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Virtual Filmmaking with Unreal Engine 5

You're reading from  Virtual Filmmaking with Unreal Engine 5

Product type Book
Published in Feb 2024
Publisher Packt
ISBN-13 9781801813808
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Hussin Khan Hussin Khan
Profile icon Hussin Khan

Table of Contents (23) Chapters

Preface 1. Part 1:Pre-Production: Project Development and Gathering Resources
2. Chapter 1: Getting Started with Unreal Engine 3. Chapter 2: Understanding the Principles of Photography, Film Cameras, and Lenses 4. Chapter 3: Understanding the Art of Storytelling and Creating Your Storyboard 5. Part 2: Production: Creating the Environment
6. Chapter 4: Importing 3D Objects and Creating Levels 7. Chapter 5: Creating Environments with Quixel Megascans 8. Chapter 6: Creating and Applying Materials to 3D Meshes 9. Part 3: Production: Adding and Animating Characters
10. Chapter 7: Creating Actors with Unreal Engine MetaHumans 11. Chapter 8: Retargeting the MetaHumans for Unreal Engine 5 12. Chapter 9: Adding Animations and Facial Expressions to Your MetaHuman Characters 13. Part 4: Production: Shooting the Scene
14. Chapter 10: Adding and Animating Virtual Cameras Using the Level Sequencer 15. Chapter 11: Enhancing Set Dressing, Retiming Shots, and Adding Niagara Particles 16. Chapter 12: Setting the Mood with Lighting and Adding Post-Processing Effects 17. Part 5: Post-Production: Adding Post-Processing Effects and Music
18. Chapter 13: Exploring Color Management, Additional Camera Settings, and Rendering Your Shots 19. Chapter 14: Adding Sound and Finalizing Your Virtual Film 20. Index 21. Other Books You May Enjoy Appendix: Creating Material IDs Using Blender

What is character rigging?

Before we jump back into UE to start animating our characters, you must understand the concept of character rigging. Character rigging (sometimes referred to as skeletal animation) is the process of creating a digital skeleton or structure for a character model in animation. It is a technique used to define the range of movement for a character or object, enabling actions, gestures, and movement.

Figure 8.1: Digital skeleton in UE5

Figure 8.1: Digital skeleton in UE5

During character rigging, an artist takes a static character model and adds a series of interconnected bones to create a skeleton. These bones serve as a framework that allows animators to manipulate and control the character’s movements. By assigning specific movements and constraints to the bones, animators can create lifelike movements and expressions for the character. Without rigging, characters would lack the ability to deform and move freely, making it challenging to bring them to life...

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