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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

Creating the IK chains

What are IK chains? Put simply, an IK chain is like any other chain, such as a bicycle chain, where each link in the chain has a relationship with the next. This applies to limbs in a body where each bone makes up a link in a chain. So, each limb, such as the shoulder down to the hand, makes up one IK chain.

All an IK Rig does is simplify each rig into the following five IK chains:

  • Spine to head
  • Left shoulder/clavicle to left hand
  • Right shoulder/clavicle to right hand
  • Left thigh to left foot
  • Right thigh to right foot

Note

Ensure that you create each chain in the order that I have written them here and that the order applies to both the source and target skeletons.

To do this, let’s take a closer look at the IK Retargeting tab. In Figure 4.15, knowing that I just need five IK chains, I clicked on the +Add New Chain button five times:

Figure 4.15: IK Retargeting tab for the source

By default...

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