‘Mindshow’ CEO: VR Lets Animators Do What ‘Would Have Cost Hundreds of Thousands of Dollars’ Before

‘Mindshow’ CEO: VR Lets Animators Do What ‘Would Have Cost Hundreds of Thousands of Dollars’ Before

There are various mediums for creators of different kinds within the VR ecosystem and Visionary VR’s Mindshow is giving users a platform to create and share animated narratives through virtual reality. We reported on the software back in April, where it left an impression on us as VR’s “missing character animation and storyrtelling tool”, and CES 2017 has brought us a bit closer to the masses getting their hands on it.

At the event we ran into CEO of Mindshow & Founder of Visionary VR, Gil Baron, and discussed the application with him along with some of the other reveals at CES as they related to the creative platform.

Pixar is an incredible heavyweight when it comes to animation, their place in Hollywood affording them a massive budget to create their works. For aspiring creators, even the simplest tools force users to typically invest tons of time and money into something that’s not guaranteed to reach an audience at all.

“VR allows us to do something that, before this, would have cost hundreds of thousands of dollars and takes months of time,” Baron notes in our interview on the show floor. “Now, anyone can do it…What Pixar does is frame to frame perfect. It’s a profound art-form…this is something different. A lot of writers, improv comedians, even educators who want to be able to create content and don’t know how have looked at this and said, ‘Oh my, this is a whole a new way and there’s no one between me and my audience anymore.'”

Baron was also excited by the potential of HTC Vive’s newly revealed tracker or “puck”, noting how it will open new layers to animating in VR by tracking different movements and welcoming additional users in the same space.

Mindshow.com links to all of their social media which has been and will continue to post content created within the program and they have a number of creators that are working on new content. They’re in closed alpha, which you can apply for on the website, and will be rolling into open beta soon.

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Actress Elizabeth Banks Brings Pedigree To VR Animation ASTEROIDS!

Actress Elizabeth Banks Brings Pedigree To VR Animation ASTEROIDS!

While we may be a ways off from having full length virtual reality or 360-degree feature films and even further than that from having them debut in movie theaters in some way, that isn’t stopping big names from getting behind the formats. 20th Century Fox partnered with a production group for VR and 360-degree projects based on their different properties and we previously reported on the New York Times and Milk(Vr) collaboration that yielded a collection of shorts with appearances from major acts like Natalie Portman and Don Cheadle. Now, a major actress is making her way into the new immersive media by lending her voice to an animated VR feature.

Baobab Studios previously created the animated VR feature INVASION! directed by the same person responsible for Madagascar and narrated by Ethan Hawke. Their second feature, ASTEROIDS!, will feature the voice of Elizabeth Banks who’s known for her role as Effie Trinket in the Hunger Games series of films and is directed by Baobab’s co-founder and Chief Creative Officer Eric Darnell. The animation puts viewers in the role of a helper bot who’s flanked by a couple aliens, Mac and Cheez, and fellow robot Peas as you attempt to prove yourself on a mission in outer space. It’s set in the same universe as INVASION!, where the aliens previously made an apperance.

Cheez is voiced by Banks and will add to a film that is an official selection for the Sundance Film Festival that takes place in Park City, Utah from January 19th to the 29th.

Having a growing VR presence in such a major festival such as Sundance while also having a billed actress with the pedigree Elizabeth Banks brings is a testament to the potential of the medium and hopefully it will continue to evolve at a rapid pace. A sneak peak at the film is available on Samsung Gear, Google Daydream, and the Oculus storefront starting today.

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Rokoko’s New Motion Capture Suit Available For Pre-Order

Rokoko’s New Motion Capture Suit Available For Pre-Order

In digital experiences, hand-crafting figures and different forms of movement is a chore. While it can sometimes supply a unique experience, there are elements of that type of work that lend to a lack of realism in performance. Motion capture can find its roots in the art of rotoscoping, a technique developed in 1915 where animators trace over motion picture footage. Motion capture takes that to the next level by using different suits and tools to record the movement of subjects for use in various forms of media on 3D models. Motion capture gear fluctuates in quality and price, very rarely hitting that sweet spot of quality and affordability, but Rokoko has developed a suit that impresses on both levels and we discussed the new Smartsuit Pro with them. We chatted with founder and CEO of Rokoko Jakob Balslev about the gear as well.

