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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

Checking and editing the local joint orientations of the joints

We've completed our robot skeleton, just like we did for our Alien Plant in Chapter 11, Alien Plant Joint Setup in Blender. However, there's a difference between our Alien Plant and our robot. Later in this book, we will use an inverse kinematics (IK) animation controller on our robot arms. Don't worry about what exactly an IK controller is at this point. We will get to that later, in Chapter 15, Creating a Control Rig with Basic IK Controls for the Robot in UE5. All you need to know for now is that our Bone Orientations and Local axes need to be set in a certain way for our robot arm to animate correctly with an IK controller.

In general, it's good to have clean and sensible bone orientations, so this is very important to be aware of and understand. Next, we will find out what they are.

What is the local orientation of a bone?

To see the local orientation of a bone visually, we do not have...

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