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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 Level Sequencer

In the previous chapter, we learned how to bring our own motion capture data into Unreal and retarget it to a MetaHuman. However, there are times when we need to make adjustments that are required to fix issues or add an extra level of creativity to its performance.

One issue we came across in the last chapter was caused by the discrepancies between using A-Pose and T-Pose, and we were able to fix that by editing the A-Pose of our MetaHuman inside the MetaHuman Blueprint.

In this chapter, we are going to look at another way to make changes to our character’s pose to fix minor issues, such as an arm colliding with the torso of the MetaHuman, but will also look at how we can refine the motion of the character. For this, we will use the Level Sequencer, which is the tool we use for animating anything in Unreal Engine, and in many ways, works like a timeline in a video editing application.

So, in this chapter, we will cover the following topics...

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