shot-composition

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Chinese

Shot Composition

镜头构图

Stage the frame and move the camera: grid systems, safe areas, focal hierarchy, negative space, parallax layering, and how layout guides the eye over time. Produces composition notes, layer structure (bg/mid/fg), and concrete camera-move plans with numbers.
规划画面与镜头运动:网格系统、安全区域、焦点层级、留白、parallax分层,以及布局如何引导视觉动线。可生成构图说明、图层结构(bg/mid/fg),以及带具体参数的镜头运动方案。

When to use

使用场景

  • Defining a frame's layout, focal point, and negative space.
  • Planning element enter/exit directions and motion paths.
  • Designing camera push/pull, pan, follow, and parallax moves.
  • Adapting one composition across 16:9, 9:16, and 1:1 with safe areas.
  • 定义画面布局、焦点与留白。
  • 规划元素进出方向与运动路径。
  • 设计镜头推进/拉远、摇移、跟拍及parallax运动。
  • 适配16:9、9:16、1:1多种画幅并兼顾安全区域。

Decision tree

决策树

What are you staging?
├─ A static frame's layout
│   └─ set grid → place ONE focal point on a thirds power point
│      → rank hierarchy (size>contrast>color>position) → reserve negative space
├─ Where things enter / leave
│   └─ follow reading direction; nearest edge; ease-out in, ease-in out
│      (new content → from right/below; back/undo → reverse it)
├─ A sense of depth / a camera move
│   └─ split into bg/mid/fg layers (the three motion layers)
│      → ONE camera move per beat (push | pan | follow | parallax), ease-in-out
└─ One comp across aspects (16:9 / 9:16 / 1:1)
    └─ master in 16:9, focal in the center band → RESTACK (don't crop) for 9:16
       → keep critical content inside title-safe margins
Cross-reference — apply the shared frameworks. This skill is the spatial half of
animation-principles
. Apply them explicitly:
  • 1/3 Rule (
    animation-principles
    ) has two forms and this skill uses both spatially: (a) Composition thirds — place the focal point on a rule-of-thirds power point (33%/67%); (b) Distance — no element travels more than ~1/3 of the frame without an intermediate keyframe or a scale/opacity change, so entrances stay readable.
  • Three motion layers (
    animation-principles
    : Primary / Secondary / Ambient) map directly onto depth: foreground = Primary (the move the eye follows), midground = Secondary (the subject + supporting reactions), background = Ambient (slow, low-contrast life). Parallax speed scales with that role.
  • Settle the Three Pillars (Emotional intent / Visual narrative / Motion craft) and the chosen Motion Personality (
    motion-art-direction
    ) before numbering a camera move — premium wants slow long pushes, energetic wants whip-pans.
What are you staging?
├─ A static frame's layout
│   └─ set grid → place ONE focal point on a thirds power point
│      → rank hierarchy (size>contrast>color>position) → reserve negative space
├─ Where things enter / leave
│   └─ follow reading direction; nearest edge; ease-out in, ease-in out
│      (new content → from right/below; back/undo → reverse it)
├─ A sense of depth / a camera move
│   └─ split into bg/mid/fg layers (the three motion layers)
│      → ONE camera move per beat (push | pan | follow | parallax), ease-in-out
└─ One comp across aspects (16:9 / 9:16 / 1:1)
    └─ master in 16:9, focal in the center band → RESTACK (don't crop) for 9:16
       → keep critical content inside title-safe margins
交叉参考——应用通用框架。此技能是
animation-principles
的空间维度部分,需明确应用以下原则:
  • 1/3 Rule
    animation-principles
    )有两种形式,本技能在空间层面同时使用:(a) 构图三分法——将焦点放置在rule-of-thirds的“动力点”(33%/67%位置);(b) 距离规则——任何元素移动距离不超过画面的1/3,除非添加中间关键帧或缩放/透明度变化,确保入场过程清晰可读。
  • 三层运动图层
    animation-principles
    :Primary/Secondary/Ambient)直接对应深度:前景=Primary(视觉跟随的运动主体),中景=Secondary(主体及辅助反应元素),背景=Ambient(缓慢、低对比度的环境元素)。Parallax速度与图层角色匹配。
  • 在确定镜头运动参数前,需先明确三大支柱(情感意图/视觉叙事/运动工艺)及选定的Motion Personality
    motion-art-direction
    )——高端风格需缓慢长推,活力风格需快速摇移。

