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Flipside Alpha Update #14 - Improved lip sync accuracy, camera zoom, and loads of fixes!

- by John Luxford

Hey there Flipsters!

Here's another update we think you're going to love, so let's jump right in!

Much improved lip sync timing!

We spent a ton of time honing our lip syncing and we're finally ready to unleash the results of those efforts. With some clever hacking, Flipside's lip sync responsiveness is now more than double what it was in previous releases!

This is a huge leap forward for improving the quality of Flipside's output, and will make a noticeable difference for everyone.

Use the joystick/thumbpad to zoom on the handheld camera

This is another feature that's been requested several times, and it makes a big difference in using the handheld camera. Just press up/forward to zoom in or down/backward to zoom out. It feels very natural to use.

Other bug fixes and improvements

  • Remember if you're in fullscreen mode on next launch
  • Improved hand positioning so it's easier to press Stop Recording on Vive
  • Fixed preview cameras rendering too soon and showing inaccurate previews
  • Fixed Play button on in-VR camera switcher not switching to Stop button
  • Fixed character scale differences on the characters palette

Thanks again to all our users. We're working hard to bring a level of polish to everything in Flipside in order to make your productions faster, smoother, and better.

Every week we say this, but we're still just getting started. There's so much coming in time that Flipside is only going to get better and better until it's just the most natural way to create animations, period. So thanks for coming on this journey with us!

The Flipside Team


How Flipside was born

- by John Luxford

As you may remember, we recently renamed our company Flipside XR from our former name, The Campfire Union.

As The Campfire Union, we experimented a lot with VR as a medium to really understand its strengths, constraints, and particularly, its creative potential. We experimented with everything from games, to virtual relaxation, training, and 360 video, but we just kept coming back to what we all were outside of VR, artists and performers.

Officially, we started Flipside in spring of 2016, but its conception goes much further back than that. All the way back to Peg Jam 2014 in fact, where Les and some friends made Party Sketch 3D, which is kind of like Tilt Brush meets charades (the charades concept would become one of our first experiments in Flipside).

In 2015, we ventured into our next creative VR experiment with a dance / music performance app called Lightshow. Lightshow was inspired by art forms like fire spinning, poi, hooping, and gloving. Lightshow recorded your dance movements and people could watch your performances over the web.

Lightshow was made on the Oculus Rift DK2 with a pair of Razer Hydra controllers. Because the Hydras used electromagnetic sensors, they used to freak out when you moved your hand too close to the metal edge of our whiteboard, which happened a lot because we were crammed into a tiny little office back then.

We learned a lot from that experiment, let it stew for a while, and turned that learning into Flipside about a year later by combining the performance elements of Lightshow with the basic multiplayer code from our Lost Cities VR game, which was midway through development at that time.

Here's a video of Les and John demoing Flipside in May 2016:

You can even see Lightshow's light streams on my hands in the Flipside demo around the 0:50 mark. But this time, we had also decided to focus more on characters, because we realized that the performer is at the center of any performance. We knew we needed to go deep on characters, so we started down that path right away in Flipside.

The next thing we built was Flipside's Magic Pencil, which lets you draw your own props and use them to improvise. We even built a timer and a random drawing suggestion that would appear only for the person in VR, and we played a big guessing game with the Winnipeg Alternate Reality Club (our local AR/VR meetup). Super fun night!

We definitely knew we had a long road ahead to achieve our vision for Flipside, but that's life for what was then a team of four people bootstrapping a startup with service work, creating a 360 video experience with the CMHR, and finishing their first VR game (with multiplayer no less!). So I'm rather proud of what we accomplished that year :)

Here’s the earliest blog post we could find about Flipside:

That was also the year that Les won a whopping $100,000 pitching Flipside in a local pitch competition, which was the spark that enabled us to shift from service work to working on Flipside full-time. That led to us joining Boost VC’s Tribe 9, where we met lots of other awesome sci fi startups (as Boost VC likes to call us), and a seed funding round in 2017.

At Boost, we met San Francisco comedian Jordan Cerminara and created a YouTube series called Earth From Up Here together, about an alien newscaster named Zeblo Gonzor who delivered weekly updates about the strange things happening down here on Earth. That show proved what people could do with Flipside, and helped us learn from working in collaboration with a writer and actor to help shape and improve the app for future users.

Fast forward to March 2018, we were finally ready to take all that learning and share it with the wider VR creative community. We first released Flipside in early access on SteamVR and soon after on Oculus Home as well. The positive reviews and the response was amazing!

