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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 19: Motion Capture Editing and Cleanup Using Control Rig and Sequencer

In the previous chapter, we retargeted MoCap from Mixamo to our MetaHuman skeleton. In this chapter, we will learn how to bake it onto the MetaHuman Control Rig and, from there, edit it and combine it into one sequence.

Baking an animation between rigs is the process of transferring animations frame by frame from one to the other. This bakes a keyframe on every frame, so the target rig animation is an exact copy of the source animation in its relative world or local spaces. This will make more sense once you see practical examples as we progress through this chapter.

With the MoCap from the skeletons baked to the MetaHuman Control Rig, we can edit and clean up the animations. Editing MoCap well is a little bit of an art. In essence, what you're trying to do is keep as much of the subtle realistic core MoCap animation data as you can, while repurposing it for your own needs.

With MoCap cleanup...

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