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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

Fixing position misalignment issues

It’s unlikely that your animation is going to perfectly match your video, and it’s just as unlikely that the retargeting process is going to be smooth sailing either. There’s always a slight mismatch between the source and target rigs. One of the most common problems is the arm positions, which mostly boils down to the T-pose and the A-pose.

As MetaHumans are set in an A-pose, and our DeepMotion rig was set to a T-Pose, this is where there’s a problem. In the event that you chose T-Pose in DeepMotion, there’s a handy little fix that saves you from having to go through the download and retargeting process again.

As you can see from Figure 6.21, showing the IK Retargeter interface, we can see the problem: the source DeepMotion character is in a T-Pose and the target MetaHuman character is in an A-Pose. In this scenario, because of the misalignment, the arms will not animate properly and will most likely intersect...

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