From the course: 2D Animation: Tips and Tricks
Types of shots
- This is a quick introduction to the most common types of shots that you will deal with because you hear a lot of people talking about establishing shot long shot medium shot. So it's a good idea to have a simple idea of what they are. I've seen sites out there that have a list of 50 shots too much. The basic vocabulary of shots is fairly straightforward The most of these images are from a previous course I did on storyboards, story boarding isn't relevant to everybody but shot types should be known by everybody. So this is a typical establishing shot, it could have been even further out but if this was nice enough because I wanted to see the three figures here this is just a quick sketch of our three characters so we get to see them in context. They're in the park beautiful city, maybe San Francisco, we know where the actions about to begin. This is more of a long shot, we can see the full figures of the characters we can still see a lot of the background. This would be more like a photograph taken with a 35 millimeter or a 24 millimeter lens, so you get to see exactly where we are in the scene. But we also get to see our figures I can recognize them now as individuals and I can see what they're doing. Look at the guy on the right, he's seeing something that he doesn't like. A medium shot where we chop off the lower feet, we're now really moving in closer but we can see the whole body there's enough room for the arms to move around the screen and to do some performing so this is a very very common frame. Now we have a close-up where we're looking at usually one characters face, we could squeeze in one or two more but really the focus here now is on one person. Now we have an extreme close-up and this is usually on the eyes or the mouth if somebody is screaming and this is for an extreme emotional reaction and guess what he's just seen, those so this is a point of view shot we're now inside the eyes of the character and we're seeing what he sees. There are other kinds of shots like trick shots like split screen and all kinds of novelty shots but the preceding shots are the ones that you're probably dealing with more often, more so than things like this. And there's a different kind of shot that I really like, so in this sequence and this is again from my storyboard course the hero of the sequence is a little worker Bum stead who is trapped in a dead-end job and I wanted to show him at his cubicle before he gets summoned by his boss to be fired. And so what I wanted to do was to like put some, not drama but some characterization of Bum stead without loading it up with dialogue and how I did that was Insert shots. Insert shots are just looking around the scene, stress be gone pills. So we know he already he doesn't enjoy the job, this insert shot then also shows you know the fact that he's under extreme pressure and we know he's a family man and he likes a cup of coffee. And little tiny details we just gaze the camera up and there's a leak in the air-conditioning system so his boss doesn't care very much about maintaining the building, and then we're back to our poor hero. So that's a good use of a different kind of shot that's a little more playful and keep an eye out and I think you'll see insert shots there's certain kind of filmmakers that really like doing them that are really really good. They just flesh out the environment and they can give you character details that don't involve 20 lines of dialogue. So these are some finished backgrounds from a wizard animation that I've been working on, its little medieval scene and again just to give you an idea of these aren't so much shots as camera angles because camera angles can be applied to the different scenes. I could shoot this from a lower angle it would still be a medium shot, I could shoot it from a higher angle, it would still be a medium shot or whatever. So this will be like a typical perspective for the horizon line is about 1/3 or just under 1/3 or from the bottom of the screen, we can do a down shot looking up and again this is still I would still call this a medium shot even though it's a down shot looking up and we have an establishing shot looking down. So I'm just throwing these in to give you an idea about some different ways to treat the same background depending on what kind of performance you want. So this would be a more generic stage for many different scenes I could reuse this scene, this background for multiple scenes, this background is really only good for one shot but this background would be great for lots of different establishing shots but I wouldn't be able to see much acting on the character so again depending on where you put the camera and how close you put the camera to your characters it's really going to change how you animate the scene and have the audience perceives the scene so just keep these different shots in mind try to use the right shot for the right scene.