Rokoko was founded in March 2014 and since then they’ve charged forward with a goal to make a suit that was easy for animators themselves to operate without help. In common images of motion capture gear, you see exposed and typically large sensors but this suit has 19 unseen body sensors, each equipped with gyrometer, accelerometer, and compass, embedded into the suit with a small battery and hub on the rear of it (both the battery and hub are smaller than an iPhone). When breaking down how this suit differs from optical mocap, Balslev said it comes down to three keywords: Intuitive, accessible, and mobile.

Optical motion capture systems (that today cover the vast majority of the market) have problems with occlusion. Cameras need to be able to see the reflective markers at all times – if not, you lose data – and that happens a lot when you are for example having a close interaction between two characters. The sensors in the Smartsuit send a constant stream of data and you therefore never lose data and have much less “mocap cleanup” to do afterwards.

Optical systems also send a very large amount of data (many Gb). The data from the Smartsuit fills up much less space, since it is only numbers and not video files. This makes the workflow much more smooth and light.

You can record or stream up to 5 characters at the same time with just one wifi router in Unity or Smartsuit Studio. With a second router you can have even more characters.

With a tool such as the Smartsuit Pro coming at an accessible price, it could lower the cost for established production companies while providing an affordable tool for newer studios, with teams able create high-quality content for their projects and clients.

We had the chance to see the Rokoko suit in action at our offices in San Francisco and it appeared to function as advertised. The lightweight suit went on a Rokoko staffer in seconds and was ready to record in minutes. The proprietary software asked for the user to hold a “T-Pose” for three seconds for calibration purposes but after that there was essentially no friction between the model’s movements and the movements on the computer.

The system allowed Rokoko to embody several different characters in several different environments and animate them realistically in just a few moments. Some other systems might take quite a bit longer to complete a single scene.

The suit itself is all one piece that zips up easily and has adjustable straps to fit different body types. It is comprised of a lightweight mesh material that moves silently out of consideration to the sensitive microphones that are often present on motion capture stages.

The entire system is available for pre-order today listed for around $2,245 (discount included). It is being targeted primarily for high-end studio production. Balsley did confirm, however, that the company is also working on a much less costly consumer model that would be comprised of a simple jacket and wireless foot sensors.

“Creators should think of this as a creative tool they can integrate on levels where motion capture has never been accessible before,” Balslev says. “Animators can stand up right at their desk and do a recording. Sit down again and test it. As a pre-visualization tool, this suit can change the entire workflow.”

Balslev says creators can rest easy not having to go through a time-consuming and expensive effort to translate their ideas.

“For VR, having affordable tools is crucial as there’s a lot of financial risk developing for an industry that doesn’t have a massive install base in place just yet,” Balslev says. “Hopefully, we’ll see similar balances of quality and affordability prioritized in new tools created for VR down the line.”

Disclaimer: Rokoko is a paying member of the Upload Collective, Upload, Inc.’s co-working office in San Francisco. This story was written purely on the strength of its merit as a newsworthy story for the VR community. Rokoko provided no monetary incentive for this story to be written.

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‘Allumette’ Is the Longest VR Animated Film So Far And It May Make You Cry

‘Allumette’ Is the Longest VR Animated Film So Far And It May Make You Cry

The main selling point for VR has mostly been video games. The companies behind the major headsets, such as the recently released PlayStation VR, the HTC Vive, and the Oculus Rift are all leading the charge for VR. A big part of that involves marketing their headsets as exciting new ways to play games. This is looking likely to be the best approach to convince consumers that VR isn’t just another gimmick, but rather it’s a technology that’s here to stay.

But despite this focus on games, filmmakers are also making full use of VR. Passively watching movies while sitting in your local theater or on your couch may not be the norm for much longer.