Core workflow

核心工作流程

1. Establish a grid

1. 建立网格

A grid gives alignment and rhythm. Default to a 12-column grid for landscape web/video (it divides into halves, thirds, quarters, sixths) with gutters and outer margins. For a 1920px-wide frame: outer margin 80-120px, 12 columns, gutter 24-32px.
content_width = frame_width - 2 * margin
column_width  = (content_width - (cols - 1) * gutter) / cols
Example (1920 wide, margin 100, gutter 24, 12 cols): content 1720, column = (1720 - 11*24)/12 = 121.3px.
A baseline grid (vertical rhythm) of 8px is the standard spacing unit; size and space everything in multiples of 8 (8/16/24/32/48/64) for visual cohesion.
网格提供对齐基准与视觉节奏。默认使用12列网格适配横屏网页/视频(可分为二等分、三等分、四等分、六等分),包含栏间距与外边距。对于1920px宽的画面:外边距80-120px,12列,栏间距24-32px。
content_width = frame_width - 2 * margin
column_width  = (content_width - (cols - 1) * gutter) / cols
示例(1920宽,边距100,栏间距24,12列):内容宽度1720,列宽=(1720 - 11*24)/12 = 121.3px。
基线网格(垂直节奏)以8px为标准间距单位;所有元素的尺寸与间距均使用8的倍数(8/16/24/32/48/64),确保视觉一致性。

2. Place the focal point

2. 放置焦点

Use the rule of thirds: divide the frame into a 3x3 grid; place the primary subject on a third-line or at an intersection (the "power points"), not dead center — unless the piece deliberately uses symmetry for stillness/formality. The intersections roughly fall at 33%/67% horizontally and vertically.
Build visual hierarchy in this priority order to direct the eye: size > contrast > color > position. The biggest, highest-contrast element wins attention first. Establish exactly one primary focal point per frame; secondary elements support, never compete.
使用rule of thirds:将画面划分为3x3网格;将主体放置在三分线或交点(“动力点”)上,而非正中心——除非作品刻意用对称性营造静止/正式感。交点大致位于水平和垂直方向的33%/67%位置。
按以下优先级构建视觉层级以引导视线:尺寸 > 对比度 > 色彩 > 位置。尺寸最大、对比度最高的元素最先吸引注意力。每帧仅设置一个主焦点;次要元素仅作辅助,不得与主焦点竞争。

3. Use negative space as rhythm

3. 以留白营造节奏

Do not fill the frame. Generous negative space around the focal point makes it read as premium and confident, and gives motion room to breathe. Whitespace is an active compositional element, not leftover.
不要填满整个画面。焦点周围预留充足留白,可提升质感与专业感,同时为运动元素提供空间。留白是主动的构图元素,而非剩余空间。

