Tutorial – How to create a MetaHuman from a custom mesh [RealityCapture, Blender, UE5]
From Alexander Sanning
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Timestamps:
0:00 [Capturing the subject] Camera settings and adequate coverage
1:15 [PowerShell/FFmpeg] Using FFmpeg to extract frames from video footage
4:17 [Windows Photo Viewer] Deleting frames with blinking eyes and moving subject
5:40 [RealityCapture] Align imported images
7:15 [RealityCapture] Align the reconstruction box to the subject and set ground pane
9:42 [RealityCapture] Mesh model with Normal setting
10:56 [RealityCapture] Colorize the mesh for easier visual selection for filtering
11:41 [RealityCapture] Lasso selection and filtering
15:08 [RealityCapture] Simplifying and smoothing
18:28 [RealityCapture/Blender] Exporting and importing in Blender
19:51 [Blender] Manual Smoothing by sculpting in Blender
25:11 [RealityCapture] Importing, unwrapping, and texturing the smoothened mesh
27:56 [RealityCapture] Exporting the textured mesh
29:29 [Blender] Importing the textured mesh, orienting it, and exporting
35:00 [Unreal Engine] Importing the unwrapped mesh and texture in Unreal Engine 5
37:27 [Unreal Engine] Creating a material, or creating a master material and material instance
43:31 [Unreal Engine] Solve a MetaHuman Identity
48:12 [MetaHuman Creator] Refining in the MetaHuman Creator interface
1:07:14 [Unreal Engine] Downloading and importing the MetaHuman
1:08:26 [Unreal Engine] Brief, cursory pointer on how to use Level Sequencer to animate the MetaHuman
This tutorial demonstrates to KTH Architecture students how to create a MetaHuman from a custom mesh. The process includes the preprocessing of the captured video footage (extracting frames with FFmpeg), creating a textured photogrammetry mesh in RealityCapture, refining this in Blender, solving a MetaHuman identity for the custom mesh in Unreal Engine, and finishing the process in MetaHuman Creator.
The outcome of this workflow might be applicable for the intention to include a skeletal mesh with your likeness as a scale figure in a 3D scene of your architectural project, or any other applicable use.
The operating system used for this tutorial is Windows 10. Running another operating system (e.g., Linux, MacOS) might result in software incompatibility.
Link to tutorial about downloading FFmpeg (timestamp 0:21):
5 minutes on: File management – Merge Individual Video Clips Into One Using FFmpeg [FFmpeg: Part 1]
https://www.youtube.com/watch?v=D7vvaok5TvE
If you want to check in which computer room(s) any relevant software might be installed in – CADLAB, DFL, and ARCPLAN is in the Architecture school building – please check the following link for current status:
https://www.kth.se/en/student/it/campus/computer-rooms/lista
Disclaimer:
This tutorial aims to increase student awareness of the versatility of the digital tools available for use within the context of the architectural education offered by KTH. As such, it might not be generally applicable, but on the other hand, if even one architecture student is helped by it in fulfilling deliverables requirements, the purpose of this tutorial is satisfactorily achieved. There might be inaccuracies in this tutorial video – if you identify any significant one, please tell us in the comments.
0:00 [Capturing the subject] Camera settings and adequate coverage
1:15 [PowerShell/FFmpeg] Using FFmpeg to extract frames from video footage
4:17 [Windows Photo Viewer] Deleting frames with blinking eyes and moving subject
5:40 [RealityCapture] Align imported images
7:15 [RealityCapture] Align the reconstruction box to the subject and set ground pane
9:42 [RealityCapture] Mesh model with Normal setting
10:56 [RealityCapture] Colorize the mesh for easier visual selection for filtering
11:41 [RealityCapture] Lasso selection and filtering
15:08 [RealityCapture] Simplifying and smoothing
18:28 [RealityCapture/Blender] Exporting and importing in Blender
19:51 [Blender] Manual Smoothing by sculpting in Blender
25:11 [RealityCapture] Importing, unwrapping, and texturing the smoothened mesh
27:56 [RealityCapture] Exporting the textured mesh
29:29 [Blender] Importing the textured mesh, orienting it, and exporting
35:00 [Unreal Engine] Importing the unwrapped mesh and texture in Unreal Engine 5
37:27 [Unreal Engine] Creating a material, or creating a master material and material instance
43:31 [Unreal Engine] Solve a MetaHuman Identity
48:12 [MetaHuman Creator] Refining in the MetaHuman Creator interface
1:07:14 [Unreal Engine] Downloading and importing the MetaHuman
1:08:26 [Unreal Engine] Brief, cursory pointer on how to use Level Sequencer to animate the MetaHuman
This tutorial demonstrates to KTH Architecture students how to create a MetaHuman from a custom mesh. The process includes the preprocessing of the captured video footage (extracting frames with FFmpeg), creating a textured photogrammetry mesh in RealityCapture, refining this in Blender, solving a MetaHuman identity for the custom mesh in Unreal Engine, and finishing the process in MetaHuman Creator.
The outcome of this workflow might be applicable for the intention to include a skeletal mesh with your likeness as a scale figure in a 3D scene of your architectural project, or any other applicable use.
The operating system used for this tutorial is Windows 10. Running another operating system (e.g., Linux, MacOS) might result in software incompatibility.
Link to tutorial about downloading FFmpeg (timestamp 0:21):
5 minutes on: File management – Merge Individual Video Clips Into One Using FFmpeg [FFmpeg: Part 1]
https://www.youtube.com/watch?v=D7vvaok5TvE
If you want to check in which computer room(s) any relevant software might be installed in – CADLAB, DFL, and ARCPLAN is in the Architecture school building – please check the following link for current status:
https://www.kth.se/en/student/it/campus/computer-rooms/lista
Disclaimer:
This tutorial aims to increase student awareness of the versatility of the digital tools available for use within the context of the architectural education offered by KTH. As such, it might not be generally applicable, but on the other hand, if even one architecture student is helped by it in fulfilling deliverables requirements, the purpose of this tutorial is satisfactorily achieved. There might be inaccuracies in this tutorial video – if you identify any significant one, please tell us in the comments.
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