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Tobii XR USP Animations
Project Type
3D Animation
Date
April 2023
Role
Animator, Lighting & Rendering, Compositor, FX
This project consists of several videos to showcase how Tobii's eye tracking technology stands out above the rest. All projects were made in C4D and rendered with Octane.
All scenes started out with the same desk scene. Character was created in Character Creator and then ported over to C4D as an fbx. Using IK rig functions, the character was added to reach over and pick up the headset. Some IES lights were added for a dramatic looking scene, with metallic shapes in the background completed the shot.
Please click the below video(s) for full screen and sound!
USP1
The brief for this video was to create an animation which showcases the Tobii XR's capability's when it came to optimization. The VR eye tracking device focuses on the eyes movements, only fully rendering what's in view.
Using some futuristic city assets as the base of the scene. The scene was lit at night and had an array of emissive materials to add to the futuristic neon vibe. Volumetric fog was then added.
Cars were setup on a path cloner, infinitely driving up and down, which really helped for ease and speed. The camera was animated on a head height spline, with added shake effects for realism.
Finally it required some added 2D elements in After Effects to aid the products capabilities.
USP2
This video was to highlight the better natural interactions that eye tracking can give the user over standard VR.
I did the animation, lighting/rendering and compositing for this project. I modelled up a base cave using some cylinders. A rocky material was added with displacement to the cylinder. A spot light with a IES texture was added and parented to the camera to follow the 'head' movements. Using Mixamo, character animation was added for the pick up and opening of the cabinet door, animating various objects to add to the motion of the character.
USP3
This video was to made to show how eye tracking can make using user interfaces and selecting objects in VR environments easier to use.
I did the animation, lighting/rendering and compositing for this project
Using a pirate gaming level asset, a sunny HDRI and a volume cube was added to simply light and setup the scene. The camera with added camera shake was used in conjunction with more Mixamo mocap to show the users character interacting with selected objects.
C4D fracture was added to the target, and tweaked so it had more of a wooden light break. Also a X-Particles coin burst was added to the edges of the frame.






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