IKinema Animation Software Helps Deliver Natural Social Interactions in VR
FARNHAM, UK, 11 July 2017 – IKINEMA, the leader in real-time inverse kinematics, today announces that Linden Lab has harnessed IKinema technology to bring full-body IK to SansarTM, the new platform for user-created social VR experiences.
Rising stars, Phoenix Labs reveals how IKinema’s real-time full body IK solving technology delivered the complete animation solution using smarter, efficient techniques without killing quality, and allowed time to enjoy more creative hours
FARNHAM, UK, 2 February 2017 – Real-time inverse kinematics leader, IKinema are proud to announce today that their powerful full-body IK solving animation technology, RunTime was used in the development of Kingdom Hearts 0.2 Birth by Sleep- A Fragmented Passage – part of the Kingdom Hearts 2.8 bundle.
With recent improvements to hardware and software, plus an increasing emphasis on real-time, interactive performance capture, we could be on the precipice of a golden age for motion capture technology. Jem Alexander investigates recent progressions in mo-cap technologies
FARNHAM, UK, 5 January 2017 – IKinema – the leader in real-time inverse kinematics, today announced the third edition of LiveAction, the company’s Virtual Reality and Virtual Production animation technology, used by 3D animation teams and directors for live performances to mass audiences.
New Animation Cleaning Pipeline, advanced retargeting, perfect solving, and smarter workflow takes the heat out of producing the most realistic character behaviour from motion capture data
Tarsier Studios and BANDAI NAMCO Entertainment Europe team up with IKinema to animate gamescom hit, Little Nightmares
FARNHAM, UK, 27 September 2016 – IKinema – It is with great pleasure to announce today that IKinema has secured a licensing agreement with Capcom Co., Ltd. (Capcom), a leading worldwide developer and publisher of video games to utilise IKinema’s award winning full-body IK solving animation technology.