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
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. In 2013, Quantic Dream founder and CEO David Cage revealed that the company would build upon their Heavy Rain and Beyond: Two Souls, “but in a very, very different way”.
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.
Framestore used IKinema’s Action solver technology for the mocap crowd scenes in Activision’s and FreeStyleGames’ Guitar Hero Live.
IKinema annonce une version de son plugin Action pour MotionBuilder ; il était déjà disponible sous Maya. Il s’agit donc de la même technologie de streaming et manipulation de données de motion capture (solveur, retargeting, édition).
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.
Award-winning Framestore adopts IKinema Action for MotionBuilder
GUILDFORD, UK, 1 JULY 2015 – IKINEMA, the leader in real-time inverse kinematics, today announced the launch of IKinema Action for MotionBuilder, the first third party solver for Autodesk’s veteran 3D character animation software package. Based on the same core technology as Action for Maya, Action for MotionBuilder provides superior retargeting, marker solving and rigging capabilities, enabling animators to achieve realism with motion capture data directly within MotionBuilder.
Clean animation automatically, eliminate unsightly sliding feet, jitter and noise and tedious manual corrections. No more tedious manual processes. Just one click corrects feet sliding, penetration, jitter and noise in real time, even while streaming from mocap hardware. Simple, easy and quick. The new Animation Cleaning Pipeline is a sure way to bring down costs and increase throughput.
Action 3 from IKinema can banish those animation day blues.