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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

Creating basic Control Rig controllers

The Alien Plant only needs a very simple forward kinematics (FK) rig setup. This sounds very complicated but FK is just basically the same parent/child setup we did with the skeleton itself. The child bone follows the parent all the way down the chain. Our FK animation rig controllers will behave in the same way.

Note

In animation, there are two main ways to control a joint: FK and inverse kinematics (IK). We will cover FK in this chapter and IK in Chapter 15, Creating a Control Rig with Basic IK Controls for the Robot in UE5.

Let's create our controllers. First, we'll create a few simple control shapes.

Creating two simple control shapes

We'll start in a very simple way and create two control shapes that will control our skeleton bones. Control shapes are the things we select in the 3D Viewport to move our character in the scene:

  1. Right-click on an empty space in the Rig Hierarchy panel and select New | New...
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