VR “Bullet Hell” FPS ‘Evasion’ Announced for Rift & Vive, Catch the Trailer Here

Sci-fi shooter Evasion from VR studio Archiact has been revealed, said to feature ‘next generation’ VR locomotion and ‘high intensity’ co-op multiplayer combat for up to 4 players. The game is due to launch for HTC Vive and Oculus Rift in early 2018.

Described on the official website as “an intense bullet hell spectacle”, Evasion has been designed from the ground up for VR, featuring co-op multiplayer combat for up to 4 players, with multiple hero classes to choose from to suit “all play styles” – two of which are already detailed on the site.

As shown in the announcement trailer, the game features ‘bullet hell’ action combined with destructible environments. According to the press release provided to Road to VR, a core development goal was to enable “incredible locomotion freedom.” Players will be able to choose from a few locomotion types, including ‘free move’, that can be customised for “play style and comfort level.”

Evasion aims to deliver several cutting-edge technologies, including ‘next gen’ full-body avatars powered by IKinema’s inverse kinematics animation system, “best in-class physics and destruction” enhanced for Intel Core i7 and i9 processors, and high-quality visuals and 3D spatial audio powered by Unreal Engine 4. The game’s ‘Swarm A.I’ enemy behaviour system claims to add “a new level of tension, making tactical movement and teamwork critical to your squad’s survival,” resulting in greater mission replayability with “randomized objectives and enemy encounters.”

Vancouver-based developer Archiact has been behind several virtual reality titles for mobile VR and location-based VR, but with the exception of penguin-puzzler Waddle Home (2016), available on SteamVR and PSVR (alongside a Gear VR version), the studio has yet to make a splash in the high-end consumer VR space. In a brief message posted on the official site yesterday, the team described Evasion as their “passion project”, having worked on the game for “over and year and a half.”

“Archiact has been crafting immersive VR entertainment since 2013,” said Kurt Busch, Studio Head at Archiact. “With Evasion, the team is using everything we’ve learned and weaving our experience into a truly genre-defining AAA title. With innovative locomotive movement and intense FPS gameplay, we’re convinced Evasion will prove a stand-out VR experience and we can’t wait for gamers to play it themselves.”

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Supermassive Games Using IKinema’s Full-Body Movement Tech for its Latest VR Projects

IKinema, the company that specialises in full-body inverse kinematics, has announced today that developer Supermassive Games (Until Dawn: Rush of Blood, The Inpatient) has been using its middleware animation technology for its latest virtual reality (VR) titles on PlayStation VR.

IKinema RunTime, which is integrated with Epic Games’ Unreal Engine 4, procedurally animates 3D characters of any shape or size during real-time, so that the end result means that avatars respond with life-like, natural movements ensuring better immersion in VR. The middleware also enables studios to significantly reduce animation assets to slash production time and cost.

Bravo Team E32017 (2)

“We’re delighted Supermassive has leveraged RunTime to create triple-A caliber games for both the traditional and VR markets – it’s testament to the middleware’s power of flexibility and why our cutting-edge technology is already integral to so many high-end animation pipelines. We’re proud to work with such talented teams, and we look forward to working with many more,” said Alex Val, Clients Partner, IKinema in a statement.

“By integrating IKinema’s RunTime tech we have been able to take our character movement to a higher level by giving them a more solidly human look and feel as they interact with the world around them,” said Stephen Goss, Director of Design and Technology, Supermassive Games. “It has enabled us to maintain our high quality cinematic style and introduce new layers of simulation, movement complexity and realism into our characters. With this runtime solution, we can manipulate character animations at a new level of fidelity and our production time and cost is reduced. IKinema’s middleware is now solidly integrated in our project pipelines.”

Last week IKinema revealed that Linden Labs, the studio behind the upcoming social platform Sansar, would also be using its animation technology to make Sansar’s avatars as life like as possible.

VRFocus will continue its coverage of IKinema, reporting back with any further announcements.

IKinema Adds Natural Avatar Movements to Linden Labs’ Sansar

IKinema, a specialist in motion capture and natural avatar movement technology, has announced today that Linden Labs has integrated its technology into the social virtual reality (VR) platform Sansar. 

IKinema’s full-body inverse kinematics for VR allows studios to procedurally animate 3D characters of any shape or size in real-time. This enables characters to respond to virtual worlds in a more life-like and natural way, thus creating a greater sense of immersion for players.

