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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

Adding a camera to the Level Sequencer

The UE5 camera is a powerful tool, as it operates just like a real camera. I could write a whole book on the camera alone, but in the interest of completing this chapter, you’ll just learn about some very basic camera tips that relate specifically to the Level Sequencer.

For simplicity, we are going to create a camera using the Level Sequencer. We also need a Camera Cut; this is like a master track, mainly designed for the use of multiple cameras, but we still need it for just one camera. The Camera Cut is only automatically generated when we create a camera from within the Level Sequencer.

Before we can do that, first we need to create a playback range. You can do this by right-clicking anywhere on the timeline within the Level Sequencer, choosing Set Start Time, and then clicking where you want to start the animation. Then, do the same with our Set End Time. The difference between these two times is the playback; however, this range...

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