4.7 KiB
Facial Capture - MetaHuman Animator
Overview
This document describes the facial capture workflow using MetaHuman Animator for the Dubai Metaverse project.
MetaHuman Animator
Overview
MetaHuman Animator is a tool for capturing facial animation from video or live performance and applying it to MetaHumans in Unreal Engine.
Requirements
- MetaHuman Animator Plugin: Enable in Unreal Engine
- Camera: High-quality camera (webcam, DSLR, or phone)
- Lighting: Good lighting conditions
- Calibration: Facial calibration process
Setup
Plugin Installation
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Enable Plugin:
- Edit > Plugins
- Search for "MetaHuman Animator"
- Enable plugin
- Restart editor
-
Verify Installation:
- Check plugin is active
- Verify MetaHuman Animator tools are available
Camera Setup
-
Camera Selection:
- Webcam: Basic setup
- DSLR: Higher quality
- Phone: Convenient option
-
Lighting:
- Even Lighting: Avoid harsh shadows
- Front Lighting: Light from front
- Avoid Backlighting: Avoid strong backlighting
-
Positioning:
- Distance: 2-3 feet from camera
- Angle: Face camera directly
- Stability: Keep head still
Calibration
Calibration Process
-
Start Calibration:
- Open MetaHuman Animator
- Start calibration process
- Follow on-screen instructions
-
Calibration Steps:
- Neutral Expression: Maintain neutral expression
- Head Movement: Follow head movement instructions
- Facial Expressions: Perform requested expressions
- Completion: Complete calibration
-
Calibration Validation:
- Review calibration quality
- Re-calibrate if needed
- Save calibration
Recording
Live Performance
-
Start Recording:
- Begin live performance
- Speak dialogue
- Perform expressions
-
Performance Tips:
- Clear Speech: Speak clearly
- Natural Expressions: Use natural facial expressions
- Head Movement: Natural head movement
- Eye Contact: Look at camera
-
Stop Recording:
- Stop recording when complete
- Review performance
- Process if satisfied
Video Recording
-
Record Video:
- Record video of performance
- Ensure good quality
- Follow recording guidelines
-
Import Video:
- Import video to MetaHuman Animator
- Process video
- Extract facial animation
Processing
Animation Processing
-
Process Performance:
- MetaHuman Animator processes performance
- Extracts facial animation
- Generates animation data
-
Review Animation:
- Review processed animation
- Check quality
- Refine if needed
-
Export Animation:
- Export animation to Unreal Engine
- Apply to MetaHuman
- Test in level
Application
Apply to MetaHuman
-
Select MetaHuman:
- Select MetaHuman in level
- Open MetaHuman Animator
-
Apply Animation:
- Apply captured animation
- Preview animation
- Adjust if needed
-
Integration:
- Integrate with dialogue system
- Sync with audio
- Test in context
Best Practices
Recording
- Quality: Ensure good recording quality
- Lighting: Use good lighting
- Stability: Keep head stable
- Natural: Use natural expressions
Processing
- Calibration: Ensure good calibration
- Review: Review processed animation
- Refinement: Refine if needed
- Testing: Test in context
Troubleshooting
Common Issues
Issue: Calibration fails
- Solution: Check lighting conditions
- Solution: Ensure face is clearly visible
- Solution: Follow calibration instructions carefully
Issue: Animation quality poor
- Solution: Improve recording quality
- Solution: Re-calibrate
- Solution: Check lighting
Issue: Animation not applying
- Solution: Check MetaHuman Animator plugin
- Solution: Verify animation export
- Solution: Check MetaHuman setup
Use Cases
NPC Dialogue
- Purpose: Animate NPCs during dialogue
- Implementation: Capture dialogue performance
- Application: Apply to MetaHuman NPCs
Cinematic Sequences
- Purpose: Animate characters in cinematics
- Implementation: Capture performance for cinematics
- Application: Apply to cinematic MetaHumans
Documentation
Performance Documentation
Document each performance:
- Purpose: What the performance is for
- MetaHuman: Which MetaHuman it's applied to
- Context: Where it's used
- Quality: Animation quality notes
Version: 1.0 Last Updated: [Current Date]
Note: Facial capture is optional. NPCs can function without facial capture using standard animation.