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 workflows
Free with your book: DRM-free PDF version + access to Packt's next-gen Reader*
Key Features:
- Learn the complete MetaHuman production pipeline using Unreal Engine 5.7
- Create production-ready digital humans with body animation, facial motion capture, and cinematic rendering
- Extend your workflow with Mesh to MetaHuman, Blender, Maya, Houdini, and professional production tools
Book Description:
Learn how professional digital humans are created from concept to final cinematic render using Unreal Engine 5.7 and MetaHuman Creator. Creating a MetaHuman is only the beginning. The real challenge is turning that character into a believable digital performance.
Fully updated for Unreal Engine 5.7, where MetaHuman Creator is fully integrated into the editor, this second edition teaches the complete MetaHuman production pipeline, taking you from character creation and assembly through body animation, facial motion capture, clothing, cinematic sequencing, lighting, rendering, and advanced production workflows. New chapters cover Mesh to MetaHuman, Blender hair grooms, and professional tools that extend the MetaHuman pipeline beyond Unreal Engine.
Rather than focusing on individual features, this book follows the same structured workflow used throughout modern productions. Each chapter builds upon the previous one, helping you understand not only how to use the tools, but why they are used and how they fit together within a complete production pipeline.
Whether you're producing game cinematics, animated films, virtual productions, or interactive experiences, this book provides the practical knowledge needed to create production-ready digital humans using the latest MetaHuman workflows.
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What You Will Learn:
- Create, customize, and assemble production-ready MetaHumans in Unreal Engine 5.7
- Animate MetaHumans using Mixamo, DeepMotion, MetaHuman Animator, and Control Rig
- Capture realistic facial performances using an iPhone or a standard webcam
- Create custom clothing that can be repurposed across all MetaHumans with physics-based cloth simulations
- Create cinematic sequences using Level Sequencer, lighting, cameras, and Movie Render Queue
- Build custom MetaHumans with Mesh to MetaHuman and create hair grooms using Blender
- Integrate professional tools including Blender, Maya, Houdini, Marvelous Designer, Character Creator, and other production plugins
Who this book is for:
This book is for filmmakers, game developers, technical artists, animators, students, and digital content creators who want to master the complete MetaHuman production pipeline using Unreal Engine. Whether you're producing game cinematics, animated films, virtual productions, or interactive experiences, you'll learn practical workflows that take you from creating a digital character to producing a final cinematic performance. A basic understanding of Unreal Engine is recommended.
Table of Contents
- Getting Started with Unreal
- Creating Characters in the MetaHuman Interface
- Assembling the Character
- Diving Into the MetaHuman Blueprint
- Clothing Our MetaHuman
- Retargeting Mixamo Animations
- Adding Motion Capture with DeepMotion
- Using the Level Sequencer
- Using an iPhone for Facial Motion Capture
- Using a Webcam and Audio for Facial Motion Capture
(N.B. Please use the Read Sample option to see further chapters