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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 and editing the Control Rig

To get around our keyframes problem, we need to create another MetaHuman Control Rig with no keyframes, so that any keyframes that we do add will have an additive effect.

What do we mean by additive? For example, if a rotation of a shoulder joint on the x-axis was 100 degrees as a result of motion capture, then using an additive workflow, rotating a shoulder by a further 20 degrees on the x-axis would result in the final rotation being 120 degrees. We get to 120 degrees because we are simply adding 100 + 20 degrees.

Note

Keyframes on the additive section will not affect the original keyframes of the baked Control Rig. However, they do affect the end result.

In order to gain an additive effect, we must create an Additive section in our Sequencer, as seen in Figure 7.11:

Figure 7.11: Adding an Additive section

As per Figure 7.12, the Additive track is added, which is a sub-track of the Control Rig we just created...

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