4. Layer the scene (bg / mid / fg) for depth and parallax

4. 分层场景(bg/mid/fg)以营造深度与parallax

Split the composition into depth layers: background (slowest, lowest contrast, often desaturated/blurred), midground (the subject), foreground (fastest, may blur as it crosses). Parallax = moving layers at different speeds to simulate depth.
These depth layers ARE the
animation-principles
three motion layers projected onto Z — each layer's role dictates its speed, contrast, and how much motion it earns:
DepthMotion layerParallax speedContrast / focusWhat lives here
BackgroundAmbient0.1–0.3xlow, often desaturated/blurredsky, gradient, texture, set dressing
MidgroundSecondary0.5–0.7xmid; supports the subjectsubject's environment, supporting elements
ForegroundPrimary1.0–1.5xsharp on subject; FG props blur as they crossthe hero subject + closest props
Foreground may exceed 1.0 to read as very close. The Primary move is the one the eye follows; never give two layers competing primary motion.
将构图划分为深度图层:背景(最慢、最低对比度,常去饱和/模糊)、中景(主体)、前景(最快,穿过画面时可模糊)。Parallax即通过不同速度移动图层模拟深度。
这些深度图层对应
animation-principles
中的三层运动图层映射到Z轴——每个图层的角色决定其速度、对比度及运动幅度:
深度运动图层Parallax速度对比度/焦点包含元素
背景Ambient0.1–0.3x低,常去饱和/模糊天空、渐变、纹理、场景布置
中景Secondary0.5–0.7x中等;辅助主体主体环境、支撑元素
前景Primary1.0–1.5x主体清晰;前景道具穿过时模糊核心主体+近景道具
前景速度可超过1.0以营造极近的视觉效果。Primary运动是视觉跟随的核心;切勿让两个图层同时出现竞争性的Primary运动。

5. Camera language (works in 2D and 3D)

5. 镜头语言(适用于2D与3D)

  • Push / pull — scale into or away from the subject (dolly). Builds intimacy or reveals context. 800-2000ms, ease-in-out.
  • Pan / tilt / move — translate the frame across the scene. Reveals space, follows action.
  • Follow — keep a moving subject framed (often slightly off-center, leading the motion).
  • Parallax — layered move that sells depth.
One shot, one intent. Don't push + pan + rotate simultaneously — combined moves read as chaotic. Pick the single move that serves the beat. Inline timing essentials: camera moves use ease-in-out (
cubic-bezier(0.65, 0, 0.35, 1)
); never
linear
except continuous loops; slower is more cinematic.
  • 推进/拉远——缩放靠近或远离主体(移动摄影车)。营造亲密感或展示环境。时长800-2000ms,使用缓入缓出。
  • 摇移/俯仰/平移——平移画面展示场景。揭示空间、跟随动作。
  • 跟拍——保持运动主体在画面内(常略偏中心,引导运动方向)。
  • Parallax——分层运动,营造深度感。
一镜一意。不要同时进行推进+摇移+旋转——组合运动会显得混乱。选择单一运动服务于当前节拍。关键时间规则:镜头运动使用缓入缓出(
cubic-bezier(0.65, 0, 0.35, 1)
);除非是循环动画,否则绝不使用
linear
;速度越慢越具电影感。

6. Enter/exit direction carries meaning

6. 进出方向传递意义

Motion that follows reading direction (left-to-right, top-to-bottom in LTR locales) feels natural and smooth; reversing it creates tension or signals "back/undo." Match the direction to the intent:
  • New content arriving -> enter from the right / from below.
  • Dismissing / going back -> exit right or down, or reverse the entrance.
  • Drilling deeper -> scale up / push in.
Elements should usually enter and exit through the nearest frame edge with a slight overshoot on enter (ease-out) and acceleration on exit (ease-in).
遵循阅读方向的运动(LTR环境下从左到右、从上到下)自然流畅;反向运动则营造张力或表示“返回/撤销”。根据意图匹配方向:
  • 新内容入场→从右侧/下方进入。
  • 关闭/返回→向右或向下退出,或反向入场方向。
  • 深入内容→放大/推进。
元素通常应从最近的画面边缘进出,入场时轻微过冲(缓出),退出时加速(缓入)。

