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IKinema used by the 20th Century Fox
previz for X-Men: First Class
Animate and retarget in run-time to reduce
memory and increase believability

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IKinema RunTime

 

 

IKinema RunTime can be used for:

  • games
  • immersive simulations
  • virtual production
  • simulation environments and virtual reality
  • animation tools

We offer tailored solutions to fully achieve your needs. Contact us today on info@ikinema.com with your requirements.

IKinema RunTime is available for: PC (Microsoft® Windows®, MAC®, Linux), x86 and 64, PlayStation3®, Microsoft® XBox 360®, iOS (iPhone®, iPad®), Android®. 

For other platforms, please email info@ikinema.com.

 

IKinema is a full-body animation technology that allows effortless run-time control of your characters during game play to achieve full adaptation to the scene for a truly new game animation experience. Bones can be manipulated at every frame by specifying constraints and the solver produces natural and life-like motion distributed automatically over the full-body.

IKinema can also retarget animation data to any model. The specific technology inside IKinema allows blending of your existing animation data with user-defined constraints to completely adapt the pose to the scene and make it fully interactive and customized to your specific need. In this way, design-time and animation effort can be saved with IKinema, but yet achieving truly interactive and realistic motion.

 

During game-play: 

  • Turn a single animation in an infinite number of ways
  • Adjust the pose in run-time to make your heroes real and interactive in the scene
  • Adapt your animation to weapons, other characters, run fast or slow using a single animation
  • Retarget animation from any source to any target without foot skating
  • Blend animation, physics and full-body IK
  • Retarget data from motion controllers (Kinect®, PS Move®) with automatic balance
  • Unlock your animation asset at any stage of your design
  • Compress animation and reduce memory by using only few joints in the retargeting
  • Plug IKinema seamlessly into your animation pipeline to greatly increase believability

 

IKinema is very fast and allows you to control dozens of characters for a fraction of CPU cost. IKinema is small in code size, fully portable and generic and can run from low-spec hand-held consoles to high-powered game consoles. IKinema permits you to easily port your game animation code from one platform to another.

IKinema is unique also from the fact that it can control any skeleton, from humans and quadrupeds to creatures such as multi-headed dragons, monsters or even user-defined models during the game play. In fact IKinema only needs your skeleton hierarchy to create truly interactive full-body animation.

IKinema also provides unique technology that integrates Center of Gravity control with full-body solving to automatically and realistically balance your character. You, the artist can specify the mass of the bones and any forces that act on the character including gravity. With this, truly believable animation is generated by making the whole body act naturally and organically with minimum animation effort.