IKinema Action helps Quantic Dream Become Human

French game developer Quantic Dream is a pioneer of ‘interactive drama’, in which storytelling and action are cleverly intertwined to produce emotive, engaging videogame experiences. For its newly-announced game Detroit: Become Human, Quantic Dream turned to IKinema to help produce the 50-plus hours of linear animation and maintain the high levels of realism it requires.

IKinema Plugin Gives Solver Boost to Autodesk MotionBuilder

Framestore and IKinema – Big Data, Droopy Shoulders and a Wonky Spine

These may sound like physical human ailments but for Framestore, the pain is virtual. Or rather, it was. With the introduction of IKinema Action for MotionBuilder, the Framestore Capture Lab team is transforming the way they transfer motion capture data to animated characters. Technical Supervisor Gary Marshall and Studio Manager Richard Graham are in the middle of a large project and realism is key.

Luxology Integrates IKinema Solver into modo 601

Luxology Integrates IKinema Solver into modo 601

IKinema™ LTD, creators of IKinema inverse kinematics (IK) solver, today announced that Luxology® has integrated their RunTime technology into the freshly released modo 601 – the latest version of its award-winning 3D content creation software. Although known for its game animation middleware, IKinema’s technology is now being used to bring professional rigging and interactive posing capabilities to modo’s new character animation tools.