shot length 15
shots, master 17-8
static camera 15
straight cut punctuation 18
Grant, Cary 320-1, 346
G reat Hunt 6-7
Greene, Guy 586
Groups, handling of
a player opposes the group 117-8
changing patterns 122
close knit groups 131
geometrical shapes 122
lone player in the centre 126, 129
multiple subdivision 121-2
pivoting group 130-1
the group is split in two 117-20,
123
Guillermin, John 381
Guinness, Alec 155, 352, 498
Ikiru 158
II Deserto Rosso 595
In C old B lood 404
India 4
Inserts, use of
as pivot between two masters 142
length on screen 148
on a common axis 139-40
u
on a reverse angle 139, 141
synonymous with close shot 143
to save a mistake 144
j
two inserts into a master 140-1
used for effect 150
Internal thoughts 46
Internal voioe 48, 159
Jpcress Fite, The 42, 482, 602
Italy 4
I W as M on ty's Double 381
1
Japan 4
Joyce 488-9, 499, 611-13
Kadar and Klos 381
Kahlenberg, Richard S. 4
Kelly, Grace 602
Kings o f the Sun 611
Komarovsky 404
Kruschen, Jack 583
Kubrick, Stanley 425, 480, 591
Kurosawa, Akira 4, 147, 158, 389,
398, 501
Lara 404
L ast Gunfight. The 73
619
620
N a k ed Runner, The 42
Nelson, Ralph 381
new?reel 12-3
New York 6-8
Nichols, Mike 603
Nicholson 498, 611-4
N orth b y N orthw est 320-1, 346-7
Number contrast
four players 116, 152-3
three players 80, 98, 103, 108
two players 51-2, 58
oomparatlv* behaviour t
conditioned response I
cross-cutting patterns 10
delayed interaction 8
distance contrast 61
immediate interaction 8
interaction close together 8
interaction far apart 8
interest, alternated centres 6
its limitations 10
master shots 149-50
Okamoto, Kihachi 73
only audience has all the facts 11
Olivier,SirLaurence 60,465,468,606
only charactershave allthe facts 11
Operation A m sterdam 497
reconstructed reality 14
Ophuls, Max 146
selection of peak moments 10
several story lines support each
Panning
other 11
a pause used to bridge opposite
two basic story line components
directions 405
8-9
camera moves ahead of the action,
two different situations alternated
then halts 386
7
changing pictorial balance during
two related situations alternated
the action 405-6
7-8
circular motion 401-3
use of the techniques avoided 6
conditions for a scanning pan 385
written languages, its origins 10
constant screen sector 387
Pasha 490-2
cutting on a foreground obstruc Paths o f Glory 425,480
tion 388
Peckinpah, Sam 501
discontinuous tilt motion 407-8
Petri, Elio 6
intermittent motion 400
Pivoting players
interrupted movement 419
background position 87-8
motion edited in parallel 387
foreground position 87-9, 133,
motivation and reaction in the
151,153
same shot 385-6
one in a group of three 87
opposite directions 417-20
on the centre of a crowd 131-2
panning and static shots for a
on the rim of a crowd 131, 133
chase 389, 398-9
manipulated for time and space
panning and static shots, their
134
editing 411-4
passive attitude 90,131,133
repetitive pans 386-7
same screen area 87-9, 151-3
side tilts409,411
shifting screen area 89, 131, 134
swish pans 404-5
two in a group of four or more
tilts406-7
131,133, 151, 153
unusual camera motion 421-23
Polar shift 152,154
Papitlon 359
Preminger, Otto 538
Parallel film editing
Pre-planning fluid shots 502
action in master shots 11
Professionals, The 155
621
Punctuation
by camera motion 605-11
by inaction 599
by jump cuts 595-8
by parallel editing 588
colour fades 579
dark areas 531
dark screen 603-6
deceptive visual match 582-6
dissolve 579-80
fade in 579
fade out 579
frozen frame 614-5
identifying points of view 591-5
iris 590
light change 591
object substitution 582
pauses 599-601
question and answer 582
related motions 582
stressing out of focus 602-3
stressing props 581
titles 581
to start scenes 591
using a close up 587-8
verbal repetition 582
vertical 611-4
white outs 579
wipe 580
Queen Gertrude 467-8
Raphael 479
Rashomon 147
Raucamp, Gerald J. 597
Ray, Satjavit 4
R ear Window 486, 601
Requiem fo r a H eavyweight 381
622
Y am ada, K azuo 73
Y ates, Peter 600-1
You O nly L ive Twice 595
Z ones, m oving by
advantages 542
a subject m oving or static 551-3
different editing patterns used
543, 545
623
624