You do a great job explaining not only what to do, but the reasoning behind each step which is sorely lacking in a lot of game dev tutorials. Great stuff!
I have working hands! Thank you so much!! Side note, my hands were pointing straight up when I launched VR mode, so in the Anim BP around 9:10 I added 75 to the Y rotation of the right hand and -75 to the Y rotation of the left hand
@@Tommyboi7566 you can use a skeletal mesh with torao and head attached and rigged, then in animation blueprint set the rotation like pitch and roll to camera's pitch and roll, its super easy i did it a few months ago
@XML studios Thanks! I was hoping for an extension to this video on the subject. You are spot on with your response though on how to approach and solve the issue. It may not be so easily understood for beginners and would be an amazing transition into a little bit more advanced material for this channel's user base.
I really appreciate the offer@XML studios but the request wasn't for myself. I thought it would be a good addition to the channel for Alex to dive into, as not many other tutorials exist specific to IK, VR and blendspaces on the hands. Four or five months ago I would have begged you to show me LOL. I've pieced it together for myself now though.
Awesome video! Tried it out and it completely works! But if someone wanted to do full body ik would it be the same process? Would love to see a full body ik tutorial forsure, great tutorial as always!
I have been trying to create this same thing from 3rd person template, but the whole spring system brings a ton of problems with it. But it would be ideal that you can see your legs, if you look down.
damn man. These tutorials are pretty professional. thanks for not wasting my fkn time and getting down to business. I wish I had money to share. Upvoted,commented,subbed, and ill click a few adverts if any pop up. no idea if that helps. but it should.
Thanks for this. I have done it on a quest 2 in UE5.1 and the hand rotation seems inverted or on the wrong axis, like the axes are transposed and i'm finding it very hard to translate the rotation correctly. Have you tried that setup and aware of an issue?
@@glitchedprojectstuff yes, add a Transform bone for both hands, after both FABRIKs. Right hand rotation: 0 : -45 : 180 Left hand: 0 : 135 : 0. Let me know if this works for you
How I fixed it: I had neglected to set my rotation space to bone space in the "Transform (Modify) Bone". I accidentally only set the transform to bone space.
Do you have an idea on how to make arms like in Vertigo 2 or WD Saint & Sinners, where the rotation of the hand affects the arm preventing it from going into counter joint? Do you think it is by chance an arm managed with the puppet with constraints that limit the rotations of the joints?
my arm moves well left and right but the only way to move it up and down is by rotating motion controller, do i have to change something in the fabrik node ? i dont know exactly where should i change something, 4 years ago it was working xd but not now in my new character, because im using a different skeletal mesh, sory for my english,
I'm using a human mesh and I need to figure out how to rotate the forearms a little so the wrists don't twist unrealistically. Do you have any advice for me? Thank you!
Your post is a year old but I am also looking for how to rotate the forearm when rotating my hands. Right now the wrist just twists into a tiny knot since the hand rotates but the arm doesn't. Did you ever solve this?
Hi, VR Playground. Great Video! Only problem I have is that when I extend my arm the clavicle snaps slightly. Was this just a normal effect or is there some way to have the clavicle not snap? Thank you.
Great video, thank you! Other hand it seems I'm stucked with the last step. I'm on UE 4.26.2. I'm not able to add MotionControllerLeft and MotionControllerRight to th event graph because I only have LeftController and Right Controller in MotionController Pawn. The MotionControllerPawn seems differently to VRPawn in UE 5. What do you suggest, how to add the controllers to the arms?
You could do one of two things here, you can either pass through the MotionControllerPawn and change the variable type to a MotionControllerPawn, if I recall each of these has a motion controller component you can use, or you can just grab the motion controller compoents in the event graph and pass those through in the player.
I ran in to the same problem, did you figure this out? I tried changing the variable type in SK_Mannequin_Arms to BPMotionController (like in MCPawn) so that I can set the LEft/RightController variables in the MCPawn even graph (last step in video we are stuck on) but it's still not working. @VR Playground I am going to post this in the discord with screenshot, hoping you can clarify what you meant in below comment!
