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Reimagining Characters with Unreal Engine's MetaHuman Creator

You're reading from   Reimagining Characters with Unreal Engine's MetaHuman Creator Elevate your films with cinema-quality character designs and motion capture animation

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Product type Paperback
Published in Dec 2022
Publisher Packt
ISBN-13 9781801817721
Length 356 pages
Edition 1st Edition
Tools
Concepts
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Authors (2):
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Ciaran Kavanagh Ciaran Kavanagh
Author Profile Icon Ciaran Kavanagh
Ciaran Kavanagh
Brian Rossney Brian Rossney
Author Profile Icon Brian Rossney
Brian Rossney
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Table of Contents (17) Chapters Close

Preface 1. Part 1: Creating a Character
2. Chapter 1: Getting Started with Unreal FREE CHAPTER 3. Chapter 2: Creating Characters in the MetaHuman Interface 4. Part 2: Exploring Blueprints, Body Motion Capture, and Retargeting
5. Chapter 3: Diving into the MetaHuman Blueprint 6. Chapter 4: Retargeting Animations 7. Chapter 5: Retargeting Animations with Mixamo 8. Chapter 6: Adding Motion Capture with DeepMotion 9. Part 3: Exploring the Level Sequencer, Facial Motion Capture, and Rendering
10. Chapter 7: Using the Level Sequencer 11. Chapter 8: Using an iPhone for Facial Motion Capture 12. Chapter 9: Using Faceware for Facial Motion Capture 13. Chapter 10: Blending Animations and Advanced Rendering with the Level Sequencer 14. Chapter 11: Using the Mesh to MetaHuman Plugin 15. Index 16. Other Books You May Enjoy

Using the Move and Sculpt tools

While I could have introduced Sculpt and Move at the beginning of this chapter, as they relate to the head only, I left them for last for a good reason. Up until now, you have seen that the MHC provides a wealth of options that give very real-world and realistic results. There are also ample opportunities to customize the face using the Blend tool. But sometimes, there are occasions when we want to push things a little further and exaggerate certain characteristics. There are also times when we are looking for something less symmetrical that is closer to reality, or when we simply want to hone in on a specific detail.

With the Sculpt and Move tools, you can add a little more than the preset blending has to offer, but it’s harder to get back to where you were should you not get it right. So, Sculpt and Move should be left until you’ve exhausted the other areas.

Within the interface, the main visible difference between Move and Sculpt...

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