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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
Tools
Concepts
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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

Modifying the face mesh inside the MetaHuman Creator online tool

Once you have opened up Quixel Bridge, navigate to My MetaHumans. There you will see a new black-and-white icon. As per Figure 11.25, the icon indicates that this MetaHuman was created with the Mesh to MetaHuman plugin. Click on the black-and-white icon and navigate to the Start MHC button.

Figure 11.25: MetaHuman Identity icons

You will be taken to the familiar MetaHuman Creator online application featured in Chapter 2. As you can see in Figure 11.26, the MetaHuman has no skin and it is somewhat distorted. Most notably, the upper head protrudes unnaturally. The reason for this is that the face mesh scan that was created using the KIRI Engine app also scanned my hair; the MetaHuman Identity solver couldn’t determine what the hair actually was, resulting in skin tissue instead of hair.

Figure 11.26: MetaHuman Creator with the face scan

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