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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

Using the Mesh to MetaHuman Plugin

In the previous chapter, we reached the end of the process of creating a MetaHuman and making a video featuring our MetaHuman. While writing this book, Epic Games released version 5 of Unreal Engine – first, as an early access version, and later as a fully supported release. In addition, Epic Games also released a groundbreaking plugin that allows users to use custom meshes of faces to be used as the face of their MetaHuman. The free plugin is called Mesh to MetaHuman and at its core is the MetaHuman Identity Asset.

This opens up opportunities for artists to use all the great MetaHuman-related tools and functionality on custom face sculptors or digital scans of real people. Because we can use digital scans of real people, it gives artists the ability to create MetaHumans that have an incredible likeness to actors or even artists.

In this chapter, we will focus on how to create and utilize a digital scan of your own face and apply it to...

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