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Virtual Filmmaking with Unreal Engine 5

Virtual Filmmaking with Unreal Engine 5

By : Hussin Khan
4.8 (18)
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Virtual Filmmaking with Unreal Engine 5

Virtual Filmmaking with Unreal Engine 5

4.8 (18)
By: Hussin Khan

Overview of this book

Virtual Filmmaking with Unreal Engine 5 is the first Unreal Engine book to guide you through the complete process of virtual film production. Encompassing the full spectrum of filmmaking, this book demonstrates the use of an industry-standard tool used by studios such as Disney, ILM, DNEG, and Framestore. Walking through the process systematically, you’ll collect references and create a simple storyboard to plan your shots. You'll create virtual environments, import 3D models and add materials and textures to build photorealistic, dynamic worlds. You'll also create actors using highly customizable MetaHumans, understand how to import, re-target, and animate them. You’ll bring it all together with cinematic lighting and camera animation before exporting your film. By the end of this book, you’ll have discovered new tools for your toolkit to work on your virtual film projects in Unreal Engine 5, leveraging Quixel Megascans, Lumen, Nanite, and MetaHuman technology.
Table of Contents (23 chapters)
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Free Chapter
1
Part 1:Pre-Production: Project Development and Gathering Resources
5
Part 2: Production: Creating the Environment
9
Part 3: Production: Adding and Animating Characters
13
Part 4: Production: Shooting the Scene
17
Part 5: Post-Production: Adding Post-Processing Effects and Music

What is an IK Rig?

IK stands for Inverse Kinematics, as opposed to Forward Kinematics (FK). Both techniques are used in the process of character animation. Let me explain FK first.

To animate a character using FK, animators manually manipulate the joint angles or positions over time to create a desired motion. For example, if animating a character holding a ball, an animator would adjust the positions and rotations of the shoulder and then the elbow in each frame to simulate the movement.

FK allows for intuitive control and direct manipulation of a character’s movements, as animators have direct control over each joint’s position and orientation. However, it can become cumbersome and time-consuming when animating complex movements or interactions between different body parts.

To address this limitation, IK is often used in combination with FK in character animation. IK enables animators to specify the position of an end effector (such as a character’s...

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