In the field of VR animation, character creation and animation are some the most explored areas. Pioneers like Goro Fujita and Daniel Peixe have extensively utilized the software Quill for traditional animation. While I have also worked on animating cartoon-style characters for festival trailers and music videos in the past, during my research into VR and XR, my focus has shifted towards exploring more experimental opportunities in Expanded Animation.
During a visit to Aalto University’s 360° immersive room, I decided to test its capabilities using a character created in Quill. This experience was intended to inform the display of the Anamorphotrope installation in the 360° room.
Below are some quick renders of the character and a test of the character imported into a 360° Unreal environment.
The 360° test revealed some issues with the actual 360° system (Igloo), such as misaligned projectors. However, the process of importing and using VR animations in Unreal environments for immersive installations was very promising.