Contents
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Loosen the joints2m 30s
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Loosen the body6m 1s
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To twin or not to twin6m 6s
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Head articulation5m 14s
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Physics: Falling4m 33s
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Creating staggers6m 32s
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Cartoony male mouth shapes5m 29s
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Realistic male mouth shapes3m 32s
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Pose-to-pose wipes4m 31s
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Zipping off screen3m 58s
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Cartoony female mouth shapes6m 1s
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Realistic female mouth shapes3m 44s
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Bird beaks4m 57s
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Stylized mouth shapes2m 51s
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Elderly mouth shapes5m 17s
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Breakdown basics turns3m 8s
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Breakdown basics reactions6m 6s
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Breakdown intermediate5m 24s
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Breakdown advanced6m 56s
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Thumbnail basics4m 56s
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Thumbnail intermediate5m 20s
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Thumbnail advanced5m 27s
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Fabric creases4m 49s
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Drag basics4m 15s
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Capes: Basics4m 48s
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Capes: Intermediate4m 28s
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Capes: Advanced4m 39s
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Flags4m 18s
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Dresses8m 18s
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Flour sack4m 25s
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Pantomime4m 7s
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Pantomime advanced6m 16s
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Object design7m 46s
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Objects Moving5m 17s
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Hair Basics6m 53s
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Hair Intermediate4m 16s
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Hair Advanced9m 56s
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Ball bounce1m 15s
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Fast Bite3m 21s
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Wipes Blurs2m 30s
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Morphs2m 39s
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Change expression4m 1s
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Timing basic1m 46s
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Timing intermediate5m 2s
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Timing Advanced3m 55s
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Texture Basic2m 38s
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Texture - advanced4m 47s
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Technical9m 4s
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Traditional animation process8m 15s
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Torque2m 54s
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Realistic construction4m 18s
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Cartoony construction4m 51s
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Eyeballs - cartoony9m 42s
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Eyebrows - cartoony5m 37s
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Eyeblinks - cartoony4m 27s
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Pupils4m 35s
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Eyes - realistic4m 58s
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Center mass2m 42s
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Crowds3m 52s
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Overcoming fear4m 23s
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Overcoming mental blocks7m 51s
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Breakthroughs8m 14s
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Avoiding burnout6m 17s
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The mystery of appeal4m 3s
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The wheel of fortune6m 45s
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Relationships matter3m 41s
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Interpreting dreams6m 5s
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Animating tails4m 21s
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Cheating transforms4m 7s
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Model sheets5m 8s
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Moving Hold3m 31s
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Moving Hold Advanced4m 28s
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Jumping with a push4m 34s
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Push objects2m 26s
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Coughing3m 8s
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Snoring5m 56s
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Reaching2m 18s
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Old styles: 1920s rubber hose intro8m 17s
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Old styles: 1920s rubber hose scene7m 51s
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Old styles: 1920s rubber hose post6m 6s
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Loosen with a reversal4m 16s
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Opposing actions4m 16s
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Overlap4m 39s
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Follow through5m 52s
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Leading actions6m 6s
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Overlapping large characters5m 20s
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Drawings, frames, and exposures3m 20s
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From rough drawings to cleanup5m 54s
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Cell painting to DIP6m 41s
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Color model3m 48s
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Tremor4m 44s
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Shaky walk2m 54s
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Camera shots5m 24s
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Strobing3m 38s
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Aspect ratios9m 34s
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Looney Toons: Intro10m 48s
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Looney Toons: Technical8m 8s
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Looney Toons: Animation style8m 20s
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Looney Toons: Walks and runs5m 59s
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Looney Toons: Scene7m 8s
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Looney Toons: FX explosion5m 5s
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Bouncing ball6m 3s
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Opposing action: Basic3m 13s
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Opposing action: Intermediate3m 56s
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Opposing action: Advanced3m 17s
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Counterpose: Basic4m 11s
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Counterpose: Advanced5m 37s
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Overlap: Introduction2m 9s
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Overlap: Advanced3m 15s
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Perspective: Introduction4m 30s
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Perspective: Intermediate1m 54s
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Plotting arcs3m 3s
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Figure 8s5m 7s
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Types of shots4m 44s
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Camera moves4m 2s
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Shot transitions3m 54s
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Staging: Introduction5m 25s
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Staging: Advanced6m 35s
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Line of action3m 16s
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Breaking a single joint1m 58s
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Breaking joints in a walk cycle3m 13s
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Plotting arcs and timing in a walk3m 29s
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Exaggerating the face2m 19s
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Exaggerating the body1m 44s
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Exaggerating acting5m 19s
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Anticipate and overshoot the head3m 13s
