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Showing posts with the label Quill spawn area

Animated spawn camera - using a cross-hair guide to animated geometry

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Reimporting the escalator asset into a new scene. The transition between Sally's world will be an escalator that arrives slap bang in the midst of Piccadilly Circus. Taxis driving past, rain, road water splashes and an animated bus with moving colour to represent metal catching surrounding lighting, are the immediate scene at the top of the escalator. The spawn camera is set on the escalator and, using transform animation keys, moves slowly as if the viewer is on the escalator. A stepped interpolation, meaning a jump between animation movements, rather than for example the smooth transition of a liner interpolation, means that I could reposition the camera. Snapping onto the top of a sight-seeing bus, the viewer is immediately transported and moves through Piccadilly Circus. Ideally the spawn camera would be placed in a group folder with the bus. The group folder would have transformation keys applied, so that all 'children' within the folder would move simultaneously and f...

Animating spawn areas in Quill

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 Animating spawn areas today, to create a pedestal camera move. Great tutorial on Cinematography in Quill. On familiar ground with tips for 180 degree field of view and allowing the viewer to be the 'camera'. Not too much camera motion, to avoid nausea. Great technique of creating a 16:9 wide screen view finder, with a cross- hair, to make sure my spawn areas are focused toward the point of interest. Also imported Sally's audio file. Crackled quite a lot, but seemed to work fine when uploaded on Quest. Good to hear her speak and do some quick edits in Premiere before reimporting. I want her voice-over to talk about the abyss at the front end. Also experimented with dissolves and am considering the titles being at the front end of the experience. 

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 #...

Spawn areas in Quill

 https://www.facebook.com/watch/?v=3039426572761567&extid=QKG8uDhgQIcYrmTj