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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

Editing the MetaHuman Blueprint

To start, we need to create a new Level Sequence because we’re going to add our MetaHuman Blueprint to the Level Sequencer:

  1. Just like in the last chapter, drag and drop the MetaHuman Blueprint from the Outliner and onto the Level Sequencer. Again, you’ll notice that a Metahuman_ControlRig and a Face_ControlBoard_CtrlRig have been created. Delete both of these as we don’t need them.
  2. Next, click on Face from the Blueprint in the Level Sequencer. In Figure 9.23, you’ll see how the Details panel has given me parameters for me to edit, namely the Animation Mode and Anim Class.

Figure 9.23: Selecting Face from the MetaHuman Blueprint

Ensure Animation Mode is set to Use Animation Blueprint and that Anim Class is set to ABP_Metahuman_Faceware_LiveLink Face.

  1. Now test your facial motion capture data by hitting the Play button at the top of the Unreal Engine interface. This will run...
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