Directors and animators, like Penrose Studios’ Eugene Chung, are experimenting with the visual medium to create films that make you an active participant in their worlds. Imagine watching the latest Star Wars flick in VR, where you’re headfirst in the action, surrounded by beloved characters and colorful settings. Or perhaps you want to witness a high-octane, sand-swept chase scene in Mad Max like never before, with demented marauders screaming in your face. VR might very well be the next big step for film.

The potential is there, but it’s still a ways off. Currently, more bite-sized VR films are leading the charge, and setting a precedent for what an excellent VR movie should, and can, be. Examples such as Invasion! from Baobab and Gnomes and Goblins from Hollywood-caliber director Jon Favreau all validate that mindset.

Now, most recently, Chung’s critically acclaimed and captivating 20-minute animated feature, Allumette, is pushing that notion even further. The movie, which is about the titular girl and her adventures in a captivating floating city, is a viewing experience you won’t want to end and — if early impressions from Upload staff and other VR enthusiasts is any indication — it holds the power to even make you cry.

Telling A Story Differently

“The story behind Allumette was inspired by my own family relationships, particularly my relationship with my mother, who sacrificed a lot for us while we were growing up,” said Chung. “Those choices have stuck with me and have only become more meaningful as I’ve grown older.”

Loosely based on The Little Prince, Allumette’s story follows a mother and her daughter as they make their way to a prodigious and eccentric city made up of floating islands. The two protagonists are depicted as traveling merchants, and this strange city is littered with potential customers. The plot focuses heavily on themes of parenthood, the tenuous but strong relationship between a daughter and her mother, and the importance of passing vital lessons and stories from generation to generation. It’s a relatable, grounded, human tale that’s surrounded by majestic settings and zany characters.

The Rose and I, one of Penrose’s previous VR short films

You won’t find any spoken dialogue, and you are merely an observer. But you act as a living camera, and it’s up to you to consume this fantastical tale the way you want to. Allumette makes full use of VR headsets that support positional tracking, allowing the viewer the ability to continually move around scenes, peaking behind curtains or windows, and crouching. You can look through the exterior of an airship to see what’s happening inside. Or you can entirely ignore the ship, and miss a few scenes. It’s a living dollhouse of sorts for you to closely examine, and pulling off a film like this is quite different from making a regular movie.

“Every part of the filmmaking process has to be rethought of in VR,” said Chung. “For example, animating can be very different. Animating to a flat screen at a single angle might yield one animation, but with VR, we have to check our animation in VR constantly. Oftentimes, what something looks like on a flat screen is very different from what something looks like in VR.

“I still enjoy watching movies in the same way I still enjoy watching plays and operas. VR is a brand new art form, and the exciting thing is that we are only at the beginning of discovering its potential and possibilities. Allumette has been built from the ground up to be in VR, and therefore it has to be seen in VR to be appreciated just like a book has to be read rather than seen on film (and if it is seen on film, there are substantial modifications made to the screenplay).”

Changing Filmmaking Forever

For all of Allumette’s strengths, it’s still a stepping stone (a wonderful one at that) for something grander a few years from now. Currently, VR filmmaking is comparable to the inception of motion pictures back in the early 1800s and late 1900s. A VR movie like Allumette is basically  Georges Méliès’ 1902 groundbreaking early narrative film A Trip to the Moon.

Artists and studios like Chung and Penrose are attempting to revolutionize the movie industry the same way the Lumiere brothers introduced motion pictures with their ten groundbreaking short films in 1895 and 1896. Or perhaps how director Sergei Eisenstein introduced film editing and its emotional resonance in 1925’s Battleship Potemkin. Allumette comes at a vital point in a brand new way to tell stories. These movies are important but flawed, lacking the writing, acting, and cinematography found in later films like Citizen Kane and The Godfather.

Allumette is only 20 minutes long, which is shorter than the average television sitcom episode, but by far the longest VR film out there. For now, hitting the average 90-minute mark in a VR movie is a ways off as artists continue to play around with this technology.

