Interactive art installation combines digital puppetry, motion capture and live action
GUILDFORD UK, 9 JULY 2015 – IKINEMA’s Live Action for Unreal Engine 4 is playing a surprise role at The Metropolitan Museum of Art in New York this month. The Met is staging an interactive digital performance installation to celebrate the restoration and return of the renowned Italian Renaissance sculpture Adam (ca. 1490–95) by Tullio Lombardo. Designed and directed by New Media Artist Reid Farrington, and commissioned by the live arts series Met Museum Presents, The Return blends digital animation with live performance and motion capture to tell the story of the sculpture’s creation, travels and return to the gallery.
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.
Escaping reality might be the dream – but increased realism is the expectation, certainly when it comes to animation in film and games