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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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