I wanted to correct myself here, I had things mixed up, I meant the BP_MotionController, all you need is access to the two motion controller components that track each hands. I both are stored as variables in the MotionControllerPawn as LeftController and RightController.
Very good tutorial, thx 🙏 I’m on UE4 still and I’m facing the same problem... any updates regarding what can I put for “Set the left Motion controller” empty link? Thx
Great showcase and explanation. Awesome balance between guys who fly through like "do this, then this, and that" not explaining anything, and those who stumble through the entire process as if they were following a tutorial themselves in real time. Subed for sure.
Hey dude really appreciate the work 👍 can you make an video on vr legs? Like the legs bends down according to the vr headsets hmd? Would be really grateful
You do a great job explaining not only what to do, but the reasoning behind each step which is sorely lacking in a lot of game dev tutorials. Great stuff!
Can you make a vid on how to implement a body to this?
What about full body IK? Can't find sh*$ about it anywhere on the internet :/
I have working hands! Thank you so much!!
Side note, my hands were pointing straight up when I launched VR mode, so in the Anim BP around 9:10 I added 75 to the Y rotation of the right hand and -75 to the Y rotation of the left hand
Thanks!
Nice vid! Would love to see a tutorial on implementing a full body in vr.
Absolutely
same thing can be applied to legs, its easy after watching this tutorial
But what about the head??@@TrySomeCG
@@Tommyboi7566 you can use a skeletal mesh with torao and head attached and rigged, then in animation blueprint set the rotation like pitch and roll to camera's pitch and roll, its super easy i did it a few months ago
Just make sure you're using correct cordinate space like local space/ world space/ component space, for some reason i always forget which one to use
Awesome tutorial! Can you expand how you handle different hand poses with this set up?
@XML studios Thanks! I was hoping for an extension to this video on the subject. You are spot on with your response though on how to approach and solve the issue. It may not be so easily understood for beginners and would be an amazing transition into a little bit more advanced material for this channel's user base.
I really appreciate the offer@XML studios but the request wasn't for myself. I thought it would be a good addition to the channel for Alex to dive into, as not many other tutorials exist specific to IK, VR and blendspaces on the hands. Four or five months ago I would have begged you to show me LOL. I've pieced it together for myself now though.
How would I go about combining this with the Oculus hand tracking
Awesome video! Tried it out and it completely works! But if someone wanted to do full body ik would it be the same process? Would love to see a full body ik tutorial forsure, great tutorial as always!
I have been trying to create this same thing from 3rd person template, but the whole spring system brings a ton of problems with it. But it would be ideal that you can see your legs, if you look down.
damn man. These tutorials are pretty professional. thanks for not wasting my fkn time and getting down to business. I wish I had money to share. Upvoted,commented,subbed, and ill click a few adverts if any pop up. no idea if that helps. but it should.
Thanks for this. I have done it on a quest 2 in UE5.1 and the hand rotation seems inverted or on the wrong axis, like the axes are transposed and i'm finding it very hard to translate the rotation correctly. Have you tried that setup and aware of an issue?
Have you found a fix? I am having the same issue.
@@glitchedprojectstuff yes, add a Transform bone for both hands, after both FABRIKs. Right hand rotation: 0 : -45 : 180 Left hand: 0 : 135 : 0. Let me know if this works for you
@@rickfuzzy didn't work for me :(
How I fixed it: I had neglected to set my rotation space to bone space in the "Transform (Modify) Bone". I accidentally only set the transform to bone space.
Thank you so much for these tutorials!! Have a great day mate!
My arms were floating off somewhere a meter away from me pointing up and no amount of trying to fix their rotation and location helped :/
good job, works 100% can u add to the end of the video the fix so the fingers will still work.
