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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

Summary

In this chapter, we covered how to work with MoCap animation on the MetaHuman Control Rig in UE5 Sequencer. We planned what we wanted to achieve, then learned how to bake MoCap animation from the skeleton to the MetaHuman Control Rig. We had a good overview of the MetaHuman Control Rig itself and how to use its controllers. Then, we set up UE so that it's easier to animate within tight spaces by changing the Near Clipping Plane values.

We finished this chapter by cleaning up the Stand Up animation while using the Poses and Snapper tools in the Animation window. This chapter should have provided a good overview of how to edit MoCap in UE5. You should now be able to get the most out of all the free or paid-for MoCap libraries out there, as well as customize these MoCap animations for your own needs.

In the next chapter, we will combine all the assets we created in this book into our final movie scene in Sequencer.

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