Since then, we’ve made over a dozen updates with tons of improvements and new features to help Flipside’s creators. Custom character and set importing evolved into shared characters and sets. Our early camera controls evolved into a complete in-VR camera switcher (and we have lots more up our sleeves too).

Most recently, we brought Flipside on stage in the form of a TEDxWinnipeg talk that John did in June about how virtual avatars are revolutionizing our sense of identity. And hot on the heels of that, we partnered with local improv duo Stephen and Caity to put on a live animated improv theatre production called Pixels that uses Flipside to render the show in real-time as they act it out in a pair of HTC Vive headsets. The show opens for 10 days starting this Thursday, July 19.

So what’s next?

It's safe to say that at this stage of VR and AR (or just XR), no one knows how to define an "XR show" or "XR entertainment" yet. We have some examples of it, but we've barely scratched the surface (just like two years in, we’ve barely scratched the surface of what Flipside is going to grow into).

And certainly no one company should solve that all by themselves, either. We don't live in an echo chamber, and we're going to discover more and faster if we all put our heads and hearts into it.

That's why our philosophy centers around the believe that the more the merrier in figuring that out. It's a big world, and we believe there's room for all our voices as we discover how to create beyond reality’s limits, together.

Join us in discovering new formats, techniques, and rules for storytelling in a whole new immersive medium.


Flipside Alpha Update #13

- by Rachael Hosein

This update is one that many of you have been waiting for! We have some great bug fixes, a new character, and best of all — an in-VR camera controller!!!

In-VR camera switcher

The feature that so many of you have requested is finally here! We now have a camera switcher that lets you control your camera moves and settings in VR. We'll be polishing it up as we go, but figured best to get it in your hands as soon as possible. To access the in-VR camera switcher, press Alt + S on your keyboard.

Fullscreen mode

This mode works hand-in-hand with the in-VR camera switcher. To hide the camera switcher interface that appears on your computer screen, press Alt + S. This will let you record full screen output through OBS and will pop up your in-VR camera switcher.

Meet Bones

We've had this character in the hopper for a while now and figure it's just about time we introduced you to bones, the skeleton version of our first dinosaur character!

Dynamic lights

We've added a new dynamic light prop to the set builder, which you can find under the Show Tools category. The dynamic light lets you place and control your own lighting on any set, and you can even grab them to modify your lighting during your shows!

Bug fixes and other improvements

  • Custom imported props now support up to three texture images instead of just one.
  • We've improved the lighting settings on several of the existing sets.
  • Improved accuracy of pressing buttons in VR when moving very fast.
  • Improved the automatic feet movement to feel more natural across more character styles.
  • New users can now use Flipside without having to register for a creator account. When you're ready to use features like the Flipside Creator Tools to add your own characters, sets, props, or to customize your slideshow and teleprompter, just enter your email and we'll email you your new account details.

Congrats to our first contest winner!

A big thanks to everyone who submitted an entry to our very first creator contest. We received some great entries and announced our winner on Friday. Congratulations to our winner Dorothy Jean Thompson (@vrgamedevgirl). Check out her entry below!



Flipside Alpha Update #12

- by Rachael Hosein

This update includes some great new additions - Shared characters and sets, in-VR controllers for the slideshow and teleprompter, actor marks for framing shots and knowing where to stand, numerous bug fixes, and our first Flipside contest!

Download Flipside Studio for free on Oculus Home or Steam.

Shared characters and sets

You may have noticed some additional fields recently added to the website when uploading your characters and sets.  Those of you who have guessed it are right!  Any characters or sets that our creators choose to share are now available for all on the sets and character palettes.

This also means that from now on, more characters and sets are going to be available to everyone, and on an ongoing basis, not just when we update Flipside itself.

Slideshow controller

Controlling your slideshow is now much easier!  We've added a slideshow controller prop that lets you see your current slide, move to your next and previous slides, and jump to the first or last slide.

Teleprompter controller

Similar to the slideshow, we've also added an in-VR controller for your teleprompter!

Actor marks

To help with setting up your shots during set building, we've added an actor mark prop to the show tools palette.  Use the actor mark as a stand in when setting up your cameras and dressing your set.  When recording, the mark will appear as an 'x' on the ground so you know exactly where to stand.  The 'x' works just like the other user interface elements like the palette, they are only visible to you unless you want the user to see it.


