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22.04.2024 - Session 08: Unterschied zwischen den Versionen

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Shuree (Diskussion | Beiträge)
Metahuman Intro
 
Shuree (Diskussion | Beiträge)
UE5 Metahuman & Motion Capture
 
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'''Session 08 - Metahuman & Animating Metahuman Intro'''
'''Intro to Metahuman and Using Motion Capture Animation on any Metahuman'''
 
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During this session we took a look at basics of working with Metahuman (importing in and adjusting the skeleton) and brought a Mocap Animation to apply on to the Metahuman.
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Our session is recorded live and you can access it via this link:
[https://www.unrealengine.com/en-US/metahuman Metahuman] is a complete framework that gives any creator the power to create and use fully rigged, photorealistic digital humans in a variety of projects powered by Unreal Engine 5.
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https://www.youtube.com/watch?v=RDJhUEPTuVQ
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During this session, we looked at the basics of working with Metahuman such as importing in and adjusting the skeleton. Later we animated the metahuman character using motion capture animation from the Rokoko Mocap Suits that we use in the CG Lab.
The Mocap Animations are downloadable under this link:
Please note that there will be a slight difference in the workflow now, due to different versions of UE and also due to Quixel Megascan moving to FAB. There is also a later session (SoSe 24, Session 14) that delves deeper into creating custom Metahuman by using the [https://metahuman.unrealengine.com/ Metahuman Creator].
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https://www.dropbox.com/scl/fo/x592fo63df7jb5yfp3hsc/AAaErCL3qA93uiF0DS5VZ7s?rlkey=vks8s529h515bnwbc4bp43da4&dl=0
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[https://www.youtube.com/watch?v=RDJhUEPTuVQ SCREEN RECORDING of the session]
Thank you for those who participated.
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The Mocap Animations that we used during the session are also available to download [https://www.dropbox.com/scl/fo/x592fo63df7jb5yfp3hsc/AAaErCL3qA93uiF0DS5VZ7s?rlkey=vks8s529h515bnwbc4bp43da4&dl=0 here].
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Aktuelle Version vom 24. Februar 2025, 12:02 Uhr

Intro to Metahuman and Using Motion Capture Animation on any Metahuman

Metahuman is a complete framework that gives any creator the power to create and use fully rigged, photorealistic digital humans in a variety of projects powered by Unreal Engine 5.

During this session, we looked at the basics of working with Metahuman such as importing in and adjusting the skeleton. Later we animated the metahuman character using motion capture animation from the Rokoko Mocap Suits that we use in the CG Lab. Please note that there will be a slight difference in the workflow now, due to different versions of UE and also due to Quixel Megascan moving to FAB. There is also a later session (SoSe 24, Session 14) that delves deeper into creating custom Metahuman by using the Metahuman Creator.

SCREEN RECORDING of the session

The Mocap Animations that we used during the session are also available to download here.