“We are still at the beginning stages of this medium, and every art form has yielded different results,” said Chung. “The first films in the late 1800s were only a few seconds long. Eventually, in the early 1900s we started to approach 10-minute narratives. Eventually, we figured out that 90 minutes or so works nicely for film. But this isn’t necessarily the right length of time for other visual / audio narratives (think of operas and plays). In VR, we’re continuing the experiment and will learn how long the length of time should be as we create.”

The early stages of VR film is imperfect. Filmmakers will continually have to overcome herculean obstacles in order to create short movies, tampering with what does and doesn’t work. But that’s the beauty of trying to change an entire medium. That’s how movies like Taxi Driver, The Matrix, and Heat get realized. Imperfection and struggle often breeds excellency.

“I don’t believe in ‘perfect’ films–oftentimes, the imperfect films are the ones that stick with us, if they are imperfect in novel and interesting ways,” said Chung. “Though not always the case, novel and imperfect films helped drive forward the medium for 120 years. One critique of the modern cinema is that while we have achieved a high level of craftsmanship, the industry is now generally too formulaic to want to make imperfect films.

“This is not the case with VR. Just as it was with the early days of cinema in the late 1800s and early 1900s, VR storytelling is currently in an era of pure artistic freedom.”

As more and more VR headsets, hopefully, get adopted throughout the coming years the technology will officially go mainstream. It’ll be a part of people’s natural lives, just like radios, TV sets, PCs, and game consoles all made their way to people’s homes. With that, VR movies will have a chance at continuing to push the boundaries of film.

As Chung puts its, “The art forms of AR (augmented reality) & VR will be the next new major form of human storytelling. This does not mean that other visual / audio media will disappear, but just as the 20th century was the era of the moving picture, we believe the 21st century (and potentially beyond) will be the era of VR / AR.”

For those interested in experiencing Allumette’s emotional story — that could very well bring you to tears — you can watch it now, for free. It’s available on the PSN store for PlayStation VR, Oculus Home for the Oculus Rift, and Steam for the Rift and Vive.


Alex Gilyadov is a freelance writer with work appearing in multiple publications, such as GameSpot, VICE, Playboy, Polygon, and more. You can follow him on Twitter: @rparampampam

Toy Story: One Former Pixar Artist’s Quest To Make VR Animation Accessible

Fighting Dory: One Man’s Quest To Create The Pixar of Virtual Reality

Today, a company called Limitless is announcing a suite of virtual reality animation tools that could revolutionize the way immersive films are created. This is the story of how they got there. 

Tom Sanocki was falling in love.

The object of his affection was not the waitress at the coffee shop, or the new girl from accounts payable. Instead, Sanocki’s heart was being captured by an army of  deadly Jellyfish that would one day attack two hapless fish on their quest across the ocean to rescue a missing son.

His SGI Irix desktop whirred impatiently under the strain he was putting it through, but the deadline was approaching too fast to be cautious. The dark offices were bathed in the soft blues and greens of the ocean emanating from his workstation, but one could still just make out the letters above the door: P-I-X-A-R.

Sanocki might have been working late, but despite this project’s long hours, difficult workload and a never-ending stream of technical puzzles to unravel, he had never been happier. 

Sanocki smiled victoriously as he watched the tendrils of the jellyfish before him undulating in the exact manner he hoped they would. Months of work were finally beginning to pay off and his grin widened even more at the thought of showing this to Andrew in the morning.

With a satisfied yawn Sanocki stretched and looked around the room that now resembled a large indoor aquarium one last time for the night. He was exhausted, but his smile never wavered. Just as he was about to get up and leave he noticed a small imperfection in the movement of one of the jellyfish. Rather than cursing and smacking the monitors, Sanocki felt a leap of excitement at the prospect of a fresh challenge. He leaned forward enthusiastically and got back to work. Because, in the end, Tom Sanocki is a man that loves one thing more than any other: solving problems.

