@@ForeverPrototyping I have a question: how can I setup the left hand? Cause you only created a new animation for the right hand. :) Is there a trick? Thank you!
I have done this so that the animation is grab left, grab right, point left, point right, Grip on both controllers is the grab animation and trigger on both controllers is the point animation. I have set the AnimBP to both Skeletal Meshes but when I press the trigger on the right controller both hand perform the pose rather that individually. Can you shed any light.
@@ForeverPrototyping yes the switchAnimation one, I is a "NOT", I even go further, I selected 3 cubes and put each one a different hand pose to grab... Still, only the first "rock" one
see: how to migrate content between unreal projects. by Matt Aspland. He does not migrate animations, but you can use the same method. You can then migrate the animations (I got mine from version 4.25 using the VR default project). You should then end up with the same animations, as in this tutorial.
Hello! Currently I am trying to add grip animations for each hand using this method. However, whenever I get to the end of the tutorial, my Right Grip button on my VR controller causes both hands to play the grip animation, and the left grib button does nothing. Any ideas as to what might cause this?
First I’d double check to make sure I have the bindings correct making sure I’m using the left and right controllers. Also make sure in the blueprint you are settings the Boolean variable to the right binding. That’s usually one of the 2. It’s such a small thing but breaks it easily.
Hey man I'm trying to do a Vtuber setup with third person but front on view of my character, is this possible without using the third person template, controlling my arms of the skeleton and binding buttons to hand gestures?
Thanks this was very helpful.
I think this is the easiest tutorial I found for doing custom VR hand animations! Thank you.
Awesome tutorial been looking for this for a while think i over complicated things first time trying this on my own. Thanks for posting!
Thank you so much. Such a great and easy way to implement hand animations :)
OMG.. I love your tutorial! One of the bests so far! thank you, thank you, thank you!!!!
Appreciate that. Thanks
@@ForeverPrototyping I have a question: how can I setup the left hand? Cause you only created a new animation for the right hand. :) Is there a trick? Thank you!
Thank you, this was super helpful!
I have done this so that the animation is grab left, grab right, point left, point right, Grip on both controllers is the grab animation and trigger on both controllers is the point animation. I have set the AnimBP to both Skeletal Meshes but when I press the trigger on the right controller both hand perform the pose rather that individually. Can you shed any light.
Same! Any ideas on how to fix this?
Strange, when I do it, no matter what object I grab it always use the "rock" animation
Make sure that one of the booleans is a NOT Boolean in the animation sequence event graph. Happened to me a few times
@@ForeverPrototyping yes the switchAnimation one, I is a "NOT", I even go further, I selected 3 cubes and put each one a different hand pose to grab... Still, only the first "rock" one
what would i do if i didnt start with the vr project and didnt have the base animations and just the hand skeletal meshes
see: how to migrate content between unreal projects. by Matt Aspland. He does not migrate animations, but you can use the same method. You can then migrate the animations (I got mine from version 4.25 using the VR default project). You should then end up with the same animations, as in this tutorial.
Hello! Currently I am trying to add grip animations for each hand using this method. However, whenever I get to the end of the tutorial, my Right Grip button on my VR controller causes both hands to play the grip animation, and the left grib button does nothing. Any ideas as to what might cause this?
First I’d double check to make sure I have the bindings correct making sure I’m using the left and right controllers.
Also make sure in the blueprint you are settings the Boolean variable to the right binding. That’s usually one of the 2. It’s such a small thing but breaks it easily.
Hey man I'm trying to do a Vtuber setup with third person but front on view of my character, is this possible without using the third person template, controlling my arms of the skeleton and binding buttons to hand gestures?
Appreciate that, thanks Alex