Reimagining Characters with Unreal Engine's MetaHuman Creator: Elevate your films with cinema-quality character designs and motion capture animation
By Brian Rossney and Ciaran Kavanagh
()
About this ebook
MetaHuman Creator (MHC) is an online, user-friendly 3D design tool for creating highly realistic digital humans that can be animated within Unreal Engine (UE) and enhanced with motion capture technology. This means that filmmakers and game developers now have access to a high quality, affordable solution that was previously only available to specialist studios.
This book will focus on using UE5 and MHC from a filmmaker angle. Firstly, you’ll understand how to use the online MHC to create a digital character, changing its facial structure, body type, and clothing. After that, you’ll learn all the necessary steps to bring the character into UE5 and set it up for animation. Then, using an iPhone and a webcam to capture face and body movements, you’ll mix these motion capture files, refine the animations using the MetaHuman Control Rig, and save these takes to be reused and edited again within the Level Sequencer. On top of that, you’ll learn how to create a rendered video file for film production using both the Level Sequencer and a VR Cinematic Camera. By the end of this book, you’ll have created your own MetaHuman character, as well as face and body motion capture data, and learned the necessary skills to give your future projects further realism and creative control.
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Reimagining Characters with Unreal Engine's MetaHuman Creator - Brian Rossney
BIRMINGHAM—MUMBAI
Reimagining Characters with Unreal Engine’s MetaHuman Creator
Copyright © 2022 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author(s), nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
Group Product Manager: Rohit Rajkumar
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First published: January 2023
Production reference: 1071222
Published by Packt Publishing Ltd.
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ISBN 978-1-80181-772-1
www.packt.com
To my mother, Gaby, for her relentless inspiration. To my wife, Kenia, and my two children, Eoin and Isabella, for their encouragement, support, and understanding. To all the folks at Media House for their never-ending motivation. And, last but not least, to all my great friends who have been checking in on the book’s progress and spoiling me with their encouraging words.
– Brian Rossney
Foreword
I have known and worked with Brian Rossney for the best part of a decade.
Our paths crossed when Brian and I worked on TV commercials, with Brian as the Director and myself as Director of Photography. What was unusual about Brian was that he had an innate ability to direct, that was equally complemented by a comprehensive grasp of all aspects of post-production and visual effects.
Brian’s hard-won experience and passion in this field goes back over 20 years. Primarily working in commercials and dramas, he has produced countless excellent visual effects, 3D environments, and digital doubles. These skills, along with the ability to transfer information about the subject to others, was quickly recognized, and it came as no surprise that he was hired to teach advanced video production at Dublin City University.
As a Director of Photography on feature films and episodic television, I’ve grown accustomed to seeing pre-visualization. But seeing what was possible with Brian’s guidance and the Unreal Engine, particularly in terms of lighting and animation, was an eye opener. On one film, Brian created pre-visualizations in 3D for every shot. Then he progressed to using the Unreal Engine for his own work, creating an impressive short film titled Apetito which maximized the technology.
Simultaneously ILM and Disney began utilizing the Unreal Engine for their The Mandalorian series!
The Unreal Engine is most definitely a filmmaker’s tool, with the required skills seemingly out of reach for most. However, Reimagining Characters with Unreal Engine’s MetaHuman Creator allows artists to animate realistic characters in an easy-to-follow fashion, without being bogged down by boring techno garble.
The book is designed for professionals and hobbyists who don’t have time to learn about all the technology behind the magic, but want to get to work on their projects quicky. This is why Brian’s book is an effective reference – it gradually introduces you to key concepts surrounding digital characters, along with how to use and navigate around Unreal Engine’s MetaHuman Creator.
On top of this, he collates the most efficient ways of working, particularly in terms of getting MetaHumans to work with Mixamo animation libraries or bespoke body motion capture through DeepMotion.
Users who have an iPhone can also create highly realistic facial capture to use on their characters, or alternatively can use their webcam and Faceware technology. Both methods are provided with step-by-step breakdowns of how they are accomplished.
Brian never intended to write the definitive guide to every aspect of MetaHumans or all things relating to Motion Capture. However, he did intend to write a book where readers can get results fast, without having to rely on multiple sources of information. Having completed all of the research for you, the outcome is within these pages.
So, get up and running with creating your own highly realistic digital characters and animations for your film project – something that, until now, was only imaginable for huge animation and film studios - without all the stress and heartache.
Happy filmmaking!
Ciaran Kavanagh
ISC IATSE 669
Contributors
About the author
Brian Rossney is a creative director and VFX supervisor at Rossney Pictures. With 22 years of experience working in the film and TV industry, Brian specializes in post-production and digital visual effects. He has produced commercials and TV opening sequences using 3D animation tools and 3D node-based compositing applications. With a thorough understanding of the VFX and 3D animation pipeline and live-action film producing and directing, Brian has lectured at Dublin City University and Galway Film Centre, and has worked as a VFX supervisor for Hallmark and Maravista. He is also the creator of two short films – they are called Apetito, using Unreal Engine, and 1976, using Unreal Engine and MetaHuman Creator.