Do you have an idea on how to make arms like in Vertigo 2 or WD Saint & Sinners, where the rotation of the hand affects the arm preventing it from going into counter joint? Do you think it is by chance an arm managed with the puppet with constraints that limit the rotations of the joints?
my arm moves well left and right but the only way to move it up and down is by rotating motion controller, do i have to change something in the fabrik node ? i dont know exactly where should i change something, 4 years ago it was working xd but not now in my new character, because im using a different skeletal mesh, sory for my english,
I'm using a human mesh and I need to figure out how to rotate the forearms a little so the wrists don't twist unrealistically. Do you have any advice for me? Thank you!
Your post is a year old but I am also looking for how to rotate the forearm when rotating my hands. Right now the wrist just twists into a tiny knot since the hand rotates but the arm doesn't. Did you ever solve this?
FABRIK flickers when you move using World Space. I can't find a way to fix this.
Hi, VR Playground. Great Video! Only problem I have is that when I extend my arm the clavicle snaps slightly. Was this just a normal effect or is there some way to have the clavicle not snap? Thank you.
Awesome tutorial can this work alongside the hand animation tutorial or do you have a seperate one for this?
hey brother, good work on this tutorial, very helpful indeed. I am wondering if I could do this with the whole body and not just the arms?
Please increase the audio volume
Thaank you for your all vr videos. I hope youu keep going on.
very straight forward and informative, gonna try this tonight, thanks man
I havent watched the video yet, but as I go along my VR developement journey, you always post the tutorials I need!😁
very good tutorial !! Thanks buddy
Can you make an episode using HTC VIVE TRACKER to control the whole body?
Thank you so much.
Hi @VR Playground, did you try to open a project with the UBIKSolver on Preview 1? Getting a bunch of error and not sure where to start. Thanks!
Great video, thank you! Other hand it seems I'm stucked with the last step. I'm on UE 4.26.2. I'm not able to add MotionControllerLeft and MotionControllerRight to th event graph because I only have LeftController and Right Controller in MotionController Pawn. The MotionControllerPawn seems differently to VRPawn in UE 5. What do you suggest, how to add the controllers to the arms?
You could do one of two things here, you can either pass through the MotionControllerPawn and change the variable type to a MotionControllerPawn, if I recall each of these has a motion controller component you can use, or you can just grab the motion controller compoents in the event graph and pass those through in the player.
I ran in to the same problem, did you figure this out? I tried changing the variable type in SK_Mannequin_Arms to BPMotionController (like in MCPawn) so that I can set the LEft/RightController variables in the MCPawn even graph (last step in video we are stuck on) but it's still not working.
@VR Playground I am going to post this in the discord with screenshot, hoping you can clarify what you meant in below comment!
I wanted to correct myself here, I had things mixed up, I meant the BP_MotionController, all you need is access to the two motion controller components that track each hands. I both are stored as variables in the MotionControllerPawn as LeftController and RightController.
@@sheawilliamgalley9608 Hey, I couldn't finish yet. tell me if it works for you already.
Very good tutorial, thx 🙏 I’m on UE4 still and I’m facing the same problem... any updates regarding what can I put for “Set the left Motion controller” empty link? Thx
my arms are not lined up there both pointing to the left and both dont work at all clavs almost above my head lol
they look like yours from the anim bp but in game its horrid lol
Wow, that's amazing! How come most games don't show up arms?
!!!I don't know how to this,Thank u!!!!!For everything!!
==:)Problems that have plagued me for two days.
Great showcase and explanation. Awesome balance between guys who fly through like "do this, then this, and that" not explaining anything, and those who stumble through the entire process as if they were following a tutorial themselves in real time. Subed for sure.
Hey dude really appreciate the work 👍 can you make an video on vr legs? Like the legs bends down according to the vr headsets hmd? Would be really grateful
when i try to import the FirstPerson folder it says uasset is an unknown extension...
never mind i had to copy and paste through file explorer instead of import
thnx man