PoseVR allows animators to freely control rigs in VR, changing the traditional animation production process
We've discussed many times that animating a VR project is different from animating a traditional linear viewing experience, but it's never been about VR tools having the potential to truly change the traditional animation process.
One of the most exciting examples is PoseVR. This latest in-house tool from Disney Animation Studios allows animators to freely control rigs in VR, in a way similar to stop motion animators manipulating objects in 3D space.
In '17, PoseVR was developed as part of an internship program at the studio and later used for their first VR project Cycles. In the video below, Cycles technical lead Jose Gomez, along with animators Wayne Unten and Alberto Abril, explain what PoseVR does:
The studio further added: "Removing inefficiencies and external distractions and allowing artists to focus on their work is one of our core principles in driving innovation. PoseVR is an experimental project aimed at demonstrating the potential of VR as a tool for CG character animation. . A multidisciplinary team of engineers and animators developed and tested PoseVR to invent a powerful usable rig in VR and test design and workflow assumptions. This tells us how we should scale our current workflow, It also demonstrates the strengths and potential of future animation toolsets.â€
"Cycles" director Jeff Gipson said in an interview that they used PoseVR to create the animation infrastructure and further optimized it in Maya. There are other tools in the industry that help animators animate in VR, such as Tvori. But Disney's PoseVR appears to be slightly ahead of its competitors when it comes to animation, because it's designed and developed for animators with direct involvement from Disney animators.
Further reading: Disney VR short film "Cycles" shows the family's 50 years of ups and downs in three minutes
Both PoseVR and Tvori are first-generation tools, but it's clear that VR has the potential to enhance the workflow of CG animation production. This is an area worthy of further exploration.
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