I’d like to thank my very patient editor, Hayden Edwards.
About the reviewer
Emilio Ferrari is a motion capture supervisor and the CEO of Raised by Monsters (a preproduction studio based on Unreal Engine). He works closely with the Unreal Engine department to develop tools that facilitate a smooth transfer between the mocap stage and engine. In addition to managing the mocap stage, he also leads research and development efforts focused on finding ways to blend VFX, film, and Unreal Engine through playable tools.
Emilio is currently working on the development of the book Digital Filmmaking with Unreal Engine 5, which focuses on cinematography and storytelling with Unreal Engine.
Table of Contents
Preface
Part 1: Creating a Character
1
Getting Started with Unreal
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
Launching UE5
Installing Quixel Bridge
Booting up MetaHuman Creator
Summary
2
Creating Characters in the MetaHuman Interface
Technical requirements
Starting up Quixel Bridge
Editing your MetaHuman
Face
Hair
Body
Using the Move and Sculpt tools
Downloading and exporting your character
Resolution
Download considerations
Export considerations
Processing in the background
Summary
Part 2: Exploring Blueprints, Body Motion Capture, and Retargeting
3
Diving into the MetaHuman Blueprint
Technical requirements
What are Blueprints?
Opening a Blueprint
Using the folder structure to navigate around the Blueprint
Navigating around the Blueprint without using folders
Importing and editing skeletons
Adding the Mannequin character
Editing the Mannequin skeleton's retargeting options
Editing the MetaHuman skeleton's retargeting options
Summary
4
Retargeting Animations
Technical requirements
What is an IK Rig?
What is a rig?
What is IK?
Creating an IK Rig
Creating the IK chains
Creating an IK Retargeter
Importing more animation data
Summary
5
Retargeting Animations with Mixamo
Technical requirements
Introducing Mixamo
Preparing and uploading the MetaHuman to Mixamo
Orienting your character in Mixamo
Exploring animation in Mixamo
Downloading the Mixamo animation
Importing the Mixamo animation into Unreal
Working with subsequent animations
Summary
6
Adding Motion Capture with DeepMotion
Technical requirements
Introducing DeepMotion
Preparing our video footage
Uploading our video to DeepMotion
Exploring DeepMotion’s animation settings
Downloading the DeepMotion motion capture file
Importing the DeepMotion animation into Unreal
Retargeting the DeepMotion motion capture
Fixing position misalignment issues
Summary
Part 3: Exploring the Level Sequencer, Facial Motion Capture, and Rendering
7
Using the Level Sequencer
Technical requirements
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
Summary
8
Using an iPhone for Facial Motion Capture
Technical requirements
Installing the Live Link Face app
Installing Unreal Engine plugins (including Take Recorder)
Live Link, Live Link Control Rig, and Live Link Curve Debug UI
ARKit and ARKit Face Support
Take Recorder
Connecting and configuring the Live Link Face app to Unreal Engine
Configuring and testing the MetaHuman Blueprint
Calibrating and capturing live data
Summary
9
Using Faceware for Facial Motion Capture
Technical requirements
Installing Faceware Studio on a Windows PC
Installing Unreal’s Faceware plugin and the MetaHuman sample
Setting up a webcam and the streaming function
Realtime Setup panel
Streaming panel
Status bar
Enabling Live Link to receive Faceware data
Editing the MetaHuman Blueprint
Recording a session with a Take Recorder
Importing a take into the Level Sequencer
Baking and editing facial animation in Unreal
Summary
10
Blending Animations and Advanced Rendering with the Level Sequencer
Technical requirements
Adding the MetaHuman Blueprint and body mocap data to the Level Sequencer
Adding the MetaHuman Blueprint
Adding previously retargeted body mocap data
Adding additional body mocap data and merging mocap clips
Adding facial mocap data to the Level Sequencer
Adding a recorded Faceware take
Editing the facial mocap
Exploring advanced rendering features
Adding and animating a camera
Adding and animating light
Using Post Process Volumes
Using the Movie Render Queue
ACES and color grading
Summary
11
Using the Mesh to MetaHuman Plugin
Technical requirements
Installing the Mesh to MetaHuman plugin for Unreal Engine
Introducing and installing KIRI Engine on your smartphone
Importing your scanned mesh into Unreal Engine
Modifying the face mesh inside the MetaHuman Creator online tool
Summary
Index
Other Books You May Enjoy
Preface
Technology and art have always gone hand in hand. In recent years, we have seen technology evolve rapidly, and for many of us, the advancements are hard to keep track of. The technology behind movies is no different.
I grew up in the 1980s when all film technology was analog. An incredibly inspiring film for me was Clash of the Titans (1981). Learning that the visual effects animation was created by just one person, Ray Harryhausen, amazed me. Fast-forward to the 2000s, and there are now teams consisting of hundreds of visual effects artists and animators, with several companies working on one single film title.
