IKinema sells products that dramatically improve the quality of animation and reduce the cost of producing animation for VR, Games, Virtual Production, Engineering and Design, Live TV and many more. It uses patented IP to dynamically calculate animation sequences. The resulting animations are more realistic and cheaper to produce and maintain.

IKinema was established in 2006 in the UK and has actively traded since 2009. The company owns patent protected intellectual property for fast, realistic and organic computation of animation. The company is a spin-out from the Surrey Space Centre, UK. Prominent clients include: Disney, Framestore, DreamWorks Animation, The Foundry, Microsoft, Zenimax, Square Enix, Lucasarts, technicolor, Vicon, and PlatinumGames Inc. The company is in partnership with Autodesk, Sony, Microsoft, Intel and Nvidia.

IKinema is a licensed middleware provider for Microsoft and Sony game platforms.

IKinema provides products for licensing as well as consultancy services for building custom, tailored solutions depending on studio needs.

The company specializes in tools for run-time animation and off-line post production animation. The areas of interest are:

IKinema for VR
Our customers are creating exciting VR experiences with IKinema. VR games use IKinema RunTime, Virtual Production sets are built with IKinema LiveAction. Core IKinema SDK is used in training and simulation environments.

IKinema for Game Development
We provide tools for the generation of procedural animation in games to greatly increase believability, and reduce production costs and load on animation trees. The technology works on human and fantasy creatures. IKinema for games can reduce up to 5 times the need for pre-stored animation by generating poses in real-time during game-play. Run-time retargeting engines allow animation to be passed between characters as well as customizing it to the game.

IKinema for Virtual Production
We provide a run-time SDK for retargeting and mocap solving with the ability to produce very realistic animation during performance capture. This allows video creators to see the blended result immediately rather than wait it to be processed. In addition to retargeting and marker solving we provide tools for auto floor contact freezing and penetration during on-set performance capture for a much improved mocap pipeline. We provide an SDK for pipeline integration, and consultancy services for building user-specific custom pipelines.

IKinema for Maya and MotionBuilder Animators
We provide a rich set of tools for mocap work, retargeting, mocap marker solving on the face, hands and body, rigging and animation bringing movie like realism to animated creatures. This IKinema Action toolset is a mature product and has been used by many studios and universities to enhance Maya's animation pipeline. Action also supports real-time streaming and recording from mocap systems, including Vicon, OptiTrack and Xsens. The tool is used for previz as well as post-production animation.

IKinema for Training and Simulation
An IKinema SDK is used in virtual simulation environments to enable very realistic real-time solving from mocap rigid body data, with a very high degree of reliability and robustness in immersive simulation environments. The tool provides the ability to blend animation and props, and retarget key-framed animation during performance capture and immersive training.

IKinema for small and indie developers
IKinema provides solutions for small developers at an affordable cost.

You must also choose either Action for Maya or Action for MotionBuilder as a part of the package.

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