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Reimagining Characters with Unreal Engine MetaHuman Creator : Learn the Complete MetaHuman Production Pipeline Using Unreal Engine 5. 7.
- 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
- Subscribe to Game Dev Assembly!
- Join our community on Discord
- Free benefits with your book
- 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 &
- 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 &
- 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
- Unlock Your Exclusive Benefits
- Unlock this Book's Free Benefits in 3 Easy Steps
- Step 1
- Step 2
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- Index.
- 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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