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Reimagining Characters with Unreal Engine's MetaHuman Creator
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In the previous chapter, we used an iPhone to capture facial data via the Live Link Face App. While that is a great solution, it does have its limitations. One such limitation is how little control we had with regard to calibration; we were only able to calibrate to a neutral pose.
In this chapter, we’re going to look at a more professional solution that is used in both AAA games and film projects. Unlike the iPhone’s depth camera, we are looking at a video camera-based solution that provides us with a lot more calibration control: the solution is Faceware Studio.
Not only will we be taking advantage of the improved calibration when it comes to facial motion capture for our MetaHuman, we will also be looking at the additive tool in the Level Sequencer too.
So, in this chapter, we will cover the following topics: