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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

What are Blueprints?

So, what on earth is a Blueprint? If that’s what you’re thinking, I wouldn’t blame you.

Blueprints are effectively a visual representation of templates written in the C++ programming language. Epic Games could have easily just created a console within Unreal to let users write C++ code but because not everyone is familiar with the C++ programming language, they created an easy way for artists to edit the relevant code. In addition, for those familiar with C++, Blueprints are a very handy way of creating tools that are relatively easy for artists to use.

The good news is that you don’t really need to spend a huge amount of time using them when working on a MetaHuman character and animating it, but they are an integral part of the process and are being used by the engine in the background. It would be good practice for artists to get to grips with the fundamentals of Blueprints, as they are a fantastic way of reducing repetitive...

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