Summary
In this chapter, we got the opportunity to revise some key elements of bringing a MetaHuman to life by applying both body and face motion capture to the Level Sequencer. We looked at alternative ways to edit movement and fix common movement issues, such as fixing the position of a character when looping an animation. We also learned how to use Transform, Location, and Show Skeleton to help with creating longer animations using looped tracks.
After that, we covered cameras, lights, and Post-Process Volumes, reviewing some of the very powerful and professional rendering capabilities of Unreal Engine.
In the next and final chapter of this book, we will take a look at a new feature (at the time of writing) that allows us to use our likeness or someone else’s to fashion a MetaHuman around a real human!