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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 the MetaHuman Blueprint and body mocap data to the Level Sequencer

In this section, you will once again add your MetaHuman to the Level Sequencer so that you can apply both body capture data and facial capture data to it.

Adding the MetaHuman Blueprint

To start, first, create a new Level Sequencer by right-clicking anywhere within your content browser, finding Animation in the menu, and clicking Level Sequencer.

Once your new Level Sequencer has been created, click on +Track and add your MetaHuman Blueprint as per Figure 10.1 (if you don’t see it, use the search function and type in BP for Blueprint):

Figure 10.1: Adding the Blueprint to the Level Sequencer

As soon as you have your MetaHuman Blueprint in your Sequence, you’ll notice that both the Body and Face control rigs are present, which is standard when you add a MetaHuman Blueprint to a Level Sequencer:

Figure 10.2: The Body and Face control rigs

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