Star Wars: Secrets of the Empire uses IKinema full body tracking to ensure users in the experience have a believable and realistic experience

MWM Immersive Brings Live VR Theatre Experience Chained: A Victorian Nightmare To New York

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Just before Christmas last year VRFocus reported on MWM Immersive (VR and AR division of Madison Wells Media) creating a spine-tingling version of Charles Dickens’ classic A Christmas Carol as a live theatrical virtual reality (VR) experience called Chained: A Victorian Nightmare in Los Angeles. Today, the studio has announced a partnership with real-time body animation specialist IKINEMA, alongside bringing the piece to New York City.

IKINEMA, MWM Immersive Bring ‘Chained: A Victorian Nightmare’ VR to NYC

U.K.-based real-time whole body solving animation specialist IKINEMA has teamed up with the VR/AR veterans at MWM Immersive to help bring their latest virtual reality experience Chained: A Victorian Nightmare to audiences. Created by Justin Denton in collaboration with Aaron Sims Creative and Here Be dragons, the immersive work is a bone-chilling adaptation of Charles Dickens’ A Christmas Carol.
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Company roadmap set to reshape the industry of real-time game animation.

Pioneering the future of digital animated characters, IKINEMA is set to showcase their superior real-time animation tech for game developers

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FARNHAM, UK, 29 January 2019 – 
IKINEMA, trusted specialists in powerful real-time whole body solving animation technologies are pleased to announce today their attendance at the début of Interactive Futures games conference. IKINEMA welcomes visitors on the 1st February for live demonstrations and one-to-one meetings to help studios deliver their game on time and within budget. The conference kicks off on the 31st January to 2nd February, held in Leamington Spa – coined the UK’s ‘Silicon Spa’ for its high cluster of game development studios.

Mike Seymour covers IKINEMA at SIGGRAPH Asia 2018

Behind the Scenes at SIGGRAPH Asia’s REAL TIME LIVE

By Mike Seymour | fxguide

THE FIRST REAL TIME LIVE @ SIGGRAPH ASIA

For the first time, Real Time Live (RTL) was included in SIGGRAPH Asia. The event was slightly different from the main North American conference as the event was by invitation and the curated content included some projects that had already been shown in Vancouver.
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The reality is that it comes not from graphic, but from movement

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Today’s characters in games and animations are so realistic that it reminds me of reality. Gently bend your knees, stretch your arms, and flick your fingers. From the elegant gesture reminiscent of a ballerina to the destructive movement that feels massive, the figure that moves freely is a factor that brings up the charm of the digital world.

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