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Reimagining Characters with Unreal Engine MetaHuman Creator : Learn the Complete MetaHuman Production Pipeline Using Unreal Engine 5. 7.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Rossney, Brian.
Language:
English
Subjects (All):
Computer animation.
Virtual reality.
Physical Description:
1 online resource (394 pages)
Edition:
1st ed.
Place of Publication:
Birmingham : Packt Publishing, Limited, 2026.
Summary:
Learn the complete MetaHuman production pipeline in Unreal Engine 5.7, from character creation and animation to motion capture, facial performance, cinematic rendering, Mesh to MetaHuman, Blender, and production-ready workflowsFree with your book: DRM-free PDF version + access to Packt's next-gen Reader* Key Features Learn the complete MetaHuman.
Contents:
Intro
Reimagining Characters with Unreal Engine MetaHuman Creator
Second Edition
Learn the complete MetaHuman production pipeline using Unreal Engine 5.7
Foreword
Contributors
About the author
About the reviewer
Table of Contents
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the color images
Conventions used
Get in touch
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How to Unlock
Share your thoughts
Part 1
Getting Started with Unreal
1
Technical requirements
What is Unreal?
What are MetaHumans?
Setting up Unreal and the MetaHuman Creator
Creating an Epic account
Downloading and installing Unreal Engine 5.7
Launching UE 5.7
Bridge
Booting up the MetaHuman Creator
Summary
2
Creating Characters in the MetaHuman Interface
Introducing MetaHuman Character
Navigating the MetaHuman interface
Tools menu
Viewport
Create full rig
Download textures
Environment &amp
Quality toolbar
Changing the skin
Lighting
Camera framing
Level of detail
Render quality
Test animating our MetaHuman
Editing our MetaHuman
Blend
Conform
Transform
Sculpt
Manipulator
Teeth &amp
Eyelashes
Applying materials
Materials and skin
Skin
Freckles
Accents
Texture Sources
Texture Override
Eyes
Makeup
Foundation
Blush
Lips
Teeth
3
Assembling the Character
Hair templates and materials
Hair (Grooms)
Eyebrows (Grooms)
Eyelashes (Groom)
Mustache (Groom)
Beard (Groom)
Peachfuzz (Groom).
Clothing assets
Assembly
4
Diving Into the MetaHuman Blueprint
What are Blueprints?
Opening a Blueprint
Using the folder structure to navigate the Blueprint
Navigating around the Blueprint without folders
Importing and editing skeletons
Adding the mannequin character
Animating the character
Exporting the animation
Assigning the retargeted animation to the character
Part 2
Bringing Your MetaHuman to Life
5
Clothing Our MetaHuman
Getting clothing assets from Fab
Preparing your MetaHuman for third-party software
FBX workflow
Using Marvelous Designer
Initial garment fitting
Cloth simulation
Cloth asset
Outfit asset
Wardrobe assets
6
Retargeting Mixamo Animations
Introducing Mixamo
Exploring animation in Mixamo
Downloading the Mixamo animation
Importing the Mixamo animation into Unreal
Retargeting the Mixamo animation to your character
7
Adding Motion Capture with DeepMotion
Introducing DeepMotion
Preparing our video footage
Uploading our video to DeepMotion
Exploring DeepMotion's animation settings
Downloading the DeepMotion motion capture files
Importing the DeepMotion animation into Unreal
Retargeting the DeepMotion motion capture
8
Using the Level Sequencer
Introducing the Level Sequencer
Creating a Level Sequencer and importing our character Blueprint
Adding the retargeted animation to the character Blueprint
Adding and editing the Control Rig
Adding a camera to the Level Sequencer
Rendering a test animation from the Level Sequencer
Part 3
Facial Animation and Cinematic Rendering
9.
Using an iPhone for Facial Motion Capture
Installing Unreal Engine plugins: Take Recorder and Live Link Hub
Installing the live link face app
Live Link Hub
Live Link Control Rig
Live Link Curve Debug UI
Take Recorder
Connecting and configuring the Live Link Face app to Unreal Engine
Configuring and testing the MetaHuman Blueprint
MetaHuman identity
Capturing the calibration footage on the iPhone
Ingesting the footage using the Live Link Hub content manager
Creating a MetaHuman identity
Create components
Promote frame
MetaHuman identity solver
AutoRig (MetaHuman identity)
Prepare for Performance
Processing facial motion capture
10
Using a Webcam and Audio for Facial Motion Capture
Camera setup
Editing the MetaHuman with the Use Animation Blueprint mode
Setting Live Link Hub to receive a webcam signal
Editing the MetaHuman to receive the new webcam signal
Recording the performance and microphone with Take Recorder
Locating the audio file to repurpose for Audio-to-Animation
MetaHuman performance using audio
Processing just the mouth animation
Copying curves from the mouth animation
Pasting curves into the facial mocap for better lip-sync
Applying filters
11
Advanced Rendering with the Level Sequencer
Adding the MetaHuman Blueprint and body mocap data to the Level Sequencer
Adding the MetaHuman Blueprint
Adding previously retargeted body mocap data
Adding face animation
Exploring advanced rendering features
Adding and animating a camera
Adding and animating lights
Using post process volumes
Using the Movie Render Queue
Job
Settings
Output
Settings (Output)
ACES and color grading
Part 4.
Advanced MetaHuman Workflows
12
Using the Mesh to MetaHuman Plugin
Repurposing the MetaHuman identity
Conforming a MetaHuman to a MetaHuman identity
Exporting a MetaHuman base mesh for sculpting
Importing and sculpting the mesh in Blender
Conforming third-party mesh to MetaHuman
13
Applying Hair Grooms
Exporting a MetaHuman base mesh for Blender
Preparing the scalp
Introducing Blender hair curves
Sculpt mode for grooms
Styling the hair
Hair density
Building density with modifiers
Exporting the grooms in Unreal Engine
Exporting the Alembic grooms
Enabling the Alembic Grooms Export plugin
Importing the Alembic groom and creating a groom binding
Conversion
Binding the groom to the head bone
Adding the groom to the MetaHuman
Applying a hair shader
Editing simulation parameters
Testing the groom in animation
14
External Tools and Plugins for MetaHuman Workflows
MetaHuman for Maya
Houdini plugins
Character Creator plugin
Wrap
MetaHuman Animation Tool (MAT)
MetaTailor
ZenBlink
Fab
Final words…
15
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Notes:
Description based on publisher supplied metadata and other sources.
Part of the metadata in this record was created by AI, based on the text of the resource.
Other Format:
Print version: Rossney, Brian Reimagining Characters with Unreal Engine MetaHuman Creator
ISBN:
9781806024681
OCLC:
1605652921

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