Alex CoulombePresents
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Live class · Intermediate · 2 hours · Past session

Intro to Mocap in Unreal 5.8

with Alex Coulombe

About this session

Face and body motion capture into Unreal 5.8 without a mocap stage: markerless video, phone depth capture, a virtual camera, and getting the result onto any character.

What we covered

This session walked through markerless motion capture workflows and virtual camera setup in Unreal Engine 5.8. Alex Coulombe demonstrated ingesting video and audio through Live Link Hub, processing markerless full-body and facial capture with MetaHuman Performance, and tracking virtual cameras with mobile VCam. The class also covered editing camera takes in Sequencer, blending animation assets, and processing depth-based facial recordings.

  1. 01Comparing standalone Live Link Hub broadcasting with in-engine Live Link connections across shared MetaHuman skeletons.
  2. 02Driving real-time facial animation from webcam tracking and audio input with customizable mood parameters.
  3. 03Ingesting monocular full-body video into Live Link Hub and configuring MetaHuman Performance tracking settings.
  4. 04Connecting the mobile Unreal VCam app and troubleshooting Take Recorder timecode rollover recording issues.
  5. 05Exporting processed markerless body animations and applying them across stylized MetaHumans and mannequin meshes.
  6. 06Adjusting Sequencer camera settings, depth of field focus tracking, and overriding facial animation tracks.
  7. 07Posing MetaHumans using Control Rig and blending locomotion animations directly on the Sequencer timeline.
  8. 08Capturing TrueDepth facial performance footage on mobile and importing it via Live Link Hub ingest.
  9. 09Generating a MetaHuman Identity and solving depth-based facial animation using MetaHuman Performance.
Unreal Engine 5.8Live Link HubMetaHuman PerformanceMetaHuman IdentityUnreal VCamTake RecorderLevel SequencerLive Link FaceControl RigPixel Streaming

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Your instructor

Alex Coulombe

Epic Games Authorized Instructor

Runs Manhattan's first Unreal Authorized Training Center and has spent ten years shipping real-time XR for architecture, live theater, and brands — now mostly on Apple Vision Pro, Quest, and AI-driven pipelines.