Changing camera views and escalators
Success today with 'cutting' in-between shots. In VR the audience can look in any direction - full 360 vision. However, for storytelling, viewer comfort and to prevent nausea I am going to apply tradition 180 degree field of view and deliberately point the audience in the direction I would like them to look. I thought this might be with the use of multiple cameras, each on an individual layer. This didn't work. What needs to happen is that a spawn area is placed within a group. The gimbal pivot point reset and then the transformation (directional) animation is applied to that camera. To give the impression of a 'cut' the camera can be moved to a new position e.g a close up and the transform key interpolation, set to 'stepped'. This provides an abrupt jump and the illusion of a cut.
Animated dots in the city underground today and beginning to create the escalator that Sally mentions. I played around with creating an escalator to match the one in Sally's sketchbook, however I think this could disorientate the audience, as it would be an ambiguous shape. For the tube station I want the art direction to reflect accuracy, so there is no doubt where the scene is set. Technical plans imported to get the correct elevation and angle of the treads and risers. Sally's drawing is of the Glasgow underground, rather than Piccadilly, however I think as she talks about drawing from memory the art direction can allow for a slight deviation in the exact design
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