Digital human. Virtual character. Virtual assistant. VTuber. Terms fast evolving the mind-set for interactions of the digital age. Communicating with digital replicas of ourselves, loved ones from afar or with virtual assistants will soon become mainstream within our personal and professional lives. However, significant criteria that is required to achieve hyper-realism are the infinite intricacies found within facial and body movements – the non-verbal cues that can make or break believability and engagement between us and ‘them’.
We look forward to working with you in 2019
It’s been an explosive year for IKINEMA! We’d like to share some of the groundbreaking projects by talented clients and technology partners, we’re so proud to work with across industry verticals of Games, Virtual YouTubing, Location Based Experiences for VR Theatre, Film, TV Broadcast, Enterprise, Academia and more. We’ve collaborated with like minded teams and individuals who echo our belief of ‘know no limits’ to win awards for SIGGRAPH’s Real-Time Live! show in Vancouver with Kite and Lightning, winning gold in both The Telly Awards and New York Design Awards as well as the Lumiere Award with New Reality Co. for their incredible Tree VR experience. And it was an honour to be a TIGA Games Awards 2018 finalist for Best Engines, Middleware, Tools and Technology category.
Alexandre Pechev | IKINEMA CEO: “2018 demonstrated a growing interest in the demand of interactive virtual characters for Entertainment, Training and beyond. Virtual characters and virtual influencers appear to play an even bigger role in our society and we are so pleased that IKINEMA’s quality and reliable solutions answers the growing demand for exceptional realism.”
SIGGRAPH in the beautiful Vancouver is well under way! Here’s a reminder of where you can see IKINEMA LiveAction presented by our clients and partners.
FARNHAM, UK, 7 August 2018 – Today, IKINEMA announce their attendance at this years’ SIGGRAPH 2018 Conference in Vancouver, British Columbia. IKINEMA’s quality real-time animation solutions harnessed for its natural character motion and whole-body immersion, is set for showcase by top clients and technology partners during live sessions and discussions. Attendees will discover new approaches for whole body motion capture, as well as innovative live character performance techniques used in virtual production, virtual reality, and mixed reality pipelines.
IKinema has announced Project Studio, a new framework aimed at game, mixed reality and virtual production work that lets users mix and match tools from its existing mocap data processing products.
The animation specialists have revealed a new software framework for cross-industry VR animation production
Specialists in real-time animation technology IKinema has announced a newly developed interactive software framework, IKinema Project Studio. It has been designed for those who generate animation content in the fields of Virtual Production, Games, VR/AR, and Enterprise. The technology will be shown for the first time at closed-door meetings during the 2018 Game Developers Conference, in San Francisco.
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POST PRODUCTION: IKINEMA ACTION
Graham Qually, best known for his work on the Assassin’s Creed and Far Cry games, evaluates the evolution of motion capture
Way before motion capture (mocap) was implemented in video games, life science realms used it in the 1970s to photogrammetrically track and analyse gait. Fast forward 40 years, and we’re seeing the tech-scape changing in countless ways.