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Showing posts with the label Camera Positions

Rough layouts - opening establishing shot

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I've decided to shuffle the soundtrack clips, so that we emerge from the underground immediately into Piccadilly Circus.  I've spent today roughing in the building positions, to establish what set pieces to build and what I don't need to include. As upload to the Quest requires a maximum draw call of 65 at any given time in the scene and 1.2 million polygons, anything I can do to cheat the look and avoid unnecessary geometry is vital. Screen grabs below show rough buildings drawn with the ribbon brush, reference photos taken from google maps, plus a screen shot taken directly from the google maps to get the layout of buildings.

Changing camera views and escalators

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 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...

Workflow, Camera positions, Spawn Areas in Quill, Making of Soda Island

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Question posed to the Virtual Animation forum @nsaunders10 Hello! Nick mentioned that you've done a lot of Quill/Unity work for Syro? I've watched the Neon Jungle Tales from Soda Island and wondered if you worked on it and, if so, if you know how the camera positions were created? I like how the camera cuts to a new viewpoint automatically, se we follow the action....interesting mix of VR and traditional camera angles....Were the camera positions created in Unity?  Hey @Andrea_McSwan there was a livestream about a month ago on how Studio Syro did The Neon Jungle, they talk a lot about how their achieved their camera angles inside of Quill. Im pretty sure they didnt use Unity though. https://youtu.be/XfYvjzjG7do They did use it for their Slushee music video nsaunders10Yesterday at 15:49 @Andrea_McSwan Neon Jungle was all done in Quill but if you have some Unity camera questions feel free to DM me!  GoroYesterday at 17:31 @Andrea_McSwan also check my spawn area tutorial in #...