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.
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”.
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.