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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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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

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.

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