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  • Book Overview & Buying Reimagining Characters with Unreal Engine's MetaHuman Creator
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Reimagining Characters with Unreal Engine's MetaHuman Creator

Reimagining Characters with Unreal Engine's MetaHuman Creator

By : Brian Rossney, Ciaran Kavanagh
5 (7)
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Reimagining Characters with Unreal Engine's MetaHuman Creator

Reimagining Characters with Unreal Engine's MetaHuman Creator

5 (7)
By: Brian Rossney, Ciaran Kavanagh

Overview of this book

MetaHuman Creator (MHC) is an online, user-friendly 3D design tool for creating highly realistic digital humans that can be animated within Unreal Engine (UE) and enhanced with motion capture technology. This means that filmmakers and game developers now have access to a high quality, affordable solution that was previously only available to specialist studios. This book will focus on using UE5 and MHC from a filmmaker angle. Firstly, you’ll understand how to use the online MHC to create a digital character, changing its facial structure, body type, and clothing. After that, you’ll learn all the necessary steps to bring the character into UE5 and set it up for animation. Then, using an iPhone and a webcam to capture face and body movements, you’ll mix these motion capture files, refine the animations using the MetaHuman Control Rig, and save these takes to be reused and edited again within the Level Sequencer. On top of that, you’ll learn how to create a rendered video file for film production using both the Level Sequencer and a VR Cinematic Camera. By the end of this book, you’ll have created your own MetaHuman character, as well as face and body motion capture data, and learned the necessary skills to give your future projects further realism and creative control.
Table of Contents (17 chapters)
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1
Part 1: Creating a Character
4
Part 2: Exploring Blueprints, Body Motion Capture, and Retargeting
9
Part 3: Exploring the Level Sequencer, Facial Motion Capture, and Rendering

Using the Level Sequencer

In the previous chapter, we learned how to bring our own motion capture data into Unreal and retarget it to a MetaHuman. However, there are times when we need to make adjustments that are required to fix issues or add an extra level of creativity to its performance.

One issue we came across in the last chapter was caused by the discrepancies between using A-Pose and T-Pose, and we were able to fix that by editing the A-Pose of our MetaHuman inside the MetaHuman Blueprint.

In this chapter, we are going to look at another way to make changes to our character’s pose to fix minor issues, such as an arm colliding with the torso of the MetaHuman, but will also look at how we can refine the motion of the character. For this, we will use the Level Sequencer, which is the tool we use for animating anything in Unreal Engine, and in many ways, works like a timeline in a video editing application.

So, in this chapter, we will cover the following topics...

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