Virtual Filmmaking with Unreal Engine 5 by Hussin Khan

Virtual Filmmaking with Unreal Engine 5 by Hussin Khan

Author:Hussin Khan
Language: eng
Format: epub, pdf
Publisher: Packt Publishing Pvt Ltd
Published: 2024-01-22T00:00:00+00:00


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

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

Note

If your characters do not resemble what is shown in Figure 8.36, use the Reset drop-down to reset their pose.

Note

It is perfectly normal for the MetaHuman to be missing its head and other parts. What we are really interested in now is matching the Mixamo animation to the MetaHuman. We will learn how to add and animate facial expressions in Chapter 9.

Select the Asset Browser tab, double-click the Samba_Dancing animation, and now, both the UE5 Mannequin (Manny) and the MetaHuman are dancing in unison. Perfect!

As before, we will export this animation for the MetaHuman. Select the Samba_Dancing animation and click Export Selected Animations in Asset Browser. Then in the pop-up window, select the MetaHumans folder, right-click, and create a new folder named MH_Animations. In the Suffix window, type _MH. Now, click Export.

Save the project (Ctrl + Shift + S).



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