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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

Introducing DeepMotion

Until recently, bespoke motion capture solutions required expensive equipment and expensive software; think about movies like Avatar, The Lord of the Rings, or Pirates of the Caribbean, where performers have to wear motion capture suits with either reflective balls or checker markers with infrared sensors. This technology was only viable for large studios that could make such an investment, and as a result, independent studios and freelance artists had to make do with just motion capture libraries, such as Mixamo, as we have already discussed.

Recently, this has changed as more and more affordable solutions have become available to artists. In my research for this book, I worked with a number of motion capture tools specifically with cost in mind. Because motion capture (mocap) suits and infrared sensors and all that fancy gear are just too expensive for most of us, I looked at DeepMotion’s Animate 3D.

DeepMotion’s Animation 3D is an example...

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