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(Created page with "= Camera Angles = == Overview == In ACT 3 AI, '''Camera Angles''' define the viewer’s perspective in a shot, influencing how the audience experiences the story. By combining different angles with shot types, lighting, and framing, creators can evoke emotions, highlight details, and control narrative pacing. Camera Angles can be applied in the Editor workspace using Top-Down View or directly...")
 
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== Overview ==
== Overview ==
In [[ACT3AI|ACT 3 AI]], '''Camera Angles''' define the viewer’s perspective in a shot, influencing how the audience experiences the story.   
The '''Camera Angles''' feature in [[ACT3AI|ACT 3 AI]] defines how the virtual camera frames characters, objects, and environments within each shot.   
By combining different angles with [[Shots|shot types]], [[Lighting|lighting]], and [[Framing|framing]], creators can evoke emotions, highlight details, and control narrative pacing.
By specifying angles, you guide the visual storytelling tone—whether intimate, dramatic, or cinematic—across your [[Timeline_&_Storyboard|Timeline & Storyboard]].


Camera Angles can be applied in the [[Editor|Editor workspace]] using [[Top_Down_View|Top-Down View]] or directly within the [[Shots|Shot Editor]].
== Common Camera Angles ==
* '''Eye Level:''' Neutral, balanced perspective—viewer sees characters at their natural eye line. 
* '''High Angle:''' Camera looks down on subject, making them appear smaller or weaker. 
* '''Low Angle:''' Camera looks up, emphasizing power, dominance, or threat. 
* '''Over-the-Shoulder (OTS):''' Framed from behind one character, focusing on the subject of their attention. 
* '''Close-Up (CU):''' Tight framing on a face or object, highlighting emotion or detail. 
* '''Extreme Close-Up (ECU):''' Focuses on a very small detail (eyes, hands, object). 
* '''Wide Shot (WS):''' Shows character in full body with environment context. 
* '''Extreme Wide Shot (EWS):''' Establishes setting with characters small in frame. 
* '''Dutch Angle (Tilt):''' Camera is slanted to suggest unease, tension, or imbalance. 
* '''Bird’s Eye View:''' Directly overhead, emphasizing space, geometry, or isolation. 
* '''Worm’s Eye View:''' From very low ground-up angle, creating intensity or surrealism.


== Purpose ==
== How to Use ==
* Create visual variety and maintain audience interest  
# In the [[Editor|Editor workspace]], select a shot in the [[Timeline_&_Storyboard|Storyboard or Timeline]].  
* Convey character relationships and power dynamics  
# Choose **Camera Settings → Angle**.  
* Reveal or hide information strategically  
# Pick from presets (Eye-Level, OTS, Low Angle, etc.) or define custom parameters.  
* Enhance the emotional tone of a [[Scene|scene]]
# Combine with [[Camera_Movement|Camera Movements]] for dynamic sequences. 
# Preview in [[Top_Down_View|Top Down View]] before committing to final render. 


== Common Camera Angles ==
== Example Workflow ==
{| class="wikitable"
{| class="wikitable"
! Camera Angle !! Description !! Example Usage
! Scene
! Angle
! Purpose
|-
|-
| Eye Level || Neutral, natural perspective || Dialogue between two characters
| Dialogue between two characters
| Over-the-Shoulder
| Builds spatial awareness and intimacy
|-
|-
| High Angle || Camera looks down on subject || Make a character appear vulnerable 
| Villain’s introduction
| Low Angle
| Emphasizes dominance and intimidation
|-
|-
| Low Angle || Camera looks up at subject || Create a sense of power or intimidation 
| Establishing a city skyline
| Extreme Wide Shot
| Sets environment and tone
|-
|-
| Over-the-Shoulder (OTS) || Framed from behind one character’s shoulder || Used in conversations or confrontations 
| Character in emotional breakdown
|-
| Extreme Close-Up
| Close-Up (CU) || Tight shot on a face or object || Show emotion or detail 
| Highlights facial emotion and intensity
|-
| Extreme Close-Up (ECU) || Focus on a small detail || A tear rolling down a cheek 
|-
| Wide Shot (WS) || Shows subject in full and surroundings || Establish location context 
|-
| Tracking/Dolly Shot || Camera follows the subject || Chase or walking sequences 
|-
| Bird’s Eye View || Directly overhead shot || Map-like view of the environment 
|}
|}


