GTAStunting
General => General Discussion => Video Editing/Compression => Topic started by: Eddie on April 20, 2010, 02:04:19 PM
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Well i can't seem to make good cam angles in San Andreas and it makes my video's look mehish.
could someone help me knowing good angles, what to look out for etc?
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smooth movement
make sure it doesn't just when building etc are in the way
Not too close, and not as far as it can go on all stunts
Thats all really
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Practice and a smooth hand.
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Something that both didnt mention:
Use an angle that will impress, i mean, use something that shows the unexpected... If you're using more than 1 angle e.a stunt, dont show the stunter going straight to the bump at first (example), make sure you cause a "mistery" of what the hell he's going to do...
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You could try having 'busy' cam angles, spin them a bit around with a close-up, for example at heavy parts of metal songs. Or try doing it from the back/front, and then 45 degrees to the side, and a bit looking from up, then of course a smooth hand, as recommended before.
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First of all,try to make the stunt as visible as possible and try to focus the most on what's the stunt about.Also,you should see what's the most beautiful thing around the stunt,like skyscrapers,sky,trees etc.All of theese should be combined with a smooth cam movement,zoom in/out and some pancropping in vegas.
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Is it btw possible to use arrow up, down, left, right and stuff? Since I really don't have an idea how some people go zoom in/out, and still rotate their cam. It doesn't rlly work when I do RSHIFT and + or -.
My English sucks btw.
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Is it btw possible to use arrow up, down, left, right and stuff? Since I really don't have an idea how some people go zoom in/out, and still rotate their cam. It doesn't rlly work when I do RSHIFT and + or -.
My English sucks btw.
That's just pan/cropping in Vegas on a clip with rotating camera angles.
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First of all,try to make the stunt as visible as possible and try to focus the most on what's the stunt about.Also,you should see what's the most beautiful thing around the stunt,like skyscrapers,sky,trees etc.All of theese should be combined with a smooth cam movement,zoom in/out and some pancropping in vegas.
Thanks Kast and all others
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Well, obviously the first point of cam angles is to show the stunt. So first make sure you get the technical aspects right: not too close, not too far, no camera bugs (I really hate those, when i'm on a buggy spot i can record up to 40 times until i get it right). Also not too many rotations (i think just one single smooth 180 or 360 is perfectly enough). Also, depending on the situation/spot you might want to use still cameras. Still cameras are especially good when recording at low fps, because if you move your mouse too fast it will look crappy. I can't record good moving cam angles at 10 fps at least. I prefer 15, it gives good control, and later on with leetcake's speedup (x1.666) you can get really smooth stuff. I wouldn't recommend using still cameras on a full vid though, makes it look ... boring in most cases.
Moving on to the more important parts, you should make advantage of freeplay in few spots. Sometimes the use of freeplay is really essential (i.e. at ditches), but otherwise it's just you and your imagination. Make sure you always got one clear frontal and backwards angle. Then you can move into the details: few stucked cameras, sideways, bird's eye, 1'st person, maybe even alternate camera (tip with the alternate camera: always record a few times with it, you might get an awesome angle you didnt get the first few times). You should also have variable zooming. Everything close-up or everything zoomed out to the max can get boring too. You can first show off the spot with a nice zoomed out view, and then move in for the action.
As XtO mentioned above, it's good to create excitement with cam angles alone. The point is to make people wonder what's the stunter going to do, until he actually does it. This can be difficult, especially from frontal angles, and on known spots, but try your best. The most obvious solution would be to start off with a backwards angle, and then switching to a frontal one. There are ofc many other ways to do this, let you figure out on your own.
Using Pan/Crop is good for a finishing touch on the angles, but don't go too far. Make sure the panning has a meaning, that you're not randomly moving the camera (check out ghost's pancropping from 2nd part of Split The Atom to realize my point, those are the most well-synced cam pancrops i ever seen). If you pull it off right, you have successfully extracted the maximum out of your camera angle. Then it's all down to the other details such as color corrections, music etc.
Hope you will try out these tips and twas glad to help.
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How long did that take you to write?
EDIT: Petar, about the first part, I've always used Leetcake's way of speeding up with 1.666 but never got it as smooth as he did, how come?
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How long did that take you to write?
EDIT: Petar, about the first part, I've always used Leetcake's way of speeding up with 1.666 but never got it as smooth as he did, how come?
took me 2 minutes, its not really rocket science.
And it can be caused by many things, but most likely your render settings.
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Too bad I can't record with 15 or 25 fps on fullscreen. So i must record with 10 fps... trying to get the best out of it tho... long time ago i speeded it up with 2.3 but nowadays i simply put 2.5 :D
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me i have small one worries when I film, if I move more the camera and which I stay in my angle she re-initializes and view sticks has the motorbike...
btw : translator ftw x)
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me i have small one worries when I film, if I move more the camera and which I stay in my angle she re-initializes and view sticks has the motorbike...
btw : translator ftw x)
if you got freeplay press "a" and this won't happen anymore.
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wow thx cw ;)