Sansar IKinema

IKinema, CEO, Alexandre Pechev said in a statement: “The IKinema and Linden Lab relationship is an exciting engagement as it presents the gateway to a foray of virtual experiences. We’re delighted that our technology will bring higher fidelity for a more engaging and convincing experience to the Sansar community; we pride ourselves at being at the forefront of next generation VR and AR experiences.”

“Sansar democratizes the medium of social VR, empowering people to create and share their own experiences,” said Bjorn Laurin, VP of Product at Linden Lab. “Avatars that move naturally are important to the quality of the social experiences users can create and enjoy on our platform, and integrating IKinema’s tech helps us to deliver that without requiring any peripherals beyond VR hand controllers.”

Currently in creator preview, Sansar will allow users to create unique social VR experiences with thousands already built and published by invited participants. An open creator beta will begin this summer.

VRFocus will continue its coverage of Sansar, reporting back with further updates.

IKinema Orion: Ganzkörper Motion Capturing mit HTC Vive Trackern

Fortschritt in Bewegung – Mit ihrem neuen Projekt Orion präsentiert der Hersteller für Bewegungs-Technologie Ikema erschwingliche Software im Bereich Motion Capturing, die nicht nur an Filmsets Anwendung findet, sondern auch für den kleinen Mann mit VR-Brille interessant werden könnte. Die Technik hinter dem Full Body Capturing setzt auf die Vive Tracker von HTC, die ab sofort nicht mehr exklusiv an unseren Händen angebracht werden, sondern nun auch am Körper. Das Resultat: Effektives Tracking mit nur wenig Hardware am Leib.

Bereits im Februar konnten wir die neue Form des Motion Capturing mithilfe der Vive Controller an Füßen und der Brust bestaunen. Mit dem Tracking-System der HTC Vive wurde die Anwendung nun deutlich vereinfacht. Die Mischung aus Hard- und Software, sogenannte Middleware, mit der IKinema an den Start geht, wurde vor einigen Tagen zum ersten Mal in einem beeindruckenden Video präsentiert, das uns zeigt wie gut Bewegungen von den Vive Trackern und der Orion Software aufgegriffen und innerhalb des Programms verarbeitet werden – und das gänzlich ohne Nachbearbeitung.

Der Clou an der Orion-Technologie: Mit gerade einmal 500 € liegt der jährliche Preis deutlich unter dem der gängigen Motion-Capturing-Lösungen. Alles, was ihr für die heimische Bewegungserfassung braucht, sind mindestens drei Vive-Tracker für die Füße und die HTC Vive, einen VR-fähigen PC, Lust auf Bewegung und eine freie Fläche von mindestens 2×2 Metern.

Daniel O’Brian, General Manager für die HTC Vive zeigt sich enthusiastisch in Bezug auf die Zusammearbeit von HTC und IKinema:

IKinema’s Orion project is an effective implementation of the Tracker to enable high-end motion capture using Vive and the Vive eco-system. We see a huge runway for Tracker implementations that enable more creativity and production using VR hardware.

Dem Factsheet zur IKinema Orion könnt ihr darüber hinaus entnehmen, dass die Anwendungsgebiete für die Middleware deutlich über rohes Motion-Capturing hinausgehen. Das britische Unternehmen, was unter anderem mit Disney, Lucasarts oder Platinum Games zusammenarbeitet, legt eine Nutzung von Orion im interaktiven Kontext, beispielsweise als Attraktion in Disneyland oder als Präsentationslösung für öffentliche Veranstaltungen nahe.

(Quelle: Road to VR)

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IKinema Teases More Impressive Full Body Mocap with Vive Tracker

A new video produced by IKinema showcases Orion, their new full-body animation system that uses HTC Vive tracking hardware. Their expertise in inverse kinematics results in convincing, affordable motion capture using a small number of tracking points.

The Vive Tracker’s two main uses are to attach to physical objects (such as a peripheral or camera) that can be tracked separately in VR, and to attach to the body, in order to enhance body tracking beyond the head and hands. By attaching Trackers in the most effective places, combined with inverse kinematics, a form of full-body motion capture can be generated; HTC themselves recently released code to illustrate this technique.

In February, an earlier version of IKinema’s ‘Project Orion’ was shown using extra Vive motion controllers strapped to the feet and waist. With the launch of the dedicated Vive Trackers, this technology has now been polished to what is now ‘Orion’, a middleware available from this quarter, that produces convincing motion capture. The latest video (heading this article) shows very impressive results from the raw data capture with no post-processing.