From Princeton To Mater

Before he would ever become a character artist for Pixar’s Finding Nemo, Sanocki first had to make his bones in computer science at Princeton in the mid-90s.

He attended the prestigious university in the hopes of enrolling in the computer graphics program of a professor he respected. However, just a few months after his enrollment, that professor left the Ivy League to pursue his craft elsewhere.

This left Sanocki in somewhat of the lurch, but he did the best he could to support his passions through other means. By auditing a few animation classes and cracking (more than) a few books on the subject of computer science, he was able to scrape together a couple of clever short films and form the beginnings of an artistic portfolio.

Upon graduation, Sanocki received word from a few friends that their company, Pixar, was going through a hiring spurt and that he should seriously consider applying. And so, armed with his newly finished portfolio, Sanocki landed his first computer graphics job at a company already considered to be on the bleeding edge of his field.

Three months and a second graduation later, Sanocki passed the Pixar University training program and requested a posting in the characters department. He had found, through his months of study at the company, that characters would offer him both the artistic and technical challenges he desired for his fledgling career. He was assigned to a young director named Andrew Stanton and set to work on the militia of jellyfish that would one day stop America’s collective hearts in the movie theater.

Sanocki found an instant delight in his work at Pixar because, as he puts it, “we were making everything up as we went along, there was never a shortage of problems to solve and we were inventing most of the solutions. We were building stuff that simply didn’t work…until it did.”

After completely rebuilding the character pipeline process and solving the cloth-modeling problems for the jellyfish, Sanocki had helped create one of Finding Nemo‘s most memorable scenes. After that, he found himself taking lead roles on characters for several of Pixar’s greatest hits.

He worked on the problem of quadruped movement for Ratatouille, helped build a new hair simulation engine for the flowing crimson locks of princess Merida in Brave, but his biggest claim to fame came in the form of a rusted old pickup truck named after a fruit.

Mater (short for Tow-Mater), the busted down country pickup from Pixar’s Cars, is the closest thing to a digital son Sanocki created while at the studio. He wrestled with the complexities of animating an automobile with enough personality to seem human, and he designed every pixel to carefully add personality to the fast talking, slow driving lovable simpleton.

Today, Mater can be found on millions of lunch boxes, toy boxes, posters and other entries in Pixar’s merchandise machine. Over time, though, Sanocki, was finding himself with fewer and fewer chances to do what he loved at Pixar.

Manifest Destiny

As the decade turned over Sanocki was starting to lose interest in his work at Pixar. The studio had been so successful at solving complex problems in its heyday that there were now very few left with which he could wrestle. The company was shifting toward  sequels, and other properties that simply didn’t require as much creative muscle to produce. The systems were already in place which meant that it was time for Sanocki to find a new challenge.

Having nearly 10 years of experience at Pixar opened more than a few doors as Sanocki began his search for a new position. He fielded a few attractive offers but there was one that captured his attention more than any other: Bungie.

The legendary video game studio had recently lost its most famous IP, the Halo series, due to a round of corporate maneuvering with Microsoft. However, rumor had it that the ambitious group was working on something even more impressive — something the gaming world had never seen before.

The promise of uncharted territory was enough to get Sanocki on board and so he joined Bungie as its character design lead only a week after leaving Pixar. The project he began working on would eventually become the monstrously successful sci-fi MMO known as Destiny.

At Bungie, Sanocki helped devise a system in which a multitude of custom character varietals could be created by players without sacrificing the performance or consistency of the game. His work paid off handsomely and he stayed with Bungie for several years as Destiny released and began making millions through software sales and downloadable expansion packs.

However, once the game found its footing Sanocki began to feel that same old itch to move on and find more challenges to solve. His true love was calling and he wanted desperately to answer. His phone eventually rang and on the other end was a man that would change his life forever.

When The Future Came Calling

The voice on the other end of Sanocki’s reciever was one that he recognized well. It belonged to Max Planck, a 10-year veteran of Pixar and one of Sanocki’s oldest colleagues. Planck was calling to see if his old friend would be interested in trying out his newest toy: a prototype virtual reality headset being hocked through Kickstarter. They were calling it the Oculus Rift, and Planck had managed to score a Developer Kit 1, or DK1 for short, through a generous donation to the online fund.

