Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Dec 2022
Publisher Packt
ISBN-13 9781801817721
Length 356 pages
Edition 1st Edition
Tools
Concepts
Arrow right icon
Authors (2):
Arrow left icon
Ciaran Kavanagh Ciaran Kavanagh
Author Profile Icon Ciaran Kavanagh
Ciaran Kavanagh
Brian Rossney Brian Rossney
Author Profile Icon Brian Rossney
Brian Rossney
Arrow right icon
View More author details
Toc

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

Preparing and uploading the MetaHuman to Mixamo

To prepare our MetaHuman for Mixamo, first, we must make sure that we are exporting our MetaHuman character with the correct body type. You may remember from Chapter 4, Retargeting Animations, that when we were retargeting our character directly from the animation asset, we had an option to preview the mesh of the MetaHuman. This is an important step because we need to use the preview mesh to tell Mixamo how much of an influence the bones will have. In addition, the step also gives us a visual idea of exactly how the motion capture animation we choose works with our mesh of choice.

My character had a particular description, being female, of medium height, and overweight; this was notated by F_Med_Ovw_Preview. We need to ensure that the exact mesh is what we are using to export from Unreal. So, to start preparing our MetaHuman, see the following:

  1. First, we need to find the right mesh. To do this, go to your character’...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime