So, you're ready to make your first film using that old LEGO collection.
Or, you've made a quick one already and are ready to step into the world
of a longer opus.
Brickfilms proudly presents a series of articles directed at creating animated
brick films. In the coming weeks we will delve into all aspects of
filming, editing, special effects, and even script wiring.
You've got an idea for a story but are not sure what to do with it.
Maybe your film will be about two cops from another movie who are now washed
up and looking for work (our example for this article). In this article
we will discuss the basics of operating the camera and getting that
story on your hard drive. We will assume in this article that you
are using digital video, because I know nothing about splicing film and
then transferring it to digital format. I'd recommend, first of all,
that you stick with digital video. The advantages are numerous, not
the least of which is that most editing packages and software available
for home use right now are geared toward digital. It also has the
distinct advantage of the ability to be shown on the internet. But
I'm probably preaching to the choir here. Certainly if you are reading
this you don't have to be converted to the digital cause. I'll leave
the digital argument, therefore, to George
Lucas and his hordes of ILM geeks.
The first thing you will need is a camera. I personally just use
the camera that comes with LEGO Studios, which is a Logitech Quickcam in
a LEGO compatible shell. It's great for those close up shots but
unfortunately is not the greatest quality and has a manual focus ring.
The debate of which camera to buy is long and colorful one, but weigh the
following versus price:
-
The ability to mount the camera on a tripod or crane (nice to have)
-
The highest resolution the camera can take video at (320x280 is adequate,
but 640x480 or better is nice)
-
The ability of the camera to take a series of still shots and string them
together (required)
-
The ability of the camera to plug directly into your computer or be stand
alone (a laptop is nice for those that require a computer)
-
The focus range of the camera (extreme close-ups are nice to have, but
usually more expensive)
-
Manual or automatic focus (automatic is more expensive)
So, now you have the camera. You will also need at least some software,
which will probably come with it, to be able to take the still shots needed
for stop motion animation and string them together. In the days of
tape, this used to be the ability to take a single frame by pushing a button.
When the tape is run at normal speed, the frames come together and the
still shots look like they are moving. With digital video, it works
the exact same way. The only difference is in the way the film is
stored.
For instance, in the LEGO Studios setup, you go into the software and
decide you are going to use the camera for stop motion animation.
To start a clip, you press a button. Every frame you take, you keep
pushing this button. When you finish a particular clip, you have
a moving clip stored on your hard drive as an .avi file. The process
of stringing these clips together is called editing.
What are the basics? Let's look at our sample film, which we
will call "Out Of Work Cop Actors Need Money Too".
Lighting
Almost any cinematographer or cameraman you meet will tell you lighting
is the most important aspect of photography. A properly lit
shot can mean the difference between an orange glowing home movie and Deep
Impact. Well, that and several million dollars worth of special effects.
Even the cameras themselves are designed around this all important feature.
For instance, for Barry Lyndon,
Stanley Kubrick had a special camera invented that could take film using
only a few candles on the set..
Let's look at three shots of the cops by their hovercar:
No overhead light. Natural sunlight shut out.
This shot is poorly lit. The figures are barely perceptible.
The detail of dark areas is lost. In many digital cameras, poor lighting
also results in heavy pixelation, resulting in poor image quality.
If you need a night scene, the best thing to do (assuming you don't have
a Kubrick budget camera) is go old school: change it artificially.
A blue filter or making the the video blue or darker later will give the
perception of night. Cheesy cricket sounds are also a good way to
drive that nail home in the audience's head.
Too much overhead light. Additional light shown directly on
scene.
This shot is too bright. Notice the character on the left is shining
with direct light. Detail of light areas is lost here. It is
probably better to have a little too much light than not enough, but overexposing
your shots will give them a bright, false look. Overexposing may
be helpful in a few instances. For instance, if there is an explosion
in the scene, you can overexpose or light up the set a bit for a few frames.
Imagine the above shot is being taken as the cop on the left fires a gun.
Now the light makes sense when a gunshot flash is added to the film during
post-production.
Just right. Sunlight illuminates the entire area and a diffused
overhead gives clarity.
This shot is baby bear's stuff, and you are Goldilocks the expert cinematographer.
Just right. Not too bright or too dark. The minifigs do not
reflect too much light. The car gives off a slight shadow for perception
of depth. Texture is visible on the bricks. The background
is less lit, giving a nice depth effect there as well.
Please note that in most cameras, regular tungsten light bulbs will
give shots an orange glow. This is why home movies always look orange
on film. A florescent light or a filter will take care of this.
It is also a good idea to diffuse light. On a small scale like a
LEGO set, you are essentially filming a "still life". You can use
techniques such as pointing a light at a big white piece of paper or cloth
to give the set a nice, natural light look.
Focus
Most digital video cameras have a fixed f-stop. For instance,
the LEGO cam has about an f-stop of about 3. F-stop controls the
depth a camera can focus at, for instance a close and far object at the
same time. There is also a difference in the focal length of camera
lenses. Focal length controls how close the camera can focus.
So, unless your camera can change these settings, which is expensive, you
will be stuck with a certain kind of shot.
Most shots in a LEGO film will be close up shots, or "macro" shots.
When you buy a camera, be sure it can focus on things very near to it.
The LEGO cam can do this surprisingly well, and has a focus distance of
about one inch. It can theoretically focus an infinite distance away,
but shots would be so pixelated at that range that is is useless for very
long shots. Unless you are planning on making a full-scale primordial
jungle to go with Henry
Lim's Stego, you will only have to worry about close shots.
Let's look at two pictures of the cops.
Focus near. Background out of focus.
In this shot, we see the figure in the foreground is the center of attention.
Even though he is not in the center of the frame, he is the center of the
action. If the car behind him was moving, the attention would be
drawn briefly to it. This is a great way to guide the audience through
a complex shot. Whatever is moving and in focus is the highest visual
priority. If there is lots moving, it's whatever is in focus.
If everything is in focus and only one thing moves, that becomes the visual
center. How about everything in focus and everything moving?
Usually these kind of shots look chaotic and busy, which may or may not
be the effect you are going for. If both are out of focus and not
moving . . . well, you pretty much suck as a cameraman.
Background focus. Attention drawn off the closer figure.
Focus can not only be used to draw the action to a particular figure,
but can be a cause of frustration for some. If your camera has manual
focus is becomes fairly easy to adjust the camera without moving the camera.
But if it is manual focus, you might jar the camera mid-clip if you change
focus. Remember, every little change in the camera's positioning
or the positioning of the figures and set will be noticed by the camera.
This includes dumb thing like tripping over the USB cord as well as tiny
things like not taping down the baseplate during a scene. I personally
use plastic-tac to hold down sets and temporarily hold figures in strange
positions or poses.
Scope
Notice the next time you watch a movie how many shots make up any one
scene. You may have close ups of characters talking, then a shot
of somewhere they are walking, then a ground level shot of them pausing
to get run over by an elephant. In modern films it seems shots get
faster and faster. One movie I watched a few days ago had an entire
15 minute sequence where no one shot or angle was more than 4 seconds long.
And strangely, it didn't seem all that frenetic. Compare this to
older movies and notice how much less often they switched camera angles
during editing.
In order to get all these different shots, you must change the scope
of your shots during filming. Modern filmmakers use multiple expensive
cameras, but in stop-motion animation, we can be a little more tricky.
We can film a scene over again using the same camera more easily because
our shots happen in still frames, not real-time action. Our actors
don't' care how long they have to stay in one position. We can leave
them upside down with a sword in their side for days on end then come back
and resume filming.
The "scope" of a shot is my term for the combination of angle and composition
of a shot. Let's look at a set below from our cop movie.
A cop in the woods. He's got 5 kids to feed.
In this shot we have a close up of a character. We can see a little
bit of the set around him. The focus is on him, and the camera angle
is at his level. It looks like we are right beside him.
The Screen Actor's Guild is going on strike. Soon minifigs
will be the only ones working.
This shot is further back, at a slightly higher angle. We can
see more characters and more set. This angle would be better
for a fight or for introducing another character.
Oops, too far!
This shot is very wide. It is too far for any detail. This
would not be a good shot for dialog, but might be good for a large explosion
or a shot showing the physical isolation of a character. One limitation
you will have to overcome is the size of your sets. In the first
two shots I didn't need anything outside of the immediate area of the cops.
But here, I might need to build more set to cover the space around them.
All be sure to move environmental obstacles such as LEGO boxes, empty beer
bottles, and sleeping dogs.
Well, that's it for this installment. Now you have the basics
to begin filming. Remember, choose a camera that suits your needs
and budget. Find or buy software for capturing the string of shots.
Light your sets properly. Keep in mind focus and scope while shooting.
Next time, we will discuss another aspect of filmmaking. Any suggestion?
Leave them in the forum.
|