Reimagining Characters with Unreal Engine’s MetaHuman Creator: Elevate your films with cinema-quality character designs and motion capture animation
- Length: 356 pages
- Edition: 1
- Language: English
- Publisher: Packt Publishing
- Publication Date: 2022-12-29
- ISBN-10: 1801817723
- ISBN-13: 9781801817721
- Sales Rank: #6622723 (See Top 100 Books)
Discover the power of Unreal Engine 5 and the MetaHuman Creator to develop realistic digital characters, infusing them with full body and facial animation
Key Features
- Create realistic characters using the MetaHuman Creator using a mixture of preset and custom tools
- Import your character into Unreal Engine 5 to access more editing options and begin animating it
- Combine face and body motion capturing to fully animate your digital humans
Book Description
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.
What you will learn
- Create your own bespoke character using MHC
- Develop custom faces based on real people
- Utilize Blueprints to take control of your digital character
- Retarget animations using the Unreal Mannequin
- Use DeepMotion and Live Link for complete body and face animation
- Use the Control Rig to refine animations
- Export and render your character
Who this book is for
This book is for filmmakers and hobbyists who are planning to make a film using Unreal Engine for the first time, having worked in live action or purely digital media previously, either professionally or as a hobby. No experience with Unreal Engine is required, however it is useful to have some knowledge of 3D development applications and concepts like wireframes, skin weights, transform tools, and motion capture. It is recommended that you have access to an iPhone X (or a later model). Alternatively, you can use a free or paid version of Faceware, along with a basic webcam.
Reimagining Characters with Unreal Engine’s MetaHuman Creator Foreword Contributors About the author About the reviewer Preface Who this book is for What this book covers To get the most out of this book Download the color images Conventions used Get in touch Share your thoughts Download a free PDF copy of this book Part 1: Creating a Character Chapter 1: Getting Started with Unreal Technical requirements What is Unreal? What are MetaHumans? Setting up Unreal and the MetaHuman Creator Creating an Epic account Downloading and installing Unreal Engine 5 Launching UE5 Installing Quixel Bridge Booting up MetaHuman Creator Summary Chapter 2: Creating Characters in the MetaHuman Interface Technical requirements Starting up Quixel Bridge Editing your MetaHuman Face Hair Body Using the Move and Sculpt tools Downloading and exporting your character Resolution Download considerations Export considerations Processing in the background Summary Part 2: Exploring Blueprints, Body Motion Capture, and Retargeting Chapter 3: Diving into the MetaHuman Blueprint Technical requirements What are Blueprints? Opening a Blueprint Using the folder structure to navigate around the Blueprint Navigating around the Blueprint without using folders Importing and editing skeletons Adding the Mannequin character Editing the Mannequin skeleton's retargeting options Editing the MetaHuman skeleton's retargeting options Summary Chapter 4: Retargeting Animations Technical requirements What is an IK Rig? What is a rig? What is IK? Creating an IK Rig Creating the IK chains Creating an IK Retargeter Importing more animation data Summary Chapter 5: Retargeting Animations with Mixamo Technical requirements Introducing Mixamo Preparing and uploading the MetaHuman to Mixamo Orienting your character in Mixamo Exploring animation in Mixamo Downloading the Mixamo animation Importing the Mixamo animation into Unreal Working with subsequent animations Summary Chapter 6: Adding Motion Capture with DeepMotion Technical requirements Introducing DeepMotion Preparing our video footage Uploading our video to DeepMotion Exploring DeepMotion’s animation settings Downloading the DeepMotion motion capture file Importing the DeepMotion animation into Unreal Retargeting the DeepMotion motion capture Fixing position misalignment issues Summary Part 3: Exploring the Level Sequencer, Facial Motion Capture, and Rendering Chapter 7: Using the Level Sequencer Technical requirements Introducing the Level Sequencer Creating a Level Sequencer and importing our character Blueprint Adding the retargeted animation to the character Blueprint Adding and editing the Control Rig Adding a camera to the Level Sequencer Rendering a test animation from the Level Sequencer Summary Chapter 8: Using an iPhone for Facial Motion Capture Technical requirements Installing the Live Link Face app Installing Unreal Engine plugins (including Take Recorder) Live Link, Live Link Control Rig, and Live Link Curve Debug UI ARKit and ARKit Face Support Take Recorder Connecting and configuring the Live Link Face app to Unreal Engine Configuring and testing the MetaHuman Blueprint Calibrating and capturing live data Summary Chapter 9: Using Faceware for Facial Motion Capture Technical requirements Installing Faceware Studio on a Windows PC Installing Unreal’s Faceware plugin and the MetaHuman sample Setting up a webcam and the streaming function Realtime Setup panel Streaming panel Status bar Enabling Live Link to receive Faceware data Editing the MetaHuman Blueprint Recording a session with a Take Recorder Importing a take into the Level Sequencer Baking and editing facial animation in Unreal Summary Chapter 10: Blending Animations and Advanced Rendering with the Level Sequencer Technical requirements Adding the MetaHuman Blueprint and body mocap data to the Level Sequencer Adding the MetaHuman Blueprint Adding previously retargeted body mocap data Adding additional body mocap data and merging mocap clips Adding facial mocap data to the Level Sequencer Adding a recorded Faceware take Editing the facial mocap Exploring advanced rendering features Adding and animating a camera Adding and animating light Using Post Process Volumes Using the Movie Render Queue ACES and color grading Summary Chapter 11: Using the Mesh to MetaHuman Plugin Technical requirements Installing the Mesh to MetaHuman plugin for Unreal Engine Introducing and installing KIRI Engine on your smartphone Importing your scanned mesh into Unreal Engine Modifying the face mesh inside the MetaHuman Creator online tool Summary Index Why subscribe? Other Books You May Enjoy Packt is searching for authors like you Share your thoughts Download a free PDF copy of this book
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