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You're reading from  Unreal Engine 5 Character Creation, Animation, and Cinematics

Product typeBook
Published inJun 2022
Reading LevelBeginner
PublisherPackt
ISBN-139781801812443
Edition1st Edition
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Authors (2):
Henk Venter
Henk Venter
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Henk Venter

Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft's Studio Rare, Sumo Digital, and Eurocom Entertainment.
Read more about Henk Venter

Wilhelm Ogterop
Wilhelm Ogterop
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Wilhelm Ogterop

Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.
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Summary

In this chapter, we covered how to work with MoCap animation on the MetaHuman Control Rig in UE5 Sequencer. We planned what we wanted to achieve, then learned how to bake MoCap animation from the skeleton to the MetaHuman Control Rig. We had a good overview of the MetaHuman Control Rig itself and how to use its controllers. Then, we set up UE so that it's easier to animate within tight spaces by changing the Near Clipping Plane values.

We finished this chapter by cleaning up the Stand Up animation while using the Poses and Snapper tools in the Animation window. This chapter should have provided a good overview of how to edit MoCap in UE5. You should now be able to get the most out of all the free or paid-for MoCap libraries out there, as well as customize these MoCap animations for your own needs.

In the next chapter, we will combine all the assets we created in this book into our final movie scene in Sequencer.

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Unreal Engine 5 Character Creation, Animation, and Cinematics
Published in: Jun 2022Publisher: PacktISBN-13: 9781801812443

Authors (2)

author image
Henk Venter

Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft's Studio Rare, Sumo Digital, and Eurocom Entertainment.
Read more about Henk Venter

author image
Wilhelm Ogterop

Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.
Read more about Wilhelm Ogterop