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Unreal Engine 5 Character Creation, Animation, and Cinematics

You're reading from   Unreal Engine 5 Character Creation, Animation, and Cinematics Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite

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Product type Paperback
Published in Jun 2022
Publisher Packt
ISBN-13 9781801812443
Length 598 pages
Edition 1st Edition
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Authors (2):
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Wilhelm Ogterop Wilhelm Ogterop
Author Profile Icon Wilhelm Ogterop
Wilhelm Ogterop
Henk Venter Henk Venter
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Henk Venter
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Toc

Table of Contents (27) Chapters Close

Preface 1. Part 1 Creating 3D Assets
2. Chapter 1: An Introduction to Blender's 3D Modeling and Sculpting Tools FREE CHAPTER 3. Chapter 2: Modeling a Robot Drone Character 4. Chapter 3: Let's Sculpt an Alien Plant! 5. Chapter 4: UV Maps and Texture Baking 6. Chapter 5: Texturing Your Models inside Quixel Mixer 7. Part 2 Building Your Virtual Movie Set in Unreal Engine 5
8. Chapter 6: Exploring Unreal Engine 5 9. Chapter 7: Setting Up Materials in UE 5 10. Chapter 8: Using MetaHuman to Create a Photorealistic Human for UE5 11. Chapter 9: Building a Virtual 3D Movie Set in UE5 12. Chapter 10: Adding Lighting and Atmospheric Visual Effects in UE5 13. Part 3 Character Rigging for Animation in UE5 with Control Rig
14. Chapter 11: Alien Plant Joint Setup in Blender 15. Chapter 12: Alien Plant Skinning in Blender 16. Chapter 13: Robot Joint Setup and Skinning in Blender 17. Chapter 14: Making a Custom Rig for Our Alien Plant with Control Rig 18. Chapter 15: Creating a Control Rig with Basic IK Controls for the Robot in UE5 19. Part 4 Animation in UE5 Using Control Rig and Sequencer
20. Chapter 16: Creating a Simple Swaying Animation Cycle in UE5 Sequencer 21. Chapter 17: Creating Three Simple Animations for the Robot in UE5 Sequencer 22. Chapter 18: Importing Motion Capture onto the MetaHuman Control Rig 23. Chapter 19: Motion Capture Editing and Cleanup Using Control Rig and Sequencer 24. Chapter 20: Using Sequencer to Construct Your Final Scene 25. Index 26. Other Books You May Enjoy

Ordering the control objects in the correct hierarchy and linking them to joints

In this section, we need to organize our rig controllers in the correct hierarchy. Just like with all our parent/child hierarchies in our Animation Rigs, the hierarchy needs to be parented in the right order, so our rig works correctly.

Controller hierarchy

Like with our Alien Plant Control Rig, we need to figure out how we want our hierarchy to work.

Firstly, we want an overall root controller (RobotRoot) that can move our entire Animation Rig if we need to. That needs to be at the top of the hierarchy and the parent of everything in the Animation Rig.

Secondly, we want the body controller (RobotBody) as the child of the root controller. We just need to left-click to select and hold the mouse button to drag the RobotBody controller on top of the RobotRoot controller, as shown in Figure 15.19:

Figure 15.19 – Parent body controller to root controller

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