With Unreal Engine and MetaHuman Creator, things have seemingly gone full circle. Gone are the days when cinema-quality animation and VFX tools were exclusive to large and wealthy studios. With a reasonably powered computer, even a laptop, people can now make their own films. There are no boundaries and no excuses. We are at the exciting dawn of a new era, where we will see new Ray Harryhausens emerge.
Who this book is for
This book is written by a filmmaker for filmmakers. To understand some of the more difficult concepts introduced in the book, you should have a reasonable understanding of the filmmaking process, particularly 3D animation. If you’ve dabbled with 3D character animation and have read at least one book on the subject, you should have no problem understanding anything written in the book. If you don’t have any prior learning, don’t worry – you can still progress to the end without getting stuck.
Ultimately, this is a step-by-step guide on how to create an animated MetaHuman with Unreal. It covers various techniques that you can apply to your own ideas and designs.
What this book covers
In Chapter 1, Getting Started with Unreal, you will learn what Unreal is, what a MetaHuman is, and how to set up Unreal Engine on your computer.
In Chapter 2, Creating Characters in the MetaHuman Interface, we will examine all the major features of the Metahuman Creator Interface, how to edit a MetaHuman, and also how to download and export your own MetaHuman.
In Chapter 3, Diving into the MetaHuman Blueprint, we will learn what a Blueprint is and how to use them in relation to MetaHumans.
In Chapter 4, Retargeting Animations, we will learn all about IK Rigs, IK Chains, and the IK Retargeter.
In Chapter 5, Retargeting Animations with Mixamo, we learn how to retarget animation with Mixamo animation assets.
In Chapter 6, Adding Motion Capture with DeepMotion, similar to the previous chapter, we will learn about markerless motion capture using DeepMotion and how we can retarget DeepMotion-acquired motion capture data onto a MetaHuman.
In Chapter 7, Using the Level Sequencer, we will learn about the Level Sequencer and how we can use it to control our MetaHuman character.
In Chapter 8, Using an iPhone for Facial Motion Capture, we will learn how to install the Live Link app and use an iPhone to capture facial capture live and directly into Unreal Engine.
In Chapter 9, Using Faceware for Facial Motion Capture, as an alternative to the last chapter, we will look at how we can use a simple webcam to get an equally high standard of facial motion capture utilizing the Faceware software.
In Chapter 10, Blending Animations and Advanced Rendering with the Level Sequencer, we will look at how we can use multiple motion capture clips inside a Level Sequencer. This chapter will also introduce some advanced rendering concepts using the Level Sequencer, such as Post Process Volumes.
In Chapter 11, Using the Mesh to MetaHuman Plugin, as a bonus, you will learn about a new plugin that allows users to adapt their own 3D scans for their MetaHumans to be based on.
To get the most out of this book
To get the most out of this book, a basic understanding of concepts from the 3D animation industry such as meshes, video timelines, motion capture, and keyframes is required. Some experience with 3D applications such as Maya, 3ds Max, Houdini, Blender, Cinema 4D, or Modo would be an advantage.
It is recommended that you familiarize yourself with the results of motion capture and 3D animation by watching behind-the-scenes clips from VFX movies such as Avatar, Pirates of the Caribbean, and The Avengers.
You will need a fast internet connection and a lot of hard drive space. A MetaHuman character when downloaded will easily take up about 4 GB of hard drive space, and an Unreal Engine project with a simple MetaHuman scene could take up to around 50 GB of hard drive space. Additionally, a high-spec graphics card such as an NVIDIA RTX 3000 series is recommended.
Also, take a look at the writer’s YouTube channel for tips and tricks regarding all aspects of Unreal Engine and MetaHumans relating to this book as soon as they become available: https://bit.ly/3Fv9u18.
Download the color images
We also provide a PDF file that has color images of the screenshots and diagrams used in this book. You can download it here: https://packt.link/5RXwo.
Conventions used
Bold: Indicates a new term, an important word, or words that you see on screen. For instance, words in menus or dialog boxes appear in bold. Here is an example: Select System info from the Administration panel.
Tips or important notes
Appear like this.
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Part 1: Creating a Character
In Part 1 of this book, you will learn about the key prerequisites you need to know, such as installing Unreal Engine and Quixel Bridge. Then, you will learn all there is to know about the MetaHuman Creator, including how to create your character and how to bring it into Unreal Engine.
This part includes the following chapters:
Chapter 1, Getting Started with Unreal
Chapter 2, Creating Characters in the MetaHuman Interface
1
Getting Started with Unreal
In the first chapter of this book, you will learn about what Unreal Engine is, what it is used for, and how you can start working with it. You will then learn how to set up an account with Epic Games and download Unreal Engine, before using the same account details to download Bridge, which is the application needed to start creating MetaHuman characters.
Overall, you will become proficient in installing and setting up these applications on a Windows machine.
So, we will cover the following topics:
What is Unreal Engine?
What are MetaHumans?
Setting up Unreal Engine and the MetaHuman Creator
Technical requirements
Before we get started, I must remind you that this book is about extremely high-quality 3D characters so it’s important you understand this before setting up Unreal and risk being disappointed because of technical issues. This is because Unreal Engine, like any 3D graphics tool, requires a powerful