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This article originally appeared in the Videomaker
Magazine July, 2002 issue. Pages 69-72, 91
Reprinted with permission from Videomaker Magazine,
Chico CA., Videomaker Inc. All Rights Reserved
Call: (800) 284-3226 for subscription information
For this and other articles visit us at www.videomaker.com
©2005 Videomaker Magazine. Reproduction of
this article for any use other than personal is prohibited.
------------------------------------------------------------------------
Computer
Editing: Go with the Flow
by
Bill Davis
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Breaking
the Line
Another
element of matching action is the understanding
that movements taking place on the screen will
always have a perceived direction.
If
the movie violates that notion, our brains have
trouble connecting things. Imagine that you
and your video club are videotaping a school
play entitled Vegetables Are Our Friends. Since
there are lots of volunteers, you decide that
in addition to the video cameras in the audience,
you'll place a camera upstage, behind the scenery,
pointing towards the audience.
It's
time for Mr. Tomato's big entrance. He enters
from the left, and moves to the right. Both
upstage and downstage cameras are rolling and
have Mr. Tomato in a loose closeup.
In
post-production, you'd notice that if you cut
between those two shots, Mr. Tomato would be
moving left to right in the audience shots,
but moving right to left in the upstage camera
shots.
That's
what's called "breaking the line."
Viewers expect actions on screen to have a directional
flow. Keeping the camera perspective on one
side of an imaginary line that runs parallel
to the action maintains that sense of flow.
If
you need to break the line, use a neutral shot
with the character facing directly towards or
away from the camera as a buffer, so that the
scene's directional flow momentarily stops.
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Have
you ever been hypnotized? If you've ever been
to the movies and found yourself completely
lost in the story, you have. A well-edited movie
does exactly that, and it's not a bad thing.
It captures the imagination in a way that virtually
takes over the brain. We surrender to the story
and forget about reality until the credit roll
brings us back to earth.
In
fact, this hypnotic effect is often so powerful,
that if the progression of images is interrupted
if things don't flow smoothly from one idea
to the next we experience a shock.
Matching
action is simply making sure each shot follows
a logical progression
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If
you're ever in a movie theater and the film
unluckily breaks, you'll know the feeling. From
total immersion to a big, blinding white screen
in an instant; the groans that follow are the
sounds of pure frustration.
So,
when you start to edit moving pictures on your
own nonlinear editor, it helps if you pay attention
to the techniques that have been developed over
time that encourage the audience to engross
itself in the flow of action.
The
Basics
Many
techniques that encourage visual flow come under
the heading of "matching action."
They are really nothing more than a set of simple
rules that help keep the viewer oriented and
the action flowing from one scene to the next.
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One
of the most basic types of matching action is
simply making sure each shot follows a logical
progression.
Consider
the traditional sequence of a person walking
through a door. The usual progression one would
use might be : |
 |
 |
Shot
1
- A wide shot of an actor approaching a door.
Shot
2 - A closeup of the door handle and a hand
reaching out to grab it.
Shot
3 - A medium shot of the hand pulling the
door open and the person walking through.
Shot
4 - A reverse angle from inside the door
showing the character entering the new room.
Shot
5 - A wide shot showing the door close and
the character established in the new room. |
| This
shot progression is basic. We know what it's like
to enter a room, so everyone has the same expectation
of which scene follows which. What makes the difference
between good and bad scene flow is the precise
timing of each scene; how much footage you allow
before and after each central action. |
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Look
at the sequence in Figure 2A. There is a deliberate
error in the In and Out points between the two
shots to show a common editing mistake.
Notice
that at the Out point of the first shot, the
character's hand is just beginning to rise toward
the door handle but at the In point of the next
shot, the hand is already on the handle. A straight
cut at these points in action would yield a
jump that would feel rushed.
Instead,
an experienced editor would either allow the
action in Shot 1 to continue until the hand
reaches closer to the door handle , (Figures
2B) or would move the In point of Shot 2 ahead
in the action in order to put some buffer between
the scenes. Cutting to the door handle prior
to the hand entering the frame, then letting
the hand enter the scene and grab the handle,
would match the action the audience expects,
even if the time between those actions is less
than real time.
And
that's an important point. Cutting between expected
scenes in a flow doesn't mean you always have
to maintain a real-time relationship between
them. The audience often won't notice if you
cut time out of a sequence as long as the action
is smooth and flows logically from one scene
to the next. |
 |
 |
 |
Correct—subtly different,
the second shot starts earlier than the revious
sequence, allowing the hand to enter the frame,
resulting in a much slicker edit |
| Pace
Yourself
The
overall goal of every editor should be to understand
what each scene needs to contribute to the program
and to make sure it remains on-screen exactly
long enough (and not one frame longer) to accomplish
the scene's objective.
One
clear sign of amateur editing is scenes that
run too long. The rule of thumb for scene pacing
is the same as in all good moviemaking: if it
doesn't help the audience follow the action
or help move the story along, get rid of it.
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Trimming
the Action
If
you watch first-class editors at work, you'll
notice their obsession with trimming scenes
to perfection. They'll typically set an initial
edit point, then set up a playback loop that
runs through the edit point. Then, they'll play
the transition over and over while using their
Trim Edit keyboard commands to lop frames off
the head and tail until the edit feels just
right and every unnecessary frame is gone. |
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This
is yet another place where modern editors have things
much easier than in the old days, when trimming frames
meant cutting celluloid strips of film. Today, a couple
of taps on the keyboard can manipulate In and Out
points and trim individual frames in a scene so that
there's really no excuse for not dialing in your edits.
Many
of today's leading software packages go even further,
providing dual-window displays, so the editor can
see previews of both incoming and outgoing shots running
in real time. This is a great feature when you want
to see how trimming affects the shots on both sides
of an edit point .
If
you watch the great films of yesterday and today,
you'll discover they all have something in common.
Whether the pace of the scenes is fast or slow, film
editors use these matching action techniques to keep
their stories moving along. They align the mood of
the performances with the pacing of the edits to give
every scene (or sequence of scenes) it's own natural
rhythm.
Recognizing
and finding the ideal visual rhythm for a sequence
of shots, and editing it so that it flows smoothly
from scene to scene is the difference between someone
who just strings scenes together, and a real visual
storyteller.
Cutaways
Another
technique that lets an editor keep the program moving
is the use of cutaway shots or B-roll.
In
our earlier example, instead of cutting from the hand
closeup to the reverse angle shot of the character
entering the room, you could use a cutaway. A cutaway
shot of a person sitting at a desk in the room and
looking up at the doorway might keep the scene moving,
while efficiently introducing a new character. Using
the cutaway again allows you to shorten the scene
length, since the audience will expect the door-opening
action to have continued during the cutaway.
Scene
pacing is always dependent on the content of the scene
itself. If you were cutting a scene of a mother rocking
a newborn baby to sleep, the scene pacing would typically
be much slower than if you were cutting a car chase
sequence.
Experienced
editors take great care with scene pacing, understanding
that it can be the difference between an audience
that's fully engaged with the story and one that's
fidgeting in their seats.
| This
article originally appeared in the Videomaker
Magazine July, 2002 issue. Pages 69-72, 91
Reprinted with permission from Videomaker Magazine,
Chico CA., Videomaker Inc. All Rights Reserved
Call: (800) 284-3226 for subscription information
For this and other articles visit us at www.videomaker.com
©2005 Videomaker Magazine. Reproduction
of this article for any use other than personal
is prohibited.
|
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