The VR Stories module provides several options for creating animations. The first of these is whether to record a continuous or step by step recording. In continuous recording the user starts recording and the software automatically and continuously records the user's actions. This method is in some sense easier as there is no need for the user to actively interact with the recording process except to terminate the recording when finished. However, this method functions best if the user has already prepared what they want to show in some detail to avoid having to start over again each time a hesitation or mistake spoils the recording. therefore, some rehearsal is highly recommended.
In contrast, the step by step recording requires that the user actively records each transition step much like the storyboard works in arivis Pro. This is a little more laborious, but gives the user plenty of room to explore and refine each step in the animation to ensure the best results.
VR Stories can include changes in position and scaling of the volume, position of the clipping tool, opacity changes, changes in rendering mode, and object visibility. However, they do not include object segmentation or isosurface modifications, and generally the creation of manual measurements. If we want to record such things it may be best to use screen recording software to capture what is shown in the arivis window, which mirrors what the user sees in the glasses.
The main advantage of creating animations over just recording the screen is the ability the generate higher resolution movies than what we may be capable of displaying in the headset.
As mentioned in our VR introduction page, one key aspect of creating a useful and comfortable VR experience is the ability to render high quality renderings very rapidly through the headset. This is the main reason that arivis VR requires a desktop GPU based rendering. But even with powerful desktop GPUs some compromises must be made to render quality and resolution to guarantee a fast frame rate, more so for large datasets (typically anything larger than 1000x1000x1000 pixel equivalent). But while a high frame rate is clearly important while the users is wearing a headset, once an animation is recorded we can usually afford taking a little more time to generate a movie of higher quality from the animation when the user is no longer wearing the headset. If using screen recording software there is no option to generate higher quality movies than what is visible in the headset. However, exporting animations as movies does provide the option to generate higher resolution renderings.
Recording an animation in VR, especially when in continuous mode, is quite similar to recording footage using a hand-held camera. The continuous recording smoothes out the movement by sampling the position every second, but care should be taken to minimize head movements when recording.
Also, because the VR experience is generally quite fluid, adept users can tend to navigate rather quickly through their datasets, and while this feels very natural with the headset on, it can leads to animations that are much too fast for an outside viewer to follow. Therefore, when recording animations it is recommended to:
- take your time
- avoid fast and/or wide movements
- pause regularly to allow your audience to focus on what you want to show them
- remember that the controllers are not visible in the exported video so they cannot be used to point at specific structures or objects
- use object visibility filters from the main menu to allow your audience to focus on specific objects as needed