Parts Of A Camera

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Parts of a Camera November 24, 2009 A camera consists of seven basic components: a viewfinder, a focusing mechanism, a shutter, an adjustable aperture, a lens, a body, and devices for controlling film alignment and advancement. In the example below we are using a Single Lens Reflex type camera to demonstrate the different components that make up a camera.

One uses the film advance lever to advance to the next frame on his or her roll of film. When this lever is pulled, film is pulled from the film case into the film take-up spool.

When the shutter release button is pressed, after the film has been advanced, the shutter is opened allowing for light to strike the film.

At the exact moment the shutter release button is pressed, the shutter remains open for a period of time. This period of time is determined by the shutter speed dial. Most cameras will have several different shutter speed settings. These are usually fractions of a second; ie. 1/60th sec. This fraction of time is what allows the light to strike the film.

If one chooses to use a flash and their camera supports it, one may attach a flash to the accessory shoe usually located above the viewfinder.

When one exposes their entire roll of film and they are ready to remove that exposed roll from their camera, they must first use the film rewind knob, to return all the exposed frames back into their casing. Some newer cameras automatically do this for you when you expose the last frame. If you forget to rewind your film, it will be ruined when you open the camera casing.

Besides needing to know your cameras settings, you will always need to check the ISO/ISA indicator. International Standards Organization is an index for film speeds. This must be set to the recommended setting whenever film is being shot. If you forget to set this dial, your images will come out too dark or too light.

If one wishes to be in the picture or have a delayed response to the firing of the camera, they may do so by using the self-timer button.

All the internal mechanical and optical parts are all held together by a camera body.

The film is stored behind the camera back in the film cavity. It is locked into place by sliding the film rewind shaft into the film casing.

When the shutter release button is depressed, the shutter curtains move across and expose the film. Depending on the type of camera, you may have curtain shutters or spring leaf shutters.

When you are preparing to take a picture and you have your subject or scene ready, you must look through the viewfinder to ensure everything is as you want it to appear.

The film is guided and pulled in by the film sprockets.

The film that is exposed is rolled by the film take-up spool.

The film is enclosed with by a light-tight seal by the camera back. Always make sure your camera back is secured before shooting. If it is not you may get dark spots on your negatives.

The film is kept flat by the pressure plate. Without the pressure plate your negative may be warped and exposed improperly.

When you are looking through your viewfinder, one uses the focusing ring to bring the scene into focus.

Almost all lenses have printed on them a depth-of-field scale. This provides you with information regarding focusing distances with certain f-stops.

The aperture ring controls the diaphragm or size of the opening between your lens and film which passes light. This also stipulates the depth-of-field scale. Posted in Multimedia Systems | Leave a Comment »

How to hold a camera? November 24, 2009 Practice holding your camera securely in your hands with fingers grasping both sides. This provides stability and helps prevent accidental dropping of the camera.

When using the viewfinder, brace the camera firmly against your face. Prior to taking the first shot, make sure your fingers are not covering the lens. Whether using the viewfinder or the LCD, hold your elbows firmly against your body.

Holding a digital camera 1. The more you steady your arms, the less chance the camera will move. Lean against a wall, a tree, anything to gain extra support. 2. When standing, spread your legs slightly apart to improve the stability of your stance. Also take a deep breath and hold it in while pressing the shutter-release button. 3. Another useful method to steady a digital camera is to hold it on a level, flat area as you frame and take the shot. 4. When holding a digital camera horizontally using a viewfinder, press the camera firmly against your face. Don’t cover the lens with your fingers. 5. For vertical shots, hold the camera in your left hand and support it with your right. Don’t cover the flash when using it. 6. Prop both elbows against your knees when sitting. 7. When crouching, hold the camera firmly, and brace an elbow on a knee. Posted in Multimedia Systems | Leave a Comment »

Assignment: Personal Presentation November 24, 2009 (for Multimedia Presentation Students Only) Design a PowerPoint Presentation having the following requirements: 1. Minimum of five (5) slides and maximum of ten (10) slides. 2. No audio, video and photo. Use plain text and shapes only. 3. Animations, transitions and backgrounds are allowed.

