Today visuals are evolving. The mise en scene in the video is getting beautiful every day, and the graphics of the game are reminiscent of reality. Virtual reality and augmented reality came into being because of human desire. It has fused and blended the boundaries of reality and virtuality and has shown new possibilities in various fields.
POST PRODUCTION: IKINEMA ACTION
Graham Qually, best known for his work on the Assassin’s Creed and Far Cry games, evaluates the evolution of motion capture
Way before motion capture (mocap) was implemented in video games, life science realms used it in the 1970s to photogrammetrically track and analyse gait. Fast forward 40 years, and we’re seeing the tech-scape changing in countless ways.
The latest release of Action for Maya is impressive – we’ve optimised it even further to get you working faster and all styles of 3D animated characters moving smoothly with even more realism.
FARNHAM, UK — IKinema (www.ikinema.com), a developer of realtime inverse kinematics tools, announce the latest release of its 3D animation software, Action 5.0 for Maya. The release sees advancements to accelerate speed and performance, and live motion capture tools borrowed from their LiveAction software.
Demand for faster real-time MoCap animation pipelines in Maya grows – IKinema responds with optimised Action software, giving users double the speed, cutting edge LiveAction tools and technology updates.
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”.