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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

Creating Characters in the MetaHuman Interface

In the previous chapter, you learned how to install the Epic Games Launcher, the UE5 engine, and Bridge to your machine. Additionally, you went through the steps of setting up an Epic Games user account, which you must use again to sign into Quixel Bridge.

This chapter will cover everything you need to know about the MetaHumans Creator (MHC) and the online session where all the character designing takes place. We will look at all the editable features of the many MHC templates, including the face, hair, body, blend, move, and sculpt parameters, as well as the best practices of when to use each attribute within the character design phase.

The primary goal of this chapter is to get you accustomed to the interface and the character design potential, but it will also provide notes on how to implement the same design tools for a more acutely focused design process.

In addition to the various tools and preset editors, you will become...

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