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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

Editing your MetaHuman

Now, it’s time to edit your MetaHuman. You can find the editable parameters at the top right of the interface, as per Figure 2.8:

Figure. 2.8: FACE, HAIR, and BODY

We’re going to go through all of these options in the upcoming sections. All of these are very powerful editors and, as I write this, I’m confident that Quixel and Epic Games will have added more functionality by the time this book goes to print.

Face

First, we’ll take at the editable options for our MetaHuman’s face. Under FACE, we have the following subcategories:

  • Blend
  • Skin
  • Eyes
  • Teeth
  • Makeup

Let’s explore these five subcategories now. To get started, ensure you have stopped the animation preview of any range of motion. In Figure 2.9, we can see a couple of options to choose from:

Figure 2.9: Choosing BLEND

We will want to click BLEND to continue to the next section.

...

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