Note to future self:
Get the SIGGRAPH Experience tier, not the Discover.
I accidentally found myself in the Experience Showcase area for awhile, tried going again only to be politely told I couldn't go in there 馃槄
Congrats to @Twelvisten on coming in first on @REK ! Was fun coming second!
Yesterday I created a Tutorial for Unreal Engine 5.8's New Markerless Motion Capture Plugin for Metahumans
Today I decided to make a quick follow up showing that you can use this Markerless Motion Capture on Custom Characters too!
It's important to share knowledge!
Enjoy!
Demo Reel of my time as a Motion Capture Stage Technician and a ridiculous amounts of Realtime Retargeting in Unreal Engine
Here is a test I did a few months for a pipeline on putting yourself in movies. Nothing can replace a real actor, but it still can be fun to see yourself in iconic scenes
Seven years at a job you enjoy is not too bad, but alas it was not to last. Onward to new frontiers!
I'm looking for new frontiers in Motion Capture, Unreal Engine, VR, or Technical Animation
Been testing Mesh to MetaHuman in UE5-main with a stylized cartoon wizard mesh, so basically early Unreal Engine 5.8 work.
-wrap quality was better than I expected
-solid starting point for stylized characters
-feels genuinely useful already
(1/4)
Main things I鈥檇 still want improved before/around release
-cleanup for messy vertex placement after wrapping
-smooth-brush tool for problem areas
-better support for extreme stylized features
-convert original UV/material textures to MH UVs so stylized materials carry over
Custom Mesh to MetaHuman built into Unreal Engine 5.8
Overall a good first step! Looking forward to some snap to mesh and smoothing brushes to help clean up the Output
It would be great to get Texture Transfer. This character has full stylized Textures and Materials, but the UVs don't match the Metahuman version
First attempt to vibe code with AnimGen in Unreal Engine 5.8. Trained on the GAS animations. @anorangeduck What can I do to make this train more rock solid?




