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Hey guys;
I have arived at my new station and begin film school next week. I just got the net up here.
The reason for this post is I would like to know if any of you know the formula to figure out the frame rate at which to shoot miniatures, I read somewhere that it is as follows:
f = 24 X the square root of D/d where:
f = frames per second
D = dimention of the actual object in feet
d = dimention of the miniature in feet
If any one knows please let me know. Thanks.
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Sorry mate, you could be on this forum for years.. try "like a film". http://www.jafisto.net/cgi_bin/laf--.../ikonboard.cgi
Good luck.
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I've got it written down somewhere, I can't find it at the moment but will have another look.
It sounds about right to me though.
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You should film a friend or yourself doing the same movements you want your clay model to make, then, as you animate the clay dude, watch the video of your friend. Go frame by frame and copy the way his or your body is positioned. COPY EVERY FRAME!!! This will make the animation look smoother and not as shitty. -Neil
ps. Hope that made sence!
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Isnt one of the D's meant to be distance ?
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I've got it at home (I'm at work)
I'll post it tomorrow
cheers
Paul
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I typed the whole chapter spot on, but my username wrong. Ouch!
This is a summary of the miniatures chapter from Motion Picture Camera Techniques by Davis W. Samuelson.
This is a groovy book.
Speeding up the camera by the 'root of the scale':
. . . . <u>object size</u>
24 x Vsize of model
(V is square root)
The movement speed is:
model speed(ft/sec) = real speed(mph) x scale^2 x 1.47
(^2 = squared)
Falling/Crashing:
Pre-weaken the structure - usually use 1/4 scale.
Water shots:
1/16 usually smallest practical scale, even using wetting agents, detergents etc.
Notes:
Models must be photographed from the same viewpoint as if full size.
Miniatures are best used for quick cuts and never left on the screen too long.
Miniature buildings may be placed just beyond openings to give false perspective with further objects being scaled down even more, to help overcome the depth of field problem. The effect of distance may be increased by the introduction of 'haze', reducing model detail and 'greying down' the furthermost objects.
I hope this helps,
Paul
PS Underlining is a bugger :O
[This message has been edited by Curtin-Parloe (edited June 26, 2001).]
[This message has been edited by Curtin-Parloe (edited June 27, 2001).]