  • Fixed a bug where hands were not appearing for some users.
  • Improved our offline support (once you've run it once it should load existing assets, but not everything will work).
  • Fixed actors potentially ending up inside the floor on custom sets.
  • Fixed a bug where recording cartridges could fail to load.
  • Fixed scaling limits on imported props so they're manageable. You can still scale them in-app afterwards.

Contest Time!

With this update, comes the very first Flipside Creator contest!  You could win a $50 Steam Gift Card.  We’ll give you the script and you make a recording using Flipside Studio.

Flipside Skit Contest

Visit the Contests page for more details.


Preparing an Adobe Fuse character model for Flipside Studio

- by John Luxford

In this tutorial post, we will show you how to prepare an Adobe Fuse character model for importing into Flipside Studio.

Adobe Fuse is a 3D modeling app that makes it easy to create unique human characters in minutes, without having to be an experienced 3D artist.


This tutorial assumes you have installed and setup both Adobe Fuse as well as the Flipside Creator Tools.

Step 1. Create your character in Fuse

Launch the Adobe Fuse app and create a new character by choosing File > New Model.

To build your character, under the Assemble tab, first choose a head from the list on the right, followed by a torso, legs, and arms.

Next, click on the Customize tab to reveal the available customization options. Feel free to modify these to your liking.

Next, click on the Clothing tab to choose the clothing for your character. You can choose from a variety of tops, bottoms, shoes, hair, hats, and more.

Lastly, click on the Texture tab to modify the textures on your character. This lets you control all aspects of your character's textures and how they look and feel.

Step 2. Send to Mixamo

To finish the rigging stage of our new character, Fuse relies on another Adobe product called Mixamo. When Fuse sends your character to Mixamo, it will automatically rig your character for you, but before completing the import process there is one setting you will need to change.

To send your character from Fuse to Mixamo, click on the Send to Mixamo button in the top right corner. This may take some time to process in both applications, so you'll need to wait for the exporting and importing processes to finish before continuing.

When you see your character animated in the Mixamo Auto-Rigger, before clicking Finish, change the Facial Blendshapes setting to Enabled. This ensures that your character's facial expressions can be connected to Flipside Studio's facial expressions and lip syncing capabilities.

Step 3. Download your character model

After clicking Finish, Mixamo may show a "Proceed with this new character?" warning. Click on the Use This Character button to proceed.

You will now be shown a page with two download options. Make sure to choose the download option for 3D Software, and not the option for game engines.

When Mixamo asks you to choose your download settings, leave the default options as is.

You are now ready to import your character into the Flipside Creator Tools! Here are some links to guide you through the next steps:

  • Using the Flipside Creator Tools (video-based tutorial)
  • Creating a custom character in the Flipside Creator Tools (text-based tutorial)

    Flipside Alpha Update #11

    - by Rachael Hosein

    This update has some new character additions, new features, and as always some bug fixes and polish.

    New characters

    Now that Flipside characters support realistic hair, cloth, and tail movement, we thought we'd release some showcase characters so everyone can see how awesome this feature is.

    Let's all take a moment to welcome Elephant, Giraffe and Warrior Goblin to the Flipside character crew!

    Twitch chat

    You no longer have to peek through the bottom of your head set to see your Twitch chat!  We've added a Twitch chat viewer to the Show Tools category of the Set Builder, so you can view and display your Twitch channel's chat conversation inside your Flipside shows!

    We know that your connection to your audience is a vital aspect of the Twitch experience, and now you can interact naturally with your audience as you stream your shows from Flipside.

    Facial expression mapping is way simpler

    There's a new version (v0.10) of the Flipside Creator Tools that makes it WAY simpler to map your character's facial expressions. This was the most challenging aspect of character importing, and this fix ought to make it much easier now. It also has little preview buttons to test how each expression looks before building and uploading your characters into Flipside!

    We've also added a marker that shows you where the origin point of your scene is when creating sets. This was one of the most confusing aspects when adjusting your set's position in the scene, and should be much easier now.

    Loading notices and alerts

    You may be thinking...what loading notices and alerts?  We originally had the loading notices and in-app alerts pinned to your hand, which went unnoticed for some of our users.  We've moved them to pop up right in front of you so you don't miss the important messages (but mainly so you can check out our awesome loading animation in full view).


    We've added a small watermark to the video output from Flipside because we need to promote Flipside to the world. We've had several requests from users to add one, but we can foresee some users wanting it removed too, so if you're one of those users talk to us and we can work something out.


    • Fixed the wonky knees on our characters
    • Fixed playback issues with characters using our simplified lip syncing
    • Improved the hand positioning for HTC Vive users to feel more natural

    Using the Flipside set importer

    - by Rachael Hosein

    In this tutorial post, we will show you how to import a set into Flipside.