7. Safe areas and multi-aspect adaptation

7. 安全区域与多画幅适配

Keep all critical content (text, logos, faces, CTAs) inside a title-safe margin so nothing gets clipped or hidden behind platform UI.
AspectUseTitle-safe marginNotes
16:9YouTube, web hero~5% all sidesbroadcast title-safe historically 10%
9:16Reels, TikTok, Storiestop ~12-14%, bottom ~18-20%, sides ~6%platform UI eats top and bottom
1:1feed posts~6-8% all sidessymmetric
4:5feed (taller)~6% sides, ~8% top/bottommaximizes feed real estate
Design the focal point centered enough that it survives all crops, then let secondary elements reflow per aspect. For 16:9 -> 9:16, restack horizontal arrangements vertically rather than just cropping the sides off.
将所有关键内容(文字、logo、人脸、CTA)保持在标题安全边距内,避免被平台UI裁剪或遮挡。
画幅适用场景标题安全边距说明
16:9YouTube、网页首屏各边约5%传统广播级标题安全边距为10%
9:16Reels、TikTok、Stories顶部约12-14%,底部约18-20%,两侧约6%平台UI会占用顶部和底部空间
1:1信息流帖子各边约6-8%对称布局
4:5信息流(竖版)两侧约6%,顶部/底部约8%最大化信息流展示空间
确保焦点足够居中,以适应所有裁剪需求,然后让次要元素根据画幅重新排列。从16:9适配到9:16时,应将水平布局重新堆叠为垂直布局,而非仅裁剪两侧。

Worked examples

示例解析

GOOD — product hero, 16:9 → 9:16

正面示例——产品首屏,16:9 → 9:16

Brief: app launch hero, Premium personality, must work as a web hero and a Reel.
  • Grid: 1920×1080, margin 100, gutter 24, 12 cols. Phone mockup spans cols 7–11 (right power-column).
  • Focal: phone screen on the right thirds intersection (1280, 360) — not centered. One focal point; the headline (cols 1–5) is secondary, lower contrast.
  • Depth (three motion layers): bg = soft gradient drift, 0.2x, Ambient. mid = phone mockup, 0.6x, Secondary stage. fg = one out-of-focus UI chip drifting past, 1.2x + 3px blur, reads as Primary depth cue.
  • Camera: single push-in, scale 1.0→1.10 over 1600ms ease-in-out, origin on the phone screen — matches Premium (slow, no overshoot). No pan added.
  • 9:16 adapt: restack — headline moves above the phone, phone pulled up to the upper-middle to clear the bottom 19% CTA/nav zone, type +20%. Focal survives the crop because it started in the center band.
Why it works: one focal point, depth roles assigned, one camera move, safe-area-aware reflow instead of a blind crop.
需求:应用发布首屏,Premium风格,需同时适配网页首屏与Reels。
  • 网格:1920×1080,边距100,栏间距24,12列。手机样机占据第7-11列(右侧动力列)。
  • 焦点:手机屏幕位于右侧三分法交点(1280, 360)——非居中。仅一个主焦点;标题(第1-5列)为次要元素,对比度更低。
  • 深度(三层运动图层):背景=柔和渐变漂移,0.2x,Ambient。中景=手机样机,0.6x,Secondary场景。前景=一个失焦UI芯片飘过,1.2x + 3px模糊,作为Primary深度提示。
  • 镜头:单次推进,从1.0缩放至1.10,时长1600ms缓入缓出,原点为手机屏幕——符合Premium风格(缓慢、无过冲)。未添加摇移。
  • 9:16适配:重新堆叠——标题移至手机上方,手机上移至中上部以避开底部19%的CTA/导航区域,文字放大20%。焦点因初始位于中心区域而未被裁剪。
为何有效:单一主焦点,明确深度角色,单一镜头运动,基于安全区域重新布局而非盲目裁剪。

