Coco VR von Disney-Pixar soll nächster Schritt der Social VR sein

Auf der Konferenz Oculus Connect 4 gab es bereits einige interessante Ankündigungen. So wurden beispielsweise die Zusammenarbeit mit Google sowie neue Headsets angekündigt. Die wichtigsten Informationen haben wir in unserem VR Weekly Plus zusammengefasst. Doch auch das Animationsstudio Pixar veröffentlichte Neuigkeiten, denn sie kündigten die VR-Erfahrung Coco VR für Oculus Rift und Gear VR zum Start des neuen gleichnamigen Animationsfilms im November an.

Coco VR – Das nächste Level der sozialen VR-Erfahrungen

Coco VR von Pixar könnte es in sich haben, denn die Entwickler kündigten die VR-Erfahrung als den nächsten Schritt innerhalb der Social VR an. Dafür nutzt die App die neue Connect-Technologie von Facebook, welche diverse Features zur sozialen Interaktion ermöglicht. So sollen die Spieler in der Lage sein, gemeinsam mit ihren Facebook-Freunden die Umgebung im Reich der Toten zu erkunden und mit bekannten Charakteren aus dem gleichnamigen Film zu interagieren.

Disney-Pixar-Coco-VR-Oculus-Rift-Gear-VR

Mit Coco VR wagt das Animationsstudio Pixar seine ersten Gehversuche in der VR-Branche, das Projekt wurde gemeinsam von Disney-Pixar, Oculus und Magnopus entwickelt.

In den USA wird die neue VR-Erfahrung bereits auf verschiedenen Veranstaltungen gezeigt. So findet eine Vorführung auf dem Día de los Muertos Festival am 28. Oktober sowie auf dem Camp Flog Gnaw Music Festival am 28. und 29. Oktober statt. In diversen Kinos und Disney-Läden soll zeitgleich zum Filmstart in Amerika am 22. November ein Anspielen möglich sein. In Europa erscheint der Film Coco – Lebendiger als das Leben! am 30. November 2017.

Coco VR erscheint am 15. November 2017 für Oculus Rift in Amerika, während die Gear VR-Version am 22. November 2017 erhältlich ist. Wann der genaue Veröffentlichungstermin für Europa ist, steht derzeit noch nicht fest.

(Quellen: Road to VR | Oh my Disney | Video: Disney-Pixar Youtube)

Der Beitrag Coco VR von Disney-Pixar soll nächster Schritt der Social VR sein zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Get A Sneak Peek At Pixar’s Coco VR

Pixar are one of the most respected animation studios in the world, widely credited with being pioneers in the world of CGI animation. The company is taking its first steps into virtual reality (VR) with a new VR experience created to tie-in to upcoming animated film Coco. Some places in the US will even be able to check out the experience early.

Coco is inspired y the vibrant colours and artwork used in the Dia de los Muertos celebrations in Mexico, Coco follows a boy called Miguel who dreams of being a brilliant musician. He faces obstacles along his way, though, and Miguel unravels the history of his family through a journey into the Land of the Dead.

Coco VR was announced as part of the Oculus Connect conference, and is due to be launched on Oculus Rift on 15th November, and Samsung Gear VR on 22nd November, which is also the date the film is due to be released in the USA.

For users who are not keen on waiting, however, as there will be certain events that will let people get a look at the Coco VR experience. The events and locations involved are as follows:

  • Día de los Muertos festivals in Los Angeles, New York City, Houston, Phoenix, Dallas, San Antonio, Oakland and Chicago beginning Oct. 28
  • Camp Flog Gnaw Music Festival in Los Angeles on Oct. 28-29
  • Select Disney Stores and movie theaters nationwide through Nov. 22.

A trailer for Coco VR can be viewed below.

VRFocus will bring you further information on Coco VR as it becomes available.

Pixar Announces First VR Project ‘Coco VR’, a ‘Next level social experience’

Revealed during the Oculus Connect 4 keynote today, Coco VR is Pixar Animation Studios’ first-ever VR project, coming to Oculus Rift and Gear VR. Timed with the launch of Disney-Pixar’s new animated film Coco in November, Coco VR is described as a “next level social virtual reality” experience.

