Computer Graphics World

July-Aug-Sept 2022

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j u ly • a u g u s t • s e p t e m b e r 2 0 2 2 c g w 2 9 ambitions to explore motion-print technology to develop person- alized movements in the Metaverse: "You buy the PFP [picture for proof]. We want to build our microverse in modules, so for example, with the fashion show, we want to make it possible for the JPunks to choose a door and walk out to a live stage aerward or into another Metaverse. We can build on the JPunks Metaverse with the community already using it. We want to add onto it; we do not want to be a closed shop." The Metaverse can only grow to its potential when assets and avatars can move freely from one platform to another. Even though there is no Metaverse yet, there are many platforms around that could be part of this Metaverse; ultimately, it's about interopera- bility. Currently, you cannot use your Fortnite avatar in Roblox, but many platforms are now built within Unity 3D, Unreal Engine, or, for instance, Nvidia's Omniverse. Moving the narrative forwards The ability to drive our avatars to move in the way we move in the real world is helping people to understand the potential of the Metaverse. While online interactive communities exist already in the virtual world, for instance in gaming, those avatars are still a borrowed identity of sorts, digital characters with their own precoded movements. The Meta Labs team shared how adding movement to their JPunks helped the NFT community to see their JPunk 'existing' in the Metaverse as an avatar and how they might want to devel- op their NFTs. Kevin Docherty, founder and managing director of Jpunks, commented, "We used motion capture for our JPunks catwalk, a snippet of which was shared in the 'mint release' social media post. It would be great to capture individuals' movements and match them to their avatar in the future." When people are able to steer their own character, they feel more connected to the avatar — and there's a tangibility to the virtual impact of how that character moves around in the Metaverse. In SINS, the new NFT project by Sombra, a sister company of Bonfire, the world's first blockchain-based VFX and content creation studio, founder Brendan O'Brien looks to use movement to change the way communities interact with video games and television storytelling. The show will see users being able to engage with the narrative in an unprecedented way. For O'Brien, this means looking to give SINS owners opportunities to work with motion capture gear and further embed themselves in the world of the story: "Once a user has a 3D NFT avatar, we have opportunities where people can learn how to do motion capture with their character." ¢ Remco Sikkema is the Senior MarCom Manager at Movella. facebook.com/CGWmagazine @CGWmagazine Immerse yourself in the latest industry news. Your destination for all things CG. Subscribe Today! CGW.com

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