ANTI-PATTERN — the "everything centered, everything moving" frame

反面示例——“全居中、全运动”画面

  • Phone mockup dead-center, headline centered above, logo centered below → three elements fighting on the same axis, no hierarchy, no power point.
  • All three layers slide left at the same 1.0x speed → no parallax, no depth, reads as "the whole template moved" (violates the 1/3 Rule / distance: a full-width slide with no intermediate keyframe).
  • Camera does push + pan + slight rotate at once → chaotic, no single intent.
  • 9:16 made by cropping the 16:9 sides → headline and logo clipped, phone too low behind the nav bar.
Fix: pick one focal power point, assign each layer a depth role + distinct parallax speed, one camera move, and restack for vertical instead of cropping.
  • 手机样机居中,标题居中于上方,logo居中于下方→三个元素在同一轴线上竞争,无层级,未使用动力点。
  • 三个图层均以1.0x速度向左滑动→无parallax,无深度,看起来像“整个模板移动”(违反1/3 Rule / distance:全宽滑动无中间关键帧)。
  • 镜头同时进行推进+摇移+轻微旋转→混乱,无明确意图。
  • 通过裁剪16:9画面两侧得到9:16版本→标题和logo被裁剪,手机位置过低被导航栏遮挡。
修正方案:选择一个动力点放置焦点,为每个图层分配深度角色+不同parallax速度,使用单一镜头运动,垂直重新堆叠而非裁剪。

Common mistakes

常见错误

SymptomWhyFix
Frame feels flat / "the template moved"all layers move at one speed; no depth rolesassign bg/mid/fg the Ambient/Secondary/Primary roles + 0.2/0.6/1.2x parallax
Eye doesn't know where to look2+ elements at equal size/contrast, all centeredone focal point on a thirds power point; rank size>contrast>color>position
Camera move reads as chaoticpush + pan + rotate combinedone move per beat; pick the one that serves the intent
Content clipped on phonesdesigned for 16:9, cropped to 9:16restack vertically; keep critical content in title-safe margins (top 13% / bottom 19% on 9:16)
Entrance reads as "slide", not "event"element travels >1/3 of frame in one unbroken movebreak with an intermediate keyframe or pair travel with scale/opacity (1/3 Rule, distance)
Looks cheap / crampedframe filled edge to edgereserve negative space around the focal point; it's an active element
Motion fights the storynumbers chosen before intentsettle Three Pillars + Motion Personality first, then number the move
症状原因解决方案
画面扁平/“模板移动感”所有图层同速运动;无深度角色为bg/mid/fg分配Ambient/Secondary/Primary角色+0.2/0.6/1.2x parallax速度
视线无明确落点2个以上元素尺寸/对比度相同,均居中单一主焦点放置在三分法动力点;按尺寸>对比度>色彩>位置排序层级
镜头运动混乱推进+摇移+旋转组合使用每节拍使用单一运动;选择服务于意图的运动
手机端内容被裁剪仅针对16:9设计,直接裁剪为9:16垂直重新堆叠;将关键内容保持在标题安全边距内(9:16顶部13%/底部19%)
入场像“滑动”而非“事件”元素单次移动超过画面1/3添加中间关键帧,或结合缩放/透明度变化(1/3 Rule, distance)
质感廉价/拥挤画面填满至边缘在焦点周围预留留白;留白是主动元素
运动与叙事冲突先确定参数再考虑意图先明确三大支柱+Motion Personality,再确定运动参数