    This tutorial assumes you have installed and setup the Flipside Creator Tools

    Step 1. Get a set model

    For this tutorial, we're going to use Cube Room by Naomi Chen from Google Poly. You can source any model you would like to use for your set, all you will need is an .obj file for the model, a .mtl file for its material, and any associated textures. 

    Step 2. Import your set into Unity

    Launch Unity and have the Flipside Creator Tools set up.

    If using Google Poly to get your set model:

    If you have a model from elsewhere:

    • Import your model by choosing dragging the .obj, .mtl and any associated texture files into your Unity project
    • Create a new scene in Unity by choosing File > New Scene
    • Place your set model into the Unity Scene by dragging it from the project panel into the scene

    Step 3. Clean up

    Since you don't need the default camera and light, delete them from the Hierarchy panel.


    Step 4. Convert your scene into a Flipside set

    Convert your scene into a Flipside set by choosing Flipside Creator Tools > Create Set From Current Scene.

    Step 5. Input the Set Info

    With the root set object selected in the Hierarchy panel, go to the Inspector panel to access the Set Info.

    If the set model is under a Creative Commons with Attribution license:

    • In the Inspector panel for the set, add the creator's name in the Attribution field.

    Position the set so it's on the floor of your scene:

    • In the Inspector panel for the set, position the set so the floor of the set is the same as the floor of the scene by using the Transform handles or going into the Inspector panel for the set and adjust the Y value.

    Step 6. Create the set bundle

    In the scene window, click Build Set Bundle.  Once the set building process is complete, click on Find Set Bundle File to locate your set file.

    Step 7. Add the set to your account

    • Go to and log into your Creator account.
    • Navigate to the Sets section and click the + icon to add your set.  This will bring you to a page where you can upload the set file from the Flipside Creator Tools, a thumbnail of the set, and an attribution to the set creator.

    Step 8. Launch Flipside and check out your set

    Once your set has been added to your Creator account, launch the Flipside app and check out your new set!

    For a more detailed breakdown of how to import your own set, visit Creating a Custom Set in the Flipside documentation.


    Flipside Alpha Update #10

    - by John Luxford

    This update has been a few weeks in the making, and we're super excited to share these improvements with you, so let's jump right in!

    Import your own custom sets

    The Flipside Creator Tools now support importing not just your own custom characters, but your own complete sets too! Along with our custom props and skies, Flipside Studio is now the only VR animation software that gives you complete control as a content creator.

    Our mission is to empower you as a creator, and this is the last major piece of that puzzle in terms of customizing your shows. But don't think that means we're close to finished; we're only going to make it better and better from here.

    Click here to learn how to create your own custom sets.

    Realistic hair, cloth, and tail movement

    Flipside's character importing now works with Unity's Dynamic Bone plugin for more realistic hair, cloth, and tail movement. This is part of our continued effort to make your characters - the heart of your shows - come to life.

    Flipside's characters now support facial expressions, lip syncing, natural eye movement, full body movement and tracking, and now realistic hair, cloth, and tail movement too. And we're proud to be able to say that every one of these features works through the Flipside Creator Tools, because it's the same tool we use to build our own character sets too.

    Click here to learn how to add realistic hair, cloth, and tail movement to your custom characters.

    Simplified lip syncing option

    Flipside's character importing now supports a third mode for lip syncing, which we call Simplified Blend Shapes. Our full blend shape mapping requires individual shapes for each viseme (aah, ih, oh, ou, etc.), which many character models don't have. Our new Simplified Blend Shape mapping option still lets you map the facial expressions and eye movements, but it uses only one "open mouth" shape to control the lip syncing.

    This means as long as a character has a default (closed mouth) state and one open mouth shape, it should still work in Flipside. It also means Flipside can now achieve effects like Muppet-style mouth movements!

    The updated Flipside Creator Tools also automatically maps Adobe Fuse characters to this simplified setup, so Fuse users don't have to do anything to map their facial expressions, eyes, or lip syncing.

    Camera properties in the Set Builder

    We've expanded the properties panel for props in the Set Builder to work with cameras and preview monitors too now, and added our first customizable camera setting: enable/disable camera shake.

    To open the properties panel, grab the camera or prop and press either the Application Menu button on HTC Vive, or the A/X buttons on the Oculus Touch controllers.

