Impulse Gear’s Farpoint gets bodies in the game with IKinema RunTime VR
PRESS RELEASE

IKinema Banishes ‘Invisible Man Syndrome’ for VR Animation Gameplay


New extension for IKinema RunTime simplifies VR workflow and takes it mainstream

FARNHAM, UK, 4 August 2016IKINEMA, the leader in real-time inverse kinematics, has developed a virtual reality (VR) extension for its full-body IK middleware RunTime. While RunTime has always been VR-capable, the extension takes this capability mainstream, enabling developers to easily merge motion capture with VR, and allowing players to capture their movement in real-time to experience themselves as highly accurate and believable characters within the virtual environment.

IKinema CEO Alexandre Pechev said: "The body is back in the game. With RunTime for VR, developers can now create within minutes much more advanced experiences in which the body – especially hands, elbows and arms – interacts accurately with the environment. Users will no longer see floating props without arms – they’ll be able to look down and see a complete, animated body within their virtual environment that accurately syncs with weaponry and props."

RunTime integrates with Unreal Engine 4, enabling characters to interact with props, scale obstacles and respond naturally to constantly changing environments, all in real-time. IKinema has extended this integration to enable the easy creation of game rigs and behaviours for VR games and experiences. As a result, VR and game developers are able to deliver astonishingly real animation with totally believable characters.

Pechev predicts that advanced multiplayer VR games will soon be created in which players see the full body and precise actions of other players, giving them a totally believable immersive experience.

Impulse Gear first to harness IKinema RunTime VR

Impulse Gear is the first VR game developer to use IKinema RunTime VR and is currently developing Farpoint, a VR game announced at E3 earlier this year. Farpoint is described as “an unnerving VR space adventure set on a hostile alien planet”.

The official trailer can be seen here

Impulse Gear Co-Founder Seth Luisi said: "With the help of IKinema RunTime VR, we are pushing what can be done in Virtual Reality and in the process creating an entirely new user interface. Our goal is to deliver on the promise of what real Virtual Reality games should be."


IKinema RunTime for VR Extension
IKinema RunTime is already widely used by animation studios and traditional game developers. The extension provides additional tools such as a dedicated VR rig editor in which the VR controllers and head mounted display can be associated with any character. With this, developers can create a VR rig and start animating the full body in less than 10 minutes.

Another feature is a dedicated VR solving node that combines upper body animation via the controllers, with foot placement for the ultimate immersive experience.

These capabilities are available with both RunTime and RunTime-Indie.

A prototype demo video is available here

Availability
RunTime for VR is available for download on IKinema’s website www.IKinema.com from 4 August 2016. It is available on the Windows, PS4 and other VR compatible platforms.

 

Easy. Fast. Powerful


IKinema RunTime middleware is a powerful generic full-body IK solver used to create convincing and realistic motion for all human and fantasy characters during game play. Characters react naturally to ever changing terrain and environments, and scale obstacles with ease. Incorporating cutting edge tools, developers consistently deliver astonishingly real animation with totally believable characters in VR and games.




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You must also choose either Action for Maya or Action for MotionBuilder as a part of the package.


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