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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

Recording a session with a Take Recorder

In the previous section, I mentioned running a simulation to test the facial motion capture data. That’s fine for just doing quick tests, but for animation production, we need to record the motion capture data, and to do that, Epic Games have created the Take Recorder. This will allows us to record mocap sessions and play them back from the Level Sequencer.

To use a Take Recorder instead, follow these steps:

  1. Go to Take Recorder tab and add the MetaHuman Blueprint. You can see in Figure 9.24 that I’ve done this by clicking the + Source option, and then From Actor.

Figure 9.24: Adding the MetaHuman Blueprint to the Take Recorder

  1. Still in the Take Recorder tab, add another asset by using the From LiveLink option, as per Figure 9.25. Here, we are going to add animationValues. The values referred to here are all the ARKit data values as they are being streamed from Faceware, such as rotation...

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