How Limitless And Lytro Aim To Make The VR Characters Of The Future

How Limitless And Lytro Aim To Make The VR Characters Of The Future

In the past few months I’ve seen some really impressive stuff in VR. From standing atop the mountains of Skyrim, gazing down at a seemingly endless landscape, to the subtle nuances of the little girl in Wolves in the Walls, VR is really starting to hit its stride lately, especially with character interactions. Now with light field company Lytro’s acquisition of VR animation studio Limitless, we’re inching closer to a world where the virtual is nearly indistinguishable from reality.

And in a way, it all started with a little cartoon seagull.

Gary the Gull was one of the first really impressive VR demos I tried that made me feel like the virtual character in front of me was actually aware of my presence. And then once the company released its animation toolset, the democratization of VR innovation was underway.

It’s been a long road for Limitless already in our young industry, but teaming up with Lytro marks a new beginning, even if the partnership doesn’t seem to immediately make a ton of sense.

“I know Tim [Milliron], who runs Engineering at Lytro, very, very well. We’ve known each other for a long time and both worked at Pixar on projects like Cars and Brave. In fact, we were college roommates,” explained Tom Sanocki, CEO and Founder of Limitless, during an interview with UploadVR. “When Lytro was getting into VR we had already been talking so when we had an opportunity to think about being acquired, we started asking a lot of other people in the space and of course Tim was on that list. There was a lot of strategic alignment and seemed like a good fit.”

They released the above teaser video as a glimpse into the types of things this partnership might be capable of. Imagine being able to capture the real world using light fields at super high resolution with crystal clear fidelity and then marry that with Limitless’ artificial intelligence characters and you can achieve something shockingly realistic.

“We released a video with Hallelujah integrated with CG objects to toss beach balls around, or take other pieces from CG and add on real-time effects like fog or smoke, pulling lightfields into game engines,” said Sanocki. “We also believe that interactivity is important so we are looking to do future projects that have interactivity and game engine support at the core. Game engines are a good vehicle for that, but it’s new territory. I appreciate that the customers that Lytro works with are excited about the future of interactivity in game engines.”

We still don’t know exactly which projects Limitless and Lytro are working on together, but hopefully more details will be revealed in March at 2018’s GDC in San Francisco, CA. Until then, let us know what you think down in the comments below!

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Limitless Joins Lytro, Combines Interactive Characters with Light-Field Technology

In a move that seeks to combine the expertise of two very different companies working towards a similar goal, the camera and virtual reality (VR) technology company Lytro have joined forces with narrative animation experts at Limitless, taking Limitless into the fold of the company, bolstering their forces and preparing them to make their own unique VR content in-house. The joiner was announced on Limitless’ website.

Gary the Gull screenshot 2

Up to now, Lytro have been focused on crafting their light-field technology. It enables both animatied and live action capture, utilising 6 Degrees of Freedom (6DoF) technology to allow for more flexible environments in a 3D space. Users can lean in and out of live action 3D environments, something impossible with traditional VR capture of live action locations.

Limitless meanwhile have been honing their interactive character technology, which allows users to create interesting, dynamic interactive characters in a VR environment without having to be an expert in AI programming. It allows for immersive, believable interaction experiences and animations.

With Limitless joing Lytro, the two technologies can combine and create new immersive and interactive experiences, with believable characters and the quality of animation that Limitless are known for. We previously saw Limitless’ expertise at work in Gary the Gull, which displayed their new technology.

We saw Lytro’s tech at work in the recent release Hallelujah, which reimagined an iconic ballad in a VR experience format. The choir makes for an immersive and intense VR experience, only topped by being there in person. You can view the experience by downloading the Within app, which is available for most VR head-mounted displays (HMDs).

Way back in 2015, Lytro’s Jason Rosenthal said that VR was the next wave of cinematic content, and the recent join with Limitless reaffirms the belief he shared then; “VR is the next wave in cinematic content, and immersive storytellers have been seeking technology that allows them to fully realize their creative vision. We believe the power of Light Field will help VR creators deliver on the promise of this new medium. Lytro Immerge is an end to end Light Field solution that will provide all the hardware, software and services required to capture, process, edit and playback professional grade cinematic content.”

Hopefully we’ll see much more from Lytro in the near future which comes as a result of this wise and strategic acquisition. When we hear more from Lytro, you’ll read it first on VRFocus.

