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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

Chapter 12: Alien Plant Skinning in Blender

In the preceding chapter, we created a skeleton armature for our Alien Plant. Using a skeleton with a 3D model, you need to tell the 3D software what part of the model needs to follow which joints. You also need to tell the 3D software how much it influences that part of the model, particularly the blend between different joints. This process is called skinning. It is much like the way your forearm skin follows your forearm bone and the elbow skin is a blend between your forearm and upper arm bones. Skinning is also commonly called skin deformation.

All this might sound very complicated to do. Indeed, to do the skinning of a full human or animal character, for example, can be very challenging and time-consuming. However, in this lesson, we will start with the very basics, which are easy to master and will enable you to achieve a lot in your 3D scenes. In this chapter, we will cover the following:

  • Introduction to skinning in Blender...
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