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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

Adding the MetaHuman Blueprint and body mocap data to the Level Sequencer

In this section, you will once again add your MetaHuman to the Level Sequencer so that you can apply both body capture data and facial capture data to it.

Adding the MetaHuman Blueprint

To start, first, create a new Level Sequencer by right-clicking anywhere within your content browser, finding Animation in the menu, and clicking Level Sequencer.

Once your new Level Sequencer has been created, click on +Track and add your MetaHuman Blueprint as per Figure 10.1 (if you don’t see it, use the search function and type in BP for Blueprint):

Figure 10.1: Adding the Blueprint to the Level Sequencer

As soon as you have your MetaHuman Blueprint in your Sequence, you’ll notice that both the Body and Face control rigs are present, which is standard when you add a MetaHuman Blueprint to a Level Sequencer:

Figure 10.2: The Body and Face control rigs

...

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