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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 an IK Rig

You may be asking, why do we need to create an IK Rig if MetaHumans already have one? Considering that our goal is to retarget an animation designed for one character (as the source) and apply it to our MetaHuman character (as the target), we need to make sure that the rigs have the correct naming conventions. For example, we need to ensure the left arm of the source matches the left arm of the target; some rigs will refer to shoulder as clavicle, so we need to ensure the naming convention is the same for both rigs.

So, we are effectively going to create a new IK Rig that translates information from the source and to the target. This will become much more visually apparent as we progress with the chapter and deal with IK chains. The reason we are doing this is that the naming conventions for the source rig could be different from the target rig, so the IK Rig we are going to create for each is effectively just a simple set of instructions to make the translation...

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