Sanocki, ever-eager to be a part of something new, met up with his friend and strapped on the headset. His initial reaction was that this thing was absolutely making him sick, the resolution was terrible, and he had never been more impressed. In that moment Sanocki was convinced he was looking into the future and he removed the headset to find his old friend grinning back at him.

Planck wanted Sanocki to join a VR animation company to do for this new medium what they did at Pixar: build things that could never work…until they did. Sanocki thought seriously about the offer but had to decline due to his obligation with Bungie. He felt he couldn’t simply leave in the middle of a development cycle, but a seed was planted in his mind and he could never quite manage to shake the wonder he experienced while strapped into that DK1.

A few years passed in which Planck ended up going to work with Oculus himself and forming what we now know as Oculus Story Studios. Sanocki, as well, found the seed in his head had matured into a full blown flower of an idea, and he was finally ready to make the jump.

Startups and Seagulls 

In April of 2015 Sanocki left Bungie feeling that familiar desire to solve something new. This time it was not a swarm of deadly undersea predators, the bouncing curls of a Scottish princess, or the rusty bolts of a lovable pickup truck that had stolen his affections. This time it was not a character at all. This time it was a possibility.

Sanocki is now the CEO and founder of Limitless Ltd. (a small joke he takes infinite delight in), a company that is committed to pioneering the future of animation. The studio’s first real product of note was a short VR film titled Gary The Gull. Gary is about seven minutes long and features a fast talking seagull and his crab sidekick’s attempts to steal your lunch as you relax on the beach.

What’s unique about the project is that it is interactive. Gary responds to your words, your gaze, and the motions of your head throughout the experience. This ability to turn audience from passive observers to active participants in a film is what has truly enraptured Sanocki’s imagination these days and, fortunately for a man like him, it comes with plenty of new problems to solve.

The Toys Are Alive 

Tom Sanocki fell in love almost twenty years ago and now he wants to give others the chance to do the same. He is attempting to solve many of VR animation’s problems, and empower aspiring artists, through the release of Limitless’ latest product: the Creative Environment. This is a cloud-based suite of animation tools that harness the unique capabilities of VR to accomplish days-worth of animation work in minutes.

For example, a demo version of the suite lets you play around with Gary and pals in the HTC Vive headset. By grabbing Gary and holding down the grip button on your controller you can move him in a recorded animation path that is then sent to the cloud and stored. By placing an “animation bubble” on this floating blue flight path you can make Gary flap, squawk, or stop to your heart’s content.

According to Sanocki, even something as simple as getting a crab to scuffle along the ground a few feet represents perhaps eight hours of a traditional animator’s time. With Limitless’ creative suite it happens in seconds.

“Everybody remembers being a kit playing with their toys, picking them up and taking them through one crazy adventure after the next,” Sanocki explains. “We wanted to translate that familiar experience into a set of tools that make animation both fun and easy in virtual reality.”

In addition to the pre-set assets, artists can upload their own creations into the creative suite to start building their own stories immediately. More features and animations will be added over time, but for now that excited gleam is back in the eye of a man who has imagined new worlds and built beautiful systems to create those worlds for much of his adult life.

Limitless and Pixar have a lot in common in that they both began as sets of computer animation tools that only made films to prove that their concepts were effective. Pixar started off releasing wire framed, half finished short films about bumblebees just to show its ideas were valid, and ultimately it transformed into the juggernaut it is today. Sanocki says he is more focused on creating amazing systems for animation than producing animated features themselves, but he admits that the possibility for a similar evolution certainly exists.

The Limitless VR creative environment is currently entering a closed testing period. Animators can email the company to request a space, although access will only be given to a select few. A wider release is planned in the next three to six months.

Today, all that matters to the man that once battled a small blue fish with an armada of perfectly swaying jellyfish is making sure that anyone that wants to create can do so with ease.