The brief gameplay footage shown the trailer, which appears to run at an unusually low framerate, shows various scenes in which players appear as characters from the Land of the Dead, with plenty of interaction and customisation on offer.

According to this report on Oh My Disney, the app uses Facebook’s technology to enable social functionality, allowing users to explore the world of Coco with their Facebook friends. Animation World Network reports that the project is “a co-production from Disney-Pixar and Oculus, with VR creative development and execution by Magnopus.”

Coco VR will be available for preview at various Día de los Muertos festivals across the US and at Camp Flag Gnaw Music Festival in LA beginning October 28th, as well as in select Disney Stores and movie theatres through November 22nd. The app is due to launch on Oculus Rift on November 15th, followed by Gear VR on November 22nd.

The post Pixar Announces First VR Project ‘Coco VR’, a ‘Next level social experience’ appeared first on Road to VR.

Marvel and Disney Reveal New VR Content

In addition to the raft of other big announcements at the Oculus Connect event was the slightly lower-key reveal of some of the new and updated content that Oculus Rift users can expect to come to virtual reality (VR) from Disney, Pixar and Marvel.

Lots of comic books fans are already excited for the upcoming title Marvel Powers United VR, but now it has been revealed that players will be able to wield the mighty hammer of the gods, Mjolnir and play as Thor, the God of Thunder. The short trailer gives a brief demonstration of some of Thor’s abilities, including the power to zap foes with lightning and throw Mjolnir for the full smiting experience. Marvel Powers United VR has already revealed a few of the playable characters who will be available, including Captain Marvel and Rocket Raccoon. The title is expected to be released some time in 2018.

You can watch the trailer for the reveal of Thor below.

Also upcoming from Disney will be a VR tie-in to Pixar’s new animated film, a story called Coco, themed around the famous Mexican celebration the Day of the Dead. The VR experience is being designed to let users enter and explore the fantastic, stylistic world inspired by the art and decorations featured in the Dia de los Muertos festivals that take place in Mexico and various US cities such as Los Angeles, Houston and Dallas.

The Coco VR experience is being developed by Pixar in collaboration with Oculus, and will mark the first time the famous animation studio has ventured into VR. Coco VR is due to come to Oculus Rift and Samsung Gear VR on the 22nd November, 2017, the same date that the feature film is due for release.

VRFocus will bring you further news on new VR content from Disney as it becomes available.

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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Bounce is a Physics-Based Puzzle Title Announced By Steel Wool Studios Created By Former Pixar and Lucasfilm Employees

Today it has been announced that Steel Wool Studios, previously known as Steel Wool Games, the developers of Quar: Battle For Gate 18, is now bringing a physics-based puzzler to both the HTC Vive and Oculus Rift.

By looking at the teaser trailer below you can already get the same feeling as when you watch the famous Pixar Lamp intros to its earlier movies, and it’s no wonder as the developers are former Pixar, Lucasfilm, and Telltale Games employees. Bounce is all about combining narrative elements of animation films with  intricate gameplay mechanics of VR to create the ultimate puzzle adventure. Players are to help D1G-B, their robo friend, in bouncing, slinging, jumping, shooting, and rolling his way through a labyrinth of rooms on a spaceship to get to his final destination.

bounce screenshot

Bounce started off as an early experiment to see how far we could push the limits of VR to challenge players,” said Jason Topolski, co-founder of Steel Wool Studios in a press release. “By introducing a narrative element, which is core to our game philosophy, we think we’ve added a cool new dimension to the physics game genre that will keep the players excited about what happens next.”

The studio went on to explain: “As the journey progresses, so does the insanity, with moving blockers, laser gates, gravity wells, and multi-floor rooms all working to impede your advance. D1G-B’s fate is in the hands of the players… will they be able to keep their promise of helping their robotic friend reach his new home?”

There is no confirmed date for its release but it is for both Oculus Rift and HTC Vive.

For more on the latest releases, as well as all the news, updates, and features in the world of VR, make sure to check back with VRFocus.

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.