    Teleporter shows your play area

    A few users have expressed that when using the teleporter, it would be great if they could see where their boundaries are - a suggestion that we decided to move on sooner than later. The next time you use the teleporter, you'll notice that in addition to the marker that shows where you'll land, you'll also see the boundaries of your play area so you can see where you can walk around at your teleporter destination. We will also be rolling out some visual updates to the teleporter in the near future!

    Bug fixes

    • Fixed wrist twisting issues by supporting twist bones
    • Better error handling when assets fail to load
    • Various palette fixes for characters and props
    • Fixed display of stick men on the palette and in set builder mode
    • Fixed the saucy hip movement of the dino characters
    • Fixed a case where Mixed Reality mode would show black instead of the 4 quadrants
    • Fixed the loading notice count of how many characters are loading
    • Slideshow now supports regular YouTube video links (not just share links)
    • Slideshow and teleprompter working properly when recording additional parts
    • Lots of other minor updates

    Join us on our Discord chat, our community forum, or our Steam discussion page to let us know what you think, to share your Flipside creations, and to get to know others in the Flipside Creator Community.

    We're learning so much from all of you that are helping shape Flipside Studio into the product that it is. A big thank you from our whole team for that invaluable input!


    Flipside Studio is now available in Oculus Home

    - by John Luxford

    We're excited to share that Flipside Studio is now available for free in the Oculus Home app store! This makes Flipside Studio the first VR animation software to go cross-platform, since our release on Steam on March 13th.

    Our goal is to make the animation experience you've always dreamed of, while providing maximum creative control to make your shows your way. This means your characters, your concepts, your content.

    By making Flipside easy to use, we also want to introduce VR and AR content creation to creators who otherwise wouldn't be able to participate because they don't have a team of 3D artists and programmers at their disposal. We believe VR and AR creation should be open to anyone, so we're making that happen.

    We're still on the road to 1.0 and you'll notice Flipside is listed in the Early Access category in Oculus Home too. But we're moving fast, and we have a number of major improvements to roll out in the coming weeks that we can't wait to share with all of you.

    So a very warm welcome to all the new Oculus users to our Flipside Creator Community. We couldn't be happier to have you, and we can't wait to see what you create with Flipside!

    Click here to download Flipside Studio on Oculus Home.

    The Flipside Team


    Using Adobe Mixamo to rig a custom character for Flipside

    - by John Luxford

    In this tutorial post, we will show you how to use Adobe Mixamo to rig a custom character model for importing into Flipside Studio.

    Rigging is the process of creating a skeleton for a 3D model that determines how it can move. Mixamo is a free tool that helps automate the process of rigging 3D character models.


    This tutorial assumes you have installed and setup the Flipside Creator Tools. It also assumes you have registered for an Adobe account, which you can do on the Mixamo website.

    Step 1. Get a character model

    For this tutorial, we're going to use the Iron Giant character from Google Poly. Click on the Download link and choose OBJ file to download the character model. This will download a zip file of the character model, its materials, and any associated texture images.

    "Iron Giant" by Steve P is licensed under CC BY 2.0.

    You can upload the zip file directly to Mixamo, but if you want to explore what it contains you can unzip the downloaded file by right-clicking it in Windows Explorer and choosing Extract All. You should have an unzipped folder containing two files:

    • materials.mtl - This file describes the material properties of the character.
    • model.obj - This file is the 3D model of the character itself.

    Some characters will also include one or more images that are the material file uses as textures on the model. In this case, there's just the two files.

    Step 2. Upload the character to Mixamo

    Log into the Mixamo website, then click on the Upload Character button on the right. Select the zip file of your character model and click Next. After the upload is processed, you should see the following screen:

    If you need to rotate your character so it's facing the front, use the left-right arrow button in the bottom left corner. Click Next to continue when your character is upright and facing forward. This will take you to the Auto-Rigger screen below.

    Step 3. The Auto-Rigger

    First, uncheck the Use Symmetry checkbox, because this character model is not symmetrical.

    It should also be noted here that characters will work best if they are in a T-pose with the palms facing down, however Mixamo does a pretty good job in many cases with models in various poses.

    Now drag each circle on the left to its corresponding point on your character. When you're finished it should look like this:

    Click Next again for the auto-rigging process to begin. If everything looks good after Mixamo has rigged your character, import your character into Mixamo by clicking Next again.

    The last step is to download your newly-rigged character model. Click on the Download button in the top-right corner and leave the default options as is.

    You are now ready to import your character into the Flipside Creator Tools! Here are some links to guide you through the next steps:


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