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Index
TITLE PAGE COPYRIGHT CONTENTS FOREWORD TO THE PRESENT EDITION INTRODUCTION ACKNOWLEDGEMENTS DEDICATION
1 FILM LANGUAGE AS A SYSTEM OF VISUAL COMMUNICATION
Beginnings of film language Types of film maker Forms of film expression Defining our aims
2 THE IMPORTANCE OF PARALLEL FILM EDITING
Two basic types Action and reaction Peak moments and the understanding How parallel editing is obtained A wider perspective
3 DEFINING THE BASIC TOOLS
Newsreel Documentary Fiction film Three types of scene Elements of film grammar The shot Movement Distances Types of editing Visual punctuation Scene matching Opposed glances Centre of interest alternates
4 THE TRIANGLE PRINCIPLE
Basic body positions Line of interest Importance of the heads Five basic variations of the triangle principle Emphasis by composition Types of visual emphasis Triangle principle: One person
5 DIALOGUE BETWEEN TWO PLAYERS
Face to face Number contrast Performers side by side Players behind one another Word of caution Camera distance Camera and actor height Subjects lying side by side Telephone conversations Opposed diagonals Translucent density masks Players reflected on mirrors
6 THREE-PLAYER DIALOGUE
Regular cases Irregular cases External/internal reverse camera positions Internal reverse camera positions Parallel camera positions Pivoting point Emphasizing the centre of interest Partial emphasis Total emphasis A ‘north-south’ to ‘east-west’ change Using only four camera positions Introducing internal shots Eight camera sites are employed A simple method using three camera sites Using a pivoting shot Deliberate omission Summing up
7 DIALOGUE INVOLVING FOUR OR MORE PERSONS
Simple cases 1. Using a common visual axis 2. Using a right angle camera site Groups arranged round a table Subdividing the group Geometrical patterns Several opposed sectors Handling large groups A performer faces an audience A crosswise change of the line of interest Crowd with main player at centre Actors as pivots
8 EDITING PATTERNS FOR STATIC DIALOGUE SCENES
Approaching and receding patterns How a sequence begins Re-establishing shots Importance of silent reactions Inserts and cut-aways Number contrast Parallel editing o f master shots Line of interest-changing sides Pause between dialogues Time compression Speeding dialogue tempo
9 THE NATURE OF SCREEN MOTION
Motion broken down Changing view with movement Using cut-aways Neutral direction Performer indicates the change Contrasting motions in the same half screen Conditions of the cut Where to cut Cutting on action
10 CUTTING AFTER THE MOVEMENT 11 MOTION INSIDE THE SCREEN
Turning Rising Using a common visual axis Brief summary A personal preference
12 MOTION INTO AND OUT OF SHOT
Multiple fragments Motion in three fragments
13 PLAYER A MOVES TOWARDS PLAYER B
Converging motion Right angle camera sites Reverse camera angles Parallel camera sites Common visual axis A walks beyond B
14 USING MASTER SHOTS TO COVER MOTIONS ON THE SCREEN 15 IRREGULAR CASES
Visual pause with larger groups The pause is omitted Using reverse angles Divergent motions Constant screen position for one player Both players move
16 PLAYER A MOVES AWAY FROM PLAYER B 17 PLAYERS MOVE TOGETHER
Intermittent motion
18 SOLVING DIFFICULT EDITING SITUATIONS
Movement between camera and static subject Motion at the beginning o f the second shot Motion beyond the static players Using right angle camera sites Both players move Hiding a moving subject in the first shot Using a strong foreground motion Substitution o f the static subject Redirecting attention Using non-human movement Parting curtain effect
19 OTHER TYPES OF MOTION
Circular movement Vertical movement Dynamic stops
20 TWENTY BASIC RULES FOR CAMERA MOVEMENT
Movement and the camera Basic guidelines for camera movement Solid dramatic motivation
21 THE PANNING CAMERA
Scanning panoramically Chase sequences Intermittent panning Full circle panning Fast panning In two directions Vertical tilts Side tilts Joining a static and a panning shot Editing two consecutive panning shots Acrobatic pans
22 THE TRAVELLING CAMERA
Intermittent action covered by a continuous tracking Joining a static and a tracking shot Intermittent camera tracking Using both sides of the track Winding paths Panning while tracking Camera and performers move in opposite directions Single file formations Tracking speed Subject approaches tracking camera Editing consecutive tracking shots Static shots intercut within a tracking master shot Circular tracking
23 THE CAMERA CRANE AND THE ZOOM LENS
Following action Foreground props stress height To visually unite two or more story points To inject movement into static situations To single out a story point in a panoramic movement To provide strong movement for cutting on action Zooming Zooming speeds Zooming and panning combined Tilt shots using zoom effects Camera tracks as it zooms Zooming through foreground obstacles
24 ACTION SCENES
Standard formulas The subjective point of view Five ways of enhancing visual action Reaching a visual climax Breaking the climatic action into several shots High speed and slow motion for action sequences Follow focus technique
25 EDITING IN THE CAMERA
Pre-planning is required The pause between movements The change of zone Approaching or receding from the camera Changing the body position Substitution by sectors Switching screen sectors Numerical contrast Editing within the film frame
26 MOVING FROM ZONE TO ZONE
General principles A group moving from zone to zone The group expands Two further variants A player moves, the other remains still The group contracts Devices for zone change
27 COMBINED TECHNIQUES
Shot by shot editing Merging the techniques Summing up
28 FILM PUNCTUATION
Transitions from scene to scene: fade out-fade in White-outs and colour fades Dissolve Wipe Iris Use of dark areas Titles Props Light change Question and answer A movement in the same direction Substitution of an object Word repetition A deceptive visual match Cutting around a prop A sudden close up Transition by parallel editing Scene openers The actor The camera Introducing points of view Abrupt jump cuts used as punctuation Jump cuts as time transitions Selected peaks of action Inaction as punctuation Single shots as pauses in narration An entire sequence used as a narrative pause Out of focus images as punctuation Dark screen used as punctuation Punctuation by camera motion Vertical punctuation Frozen frame In conclusion
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