FARNHAM, UK, 2 February 2017 – Real-time inverse kinematics leader, IKinema are proud to announce today that their powerful full-body IK solving animation technology, RunTime was used in the development of Kingdom Hearts 0.2 Birth by Sleep- A Fragmented Passage – part of the Kingdom Hearts 2.8 bundle.
The eagerly awaited PlayStation®4 action role-playing game produced by Square Enix, and Disney Interactive, was recently released to the market in January.
"Kingdom Hearts has been a highly anticipated game – for RunTime to help the Square Enix team achieve exceptional character motion and even more enhanced game-play for their audiences – this really is the ultimate reward for IKinema. We look forward to expanding our partnership further."
Alexander Pechev | CEO | IKinema
IKinema RunTime for VR and Games
RunTime lets studios procedurally animate characters and multi-limbed creatures of differing proportions during gameplay. It significantly reduces animation assets whilst maintaining astonishingly believable body response to slash production time and cost. Eliminate 'invisible man syndrome’ with full-body visibility in VR. Interact with obstacles and perform tasks with incredible accuracy, all within the game-world. The technology also allows developers to use the same code to achieve the same quality animation with minimum effort and expense across multi-player, VR, consoles, PC, and mobile games. IKinema RunTime is integrated with Unreal Engine, and now available for Unreal 4.13.