== How to Set Camera Angles in ACT 3 AI ==
== Tips ==
# Open your [[Shots|Shot Editor]] or [[Top_Down_View|Top-Down View]]. 
* Vary angles across shots to maintain visual rhythm.   
# Select the camera icon to open settings.   
* Use **OTS** in dialogue for realism; mix with **Close-Ups** for emphasis.   
# Choose from preset angles or manually adjust tilt, pan, and height. 
* Reserve **Dutch Angles** for dramatic or unsettling beats.   
# Apply [[Lens_Settings|lens settings]] for focal length, depth of field, and aperture.   
* Combine with [[Lighting|Lighting techniques]] to enhance mood.   
# Preview in the [[Storyboard_Panels|Storyboard Panels]] or [[Preview_Window|Preview Window]].
 
== AI Assistance ==
* Use [[AI_Wizard|AI Wizard]] shot prompts to suggest camera angles automatically. 
* Describe the desired mood or emphasis, and the AI will recommend framing and height.   
* Save favorite setups as presets for future [[Scenes|scenes]].
 
== Best Practices ==
* Match angles to story beats for maximum impact  
* Avoid overusing extreme angles unless for stylistic effect 
* Combine movement (tracking, crane, pan) with angles for dynamic visuals 
* Maintain continuity between shots to prevent disorienting viewers


== See Also ==
== See Also ==
* [[Shots|Shots]]
* [[Camera_Movement|Camera Movement]]
* [[Framing|Framing]]
* [[Lighting|Lighting]]
* [[Lighting|Lighting]]
* [[Timeline_&_Storyboard|Timeline & Storyboard]]
* [[Top_Down_View|Top-Down View]]
* [[Digital_Actors|Digital Actors]]
* [[Storyboard_Panels|Storyboard Panels]]
* [[Shot_Prompting|Shot Prompting]]
* [[Editor|Editor]]


[[Category:ACT 3 AI Features]]
[[Category:ACT 3 AI Features]]


[https://act3ai.com/contact Contact Us] if you have any problems using our product, or if you have questions.
[https://act3ai.com/contact Contact Us] if you have any problems using our product, or if you have questions.

Revision as of 07:52, 21 August 2025

Camera Angles

Overview

The Camera Angles feature in ACT 3 AI defines how the virtual camera frames characters, objects, and environments within each shot. By specifying angles, you guide the visual storytelling tone—whether intimate, dramatic, or cinematic—across your Timeline & Storyboard.

Common Camera Angles

  • Eye Level: Neutral, balanced perspective—viewer sees characters at their natural eye line.
  • High Angle: Camera looks down on subject, making them appear smaller or weaker.
  • Low Angle: Camera looks up, emphasizing power, dominance, or threat.
  • Over-the-Shoulder (OTS): Framed from behind one character, focusing on the subject of their attention.
  • Close-Up (CU): Tight framing on a face or object, highlighting emotion or detail.
  • Extreme Close-Up (ECU): Focuses on a very small detail (eyes, hands, object).
  • Wide Shot (WS): Shows character in full body with environment context.
  • Extreme Wide Shot (EWS): Establishes setting with characters small in frame.
  • Dutch Angle (Tilt): Camera is slanted to suggest unease, tension, or imbalance.
  • Bird’s Eye View: Directly overhead, emphasizing space, geometry, or isolation.
  • Worm’s Eye View: From very low ground-up angle, creating intensity or surrealism.

How to Use

  1. In the Editor workspace, select a shot in the Storyboard or Timeline.
  2. Choose **Camera Settings → Angle**.
  3. Pick from presets (Eye-Level, OTS, Low Angle, etc.) or define custom parameters.
  4. Combine with Camera Movements for dynamic sequences.
  5. Preview in Top Down View before committing to final render.

Example Workflow

Scene Angle Purpose
Dialogue between two characters Over-the-Shoulder Builds spatial awareness and intimacy
Villain’s introduction Low Angle Emphasizes dominance and intimidation
Establishing a city skyline Extreme Wide Shot Sets environment and tone
Character in emotional breakdown Extreme Close-Up Highlights facial emotion and intensity

Tips

  • Vary angles across shots to maintain visual rhythm.
  • Use **OTS** in dialogue for realism; mix with **Close-Ups** for emphasis.
  • Reserve **Dutch Angles** for dramatic or unsettling beats.
  • Combine with Lighting techniques to enhance mood.

See Also

Contact Us if you have any problems using our product, or if you have questions.