Lechnology wrote:thistof wrote:Lechnology wrote:It's not stop-motion animation, but I'm not one to talk.
I'm sure someone will crack 180 VR stop motion soon. It's only a matter of time.
Well, there's already 360 VR stopmotion. https://www.youtube.com/watch?v=gR5E6ei81qI
This video is very well done, but looking at the floor, there's a telltale seam that gives this away as a 180 video with a 180 back wall stitched together for the illusion of 360. And it's just a wall on the back 180. So I'll give them credit for doing 180.
There was the Isle of Dogs thing too, https://www.youtube.com/watch?v=JqXC46b1uUg although it's not exactly an immersive in-world 360 experience. The fact that they have all kinds of people doing all manner of things such as puppet fabrication, in the same room as the animation, without any kind of baffles or curtains around the set to protect it from flicker, makes me wonder if there wasn't some multiple exposures done here too, more to show off the various process than a realistic representation of the workflow.
The problem with VR shot with cameras (stopmotion or live action) is that as you get to the far left and right sides of a 180 image, the eyes are no longer side by side, but one in front of the other, so the stereo image tends to kind of fall apart, making anything more than 180 not really ideal for that method of content creation. That way the focus can stay roughly in the middle of the scene, relying on the outer areas for peripheral vision.
I think 360 is best left for realtime computer graphics, like a game would have. That way the two virtual cameras can be placed exactly where they ought to be, and moved accordingly within the scene.