A standard Orion licence costs $500 per year. Requiring a single PC, HTC Vive and three Vive Trackers, the entry price for this quality of motion capture is very low compared to more traditional methods, while being more convenient to set up; achievable in smaller, non-dedicated spaces, and without the need for cumbersome tracking suits.

IKinema, a UK-based provider of high-end middleware and technology since 2006, say that Orion’s solved skeleton output is suitable for game engines, 3D packages, custom rendering environments, and VR/AR experiences. It sees the technology as very useful for game developers prototyping animation, as well as the simulation, enterprise, retail, medical and automotive industries. In its Orion factsheet, IKinema also suggests the real-time nature should prove “particularly useful to those conducting mixed-reality live shows, staged events, promotional on-site VR experiences and VR theatre.”

SEE ALSO
HTC Releases Full Body Tracking Code for Use with Vive and Trackers

Developers can register their interest on IKinema’s Orion webpage.

The post IKinema Teases More Impressive Full Body Mocap with Vive Tracker appeared first on Road to VR.

IKinema’s Orion Offers Full Body MoCap On Vive With Trackers For $500 A Year

IKinema’s Orion Offers Full Body MoCap On Vive With Trackers For $500 A Year

One of the most promising early applications for the HTC Vive Tracker we’ve seen is full-body tracking. Using two Vive controllers, the headset, and three Trackers attached to feet and torsos, you can get a pretty accurate representation of where your real body is in the virtual world. It’s great for gaming, but IKinema is looking to take it a step forward with Orion.

The UK-based company, which has already worked with the likes of Capcom and Square Enix, has its own mocap system using the Trackers and controllers, though in the video below it replaces the headset itself with a fourth Tracker strapped to the user’s head. You can also use the software with the headset, allowing you to bring full body tracking to games. You can see it being used pretty elegantly in the video below.

IKinema is set to offer Orion on a yearly subscription of $500, launching in Q2 of 2017. However, HTC has already said it plans to open source its own full body tracking solution and developers like Cloudgate Studios already working out their own solutions for games.

I asked IKinema what it makes its software worth the charge. The company told me that its tech includes “the full capabilities” of IKinema Fully Body solving, which is already used by several high-end studios.

“Orion incorporates the same solver that is used by studios using high end mocap systems such as (Vicon, OptiTrack),” a representative told us, later adding that it includes “our specific know-how on cleaning up and processing the data to get the best quality character motion.”

The company also sees it as a low cost solution for mocap. The price of a Vive and three trackers is around $1,100, so that’s $1,600 in the first year. Add on an extra $100 if you need the fourth Vive tracker for looking into the real world during mocap.

It looks like full body tracking with Vive’s new add-ons are going to be a major application. The question of just how people access the tech remains to be seen.

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IKinema Introduces Inexpensive Motion Capture Technology

Animation studio IKinema have unveiled a new type of motion capture, or mocap technology that uses commercially available virtual reality (VR) hardware that aims to make motion capture and body tracking accessible and affordable for everyone.

The new system, which IKinema have named Orion, uses a VR headset like a HTC Vive, motion controllers and three Vive trackers, which records the position of the headset, motion controllers and other devices, it creates a flexible motion-capture model. The same technology can be used for highly accurate body tracking to reproduce movements within a VR environment.

Previously, mocap technology required expensive technology such as sophisticated mocap cameras which meant that motion capture was out of reach for creative ventures working within a budget, who perhaps did not have the resources of large movie studios. The Orion system is being made available for an annual charge of $500 (USD).

Alexander Pechev, CEO at IKinema had this to say: “Here at IKinema we’re devoted to sharing creative technology with the widest range of individuals, industries and disciplines possible, while improving quality and keeping costs low. With the arrival of consumer-ready VR headsets – and particularly the tracking hardware that has followed – we saw an untapped opportunity to put quality animation and body tracking into the hands of creators everywhere. The result is Orion, which we are confident can serve sectors as diverse as immersive theatre, enterprise, training and retail marketing. It should equally provide game developers and animators with a powerful boost to their production pipeline.”

Daniel O’Brien, General Manager of HTC Vive added: “With Vive Tracker, we’re introducing a new toolset to both creators and consumers to build, monetise and enjoy more immersive VR experiences. IKinema’s Orion project is an effective implementation of the Tracker to enable high-end motion capture using Vive and the Vive eco-system. We see a huge runway for Tracker implementations that enable more creativity and production using VR hardware.”

You can watch the Orion system in action in the video below.

VRFocus will keep you up-to-date on Orion and VR use in Motion Capture.

