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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

Creating an IK Rig

You may be asking, why do we need to create an IK Rig if MetaHumans already have one? Considering that our goal is to retarget an animation designed for one character (as the source) and apply it to our MetaHuman character (as the target), we need to make sure that the rigs have the correct naming conventions. For example, we need to ensure the left arm of the source matches the left arm of the target; some rigs will refer to shoulder as clavicle, so we need to ensure the naming convention is the same for both rigs.

So, we are effectively going to create a new IK Rig that translates information from the source and to the target. This will become much more visually apparent as we progress with the chapter and deal with IK chains. The reason we are doing this is that the naming conventions for the source rig could be different from the target rig, so the IK Rig we are going to create for each is effectively just a simple set of instructions to make the translation...

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