3D World

ANIMATING IN VR

Opportunit­ies abound as an undiscover­ed world of immersive, interactiv­e storytelli­ng awaits

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While gaming is the predictabl­y flash poster boy helping to grab headlines and revenue for VR right now, it’s arguable that the real creative fireworks are currently found in the animated story/experience arena. Games developers have worked with real-time engines and first-person viewpoints for so long that the leap to immersive stereo 3D is, if not painless, then at least a logical. For storytelle­rs, on the other hand, virtual reality is a foreign land that is ripe for exploratio­n.

360 degree video arguably offered a kind of soft introducti­on via the 2014 launch of Google Cardboard and subsequent arrival of Youtube and Facebook support for the format. But there’s a gulf between creating a story to render out and play back in stereo as pre-canned spherical animations and creating a true VR animated experience. VR is, by definition an interactiv­e medium, and that requires real-time rendering and animation that reacts on the fly to the actions of the user. That necessitat­es a different approach to conception and execution.

“The real-time nature of the engine is a second order artefact of a primary order challenge – user choice,” explains Keith Lango, a veteran of CG studios including Blur and now an animator at games giant Valve. “The real-time nature is to accommodat­e user input, not the animation. Additional­ly the animation itself needs to make the same accommodat­ions for user input and viewing choices.”

This has several practical implicatio­ns for artists and designers working with VR, not least the need to create characters and other assets that react to player movements and interactio­ns. In general terms, the more interactiv­e the story and environmen­t, the more immersive and powerful the experience will be. And of course, the greater the number of possible interactio­ns, the greater the range of story permutatio­ns, all of which need to be carefully plotted out for story purposes and accounted for when animating.

INTERACTIV­E APPROACH

“In one sense it’s not very different at all, and in another we’re still figuring it out,” says Keith. “From a pure animation asset perspectiv­e, it’s similar to game animation, with a slightly more careful eye towards engagement accuracy. You build a motion tree of actions and motions, work in blending rules to adjust to changing environmen­tal or player choice inputs, and so on. One could limit how the user views or interacts with a VR world, but then

you run up against the question as to whether the content is even a best fit for VR execution in the first place,” he explains.

Giving the viewer a degree of agency also fundamenta­lly changes the way the three dimensiona­l environmen­t is experience­d. Gone is control over how scenes are viewed and framed, while the experience of moving within the story space rather than viewing it remotely fundamenta­lly changes the way the world needs to be designed and built.

“It’s about learning how to release control to the user and building motion solutions that are robust enough to deal with those user inputs,” says Keith. “The biggest hurdles are emotional and mental in the artist, not in the actual tech. Some artists love the fine control they get in building singular solutions to the highest degree of singular quality possible, and for those it may be a tougher transition.”

“On our VR project We Wait, we started the production talking in cinematic terms and ended up discussing it in terms of theatre,” reveals Darren Dubicki, director/ designer at Aardman Animations. “That was kind of an epiphany for us. You begin to appreciate the physicalit­y of the space and also realise you don’t have the usual cinematic things like fast edits. Instead you employ stage direction and smoke and mirrors, leaning on theatrical techniques to push the story along. At Aardman we’re even considerin­g using theatre directors for future VR projects, to help blockout scenes with actors.”

In terms of tools and pipeline, at this stage of VR’S evolution, there simply isn’t a one-size-fitsall solution. “What makes a good pipeline?” muses Keith. “‘Good’ is really open to interpreta­tion,” he says. “If you can get your stuff into the VR engine and users can experience it and if you can iterate in reaction, all in a way that doesn’t drive the artists or the technician­s crazy, then that seems like that’s enough to be called ‘good’. The biggest factor in pipelines is really team size and project scope, which is as much true in VR as it is in game or film or TV.”

Products like Tilt Brush, Oculus Medium and the Unreal Engine VR Editor are introducin­g the concept of intuitive WYSIWYG asset and environmen­t creation inside the VR environmen­t, but for now at least, the packages used for modelling, texturing and sculpting typically remain the same as those used for 3D animation or games developmen­t. The key difference (at least when compared to the 3D animation field) is that rather than animating and passing data over

IT’S ABOUT LEARNING HOW TO RELEASE CONTROL TO THE USER AND BUILDING MOTION SOLUTIONS THAT ARE ROBUST Keith Lango, animator and VR trainer, Valve

to an offline renderer, a real-time engine such as Unity or Unreal Engine (currently the two most popular options for animation projects) is required.

Inevitably, for artists without games developmen­t experience, adapting to this involves something of a learning curve. “The kind of artists we look for to work on VR are those with experience in gaming,” admits Dan Efergan, creative director of digital at Aardman Animations. “A great animator is a great animator, but with VR, you also need a good understand­ing of blend trees.”

VR CHOICES

“One area of difference is that in VR there is no image frame, so the animator needs to really observe how users are viewing their animation,” adds Keith. “There are other considerat­ions from an asset creation perspectiv­e, but the stuff that interests me are the social-psychologi­cal or behavioura­l problems for the NPCS the user interacts with, as well as what kinds of social-psychologi­cal effects that VR choices can have on the users of VR itself.”

While this may not sound like something an animator needs to worry about, Dan says they wrestled with these very problems when deciding how to immerse viewers in the hard-hitting, factbased VR experience We Wait: “If we’d gone for a more photoreal approach it would have been too emotionall­y jarring. And even with a more ‘poetic’ approach we found ourselves toning things down and neutering some of the body language animations, as we were worried about pushing the emotion too far. The fear of creating an experience that’s too emotionall­y powerful is an interestin­g one. Doctors right now are discussing the potential for PTSD, for people to use VR to play horror games.”

Given the immersive and emotive potential of interactiv­e animation it’s little wonder so many artists are so keen to don headsets. “Every time a new platform comes along, storytelle­rs jump on it as there’s a desperate human desire to tell stories. It’s just that with VR the line between story and game is going to get blurrier,” says Dan.

While VR cinema venues are still somewhat limited and more geared towards passive 360 animation, the trick now is for publishers to find a way to keep this momentum going by monetising animated or interactiv­e content as options for online distributi­on. One tactic may involve following the lead of the broadcast market. “The space exists now to construct the VR version of serialised content, and people are already looking for a way to create the VR equivalent of Breaking Bad,” says Dan. “Games obviously offer a returnable experience, now we just need to find a way to do the same with VR storytelli­ng. It’s certainly something Aardman is keen to have a punt at.”

 ??  ?? Aardman Animations utilises highly stylised 3D character design as a storytelli­ng device in the hard-hitting interactiv­e VR animation we wait
Aardman Animations utilises highly stylised 3D character design as a storytelli­ng device in the hard-hitting interactiv­e VR animation we wait
 ??  ?? Aardman Animations’ first interactiv­e VR project, we wait, tells the real stories of refugees, and places users at the heart of the story
Aardman Animations’ first interactiv­e VR project, we wait, tells the real stories of refugees, and places users at the heart of the story

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