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Unreal Engine 5 Character Creation, Animation, and Cinematics

Unreal Engine 5 Character Creation, Animation, and Cinematics

By : Venter, Ogterop
4.7 (16)
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Unreal Engine 5 Character Creation, Animation, and Cinematics

Unreal Engine 5 Character Creation, Animation, and Cinematics

4.7 (16)
By: Venter, Ogterop

Overview of this book

Unreal Engine 5 (UE5) offers beginners and seasoned professionals the ability to create detailed movie scenes with realistic human characters using MetaHuman and combine it with custom props and environments. It also comes with built-in industry standard animation tools to develop such scenes in a fraction of the time compared to old methods. This book takes you through the entire 3D movie production pipeline using free (open - source) software. By following the step-by-step, beginner-friendly tutorials in this book, you'll learn how to create your own custom 3D assets in Blender and texture these 3D assets in Quixel Mixer. Next, you'll take these completed 3D assets into Unreal Engine 5 and use them to build a virtual 3D movie set for your 3D movie. You'll also populate your 3D movie set by using Quixel MegaScans assets and create and customize your own photorealistic human character using MetaHuman Creator and UE5. As you advance, you'll discover how to rig, skin, and animate these 3D assets and characters using Blender and UE5's new Control Rig. Finally, you'll explore the process of setting up your movie cameras and animation sequences and rendering your 3D movie using UE5's Sequencer. By the end of this Unreal Engine book, you'll have learned how to combine different elements in UE5 to make your own movies and cinematics.
Table of Contents (27 chapters)
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1
Part 1 Creating 3D Assets
7
Part 2 Building Your Virtual Movie Set in Unreal Engine 5
13
Part 3 Character Rigging for Animation in UE5 with Control Rig
19
Part 4 Animation in UE5 Using Control Rig and Sequencer

Parent/child hierarchies in 3D software

Before we start creating the skeleton itself, I just want to take a moment to explain the parent and child concepts, also called the hierarchy in 3D programs.

Parent/child hierarchies in 3D software are explained with the simple concept that a child always follows the parent as they walk around when the parent is holding the hand of the child.

However, if the child pulls away, the parent doesn't follow the child. Now, imagine a family: the parent and four children, Child A, Child B, Child C, and Child D. They are connected in the following way, as shown in Figure 11.9:

  • If we now select the parent, all the children will move with the parent since it is at the top of the hierarchy, as shown in Figure 11.9.
  • In the same way that Child A and Child B are the children of the parent, Child B is the parent of Child C and Child D. If we only select and move Child B, then Child C and Child D would follow and the rest would stay where...
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