Off World Media Production Toolkit
In today’s lesson, we explored the process of creating 360° videos. I’ve always found the 360° perspective fascinating, whether in games, animations, or virtual experiences. Unlike traditional formats which lock the viewer into a single, director-chosen angle, 360° videos invite us to take control of the experience.
What makes this format so engaging is its interactivity. As viewers, we’re no longer passive observers; we can choose where to look, allowing us to feel immersed and even part of the scene. This sense of presence adds a new layer of storytelling that I find far more exciting than static viewpoints.
To start with, we had to download a plugin from OFF World.

This plugin is also useful because it includes Sprout.
Sprout refers to a feature that enables different software programs to connect with each other. For example, when OFF is added to Unreal Engine, it allows us to link it with TouchDesigner. This means we can view and interact with what is happening in TouchDesigner in real time within Unreal before rendering anything. It creates a smoother, more integrated workflow between platforms.
We could then start with the 360 camera.


To create a 360° video, we first adjusted the project settings and added new Blueprints within the level. We then used the Sequencer to animate the scene, followed by rendering the output. Finally, we made minor edits using Media Encoder. With these steps completed, the 360° video was successfully produced.
Experimental Project Progress
As part of my experimental project, I have been testing various aspects of the credit sequence in stop motion animation. Key considerations and constraints I encountered include:
- Camera Limitations
- Zooming in or out is not possible during filming.
- Choice of camera setup (e.g., top view vs. front view) must be finalized beforehand.
- Stability and Movement
- The stability of the armature directly affects the flexibility and smoothness of the animation.
- The tripod was taped to the floor to ensure a stable shooting setup.
- Frame Rate
- Different frame rates were tested to determine their impact on motion quality and pacing.
- Editing Techniques
- Explored the use of copy-and-paste techniques to streamline the editing process.
- Lighting Conditions
- Lighting must remain completely consistent; any changes can disrupt visual continuity.
- Frame Ratio
- The aspect ratio needs to be determined before shooting, as changes are difficult later.
- Pre-Production Planning
- Stop motion requires detailed and precise setup in advance due to the limited ability to make changes once filming begins.
In this version, I accidentally switched on a light during the final part of the video, which resulted in an abrupt and noticeable change that disrupted the visual consistency.
This is some testings with another shot, but I will fix it and polish it soon.
Although this version maintained consistent lighting, the frame size appeared distorted. It looked different after export compared to how it appeared during editing. I later realized that the frame size should have been properly adjusted before filming the animation.
This was another test using the previous version of the rig, which was more fragile and allowed movement only in the tail.
This is the final selected shot for the animation, chosen after extensive adjustments, testing, and experimentation prior to filming. However, there is still considerable post-production work remaining. I plan to hand-draw the side characters and background, remove the green screen and rig from the footage, and add sound effects and music to complete the project.
Here is another behind-the-scenes video of my process. Stop motion animation is a very time-consuming and patience-demanding task, as adjustments cannot be made on the spot. Instead, any errors require redoing the sequence from the beginning.