Home Creators Posts Import Register Favorites Logout

Content

Hello everyone!

This is a continuation from looking back at past works vol.2.

- 2020 -

- Now that Oculus hand tracking has been implemented, I have done a test implementation so that PlayAniMaker can run on Quest. hand tracking is not yet accurate, so I have not implemented it in production.

- PlayAniMaker now has an animation recording feature. I have been wanting to create an animation record for a long time, and now I finally have it.

- This is an animation style explosion effect made with Unity's particle system. It is made with flat polygons, so it is easy to use with less processing load.

- I made the facial expression control I was working on before so that it can be used with VRM format models. This completed a control that can be used universally.

- This is an experiment to reproduce the screen effects of Anime on Unity.

- We created various scenes and tried them out.

- I have considered the linkage between the eyes and the head. It is a subtle change, but the left one is controlled so that the eyes move first and the head follows.

- This is a comparison of eye and head interlocking. I made a comparison of the different viewing angles of the eyes.

- I was making a short introductory video to summarize the know-how and what I noticed while making it.

- Differences in the way the camera is moved.

- Talk about adjusting the look and feel to match the camera angle.

- Difference between screen shaking. Difference between shaking by movement and shaking by rotation.

- When creating 3D animations, I created a system control to prevent the feet from penetrating under the floor.

- I made a variety of eye textures, available at Booth.

- I wanted to create a film-shot atmosphere like that of the 90's Anime, so I created it in Unity.

- Practice making an Anime-style model. Just by changing the texture, the atmosphere changes drastically.

- Practice for animated Anime-style animation. 

- I tried to see if I could use Unity's shaders to automatically create a perspective like Anime. It only stretches the part of the image that is close to the camera.

- Oculus Quest version of PlayAniMaker has been released to App Lab.

- Practice creating Anime style using Unity.

- We use Mesh Cloth to move the parts of the body that do not have bones in them, such as clothing.

- This is an experiment in synthesizing live-action and anime characters on Unity.

- Anime-style expression practice.

- Automatic color correction has been reworked into a new system. It is now even more accurate than before.

- Test to try to make autofocus.

- This is an experiment in creating a cartoon-like scene in Unity. It took me longer to create the effects than to create the atmosphere.

- I went inside a scene that was produced using VR. It was fun to capture interesting footage, like a making-of video.

- Here is a demo reel of the work we have made so far.

You can see it on YouTube.

https://www.youtube.com/watch?v=eC_Om8idXTo 

Vol. 3 ends here!

Vol. 3 is now a summary up to 2020 - 2021. I plan on making them by fiscal year from here on out!

Files

Comments

g1

this was such an amazing look back. i had no idea there was this much history!