Add Interactivity to your 360-videos!
Do you have a 360 camera? Do you want to make interactive VR-storytelling, but don't have the skills to do VR-models. Then SceneThere is for you! SceneThere's solution automates the creation of interaction in 360-films. Use our mobile editor for Android to define how your Scenes are related to each other, and upload it to our cloud and publish it to Web or VR.
Use a 360 camera to shoot a number of clips from different camera positions. Use our Companion app to record metadata while you are recording. If you have existing video-footage that you want to create interaction for that is also possible using the Companion app.
Our platform supports any 360 cameras such as Samsung Gear360, GoPro Omni, Insta360 Pro, Garmin or Kodak.
SceneThere's backed automagically generates the interactive experience based on your 360-video footage and the metadata from the companion app.
You can now choose to publish your world either on the web, or in VR. You can choose to publish it as a whitelabel app or have your experience appear in the SceneThere app for GearVR.
The SceneThere viewer app is available in Oculus Store for GearVR here
Signup for early access
SceneThere's Mobile Editor is available through Google Play store . If you want to join our Beta program, please sign up in the form below:
How to add interaction to your existing 360-videos
How to record an interactive 360 video tour
What Video settings should I use?
The resolution that plays back on the GearVR is maximum 4k (4096 x 2048), and with a framerate of maximum 30fps, so we usually do the post in maximum quality, and then I have a Preset for changing framerate and set the compression.
We support H264, but recommend using H265, to save space.
The Premier-preset that we are using is setting the framerate down to half the framerate from the goPros, which means 29.97fps. We then usually set a target Bitrate to 7Mbps and Maximum Bitrate to 15. This has worked pretty well for us when there's not too much movement in the 360-material
Do you support stereoscopic Video or Spatial Audio such as Ambisonic?
No, not yet, but our engineers are hard at work integrating this feature.
If I get the camera direction wrong, how should I compensate it to get it right?
If you see that a blue dot is too far to the left of the target, then you need to turn the camera direction counter clockwise
if the dot is too much to the right, turn it clockwise
Left: Counter clockwise