IKinema LiveAction and Unreal Engine Bring a Masterpiece at New York’s Metropolitan Museum to Life

IKinema LiveAction and Unreal Engine Bring a Masterpiece at New York’s Metropolitan Museum to Life

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 Plugin Gives Solver Boost to Autodesk MotionBuilder

Framestore and IKinema – Big Data, Droopy Shoulders and a Wonky Spine

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.

IKinema Plugin Gives Solver Boost to Autodesk MotionBuilder

IKinema Plugin Gives Solver Boost to Autodesk MotionBuilder

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.

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