VR Hand Animation in UE5 & UE4.27 | Tutorial Part 2 | Object Specific Grip States for VR Weapons

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  • Опубликовано: 20 дек 2024

Комментарии • 104

  • @lilbon6073
    @lilbon6073 Год назад +10

    im stuck at 12:50 because i dont have a "get hand from motion source" node??

    • @taarikaranjith7913
      @taarikaranjith7913 8 месяцев назад

      Facing the same issue as well - did you find any solution?

    • @Ilya-qr5re
      @Ilya-qr5re 7 месяцев назад +4

      @@taarikaranjith7913 Try to use Get Held By Hand

    • @baarg8672
      @baarg8672 2 месяца назад

      obviously its a custom made macro, better two find its creation in previous parts

  • @Tommyboi7566
    @Tommyboi7566 Год назад +6

    I cant continue the tutorial as around 12:47 the node Get hand from motion source doesent exist anymore i dont know how i would fix this

    • @Ilya-qr5re
      @Ilya-qr5re 7 месяцев назад +1

      Try to use Get Held By Hand

  • @artemaung5274
    @artemaung5274 2 года назад +6

    How are you so talented? I've studied ue4 in my free time for 2+ years I still can't do the things you did so easily. There are some familiar things I can do with complex shaders and landscape creation, but not so much for game assets like VR hands
    Not only that you're a pro-RUclipsr, clear voice and masterfully crafted script - there's lots of talanted artists, but very few of them know how to make high quality video.
    AND on top of that you managed to learn how to make really nice assets as well with seamless ue integration!
    Any one of those deserves high praise, you managed to excel in all 3!

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +2

      Hey thank you! That means a lot

  • @ravenbloodentertainment5657
    @ravenbloodentertainment5657 2 месяца назад +2

    Would it be possible for you to guide us on how to implement object grabbing using animations instead of the hand system? While the spline-based hand system is interesting, we find it less practical for our needs. We are specifically looking for insights on handling a non-procedural grab system.

  • @ladyginchio4909
    @ladyginchio4909 2 года назад +5

    Around 12:50, I can't complete this step because I don't have the GetHandFromMotionSource Macro. How do I fix this?

    • @shawn6358
      @shawn6358 Год назад

      Did you figure it out I have the same problem

    • @lilbon6073
      @lilbon6073 Год назад

      i have the same issue did u figure it out?

    • @shawn6358
      @shawn6358 Год назад

      @@lilbon6073 I still don't know, I gave up, if you find out please tell me

    • @matrioszka001
      @matrioszka001 Год назад

      hi, i somehow sovle this problem with macro. if you go to other version of ue (like 4.27 or 5.0) this macro exist. you must to copy this graphs manualy to your project and make your own macro. You fisrt create "get motion controller">drag pin from here and create "motion source" (you should have pink color)> then create "equal"> create "Select" and plug equal red pin into this node. select retun value of select node and drag into "Switch on..." node. then you select all nodes and right mouse create macro.
      i hope i helped some of you.

    • @shawn6358
      @shawn6358 Год назад +1

      @@matrioszka001 THANK YOU SO MUCH!!! I will give this a try later 😁

  • @peterallely5417
    @peterallely5417 2 года назад +6

    These videos, will have 1M+ views in due time. Thanks for sharing your knowledge dude. I'm jumping on Patreon.

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      Thank you I look forward to seeing you on there!

  • @stewartwood7577
    @stewartwood7577 2 года назад +4

    Onto the second of these tutorials, very impressed with the detail and more so the pace that you deliver. It's fast and focused meaning I am pausing every 5 seconds to apply the steps but the absence of banter, side tracking, mansplaining (can a guy use that term?) and attention to detail is the best I have seen. And free! Legend. Liked and Subscribed : )

  • @BWBzz
    @BWBzz 2 года назад +1

    First of all many thanks for the vid Quinn! Great job!
    For people that still have issues with the rotation of the gun (in the left hand), the following fixed it for me:
    I exported the skeletal mesh of the gun as .fbx (right click on the skeletal mesh in the content browser -> Asset Actions -> Export), changed the name of the .fbx file and dragged it into UE5 again. You'll get an FBX import settings window where you can change the import rotation. My skeletal mesh had to be rotated by -90 degrees on the Z-axis, but you might want to try and see what it should be for your mesh.
    After importing the 'new' skeletal mesh you might have to re-apply the material which can be done within the skeletal mesh under Asset Details. You can leave all blueprints the way as Quinn showed in the video, but don't forget to change the rotation of the Pistol_Socket on the hand and the Muzzle location and rotation within the pistol blueprint.
    Hope this helps!

  • @Alex-hn4we
    @Alex-hn4we 2 года назад +1

    Very well described and explained. Good pace for intermediate people but easily able to be paused for beginners to pause and go over things as needed.

  • @darrenj.griffiths9507
    @darrenj.griffiths9507 2 года назад +4

    "Because I'm a nerd" haha... I was nerded out years ago! Thanks again, really helpful.

  • @flashheart1676
    @flashheart1676 2 года назад +3

    Im stuck a 10:27 - Cast to VR pawn , There is no such node
    Thanks

  • @badrequest5596
    @badrequest5596 Год назад +3

    Tip to anyone having issues with grab component rotation: in the object bp (knife or gun) add an arrow component attached to the grab component with 0,0,0 rotation and location. this way when you move the grab component you know where it is and which way it's pointing. same goes for muzzle. much easier to set up

  • @mingyiwang2522
    @mingyiwang2522 11 месяцев назад +1

    Great tutorial! Solved a lot of my questions! One thing I couldn't find refering to this video is the Macros(Utilities) of "Get Hand from Motino Source". I am using UE5.2 and couldn't find it from Unreal Engine 5 documents either...Would you mind giving a hint on if you added this Macros on your own to your file? Thankss!

