Research Task:
Pan, Tilt and Zoom:
- Pan and tilting:
- For both of these shots the camera is stationary and rotates in a horizontal (panning) or vertical (tilting) plane.
Panning is used to follow a moving object or character, or to show more than can fit into a single frame, such as panning across a landscape. It is also used as a transition between one camera position and another.
Inexperienced operators may pan too fast and caused an effect known as strobing. This is also a problem in CG and is called tearing. This can cause motion sickness or cause the illusion of motion to be broken. For example, for an animation at 30 fps, the number of frames needed for a 45 degree pan would be about 22 frames for a quick turn or 66 frames for a casual turn.
One way to avoid strobing is to use scene motion blur when rendering. This blur is done by sharing information between frames. Note that this is a scene motion blur where a scene shares information from the prior and next scenes. This is not the same as object motion blur.
The same motion considerations about panning are valid for tilting.
- Zoom:
- A Zoom lens has a variable focal length and so camera "moves" can be made without actually moving the camera. Professional cinematographers use the zoom very sparingly and generally prefer to move the camera. Amateurs love the zoom and can create some very nauseating motion by combining zooms and rapid pans. A zoom changes the angle of display so spatial relationships also change.
- For both of these shots the camera is stationary and rotates in a horizontal (panning) or vertical (tilting) plane.
Panning is used to follow a moving object or character, or to show more than can fit into a single frame, such as panning across a landscape. It is also used as a transition between one camera position and another.
Inexperienced operators may pan too fast and caused an effect known as strobing. This is also a problem in CG and is called tearing. This can cause motion sickness or cause the illusion of motion to be broken. For example, for an animation at 30 fps, the number of frames needed for a 45 degree pan would be about 22 frames for a quick turn or 66 frames for a casual turn.
One way to avoid strobing is to use scene motion blur when rendering. This blur is done by sharing information between frames. Note that this is a scene motion blur where a scene shares information from the prior and next scenes. This is not the same as object motion blur.
The same motion considerations about panning are valid for tilting.
- Zoom:
- A Zoom lens has a variable focal length and so camera "moves" can be made without actually moving the camera. Professional cinematographers use the zoom very sparingly and generally prefer to move the camera. Amateurs love the zoom and can create some very nauseating motion by combining zooms and rapid pans. A zoom changes the angle of display so spatial relationships also change.
Iris (Exposure):
- The iris is an adjustable opening (aperture), which controls the amount of light coming through the lens (i.e. the "exposure"). The video camera iris works in basically the same way as a still camera iris -- as you open the iris, more light comes in and the picture appears brighter. The difference is that with video cameras, the picture in the viewfinder changes brightness as the iris is adjusted. For this tutorial, we'll be setting exposure by eye; that is, adjusting the iris until the exposure looks right in the viewfinder (as opposed to using a light meter).
Professional cameras have an iris ring on the lens housing, which you turn clockwise to close and anticlockwise to open.
Consumer-level cameras usually use either a dial or a set of buttons. You will probably need to selectmanual iris from the menu (see your manual for details).
Professional cameras have an iris ring on the lens housing, which you turn clockwise to close and anticlockwise to open.
Consumer-level cameras usually use either a dial or a set of buttons. You will probably need to selectmanual iris from the menu (see your manual for details).
White Balance:
- White balance (WB) is the process of removing unrealistic color casts, so that objects which appear white in person are rendered white in your photo. Proper camera white balance has to take into account the "color temperature" of a light source, which refers to the relative warmth or coolness of white light. Our eyes are very good at judging what is white under different light sources, but digital cameras often have great difficulty with auto white balance (AWB) — and can create unsightly blue, orange, or even green color casts. Understanding digital white balance can help you avoid these color casts, thereby improving your photos under a wider range of lighting conditions.
Shutter:
- Video camera shutters work quite differently from still film camera shutters but the result is basically the same. (The technical difference is that, rather than using a mechanical device, the shutter speed is adjusted by electronically varying the amount of time the CCD is allowed to build a charge. If this means nothing to you, don't worry. It really doesn't matter how the shutter works, it's the effect it has that counts.)
Audio:
- Audio: the video-maker's term for sound
- Audio track: a term used in video production, which means Sound track
- Audio track: a term used in video production, which means Sound track