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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
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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

Configuring and testing the MetaHuman Blueprint

We must now tell the MetaHuman Blueprint to receive data from Live Link. As it happens, this is very simple:

  1. Open up the MetaHumans Blueprint from within your Content folder.
  2. In the Components tab on the left-hand side, click on the top of the hierarchy where it says BP_ (your MetaHuman Name). In my case it is BP_Glenda. This will let you see the settings you need to edit in the Details panel, as per Figure 8.10:

Figure 8.10: Creating a Level Sequencer

  1. Go to the Llink Face Subject drop-down list and select the name of your phone. Again, in my case, it’s just called iPhone but your phone may have a more specific name.
  2. Also, tick the Llink Face Head option, which enables head movement data to be accepted by the Blueprint.

Figure 8.11: Enabling the Llink Face Head option

Next, click on Face within the Components tab. Then, in the Details panel, go...

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