Summary
In this chapter, we have explored the Faceware Facial motion capture solution for MetaHumans in Unreal. Much of what we covered in this chapter was similar to the iPhone solution but with the bonus of being able to use a simple webcam, and we looked at how we can fine-tune our data before Unreal receives it.
On top of this, we had some time to revise what we have learned about the Take Recorder, and we learned how to bake our facial motion capture data into a control rig in a similar way to how we baked our body motion capture from DeepMotion. Finally, we uncovered some of the power of using the additive feature in conjunction with the MetaHumans’ many facial animation controllers to fix issues.
In the next chapter, we will build on this knowledge as we look at how to merge multiple takes inside the Level Sequencer and explore further ways to render videos.