3D has become the hot topic of 2010, but it seems to me that most of the focus to date has been on the technology involved - such as how to set up stereo camera rigs, 2D to 3D converters, the different methods of delivering 3D in cinemas and the availability of 3D TV sets and glasses. As yet, there doesn’t seem to have been anything like the same level of visibility for the impact that moving to 3D will have on the people working in the creative chain. Our work with 3D so far show that this impact is going to be profound, and are going to derail some trends that have been gathering momentum for a while, particular in areas like post production. We’re going to be talking about both the technology and these impacts on workflows a lot on this blog – starting today with the impact of 3D on post production.
Historically, the job of an editor has been to help translate a creative vision into an on-screen reality using some quite complicated tools – first with film, then tape and ultimately computer files. Editors originally had to be able to translate the emotional, sometimes visceral language of storytelling into technical actions in order to represent a true creative vision in the edit, and along the way also developed advanced technical skills used to compensate for problems in the original shot material. This ability to 'fix it in post' evolved over the years to be a godsend for good production teams, and somewhat of a crutch for not-so-good ones...
Dramatic reductions in the cost of editing from Adobe, Apple, Avid and others, coupled the wider adoption of such tools in film and TV courses has over recent years diluted the 'craft' of editing – the perception has grown that essentially anyone with a decent computer can become an editor. While good editing undoubtedly remains a difficult skill to develop, intense pressure on production costs and a desire by some production organisations to move parts of the editing process such as storyboarding and shot selection to other members of the production teams, has meant that there is simply less time allowed for what we have traditionally called "post".
Having spent some time watching an industry veteran (Steve Archbold, who has worked on 3D material at BSkyB) editing 3D material, it is abundantly clear that 3D simply isn’t compatible with that model. Production in 3D is not simply adding depth and foreground to 2D material, it is a very different way of presenting material and one that our brains will take some time to become accustomed to viewing. Poor editing on 2D material will be amplified in 3D, jump cuts will jar considerably more, and standard 2D screen language on presenting key story themes will no longer work.
Many "traditional" creative techniques cannot be used, such as framing protagonists with foreground elements, as this either creates too much stereo depth for the eye to resolve, or means that foreground elements break frame whilst appearing in front of the screen plane, something our brains cannot resolve. This will not only make shooting more difficult as production teams need to learn how to set up new shots, but it will also require the creation of new methods in post-production both to fix problems that cannot be re-shot, and to move towards creating a whole new screen language for 3D. As fixing 3D material is inherently a very technical process as well as a creative one, particularly if 2D material is being corrected, the editor will now need a much greater understanding of 3D spatial details as well as the capabilities of 3D tools for finishing. Whereas in the past, the technical capability of equipment was simply a means of facilitating a creative vision, 3D really blurs the line between technical and creative work.
While this is good news for good editors, it may create a two-class system in post-production if there is widespread adoption of 3D, with only the best funded broadcasters and production companies being able to afford capable 3D-skilled editors. Because getting 3D wrong doesn’t just offend the viewers’ aesthetic sensibilities, but actually physically tires the eyes and brain, there is clearly a significant challenge to ensure that the great creative and entertainment potential of 3D isn’t spoiled because of compromises, inexperience and incorrect choices taken during production and post production. We’re going to be watching and supporting developments with keen interest.
mediasmiths