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Primary, secondary, and tertiary actions4m 10s
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Create personality with leading actions3m 14s
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Squashing the face for chewiness3m 8s
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Squashing bodies for animal runs2m 56s
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Reversing the line of action2m 15s
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A stretchy jump4m 33s
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Introduction to anticipation2m 46s
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Plotting character arcs3m 57s
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Leading actions on walks1m 29s
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Fast transitions2m 42s
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Breaking down a turn2m 47s
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Introduction to accents1m 30s
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Advanced stagger2m 59s
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Squash and stretch3m 36s
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Examples of counterpose1m 37s
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Straight-ahead animation3m 38s
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Pose-to-pose animation3m 53s
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Different accents3m 5s
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Correcting arcs and spacing6m 23s
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Frame rates and logistics6m 22s
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Wheeled robot3m 48s
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Animating walks on beats4m 12s
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Animating candles7m 53s
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Giant robot6m 41s
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Tails and reversed curves6m 2s
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Animating hair and clothing11m 9s
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Fixing hair and clothing5m 47s
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Plussing hair and clothing5m 3s
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Tripod walk6m 36s
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Dividing in thirds and fifths5m 39s
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Lighting a scene4m 10s
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The mushroom cloud6m 37s
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Ocean waves4m 32s
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Ocean waves: Advanced6m 3s
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Drawing budget3m 39s
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Sweatbox notes3m 11s
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Layout poses2m 20s
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Concise naming conventions7m 7s
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Cheating camera orbits2m 3s
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When to start a pan1m 39s
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Sixties TV intro and style3m 37s
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Sixties TV Structure7m 24s
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Sixties TV assembly8m 26s
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Sixties TV post-production3m 38s
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Cheating depth with color and tone8m 18s
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Cheating depth of field with blurs4m 53s
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Cheating depth with motion3m 11s
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Extreme walks3m 47s
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Acting with clothing and hair1m 11s
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Basic smoke poof3m 58s
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Advanced smoke poof4m 35s
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Animating a splash3m 58s
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Constructing animal snouts1m 16s
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Animating a dress3m 16s
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Fixing a dress animation2m 43s
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Animating puppet dialog2m 2s
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Planning side-scroller game animation9m 38s
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Creating the artwork and designs9m 28s
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Zero poses and idle animations5m 39s
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Walks and hookups3m 49s
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Jogs, runs, and hookups4m 44s
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Picking up objects2m 34s
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Jumping and crouching3m 20s
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Firing a weapon2m 32s
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Breaking an animation into pieces2m 49s
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Hit reacts1m 47s
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Dies3m 24s
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Flipping horizontally2m 42s
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Wins and levels up4m 15s
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Construction4m 41s
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Hands6m 34s
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Advanced hands4m 49s
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Texture in design3m 53s
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Straights and curves4m 3s
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Designing feet6m 50s
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Dimensional forms3m 25s
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Using color for story4m 13s
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Styles5m 28s
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Simple run4m 26s
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Weight and mass1m 55s
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Weight and mass in motion6m 55s
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The foundations of animation10m 51s
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Easy vs. hard scenes2m 11s
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ABC scenes4m 10s
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Puppets and gestures3m 57s
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Puppets and arcs3m 33s
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Boiling a line3m 16s
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Odd timing on twos5m 25s
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AA cycles4m 38s
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ABA cycles5m 1s
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Don't pop 1: Line and color2m 41s
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Don't pop 2: Lighting4m 40s
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Don't pop 3: Camera angle2m 43s
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Don't pop 4: Composition3m 38s
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Dos and don'ts11m 3s
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Making poses read3m 59s
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Making expressions read3m 31s
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Timing charts vs. tweening5m 36s
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Capes basic6m 15s
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Capes intermediate5m 56s
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Capes advanced2m 29s
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Hair basic2m 42s
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Hair intermediate2m 8s
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Hair advanced4m 5s
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Flags6m 8s
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Fine-tuning flags7m 4s
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Punchy dialog2m 8s
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1980s TV animation history3m 12s
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1980s TV animation techniques5m 10s
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1980s TV animation scene11m 57s
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1980s TV animation post production5m 53s
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Color vs. pencil test1m 42s
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Popping on and off screen2m 2s
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Foreshortening scene5m 43s
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Isometric game intro6m 45s
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Isometric game acting and dialog3m 46s
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Isometric game turning around2m 58s
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Isometric game walking5m 19s
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Bluth-style intro4m 59s
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Bluth-style design8m 15s
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