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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

Modifying the face mesh inside the MetaHuman Creator online tool

Once you have opened up Quixel Bridge, navigate to My MetaHumans. There you will see a new black-and-white icon. As per Figure 11.25, the icon indicates that this MetaHuman was created with the Mesh to MetaHuman plugin. Click on the black-and-white icon and navigate to the Start MHC button.

Figure 11.25: MetaHuman Identity icons

You will be taken to the familiar MetaHuman Creator online application featured in Chapter 2. As you can see in Figure 11.26, the MetaHuman has no skin and it is somewhat distorted. Most notably, the upper head protrudes unnaturally. The reason for this is that the face mesh scan that was created using the KIRI Engine app also scanned my hair; the MetaHuman Identity solver couldn’t determine what the hair actually was, resulting in skin tissue instead of hair.

Figure 11.26: MetaHuman Creator with the face scan

There is an easy fix to the...

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