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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

Using the Move and Sculpt tools

While I could have introduced Sculpt and Move at the beginning of this chapter, as they relate to the head only, I left them for last for a good reason. Up until now, you have seen that the MHC provides a wealth of options that give very real-world and realistic results. There are also ample opportunities to customize the face using the Blend tool. But sometimes, there are occasions when we want to push things a little further and exaggerate certain characteristics. There are also times when we are looking for something less symmetrical that is closer to reality, or when we simply want to hone in on a specific detail.

With the Sculpt and Move tools, you can add a little more than the preset blending has to offer, but it’s harder to get back to where you were should you not get it right. So, Sculpt and Move should be left until you’ve exhausted the other areas.

Within the interface, the main visible difference between Move and Sculpt...

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