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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 an IK controller and testing the whole rig

Before we set up the IK controls, we need to get a few bits of information from our arm skeleton. This is going to be used later to set up the orientation of our IK control.

Getting bone orientations of our arm bones

In the Rig Hierarchy window, right-click on the L_Arm_Lower bone and select Control Bone Transform, as shown in Figure 15.31:

Figure 15.31 – Control Bone Transform

This will display the local transform of the bone. Make sure it's set to Local Space and select Move, as shown in Figure 15.32:

Figure 15.32 – Axes primary and secondary

Notice that the Z axis (blue Z arrow) is pointing directly down the arm toward the hand. Note this direction down as +Z (if the blue Z-axis arrow were pointing in the opposite direction but along the same axis to the hand, it would have been -Z).

This +Z value is what we will use later as the primary IK axis. Now...

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