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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

Importing and editing skeletons

In this section, we will add our Mannequin character to our project. Then, to be able to retarget animation from one character to another, the source and target characters both have to have skeletons. We will be looking at both of these skeletons in the following sections.

Adding the Mannequin character

To start, we want to use the skeleton of the Mannequin character that comes shipped with Unreal. To add it to your project, all you need to do is go to Content Browser, click on the +ADD button, and choose Add Feature or Content Pack…:

Figure 3.6: Adding a content pack

Once you’ve clicked on Add Feature or Content Pack…, you’ll see a pop-up window where you can choose Third Person from the Blueprint feature tab:

Figure 3.7: Add Content to the Project

The reason we choose Third Person is that it has a full character, including a mannequin, in the project, which we can repurpose...

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