IKINEMA Launches Orion 2.0 for VR Mo-Cap

U.K.-based IKINEMA, specialists in superior real-time whole body solving animation technologies, has released Orion 2.0. The cost effective, high-end motion-capture solution is relied on for its ability to bring a deeper sense of realism with whole body immersion, used in the fields of aerospace, automotive, design, engineering, ergonomics, training, virtual YouTube avatars, virtual experiences, live theater, motion capture for film and games, high-fidelity in-game previz of assets and animation, and more.
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IKINEMA Orion: Lockheed Martin’s CHIL presents at AEC 2019, New Orleans

Applied Ergonomics Conference 2019 | New Orleans | 25th – 28th March 2019
– Hyatt Regency, New Orleans, Louisiana, USA
Effectively Leveraging Virtual Reality to Enhance Ergonomics Integration
Speaker:
Darin Bolthouse | Lockheed Martin CHIL Manager | 26th March 2019 | 08:00 – 08:40

Lockheed Martin are leaders in exploration and research in virtual reality, and from out of their VR laboratory CHIL (Collaborative Human Immersive Laboratory)—one of the world’s largest VR facilities of its kind—technicians and engineers have been leveraging our IKINEMA Orion VR motion capture and animation solution to test, review and problem solve 3D models and simulations for specialised business areas, from Aeronautics through to Space. IKINEMA Orion accurately captures the users whole body including finest nuances of human motion via the HTC VIVE tracking system. With Orion, the users virtual avatar moves with realism and full immersion, accurately engage with virtual props and designs inside the virtual world during real-time collaborations, providing them with a scalable and affordable alternative to traditional motion capture techniques. 

A round-up of IKINEMA animation projects in games, VR, VFX, and Enterprise

IKINEMA Highlights 2018

We look forward to working with you in 2019

It’s been an explosive year for IKINEMA! We’d like to share some of the groundbreaking projects by talented clients and technology partners, we’re so proud to work with across industry verticals of Games, Virtual YouTubing, Location Based Experiences for VR Theatre, Film, TV Broadcast, Enterprise, Academia and more. We’ve collaborated with like minded teams and individuals who echo our belief of ‘know no limits’ to win awards for SIGGRAPH’s Real-Time Live! show in Vancouver with Kite and Lightning, winning gold in both The Telly Awards and New York Design Awards as well as the Lumiere Award with New Reality Co. for their incredible Tree VR experience. And it was an honour to be a TIGA Games Awards 2018 finalist for Best Engines, Middleware, Tools and Technology category.

Alexandre Pechev | IKINEMA CEO: “2018 demonstrated a growing interest in the demand of interactive virtual characters for Entertainment, Training and beyond. Virtual characters and virtual influencers appear to play an even bigger role in our society and we are so pleased that IKINEMA’s quality and reliable solutions answers the growing demand for exceptional realism.”

The reality is that it comes not from graphic, but from movement

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Today’s characters in games and animations are so realistic that it reminds me of reality. Gently bend your knees, stretch your arms, and flick your fingers. From the elegant gesture reminiscent of a ballerina to the destructive movement that feels massive, the figure that moves freely is a factor that brings up the charm of the digital world.

IKINEMA partners with Zero Density for mixed reality live broadcasting at IBC 2018

Dev Talk: IKINEMA on Mixed Reality Virtual Characters with Zero Density at IBC 2018

We were delighted when IKINEMA was approached by Aydemir Sahin, Director of Technology from award winning virtual production and real-time visual effects company, Zero Density to help deliver hyper realistic VR characters needed for their live mixed reality presentations at IBC (International Broadcast Conference) in Amsterdam.   Zero Density specialises in developing creative products that cater the fields of live broadcast, augmented reality, eSports and live events. They turned to IKINEMA to leverage our sought after real-time combo technologies – Orion motion capture solution partnered with VR tracking system, alongside LiveAction which live streams the actors’ real-time performance and precisely retargets and cleans the mocap data directly onto virtual characters. For IKINEMA, it was exciting to help integrate our tech with the Reality Engine, Zero Density’s photo-realistic 3D real-time virtual studio and augmented reality platform – this being an entirely new engine for IKINEMA and the set-up was supported by the Unreal Engine. By partnering with Zero Density, both teams were able to draw on each others field of expertise to deliver an innovative solution and outstanding quality animation to the broadcast industry.

Anime ‘virtual YouTube hosts’ are a thing, and Gree’s using VR to make them

If you haven’t heard of “virtual YouTubers” or VTubers, you’re not alone: the recent Japanese trend turns human actors into cartoony virtual characters for YouTube videos. Now Japanese gaming and media company Gree is leveraging VR hardware and IKinema software to recruit people who might become YouTube’s next big personalities.
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