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Reimagining Characters with Unreal Engine's MetaHuman Creator - Brian Rossney

Reimagining Characters with Unreal Engine's MetaHuman Creator

Elevate your films with cinema-quality character designs and motion capture animation

(Autor)

Buch | Softcover
356 Seiten
2022
Packt Publishing Limited (Verlag)
978-1-80181-772-1 (ISBN)
CHF 78,50 inkl. MwSt
Discover the power of Unreal Engine 5 and the MetaHuman Creator in this illustrated guide 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 DescriptionMetaHuman 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 forThis 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.

Brian Rossney is a Creative Director and VFX Supervisor at Rossney Pictures. With 22 years of experience working in the film and TV industry, Brian has specialized in post-production and digital visual effects. He has produced commercials and TV opening sequences using 3D animation tools and 3D nodal based compositing applications. With a thorough understanding of the VFX and 3D animation pipeline, and live-action film producing and directing, Brian has lectured at Dublin City University and Galway Film Centre, and had worked as a VFX supervisor for Hallmark and Maravista. He is also the creator of two short films – they are called ‘Apetito', using Unreal Engine, and ‘1976', using Unreal Engine and the MetaHuman Creator.

Table of Contents

Getting Started with Unreal
Creating Characters in the Metahuman Interface
Diving into the MetaHuman Blueprint
Retargeting Animations
Retargeting Animations with Mixamo
Adding Motion Capture with DeepMotion
Using the Level Sequencer
Using an iPhone for Facial Motion Capture
Using Faceware for Facial Motion Capture
Blending Animations and Advanced Rendering with the Level Sequencer
Using the Mesh to Metahuman Plugin

Erscheinungsdatum
Vorwort Ciaran Kavanagh
Verlagsort Birmingham
Sprache englisch
Maße 191 x 235 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-80181-772-3 / 1801817723
ISBN-13 978-1-80181-772-1 / 9781801817721
Zustand Neuware
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