Deadline: November 25, 2009 Posted in Comp 3 (Multimedia Presentation) | Leave a Comment »

Assignment: Desktop Wallpaper November 24, 2009 (For Multimedia Development Classes only) One unique desktop wallpaper designs required. Must be of your own work and required for the following sizes 1024px x 768px. Deadline of Submissions: MWF Classes – November 25, 2009 TTH Classes – Novermber 26, 2009 Posted in Multimedia Development | Leave a Comment »

Assignment: Self-Portrait Photography November 19, 2009 For Multimedia Systems and Eleit03 Students Create a compilation of your self portraits portraying at least four (4) emotions or actions. • Image must be a maximum of 600px x 600px at 72dpi in JPEG format. • You may edit your photo in any way using photo editing software, such as Photoshop • No Black and White/Grayscale phots Posted in Multimedia Systems | 2 Comments »

12 Principles of Animation November 19, 2009 1. SQUASH AND STRETCH

This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it’s broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often. 2. ANTICIPATION This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher’s wind-up or a golfers’ back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality. 3. STAGING A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience’s attention to the story or idea being told. Care must be taken in background design so it isn’t obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene. 4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn’t have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation. 5. FOLLOW THROUGH AND OVERLAPPING ACTION

When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. “DRAG,” in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action. 6. SLOW-OUT AND SLOW-IN As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene. 7. ARCS All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs. 8. SECONDARY ACTION This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action. 9. TIMING Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between

poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others. 10. EXAGGERATION Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated. 11. SOLID DRAWING The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time. 12. APPEAL A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience’s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye. Posted in Computer Animation | Leave a Comment »

Elements and Principles of Design

November 19, 2009 DESIGN AND COLOUR The elements and principles of design are the building blocks used to create a work of art. The elements of design can be thought of as the things that make up a painting, drawing, design etc. Good or bad – all paintings will contain most of if not all, the seven elements of design. The Principles of design can be thought of as what we do to the elements of design. How we apply the Principles of design determines how successful we are in creating a work of art.

THE ELEMENTS OF DESIGN LINE Line can be considered in two ways. The linear marks made with a pen or brush or the edge created when two shapes meet. SHAPE A shape is a self contained defined area of geometric or organic form. A positive shape in a painting automatically creates a negative shape. DIRECTION All lines have direction – Horizontal, Vertical or Oblique. Horizontal suggests calmness, stability and tranquillity. Vertical gives a feeling of balance, formality and alertness. Oblique suggests movement and action SIZE Size is simply the relationship of the area occupied by one shape to that of another. TEXTURE Texture is the surface quality of a shape – rough, smooth, soft hard glossy etc. Texture can be physical (tactile) or visual. COLOUR Also called Hue VALUE Value is the lightness or darkness of a colour. Value is also called Tone

THE PRINCIPLES OF DESIGN BALANCE Balance in design is similar to balance in physics. A large shape close to the center can be

balanced by a small shape close to the edge. A large light toned shape will be balanced by a small dark toned shape (the darker the shape the heavier it appears to be) GRADATION Gradation of size and direction produce linear perspective. Gradation of of colour from warm to cool and tone from dark to light produce aerial perspective. Gradation can add interest and movement to a shape. A gradation from dark to light will cause the eye to move along a shape. REPETITION Repetiton with variation is interesting, without variation repetition can become monotonous CONTRAST Contrast is the juxtaposition of opposing elements eg. opposite colours on the colour wheel – red / green, blue / orange etc. Contrast in tone or value – light / dark. Contrast in direction – horizontal / vertical. The major contrast in a painting should be located at the center of interest. Too much contrast scattered throughout a painting can destroy unity and make a work difficult to look at. Unless a feeling of chaos and confusion are what you are seeking, it is a good idea to carefully consider where to place your areas of maximum contrast. HARMONY Harmony in painting is the visually satisfying effect of combining similar, related elements. eg.adjacent colours on the colour wheel, similar shapes etc. DOMINANCE Dominance gives a painting interest, counteracting confusion and monotony. Dominance can be applied to one or more of the elements to give emphasis UNITY Relating the design elements to the the idea being expressed in a painting reinforces the principal of unity.eg. a painting with an active aggressive subject would work better with a dominant oblique direction, course, rough texture, angular lines etc. whereas a quiet passive subject would benefit from horizontal lines, soft texture and less tonal contrast. Unity in a painting also refers to the visual linking of various elements of the work. Source: John Lovett Posted in Multimedia Development | Leave a Comment »

