IKinema animates latest Kingdom Hearts game
PRESS RELEASE

IKinema animates latest Kingdom Hearts game


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.

IKinema RunTime | Advanced animation middleware

 

I'd like to get IKinema RunTime

 

Pricing and Availability
IKinema RunTime includes the RunTime VR extension. RunTime software is available in three license pricing tiers, starting from £99. Make your choice from the IKinema website, www.IKinema.com.
Alternatively email store@IKinema.com to request an evaluation pack.

> IKinema at GDC 2017 | 1-3 March | San Francisco
Meet the IKinema Team at GDC for an exclusive one-to-one meeting and demo to learn how to get RunTime into your game.
Book now: Alex Val |  A.Val@IKinema.com

 

Easy. Fast. Powerful


IKinema RunTime middleware is a powerful generic full-body IK solver used to create convincing and realistic motion for all human and fantasy characters during game play. Characters react naturally to ever changing terrain and environments, and scale obstacles with ease. Incorporating cutting edge tools, developers consistently deliver astonishingly real animation with totally believable characters in VR and games.




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


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