As for Japanese Vtuber (virtual idol) reports, Gyroscope has written a lot, 2018 can even be called the "first year" of Japanese virtual anchor. As of a few days ago, Japan had more than 6,000 virtual idol characters.
As businesses, individuals and capital poured into the frantic fighting, 13 Japanese companies joined forces in an attempt to set new standards for this chaotic new field.
Nbsp; 13 Japanese enterprises established virtual idol standard VRM alliance-nbsp;
Just on the 20th of this month, 13 Japanese manufacturers such as DWANGO jointly launched the VRM Alliance in February 2019, aiming to unify the file format standard of 3D virtual idols, and then push the format standard to the world.
"The emergence of virtual idols is a rare phenomenon in the world, and Japan will define 3D virtual idols before overseas." Virtual Cast's Yancheng Jinjie said.
The 13 companies involved in standard-setting are IVR, XVI, S-court, cluster, Crypton Future Media, SHOWROOM, DUO, DWANGO, Virtual Cast, Pixiv, Mirrativ, Unity Technologies Japan, Wright Flyer Live Entertainment.
In the new standard, not only will Avatar be injected into personality, but also its right to use will be redefined. For example, a 3D model, which has inherent personality and freely set performance personality, can be used only by itself, under specific conditions, and all people can use three options.
It also includes role-making tools, VR space gathering services, VR space communication, VR games (live games), VR live broadcasting activities and so on.
In addition to their existing products corresponding to the new VRM standard, 13 companies also hope to unify this standard to all virtual idols in the market, strengthen the relationship with IP-owned enterprises, official enterprises and overseas enterprises providing VR-related services, and promote the popularization of VRM standards.
In addition, it is working with Cronos Group, headquartered in the United States, which has launched the standardized 3D data format "glTF 2.0". The group's Neil Trevet representative commented: "VRM is dynamic because it is based on glTF 2.0 and we will work closely with the VRM Alliance to maximize compatibility and synergies."
It is reported that Dwango began to provide VRM in April, which is independent of platform and application. If the application is appropriate, users can use the same Avatar in different environments and applications. With these 13 companies as the leader, 3D Avatar applications that can generate VRM format and VR applications that can use Avatar as a head image will be launched one after another.
Virtual idols have personality, everyone has Avatar era will come-nbsp;
"In the past, Avatar was just data, but when it became a virtual idol, it had a personality. I want to realize the international standardization of VRM while emphasizing the correct maintenance function. Yancheng mentioned.
Japan is the birthplace of the second yuan, including virtual idols. Even Japan is a miracle country that can personify everything. Whether it's a refrigerator or a sword or a weapon at home, or a human body cell, it can be crowned with all kinds of personality.
Based on its existing cultural genes, virtual idols can suddenly erupt in this market.
At the end of last year, virtual idols of four heavens - Aisai, Huiniyue, MIRAI AKARI&, SHIRO and Lori Fox Madame succeeded in triggering the boom. Among them, the most popular Aisai has nearly 3 million fans on YouTube channel, with a single platform playing over 100 million and a single video playing volume ranging from hundreds of thousands to millions.
Between the end of last year and the middle of this year, the number of virtual idols in Japan has surged to more than 4,000. According to Cyber-Agent data, Japan's domestic virtual idol market was 21.9 billion yen (1.27 billion yuan) in 2017, an increase of 2.2 times compared with 2016. In December 2017, the number of virtual idol Top50 channels logged on was 1.62 million, while in June 18th, the number increased five times to 8.25 million, and the total number of virtual idol channels has reached 10.89 million. And it is still in the trend of rapid growth.
Like the trend of channel attention, the number of video broadcasts of virtual idols soared from December 2017 to June 2018, from 249 million in December last year to 640 million in June 2018. The total number of virtual idols played was 690 million. From the beginning of Aisai, to the present day, large and small enterprises in Japan actively promote the image of virtual idols, 2018 has been called the "first year" of Japanese virtual idols.
According to Ichiro Kondo, president of XVI, "Demand for 3D Avatar is increasing due to the commercialization of VR equipment. Now SNS configuration file icon or image file, and VRM will become the VR era icon file, everyone can have an Avatar era will come.
Nbsp; conclusion & nbsp;
Through the crazy development, the low threshold of virtual idols has led to a lot of low-quality products on the market, including the commercialization of virtual idols is also very messy. The establishment of VRM may enable virtual roles to form a standard in application, independent of the characteristics of any single platform, but also to have a wider applicability.
Virtual idols are not VR in strict sense, but they can be used in VR to fill the content of VR. Users can watch live virtual idols, videos and other videos with VR glasses, as well as in existing PCs, mobile phones and other carriers. The rise of virtual idols has brought new ways to maximize the value of IP and opportunities to create new IP.
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