Lytro arbeitet mit Limitless an Lichtfeld-Spiele-Engine

Wie berichtet hat der Lichtfeldexperte Lytro große Pläne mit seiner Technologie und will sie zum vollständigen Produktionsumfeld für VR aufbauen. Das umfasst nicht nur die Hardware, sondern nicht zuletzt die Software. Nun bekommt Lytros Unterstützung vom Team von Limitless, das man engagiert hat. Limitless entwickelte ein Toolset, mit dem man in Echtzeit in der VR animieren kann.

Lytro mit Limitless-Unterstützung

Dass VR immer noch eine junge Technologie ist, merkt man auch an den Software-Werkzeugen, die Entwicklern zur Verfügung stehen. Ein Schlüssel ist dabei, Spiele direkt in der VR entwickeln zu können, um Wirkungen im Geschehen  beurteilen zu können und damit Abläufe wesentlich zu beschleunigen. Der Lichtfeldspezialist Lytro erweitert nun sein Team um neue Mitarbeiter und übernimmt dazu Limitless. Der erste VR-Titel des neuen Teams Reaping Rewards mag zwar nicht die Wurst vom Brot holen, zum Einsatz kam aber eine eigene Engine. Mit ihr lassen sich Animationen in Echtzeit direkt in der VR erstellen. Laut Road to VR helfen die neuen Mitarbeiter dabei, die Game-Engine von Lytro weiterzuentwickeln, die dann beispielsweise in Unity zum Einsatz kommt.

Mitte Dezember im letzten Jahr hatet Lytro bekanntgegeben, dass man das eigene Videoformat zum Standardformat in VR machen möchte. Im Gegensatz zu herkömmlichen Formaten kann es Tiefeninformationen enthalten – so ist es beispielsweise möglich, 360-Grad-3D-Videos nicht nur von einem fixen Standpunkt aus zu betrachten, sondern auch zu begehen. Ein Problem sind allerdings noch die gewaltigen Datenmengen, die bei den Aufzeichnungen anfallen. Lytro arbeitet daneben auch an virtuellen Lichtfeldkameras, die sich in 3D-Programmen oder Spiele-Entwicklungsumgebungen einbinden lassen sollen. Erste volumetrische Videos sollen bald verfügbar sein, um die Technologie zu demonstrieren.

(Quelle: Road to VR)

Der Beitrag Lytro arbeitet mit Limitless an Lichtfeld-Spiele-Engine zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Offer a Deathly Touch in Reaping Rewards

Short virtual reality (VR) animations have offered a unique approach to immersive storytelling, with experiences such as Oculus Story Studios’ Dear Angelica, Penrose Studios’ Allumette and Invasion! from Baobab Studios three of the best known and most professionally produced. However these aren’t interactive, merely offering a storyline to be watched and enjoyed, occasionally providing audio or visual cues to keep the viewer looking in the right direction so they don’t miss anything vital. Limitless, the studio behind Gary the Gull, has created an experience that blurs the lines between animated filmmaking and interactive content with Reaping Rewards.

Reaping Rewards features a darkly uplifting journey into one of the great inevitabilities in life, and that is death. Viewers find themselves in front of the Grim Reaper, who’s going about it’s age old duty of taking mortals to the afterlife. But Limitless isn’t offering a viewpoint into the reaper’s activities as you find you’re also a reaper – albeit in training by the looks of it.

Reaping_Rewards_screenshot_05

Set in a hospital, Reaping Rewards takes you through several rooms each with patients that need to leave the mortal coil. The Grim Reaper shows you how this is done, calmly holding their hands to begin the process. If done correctly the Grim Reaper beacons you to move on, judging each patient you come across.

But Reaping Rewards isn’t about just holding patients hands to let them rest in peace. There’s an overarching moral story about life, fate and the right thing to do when presented with a difficult decision.

The first couple of patients are old, having lived their lives – to what could be assumed – to their fullest. It’s only when the last patient appears that you must make your final decision of the experience. A little girl lies on a bed, her mother asleep beside her. Possibly terminally ill, you must decide what the course of action should be taken. Do you end her life, one that has only just begun, yet to reach her potential and see the world. Or leave her be.

Reaping_Rewards_screenshot_04

There are a couple of endings – which VRFocus won’t spoil here – but needless to say there’s a right and wrong answer. It’s fairly self explanatory but Limitless do try and pull on the old heartstrings with Reaping Rewards which works to some effect. While it’s great that you can interact with the whole story, until the very last moment you’re hand held all the way through and it really feels like more freedom could have been awarded to the viewer.

Compare it to Dear Angelica or Allumette and there’s a hollowness to the whole experience. These animations – whilst not interactive – have a soul all of their own, engaging both in the story and their visual aesthetics. Reaping Rewards lacks that certain spark to make it a groundbreaking short, but its certainly going in the right direction. Limitless is a studio pushing the boundaries of interactive storytelling and with Gary the Gull and Reaping Rewards under its belt expect more good things to come.

Interactive VR Film ‘Reaping Rewards’ Free on Steam Today

Reaping Rewards, an interactive virtual reality (VR) short film, is launching today on Steam for free, and soon the Oculus Store. Taking the role of a young Grim Reaper, you’re tasked with some tough choices on life and death.

Created by Limitless, who previously released their VR film Gary the Gull for free, the experience will make the player face heavy, emotional choices as their young Grim Reaper faces.

Directed by Matthew Ward, formerly of Bungie and Lucasfilm, with music by Glen Phillips, Reaping Rewards looks to be a fascinating and worthwhile experience – especially at the low price of free.

Tom Sanocki, founder and CEO of Limitless, truly believes in the power of VR to enhance the emotional connection we have with stories told in the medium; “For this showcase experience we wanted to push the boundaries of emotional connection in VR, and [Ward]’s story was a perfect fit.”

Sanocki continued; “Reaping Rewards is so different from anything we’ve seen yet in VR, and it’s been a great example of how our platform creates exceptional gains in efficiency and ease of use.”

Ward’s experience with Limitless seems incredibly positive, as he praises their creative environment; “Every filmmaker is looking for fresh new ways to present their story, and VR has so much potential. It was clear that Limitless wasn’t just focusing their VR platform on engaging character technology – they were looking for compelling stories to be told through those characters, with the audience taking an active participation in the story.”

“The Limitless VR Creative Environment enabled Reaping Rewards to not only engage the audience, but test them.  Through VR, this short became an exercise of the morality of humanity and a truly unique VR experience I hadn’t seen ever presented anywhere else.”

Hopefully this is just the start of Limitless VR Creative Environment growing and appearing in more VR experiences.

For more on VR experiences and short films, keep checking back with VRFocus.

Limitless Partner with Second Life Creator for Interactive Character Technology

Limitless, Ltd., has today announced a technology partnership with High Fidelity, a 3D virtual world creation platform founded by the creator of Second Life, Philip Rosedale. The Limitless interactive character technology integration is now live inside High Fidelity, enabling users of High Fidelity’s open source software toolset to create, host, explore and interconnect shared virtual reality (VR) environments and now also to create their own interactive characters.

Limitless and High Fidelity Character

“We continue to believe that you don’t need to be an AI expert in order to create interactive characters in VR,” said Limitless CEO and Founder Tom Sanocki.  “High Fidelity’s users are generally pro-sumers with basic technical knowledge, and range from educators to enthusiasts to professional animators. Our integration within High Fidelity further validates that our storyteller-first approach to interactive characters is ready for widespread adoption.”

Limitless has provided an interactive character as a tutorial and an example to new users. The Egyptian-themed character will ask the user riddles when approached, and users will be able to modify it, learn from it, and use it to make their own character. Just like in Limitless’ interactive character tech demo, Gary the Gull, these characters will respond to voice, gestures, and other human social cues.

“VR worlds are made more alive and believable by emotional connections to characters within them,” said Philip Rosedale, CEO at High Fidelity. “We want to give people the ability to easily create interactive characters, getting as close as possible to the magical experience of having other living people in the space with you.”

Basic functionality offered by the Limitless platform will be free to users of High Fidelity. Users who run their own domains in High Fidelity will have the option to purchase premium interactive character features for an additional cost. VRFocus has been investigating the uses of the Limitless platform and will bring you much more coverage of the user-potential for the interactive character technology in the near future.

VR Animated Film ‘Gary The Gull’ Available For Free On Rift, Vive And PS VR

VR Animated Film ‘Gary The Gull’ Available For Free On Rift, Vive, PS VR

The virtual reality animated short film Gary the Gull is now available for free download. Users with an Oculus Rift, Playstation VR, or HTC Vive can obtain the experience immediately through their respective content platforms.

Gary the Gull is an experimental experience created through the Limitless VR platform by Mark Walsh of Motional Entertainment (and a Pixar alumnus). The narrative is relatively simple and is designed to showcase Limtless’ in-VR animation suite and the unique capabilities of interactive characters. The official synopsis for the film is as follows:

“In Gary the Gull, viewers engage with a smart-mouthed bird at the beach named Gary, who does everything he can to distract you while he attempts to steal your lunch!  He responds to words, gestures and gaze, just as he would in real life.”