Self-Portrait Photography November 19, 2009

SELF PORTRAIT PHOTOGRAPHY Simply put, a portrait is a representation of a person. They usually focus on a person’s face, mood and expression. Traditionally portraits were sculptures or paintings however, in modern times, a photograph is the most recognized way of taking a portrait. In most cases, the subject looks straight at the camera in order to engage the viewer. How to Take a Portrait Capturing quality portraits is an art that’s mastered with time. Many of the most creative professionals started out by following a simple set of guidelines. 1) Choosing the Right Background The background will set the mood for your photo, so be extra careful when choosing yours. The ideal background will guide the viewers’ focus to a specific area that you wish to draw attention to, for example, the face. A neutral, soft colored background will work best and is far more effective than one that is filled with too many details and colors. You may wish to also blur the background, in order to further emphasize the foreground elements. 2) Focus on the Eyes As the saying goes, “the eyes are the window to the soul”. Different feelings can be conveyed, depending on the direction in which the subject’s eyes are pointing. Play with this by having your subject look in various directions, until you are happy with the feeling that is portrayed. Adding extras such as a smile, frown, or grin is a bonus that amplifies the main focal point of the photo. 3) Lighting, Lighting and more Lighting The possibilities for lighting are truly infinite. Lighting is the most important element in any photo composition and sets the mood, feeling and character of your photo. Sunlight can be a bit tricky. If you take a portrait in the daytime, make sure that your photo is not overpowered by the sun. 4) Positioning and Angles

Don’t limit yourself to horizontal and vertical portraits; after all, those aren’t the only two angles that exist. Positioning your camera at creative diagonal angles can add a fantastic artistic flare to your image. An easy mistake to make is to only slightly position your camera at an angle, which can leave your viewers wondering if this was intentional or a mistake. If you’re going for an interesting angle, make it obvious and clear that that’s what you intended to do, as shown in the example below. How to Take a Self Portrait Like most photography techniques, there will be a lot of trial and error involved to get the best results for a self portrait. You’ll usually have to shoot photos over and over again, trying to achieve a perfect combination of pose, coverage and focus. This is because a self portrait is one of the best ways to express oneself and to portray your personality, which is not easy for most people to do. For each method below you’ll first set the camera to auto-focus and then change the setting to manual focus. This prevents the camera from refocusing while you move around to the front and get ready to take your photo. 1) The Camera You can start by setting the camera on self-timer mode to shoot your photo however, a remote will certainly come in handy and will probably be almost essential for self portraits. 2) Coming to Terms with the Shots There are times when it’s probably going to be difficult to relax in front of the camera. This can cause your portraits to end up looking stiff and lifeless. In this situation, simply do whatever you’d normally do to relax either before or during the shoot. For example, you may wish to listen to music, sing a favorite song, or think of something that would relax you and make you feel at ease. 3) Editing your Photo Once you have a few shots that you think portray what you believe should be your self portrait, it’s usually a good idea to edit the photos further. It’s rare that a photo will come out perfectly just like as it is. Most times they require cropping, resizing, etc…

Experiment with framing, cropping, lighting and saturation until you’re satisfied that the photo truly represents you in the best possible way. You can use any photo editing software to do this, such as Photoshop. Assignment: Create a compilation of your self portraits portraying at least four (4) emotions. • Image must be a maximum of 800px x 800px at 72dpi in JPEG format. • You may edit your photo in any way using photo editing software, such as Photoshop

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