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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

Adding Animations and Facial Expressions to Your MetaHuman Characters

Having learned about the bone mapping (chain mapping) method through Unreal Engine’s IK Retargeter in the preceding chapter, you effectively retargeted and examined a Mixamo mocap file for both the Unreal Engine Mannequin and your own MetaHuman character.

In this chapter, we will apply this acquired expertise and the established IK Rig to orchestrate the movements of the MetaHuman personas, Adam and Eve. Their actions will align with the storyboard formulated in Chapter 3.

Our primary objective will involve animating the MetaHumans through the utilization of pre-made mocap files. Additionally, we intend to incorporate personalized animations using Unreal Engine’s Forward Kinematics (FK) Control Rig. Regarding facial animation, while our narrative doesn’t require character dialogue, there’s still a necessity to convey emotions through facial expressions. We will accomplish this by...

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