IKinema Action helps Quantic Dream Become Human

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.

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.