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Virtual Filmmaking with Unreal Engine 5

You're reading from   Virtual Filmmaking with Unreal Engine 5 A step-by-step guide to creating a complete animated short film

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Product type Paperback
Published in Feb 2024
Publisher Packt
ISBN-13 9781801813808
Length 480 pages
Edition 1st Edition
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Author (1):
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Hussin Khan Hussin Khan
Author Profile Icon Hussin Khan
Hussin Khan
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Table of Contents (23) Chapters Close

Preface 1. Part 1:Pre-Production: Project Development and Gathering Resources FREE CHAPTER
2. Chapter 1: Getting Started with Unreal Engine 3. Chapter 2: Understanding the Principles of Photography, Film Cameras, and Lenses 4. Chapter 3: Understanding the Art of Storytelling and Creating Your Storyboard 5. Part 2: Production: Creating the Environment
6. Chapter 4: Importing 3D Objects and Creating Levels 7. Chapter 5: Creating Environments with Quixel Megascans 8. Chapter 6: Creating and Applying Materials to 3D Meshes 9. Part 3: Production: Adding and Animating Characters
10. Chapter 7: Creating Actors with Unreal Engine MetaHumans 11. Chapter 8: Retargeting the MetaHumans for Unreal Engine 5 12. Chapter 9: Adding Animations and Facial Expressions to Your MetaHuman Characters 13. Part 4: Production: Shooting the Scene
14. Chapter 10: Adding and Animating Virtual Cameras Using the Level Sequencer 15. Chapter 11: Enhancing Set Dressing, Retiming Shots, and Adding Niagara Particles 16. Chapter 12: Setting the Mood with Lighting and Adding Post-Processing Effects 17. Part 5: Post-Production: Adding Post-Processing Effects and Music
18. Chapter 13: Exploring Color Management, Additional Camera Settings, and Rendering Your Shots 19. Chapter 14: Adding Sound and Finalizing Your Virtual Film 20. Index 21. Other Books You May Enjoy Appendix: Creating Material IDs Using Blender

Creating an IK Retargeter for MetaHumans

To retarget the UE5 Mannequin to the MetaHuman, take the following steps:

  1. In the From_Mixamo folder, duplicate the previously created RTG_Manny IK Retargeter and rename it to RTG_MetaHuman. Then, double-click to open it.
  2. In the Details panel, in the Source section, change Source IKRig Asset to IK_Mannequin, and Source Preview Mesh to SKM_Manny_Simple.
  3. In the same panel, change Target IKRig Asset to IK_metahuman, and Target Preview Mesh to m_med_nrw_body:
Figure 8.35: Setting the source and target IK Rig Assets

Figure 8.35: Setting the source and target IK Rig Assets

Note

The following are abbreviations of the body types of MetaHumans in UE:

- m/f: male/female

- srt/med/tal: short/medium/tall (height)

- unw/nrw/ovw: underweight/narrow/overweight

  1. In the Viewport, the UE5 Mannequin (Manny) and the MetaHuman may overlap. Use Target Mesh Offset to separate the characters by 200 units in the Xaxis.
Figure 8.36: The UE5 Mannequin to Metahuman retargeting

Figure...

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