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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 18: Importing Motion Capture onto the MetaHuman Control Rig

In the preceding chapter, we animated our Robot Drone with some Inverse Kinematics (IK). In this chapter, we will work with Motion Capture (MoCap) on the MetaHuman we created in Chapter 8, Using MetaHuman to Create a Photorealistic Human for UE5.

MoCap, as it is referred to by people in the industry, is just realistic motion captured from real human actors in special MoCap suits that can record all their movements, including the subtleties in 3D animation software. It's then converted to keyframes on a skeleton, like the ones we created for our Alien Plant and Robot. The only difference in this case is that the skeleton is human-like.

MoCap normally has a keyframe on every frame because it captures the full subtlety of organic human motion. If you have a realistic-looking human, like the one we created in MetaHuman, it's good to use something like MoCap.

It's hard and very time-consuming...

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