We last wrote about Limitless and its founder Tom Sanocki — a former lead character designer for Pixar — in a special hands on report of the Limitless creation engine. The program lets you step into a VR environment and animate a scene using either pre-made or self-made assets. The animations occur smoothly and naturally as the process is designed to feel like you are simply playing with toys.

At the time of our last report Sanocki stated that he was primarily focused on empowering other creators through this design engine and wasn’t as concerned with releasing internal concepts like Gary the Gull. However, according to an official statement from the artist and founder, the desire to showcase interactive VR animation prompted him to finally pull the trigger.

“Since we first started showing Gary the Gull at GDC in March, the response from the film and game industries has been amazing and supportive. We are doing something very special with characters in VR, making you the viewer feel as much a part of the experience as the characters themselves. We think consumers are really going to enjoy this interactive experience and we look forward to working with our partners and customers to deliver more great VR content in the near future.”

Gary the Gull is a brief, but highly entertaining, VR snapshot. At a price of zero dollars it’s well worth your time if you possess one of the compatible headsets.

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Head to the Beach and Checkout Gary the Gull in VR

Virtual reality (VR) short films such as Baobab’s Invasion! or Oculus Story Studios’ Henry have proved to incredibly popular, showcasing how the two mediums can truly come together. Earlier this year technology company Limitless showcased its new Limitless VR Creative Environment with a VR short called Gary the Gull. Now the firm has released the interactive experience for free across multiple platforms.

Gary the Gull features a smart-mouthed bird who’s wandering around a beach. He’s trying to everything he can to distract viewers as he attempts to steal their lunch. The short film is far more interactive than others with Gary responding to words, gestures and gaze as he might do in real life.

Gary the Gull screenshot 1

“Since we first started showing Gary the Gull at GDC in March, the response from the film and game industries has been amazing and supportive,” said Tom Sanocki, founder and CEO, Limitless, Ltd. “We are doing something very special with characters in VR, making you the viewer feel as much part of the experience as the characters themselves. We think consumers are really going to enjoy this interactive experience and we look forward to working with our partners and customers to deliver more great VR content in the near future.”

Created by Mark Walsh of Motional Entertainment – an 18-year Pixar writer-director and animation supervisor who’s worked on Finding Nemo and RatatouilleGary the Gull makes its debut on PlayStation VR, Oculus Rift and HTC Vive respective stores, completely free.

VRFocus will continue its coverage of Limitless, reporting back with any further announcements.

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.

Create and Animate Faster with Limitless’ New Real-Time Animation and Editing Toolset

In June, Pixar and Bungie alum Tom Sanocki launched a new virtual reality (VR) platform called Limitless, allowing content developers to create interactive VR characters that respond to voice, gestures and gaze. Today Limitless Ltd has now announced a real-time animation and editing toolset as part of the Limitless Creative VR Environment, whilst opening the platform to select film and game studios this month.

The toolset allows rapid prototyping of animated VR content inside VR worlds, intuitively enabling character animation in real-time. Sanocki saw the need to reduce the countless hours VR directors and animators spent going back and forth between computer software and the VR environment.

Limitless_CreativeEnv_02

“We are all animators at heart – we learned the concept at an early age by playing with toys,” said Sanocki. “We just need to remove the barrier formed by software so we can all create stories using the inspiration that we already have inside of us.

“Right now the biggest need in VR is good content and that is largely driven by characters. Forming a deep emotional connection with the characters we care about hits the core of mainstream entertainment. Our platform solves the tricky task of creating interactive characters in VR, and now makes it easy for anyone to animate those characters in real time.”

The Limitless animation tools can be used with any VR environment and character that has been imported into this part of the Limitless Creative VR Environment platform. It enables rapid prototyping for newcomers plus there’s a tutorial character within the VR environment to help walk anyone through the animation process.

Professional animator Jon Collins, who has previously worked at Pixar, ILM, Blue Sky, Blizzard, and ToyTalk, currently leads UX and animation as the Creative Director at Limitless said: “As a layout tool, this dramatically increases the rate at which sequences can be assembled and iterated on in CG. What would have normally taken me an entire day to do,  I can now accomplish in less than an hour.”

“It has always frustrated me that although I can visualize motion and timing quickly and easily, the process of replicating these movements in CG with traditional animation software is time consuming and non-intuitive,” Collins added. “With the Limitless Creative VR Environment, both of these restrictions can be overcome in a matter of hours by anyone. By connecting a person’s innate ability to move their own body in beautifully rhythmic ways directly to VR characters in real time, the process of animation becomes much more intuitive and enjoyable.”

VRFocus will continue its coverage of Limitless, reporting back with any further updates.