PanoMoments can be created using multiple techniques, but the first concept to understand is that PanoMoments are not video. Instead of a linear timeline, you're working with a circular timeline. This fundamental difference (and constraint) allows you to easily direct the viewer’s attention when working with 360 captures. This constraint is also responsible for creating the living photo effect - the tiny bit of magic that feel's like it's something out of Harry Potter. Take a look through the quick overview below, and then checkout the more detailed workflow guide, hardware recommendations, and FAQ, but note that most of the documentation is currently focused on the original 360 PanoMoment form. We'll be updating this over the next couple weeks.
PanoMoments can be animated with your favorite animations software, but 360 PanoMoments are a bit more difficult to work with. While you can easily convert 360 video to the PanoMoments format, creating an animated 360 PanoMoment with this workflow is a bit of a roundabout solution. To make things a bit easier, we've released a very simple (yet slightly rough) Unity project that is pre-configured to directly export to a PanoMoments compatible format. We see Unity becoming the primary toolset for animating PanoMoments, and as a way for the creative community to explore an entirely new VR medium. Check out this post on Unity Connect for a walkthrough on the animation process.
Make sure to check out the more detailed workflow guide and hardware recommendations and also read through the FAQ. If you have further questions, feel free to send us an email or click on the little chat icon on the bottom right of the screen.