Article: Cool camera Angles – Part 2

A day late, but it’s finally here! The continued article about cool camera angles from last week! 

Written by Alcator.

Last week, I presented you with some tips on good camera angles and work with the camera in replays in general.

This week, the article won’t require much reading, although eyes should be first cleaned with toothbrushes (and for those cyborgs among you, toggle image filtering off 😉 )

I’ll present you with a set of images with short commentaries about where such shot/angle may be useful, where it definitely shouldn’t be used, etc. Here we go…

Angle 1

This untargeted, unanchored, slightly rolled camera adds dynamics to otherwise dull place (start straight). Keep in mind you need to switch to another view as soon as the car passes by.

Usage: Replay.

Angle 2

Jumps: To add dynamics to jumps, you need to show the car from a side (at least partially), so that the speed at which surrounding scenery goes “back” is visible. Also, notice the shadows beneath.

Usage: Press Forward section, Replay

Angle 3

This is the end of the previous shot; the camera slowly moved in opposite direction than the car, which means the relative (observed) speed was even greater; also, while at the jumps’ start, the launch ramp is potentially the most interesting, on the jumps’ end, the landing zone needs to be seen.

Usage: Press Forward section, Replay

Angle 4

This “view from below” becomes better and better with each yard of length and feet of height of the drop or jump. Don’t forget to lessen FOV so that the car, which goes gradually further from the camera, doesn’t become a small dot in the distance.

This shot, if anchored to the car, could also be used in-race to help the player see the landing zone (however usually a bumper cam suffices).

Usage: Replay, sometimes in-race

Angle 5

This ANCHORED and TARGETED view at road level helps increase the observed speed (as mentioned last week, the lower to the road you are, the greater the speed seems). Try to add a little bit of life to the shot by slowly changing the relative position of the camera to the car.

Usage: Replay

Angle 6

Here, we have a wide off-road area, and the important thing to keep in mind here is that MOST cars (in on-line races) will come to this area at about the same time (+/- 2 seconds). This is a perfect spot to show multiple cars competing. That’s why I chose a high view. The magenta lines show the breadth of the racing area.

Usage: Replay

Angle 7

Please note the FOV value (entered on keyboard, you can’t enter this value using mouse-wheel). This “finish-snapshot-like” view, positioned right above a checkpoint, allows comparison of multiple cars passing through. The FOV widens the view and makes the cars smaller, so more of them fit into the view.

Usage: Replay (actually meant for spectators on-line), potentially Finish camera

Angle 8

I call this shot “watch my back, suckers” 🙂 The slightly increased FOV (75) doesn’t distort the image much, but allows more opponents being seen behind. Notice that the view is anchored including the “Rotation”.

Usage: Replay, potentially finish camera

Angle 9

This is another version of “watch my back, suckers” – in case of a wallride or corkscrew, you may make the shot much more interesting by adding a SLOW “roll” – about 60 to 90 degrees per second. In this track, it leads to a moment where the spectator doesn’t really know where the top and bottom is.

Angle 10

This is one of the several possible “good” positions for showing a loop. You may ask why I placed the camera so close to the “edge” instead of on the rotational axis (middle of the loop), but the reason is that if you place it in the center, the view goes back and forth (wipes) as the car moves. Once again, Loops are sources of unexpected enjoyment (cars falling down etc.), so widen the view a bit to be able to see some of this.

Usage: Replay, PF section

Angle 11

In case of high loops (loops where the car travels or flies vertically to the upper half of the loop), you may need to lift the camera up from its initial lower position. A good way to do it is to wait in the lower position until the car passes around you, and then make an about 2 seconds long ascent to the upper position (just above the “exit point”, so that the car flies around you on its way out of the loop).

Usage: Replay

I believe this is enough for one day. The topic of making great replays is never-ending and I’m certain we’ll return to it in the future. Meanwhile, good tracking!

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3 Responses to Article: Cool camera Angles – Part 2

  1. JumperJack says:

    wow… now this is useful for people!! so many different cameras… awesome!! 😉

  2. T_Z_ says:

    Yeah, quite nice, I like and use “watch my back, suckers” camera a lot 🙂

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