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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

Fixing position misalignment issues

It’s unlikely that your animation is going to perfectly match your video, and it’s just as unlikely that the retargeting process is going to be smooth sailing either. There’s always a slight mismatch between the source and target rigs. One of the most common problems is the arm positions, which mostly boils down to the T-pose and the A-pose.

As MetaHumans are set in an A-pose, and our DeepMotion rig was set to a T-Pose, this is where there’s a problem. In the event that you chose T-Pose in DeepMotion, there’s a handy little fix that saves you from having to go through the download and retargeting process again.

As you can see from Figure 6.21, showing the IK Retargeter interface, we can see the problem: the source DeepMotion character is in a T-Pose and the target MetaHuman character is in an A-Pose. In this scenario, because of the misalignment, the arms will not animate properly and will most likely intersect...

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