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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

Downloading the Mixamo animation

Continuing from the last section, when you click DOWNLOAD, Mixamo will take you to the following dialog box illustrated in Figure 5.16:

Figure 5.16: DOWNLOAD SETTINGS

Let’s look at each of these options:

  • Format: FBX is the same format you used when you exported from Unreal Engine; for the Unreal Mixamo pipeline, I strongly suggest you work with this preset. In the Format drop-down list, you will see other formats. Mostly, they consist of alternative and older versions of FBX. Another available format is DAE, however it is not compatible with Unreal.
  • Skin: The default setting is With Skin; this means that when you download the file, it will contain your original mesh along with the Mixamo Rig and the animation all within the FBX file format. If you have multiple animations for your character, you only need to include the skin on the first animation you download. Choosing Without Skin will contain the animation...

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