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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 an IK Retargeter

With the hard work out of the way, now it is time to create a tool that can make these two IK Rigs talk to each other. This is effectively what an IK Retargeter does, translating the animation from the IK chains of one character onto another. In this example, I have gone back to my Glenda folder to create the Retargeter. So, let’s go through the following steps:

  1. Just like when we were creating the IK Rig, right-click anywhere in your character’s Blueprint folder, choose Animation, and select IK Retargeter, just like in Figure 4.19:

Figure 4.19: Creating the IK Retargeter

  1. When creating the IK Retargeter, you are prompted to pick the IK Rig from which you want to copy the animation. To make things easier for ourselves, we already labeled the IK Rig SOURCE_Mannequin earlier so that we could easily identify it as a source. You can see this available in the list in Figure 4.20:

Figure...

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