What this book covers
In Chapter 1, Getting Started with Unreal, you will learn what Unreal is, what a MetaHuman is, and how to set up Unreal Engine on your computer.
In Chapter 2, Creating Characters in the MetaHuman Interface, we will examine all the major features of the Metahuman Creator Interface, how to edit a MetaHuman, and also how to download and export your own MetaHuman.
In Chapter 3, Diving into the MetaHuman Blueprint, we will learn what a Blueprint is and how to use them in relation to MetaHumans.
In Chapter 4, Retargeting Animations, we will learn all about IK Rigs, IK Chains, and the IK Retargeter.
In Chapter 5, Retargeting Animations with Mixamo, we learn how to retarget animation with Mixamo animation assets.
In Chapter 6, Adding Motion Capture with DeepMotion, similar to the previous chapter, we will learn about markerless motion capture using DeepMotion and how we can retarget DeepMotion-acquired motion capture data onto a MetaHuman.
In Chapter 7, Using the Level Sequencer, we will learn about the Level Sequencer and how we can use it to control our MetaHuman character.
In Chapter 8, Using an iPhone for Facial Motion Capture, we will learn how to install the Live Link app and use an iPhone to capture facial capture live and directly into Unreal Engine.
In Chapter 9, Using Faceware for Facial Motion Capture, as an alternative to the last chapter, we will look at how we can use a simple webcam to get an equally high standard of facial motion capture utilizing the Faceware software.
In Chapter 10, Blending Animations and Advanced Rendering with the Level Sequencer, we will look at how we can use multiple motion capture clips inside a Level Sequencer. This chapter will also introduce some advanced rendering concepts using the Level Sequencer, such as Post Process Volumes.
In Chapter 11, Using the Mesh to MetaHuman Plugin, as a bonus, you will learn about a new plugin that allows users to adapt their own 3D scans for their MetaHumans to be based on.