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Old October 8th, 2019, 01:12 AM   #256
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Re: Is FrameForge worth buying for storyboarding?

There are no rules, it depends on the scene and the action.

Think wide shot(s) rather than master shot and if that's what you need to tell the story.
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Old October 8th, 2019, 08:59 PM   #257
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Re: Is FrameForge worth buying for storyboarding?

Oh okay, I thought a wide shot, was not necessarily a master, cause a wide might not include everything in it, where as a master does, or so I thought :).
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Old October 9th, 2019, 12:57 AM   #258
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Re: Is FrameForge worth buying for storyboarding?

Eh? Isn't the point of the master mainly as a cover all events, fallback shot? The one that contains everything when the other shits will be more detailed and usually closer, but more prone to failure when shooting. A wide shot is the norm for being used as a safety, but there are plenty of circumstances when it's not wide, just safer. If the shot in question is not suitable for use when shot very wide - maybe it reveals things we don't want to see - then it's shot narrower. There's no rule for the lens angle of a master shot, there is a rule that says it's the most useful shot that has so many uses.
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Old October 9th, 2019, 01:04 AM   #259
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Re: Is FrameForge worth buying for storyboarding?

Best typo ever.
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Old October 9th, 2019, 02:35 AM   #260
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Re: Is FrameForge worth buying for storyboarding?

Of course, there are also directors who don't shoot master shots. I've shot scenes in dramas where there is no master shot.

Often the master is just there so that everyone can see where everything goes, it can act as a safety, but many times it never sees the light of day in the final cut because the performances aren't yet up to speed..

Last edited by Brian Drysdale; October 9th, 2019 at 03:31 AM.
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