How animating for virtual reality is different (or is it different at all?)

Taylor Sterritt
Posted by Taylor Sterritt
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Virtual reality, also known as vr, offers a completely new way for audiences to experience content, but what does that mean for the content creators? Should that change the way that animators approach vr animation? In general, the answer is yes.

While traditional linear animations tend to have locked off shots or camera angles to animate from, vr experiences are supposed to appear as close to a real-world interaction as possible, with multiple vantage points that are always rapidly changing. That means animators must start thinking of a new approach to vr animation.

The biggest difference between linear projects and virtual reality is that the audience is inside of the animated experience and looking at the animation from a new perspective. The participation aspect of the vr animation gives animators a lot to think about and react to in regards to speed of movement and scale to the vr audience’s size.

When animating for a large scale vr experience, like the gameplay in Rush of Blood shown in the video above, scale is easy due to the space audiences have to look around and experience the animation from all angles. However, animators may find that animating for a smaller scale vr experience, say an experience where the user is seated, requires an animation approach very similar to that of linear animation projects. Small-scale vr experiences only require animation for one or two camera angles, as seen in the Driveclub gameplay in the video below.

What VR games and experiences have you tried? Tell us your favorites in the comments below!

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