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Showing results for tags 'hand animation'.
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Good Morning, I am currently trying to use the ViveHandTracking plugin for Unity with a custom hand model (I have just sliced the default FBX with Blender above the wrist). The model is rigged exactly in the same way as the default one. I am actually able to display the new model and also seeing it moving. The issue is with finger animation, because it does not work. Is there a way to have the new model properly animated? Thank you very much
Hello Everyone, So I've been wondering if there is an easy way to basically wrap a model around the base Skeleton of the Vive Hand Tracking. For example, the Leapmotion_Basehand_Rig_Left seems to have a sekeleton that lines up with the Vive Hand Tracking Spawn Points (Linked it in attachments), so one way I thought of doing this is to use these spawnpoints to just control the Skeleton. However I have not been able to do this in Unreal Engine. (Note; I'm not too experienced with UE4 Animations, so there might be something basic I'm missing) What I've come across so far from looking around is that I need to have states for the animations to work, but I want to be able to move the model around according to the spawn points if possible. Can someone help me with this, or point me in the right direction? I've seen Control Rig, Animation Blending, and I've tried to just get the bone nodes in blue prints and animate them there, but so far I'm not sure how I should approach this. Thanks! And if there's anything I can elaborate on let me know!