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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

Creating an IK Retargeter for MetaHumans

To retarget the UE5 Mannequin to the MetaHuman, take the following steps:

  1. In the From_Mixamo folder, duplicate the previously created RTG_Manny IK Retargeter and rename it to RTG_MetaHuman. Then, double-click to open it.
  2. In the Details panel, in the Source section, change Source IKRig Asset to IK_Mannequin, and Source Preview Mesh to SKM_Manny_Simple.
  3. In the same panel, change Target IKRig Asset to IK_metahuman, and Target Preview Mesh to m_med_nrw_body:
Figure 8.35: Setting the source and target IK Rig Assets

Figure 8.35: Setting the source and target IK Rig Assets

Note

The following are abbreviations of the body types of MetaHumans in UE:

- m/f: male/female

- srt/med/tal: short/medium/tall (height)

- unw/nrw/ovw: underweight/narrow/overweight

  1. In the Viewport, the UE5 Mannequin (Manny) and the MetaHuman may overlap. Use Target Mesh Offset to separate the characters by 200 units in the Xaxis.
Figure 8.36: The UE5 Mannequin to Metahuman retargeting

Figure...

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