IKinemas Bewegungserfassungssystem Projekt: Orion vorgestellt

Das englische Unternehmen Ikinema hat ihr neues Bewegungserfassungssystem vorgestellt, welches sechs Punkte des SteamVR Trackingsystems verwendet, um den ganzen Körper zu erfassen. Dadurch ist eine extrem genaue Simulation der realen Bewegungen möglich.

Projekt: Orion basierend auf dem Trackingsystem Lighthouse

Die Technologie für das Projekt basiert auf dem SteamVR Trackingsystem Lighthouse. Valve hat erst vor Kurzem die Lizenz dafür öffentlich gemacht. Dadurch dürfen Entwickler die Technik für jedes Gerät anwenden. Die Trackingmethode nutzt Infrarotlaser als Grundelement zum Erfassen der Bewegung.

Das Projekt: Orion verwendet sechs Punkte des SteamVR Tracking. Hierfür befestigt der Nutzer die HTC Vive Controller an seinem Körper. Im vorgestellten Video wurde je ein Controller an jedem Fuß befestigt, ein Controller am unteren Rücken, einer der Controller am Kopf und zwei Controller wurden, wie üblich in der Hand gehalten. Das Tracking erfolgte durch die zwei standardmäßigen Lighthouse Basisstationen, die die Infrarotlaser absenden.

Interessant ist dabei Folgendes: Im Video sieht man laut IKinema lediglich Rohdaten. Die Bewegungssimulationen fanden also in Echtzeit, ohne irgendeine Form von Nachbearbeitung statt. Die Genauigkeit der Bewegungssimulation ist beachtlich, was man anhand der komplexen Bewegungen des Testers erkennt.

Schnellere Verarbeitung durch inversive Kinematik

Das Projekt: Orion verwendet inversive Kinematik, was Bewegungen anhand der Pose und sogenannten Endeffektoren interpretiert. Durch die Bewegungen der Endpunkte einer Bewegungskette müssen die übrigen Glieder der Kette die entsprechende Lage einnehmen. Das System erfasst also beispielsweise die Bewegung des menschlichen Arms. Befindet sich die Hand des Arms in einer bestimmten Position, so trifft das ebenso auf das Handgelenk, die Schulter, usw. zu. Das Projekt erkennt diese Stellungen, berechnet die Zwischenpunkte und simuliert diese.

Wir dürfen gespannt sein, wie sich das Projekt Orion in Zukunft noch entwickeln wird und welchen Part IKinema in der Entwicklung der VR spielt. Es ist durchaus möglich, dass der Motion-Capture-Spezialist zukünftig eigene Hardware entwickelt und auf den Markt bringt.

(Quellen: Google, IKinema)

Der Beitrag IKinemas Bewegungserfassungssystem Projekt: Orion vorgestellt zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Watch: IKinema’s HTC Vive Powered Full Body Motion Capture System is Impressive

Motion capture specialist IKinema has demonstrated its new in-development low-cost motion capture system which uses use 6 points of SteamVR tracking points to deliver a pretty accurate recreation of real world motion.

The potential diversity of uses for Valve’s SteamVR tracking system Lighthouse is something we’ve pondered before, especially with the company recently opening up licensing for the technology for use in potentially any device. Now a company has used the laser based tracking solution as the core of its new low cost motion capture solution.

This is Project Orion from UK based motion capture specialists IKinema. The in-development solution uses just 6 points of SteamVR tracking, and has the subject in question strap HTC Vive controllers to themselves. The setup demonstrated has one SteamVR controller per foot one, at the base of the back as well as (somewhat more conventionally) two handheld units, with the 6th unit strapped to the head. All of this is tracked with the standard 2 lighthouse laser base stations.

SEE ALSO
Valve Opens Vive's Tracking Tech to Third-parties for Free, Details Dev Kit for Licensees

As noted on the video above, IKinema says it’s achieved the above levels of impressive accuracy with no post production – what you’re seeing is captured and rendered in real time. What’s more, it’s not as if the subject of the film is going particularly easy on the capture system, with sideways rolls and even a couple of chimpanzee impressions thrown into the presentation. Project Orion looks to be using inverse kinematics (systems which interpret realistic motion using skeletal structure) to ‘fill in’ the blanks between tracking points and considering how many blanks there are when compared to a more traditional, industry-focused Mo-Cap setup, Orion does remarkably well.

We’ll be interested to see where IKinema take Project Orion in the future, whether it’ll be another licensee to Valve’s open Lighthouse tracking initiative with a hardware solution of its own for example.

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