Last February, Epic Games wowed us with the MetaHuman Creator, a new cloud-based app that lets people make highly realistic digital humans that can be rigged and animated in Unreal Engine. At the time, the tool wasn’t out yet, but today, Epic is opening it up in early access. You can get a look at the latest forum post  here .

Looking over the members, you'll notice that all of them are human, but their faces are made up of geometric triangles — no faces have been chimps or elephants, for instance. The makers of the MetaHuman Creator created the "human" members in a short digital use case that demonstrates the tricks used to create the digital models: raffle and wheel game-playing, one laughing infection â t launched at a barbecue, and a programmer dancing around his console. Given the simplicity, it's easy to wonder if the artificial intelligence used to create these faces was creative. But the MGCC creators seem to think so: special software adjusts the mathematical shapes of the human actors to create smooth hair, lashings of makeup, and one lucky female AI capable of purging the episode's first artificial hemorrhoid. Being completely robotic doesn't mean you can't make a robot face, it simply means you've built one slow and possibly predictable enough, even for a 5 year old child, to get a job on a child's TV show. Maybe it would be more immersive to see the backgrounds as well, so everyone pleases the AI writer.

Unreal Engine Portal Click image to enlarge Epic Games is not the first to give us human simulation, and their trail-blazing is notably different from the REALIM project. Instead of nobody embarcing and wasting other software time on looking for interested 3D animators and animating robots, they chose to keep physical modeling, modelling, and animations in the Unreal Engine, and to rely on a workflow that uses 3D models to generate X-frame animation. In other words: This isn't "iCad" or something, this appears to be the whole can of worms. The Core Animator engine allows for physical modeling, rigging, and animation, but it's not core. The X-frame Animation capabilities of the Unreal Engine are what allow us to make fun human characters out of smears for a reality show. The Real-Time Physics of the Unreal Engine allows for access to hugely impressive capabilities which are leveraged when creating the actual human actors, and to actually recreate some of the rigorous interactions across the company: As with the MetaHuman Creator, Epic claims that this is all pretty basic: just racking this up is a full specialization in that industry. It's not really even parallelized at all. So re: The more realistic robots in depth, our failures to make them look convincing is something such as face
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