When starting a 360 video in VR, the audience is provided with an initial viewpoint. Typically this viewpoint would be a natural forward facing orientation in the video. This orientation should be a very intentional choice intended to engage viewers in the story immediately. During the process of capturing 360 video the camera may not have been positioned with the ideal orientation. Additionally, after viewing the 360 video during the editing process, it may be useful to modify that entry point orientation for the purposes of the story. This is an easy post processing step.
It is also important to consider and manage the view orientation of different clips in a sequence, so when cutting from one clip to another the audience won’t feel they have to keep turning around to find the key action. Going further, if there are clips of a scene shot from different vantage points, remember to adjust the view orientation of each clip so that they fit with the mental map the audience will build up of the virtual space they’re seeing.
The default direction of a 360 video clip, the direction someone sees before they start looking around, is referred to as its native orientation. Changing this is known as reorienting, and it can be for reasons as simple as wanting to place a different part of the scene in the native orientation – done by changing the pan value of a clip in 360 space. (This is not the same as changing the view orientation in the 360 viewer; that simulates someone turning their head rather than altering the footage itself.)