The creation of a believable mixed reality application often requires an attentive audiovisual calibration. For the non-initiated, mixed-reality (MR) aims to blend the real and virtual worlds into one dependent scene, where the digital elements adapt to the local boundaries that define our space. Most high-quality use-cases are now location-fixed and require the touch of an engineer or a design artist to tune and blend the elements together (but mobile augmented reality apps are now a common example for smartphones).
By using the material captured in the previous session, we decided to create a VR/MR collaborative demo, where a live percussionist would play along the pre-recorded musicians represented as digital character. In the same space, an audience member would then be able to observe and hear both the digital characters, and a live digital avatar of the real-time percussionist, through VR goggles.
The ultimate goal here is to provide to the audience the concurrent impression of both “being there” with the musicians, and them “being here” with the observer. In other words, a coherent cognitive space needs to subjectively exist for the participants to feel compelled by the experience.
To make our digital characters, we imported the motion capture data from Motive into Maya to rig a skeleton figure. That skeleton was then used to animate whatever digital asset we wanted to test in Unity. Our djembe percussion trio was thus transformed into sort of video-game animations.