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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

Adding the retargeted animation to the character Blueprint

Before we continue to our DeepMotion animation into the Sequencer, I need to warn you that we are going to take a step that will seem somewhat counter-intuitive: we will delete the Control Rigs for both the body and the face only to end up adding a body Control Rig back in again. In this chapter, our aim is to add the motion capture data and then add an additional track of keyframe animation. However, to do that, we need to have the motion capture data baked into the control rig and then we need to have another control rig for additional animation.

So, let’s delete the two current Control Rigs. You can do this by simply clicking on Metahuman Control Rig and Face_ControlBoard_CtrlRig in the Sequencer and hitting Delete on your keyboard.

Now, with Body selected in the Sequencer, click on the + icon, and then from Animation, search for Retargeted. This should call up the retargeted data created by the IK Retargeter...

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