Deliverable — a composition plan

交付物——构图方案

A good composition plan is handed to an implementation skill (
gsap-web
,
remotion-video
,
after-effects
) and contains:
  • Frame spec: aspect(s), resolution, fps, grid (cols / margin / gutter), baseline unit.
  • Focal point: coordinates (px or %) on a thirds power point + the hierarchy ranking of every element.
  • Layer map: each element assigned bg/mid/fg → Ambient/Secondary/Primary, with parallax speed.
  • Enter/exit: per element — edge, direction, easing family, and whether travel exceeds 1/3 (and how it's broken).
  • Camera move: the single move, its property + from→to values, duration, easing, transform-origin.
  • Safe areas: title-safe margins per target aspect + the restack plan for vertical.
  • Cross-refs: which Motion Personality and which Pillars decisions drive the timing.
一份优质构图方案需交付给实现类技能(
gsap-web
remotion-video
after-effects
),包含:
  • 画面规格:画幅、分辨率、帧率、网格(列数/边距/栏间距)、基线单位。
  • 焦点:三分法动力点上的坐标(px或%)+所有元素的层级排序。
  • 图层映射:每个元素分配bg/mid/fg→Ambient/Secondary/Primary,附parallax速度。
  • 进出设置:每个元素的边缘、方向、缓动类型,以及移动是否超过1/3(及解决方案)。
  • 镜头运动:单一运动类型、属性+起止值、时长、缓动、变换原点。
  • 安全区域:各目标画幅的标题安全边距+垂直布局重排方案。
  • 交叉参考:哪些Motion Personality与三大支柱决策决定了时间参数。

Before you finish — checklist

完成前检查清单

  • Exactly one primary focal point, on a thirds power point (or deliberate symmetry).
  • Hierarchy ranked (size > contrast > color > position); secondaries don't compete.
  • Negative space reserved around the focal point.
  • Every element assigned a depth layer (bg/mid/fg = Ambient/Secondary/Primary) with a parallax speed.
  • One camera move, not stacked; eased (not linear unless a loop); 800–2000ms for hero moves.
  • Entrances/exits use nearest edge, follow reading direction, ease-out in / ease-in out.
  • No element travels >1/3 of frame without an intermediate keyframe or scale/opacity change.
  • Critical content inside title-safe margins for every target aspect; vertical is restacked, not cropped.
  • Motion Personality + Three Pillars settled before any number was chosen.
  • 仅设置一个主焦点,位于三分法动力点(或刻意使用对称)。
  • 层级已排序(尺寸>对比度>色彩>位置);次要元素不与主焦点竞争。
  • 焦点周围预留留白。
  • 所有元素均分配深度图层(bg/mid/fg=Ambient/Secondary/Primary)并设置parallax速度。
  • 单一镜头运动,未叠加;使用缓动(循环动画除外不使用linear);首屏运动时长800–2000ms。
  • 进出使用最近边缘,遵循阅读方向,入场缓出/退出缓入。
  • 无元素单次移动超过画面1/3而未添加中间关键帧或缩放/透明度变化。
  • 关键内容在所有目标画幅的标题安全边距内;垂直布局采用重排而非裁剪。
  • 先确定Motion Personality+三大支柱,再设置任何参数。

Quick reference

快速参考

NeedDefault
Grid12 columns, 8px baseline, multiples of 8 spacing
Focal placementrule-of-thirds power point, not dead center
Hierarchy ordersize > contrast > color > position
Depth layersbg / mid / fg, parallax 0.2x / 0.6x / 1.2x
Cameraone move at a time, ease-in-out, 800-2000ms
Enter / exitfollow reading direction; ease-out in, ease-in out
9:16 safetop 12%, bottom 18%, sides 6%
需求默认设置
网格12列,8px基线,8的倍数间距
焦点位置rule-of-thirds动力点,非正中心
层级顺序尺寸>对比度>色彩>位置
深度图层bg/mid/fg,parallax速度0.2x/0.6x/1.2x
镜头单次运动,缓入缓出,800-2000ms
进出方向遵循阅读方向;入场缓出,退出缓入
9:16安全边距顶部12%,底部18%,两侧6%

Reference files

参考文件

  • references/camera-and-grids.md
    — grid math with worked numbers, full safe-area percentage tables per aspect, parallax layering code (CSS scroll + JS pointer + Three.js), and named camera-move recipes (push-in, whip-pan, orbit, dolly-zoom) with keyframe values.
  • references/camera-and-grids.md
    ——带示例参数的网格计算、各画幅完整安全区域百分比表、parallax分层代码(CSS滚动+JS指针+Three.js),以及带关键帧值的命名镜头运动模板(推进、快速摇移、环绕、推拉变焦)。