Arcane (Tv Show) World Scene

3D Topics - Camera Basics

Introduction to Camera Work within the 3D Pipeline

The camera is the window into your digital scene.

It controls what the audience can see, by controlling the angle and viewpoint of the end-product.
In most industry-standard programs, the digital camera behaves very similar to a real-life camera, so nearly all concepts transfer over.

Camera Angles

The "camera angle" is the angle at which the camera is pointing to the scene.

Top-down camera view.

Top View (Down Shot)

The camera is viewing the scene from above-eye-level.
Often used to show a general environmental sense of scale, and/or show things that can only be seen from above.

When really exagerated, can be called a “Bird’s Eye View.”

Eye-level camera view.

Eye-Level

The camera is viewing the scene at roughly eye-level.

This is a generally “neutral” camera angle, and is often considered the “default” format.

Note: The camera might be a bit above or below exact eye-level, but as long as it's close enough to be neutral, then it's still generally considered an eye-level camera angle.

Low level camera view.

Low View (Up Shot)

The camera is viewing the scene from below-eye-level.
Often used to make things seem more powerful, threatening, or heroic.

Can also be used to show sense of scale from the perspective of a comparatively smaller object/entity VS larger objects/entities.

Camera Lens Types

The "camera lens" controls how much of the scene a camera can see from a given position.

Camera view at 10mm.

Fish Eye [Under 20mm]

An extreme version of wide-angle lens. Tends to distort close objects.
At extremely low mm, will distort the overall scene.

Camera view at 24mm.

Wide Angle Lens [24mm - 35mm]

Used to exaggerate movement and shapes, while emphasizing sense of space.
At lower mm, will start distorting objects at edges of frame.

Camera view at 50mm.

Normal Lens [36mm - 69mm]

An “average” camera lens will be around 40mm to 50mm.

Camera view at 100mm.

Long Focus Lens [75mm - 85mm]

Used to take a shot from a distance.
Tends to flatten sense of space, so objects look physically closer together. But can get a good view on many objects at once.

Camera view at 500mm.

Telephoto Lens [Above 100 mm]

An extreme version of long-focus lens.
Used when the camera is extremely far away from the subject.

Camera Movement

In most scenes, the camera is not actually static or unmoving. Even if only subtly, the camera is often moving, changing zoom, changing focus, etc.

The type of movement matters too, and can have implications that your audience will "feel" as they watch the scene.

Camera panning sideways.
Camera panning up and down.

Panning

Camera stays in place, but rotates to keep subject within frame.

Camera tracking sideways.

Tracking

Camera uses horizontal movement (side-to-side) to reveal a wide scene, or to follow a subject side to side.

Camera tracking up and down.

Crane

Camera uses vertical movement to reveal a tall scene, or to follow aspects of story/subject up and down.

Camera dollying forward and back.

Zoom In/Zoom Out

Camera uses adjustment of focal length to achieve zooming in/out of frame.

Rack Focus

Only applicable of part of frame is out of focus to begin with. Camera then changes focus to reveal or emphasize a different subject.

Can be a very powerful storytelling device, often used to remind the viewer of something’s importance without using words or character actions.

Shaking / First Person

Camera mimics that of a physical handheld camera, to simulate “being there in the moment."

Be careful with this one. If used incorrectly, can give a sense being amateur.