    • @olagardner5944
      @olagardner5944 3 месяца назад

      Did you ever find the solution to this?

  • @jeremiahspradlin7595
    @jeremiahspradlin7595 2 года назад +1

    Excellent tutorial series... the only thing I am mainly still working through is that the 'blaster' vs. 'default template gun' are 90% rotated in their blueprints. For some reason, I can scale the StaticMeshes (inside the blueprint), but not translate/rotate. (not really part of the tutorial, but was just doing a bit extra to see if I could adjust the template gun to the animated hands, etc.)

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +1

      You can do it in maya or blender and reimport

  • @xploaded143
    @xploaded143 2 года назад +1

    Apparently this doesnt work for UE4.27? At 12:49 it requires a Motion Source as Input and not a Controller. Unfortunately way too noob to figure it out by myself I guess.
    I used "Get Motion Source for Hand" instead, selecting. Doesnt make sense probably, Ger Motion Source for Hand -> Ger Hand for Motion Source.
    I mean, the snap part on the right hand works for some reason, its just way off on the left. If youd have quick suggestions Id really appreciate it. Trying to implement this for a school project, due today `:)

    • @shawn6358
      @shawn6358 Год назад +1

      Did you figure it out Im having the same problem

  • @daviddonoso6577
    @daviddonoso6577 6 месяцев назад

    First, let me thank you for these videos! You've been nothing short of a lifesaver teaching all the details of your workflow. Truly remarkable!! I however wanted to see how can someone go about adding more animations for items. In my particular project I added 2 animations, one for a bottle hold and another for a small item. They both have lids or caps and I was hoping to add more animations to each. I thought of adding it to the Grab Type and building additional logic like what you did for each grab however I do not know what to do in the Blendspace given that it can only hold 3 animations. Should I make another BS and make some type of node that combines them to plug it into the Output Pose?

  • @ahmdshbz2267
    @ahmdshbz2267 Год назад

    Amazing video. I hope you continue to make more videos similar to this. I would like to see two hand grabbing an assault rifle/shotgun in VR. Thanks.

  • @mediocremop1623
    @mediocremop1623 2 года назад +1

    Hi, on the step at 15:30, when I create the "Set Object Type" node, the enums inside are the handAnim enums, not the enum_ObjectType enums. Does anyone know why that would be?

    • @mediocremop1623
      @mediocremop1623 2 года назад +1

      Figured it out, in the previous tutorial I accidentally set the type of the enum to HandAnim

  • @rossedwards5724
    @rossedwards5724 2 года назад

    great video, love the speed of it, not a wasted second

  • @boldbaatarbyambajargal5398
    @boldbaatarbyambajargal5398 10 месяцев назад +1

    Hi2 Ty for lesson. But i need a question. i cant find "Get hand from Motion Source" Macro. Where is it ? or is it made?

  • @KalikaAdventures
    @KalikaAdventures Год назад

    Great tutorial, 23 min but prepare it will take 1-2 hours min to complete. Also the "Get Hand for Motion Source" node is missing - couldn't find a workaround yet. Maybe the Get Grab Component Near Motion Controller?

    • @sargunsingh2540
      @sargunsingh2540 Год назад +2

      if you download version 5.0 for unreal engine that version has the macro and you just have to copy paste it over by making your own

    • @andrecavallin7535
      @andrecavallin7535 Год назад

      thank you! it worked

  • @damianseals
    @damianseals 2 года назад

    Love the video but like many others here in the comment section I am having the backwards problem with the left hand when holding both the knife and the gun. I read through the comments and have attempted the suggestion of multiplying the rotation by a vector and it does not work properly. The knife actually can be grabbed in a couple different ways, whereas my right hand only grabs it my specified way.
    If it helps, I multiplied by a vector by plugging the rotator into the Get Right Vector node, multiplying that with a vector, and plugging that return value into a Rotation from X Vector node, which goes back to the Set World Location and Rotation node. I have tried all combinations of negative values
    So far the closest I have gotten to actually fixing this is splitting the rotation pins into 3 scalar values and going through and multiplying the appropriate value by -1. This get's it close, but the angle is still off by a few degrees since I had it set for the right hand. I know I could set it somewhere in the middle so it looks half decent for both (rather than really good for the right hand and bad for the left)
    I gotta admit I don't see what you did in the video to where you don't have this problem. I followed the tutorial very closely. Thanks again!

  • @ryanblocker4107
    @ryanblocker4107 2 года назад

    Hey great tutorial! I seem to be having som trouble with my right hand gun snap point. On the left hand it snaps exactly to where I put it on the skeleton however on the right hand it is shift back a little and doesnt even seem to be playing the gun animation

  • @Mika-yk7dq
    @Mika-yk7dq 2 года назад

    Thank you for that help, you make dreams come true!

  • @madmaclaren2907
    @madmaclaren2907 10 месяцев назад

    Hey where is that GetHandFromMotionSource Macro on the left from I dont have it in my Macros and couldnt find a equivalent?

  • @brycenrushing4412
    @brycenrushing4412 2 года назад

    Great Tutorial! Idea for a future tutorial could be teaching how to add hand states from here for different items / interaction types. I think I know how to do it based off of this but I am sure it would be appreciated either way

  • @stupot5250
    @stupot5250 2 года назад +1

    Great Videos, but, when i grab my weapons, they seem to have a rotation offset, and the more i pass it to myself, the rotation changers. The only difference I could see, is in the GrabComponet, Get Socket Rotation, when I connect to Outputs, I get a Get Rotation X Vector applied. Is they right? Any help would be great. Thanks

    • @DarkTales06
      @DarkTales06 2 года назад

      same did you fix it?

    • @stupot5250
      @stupot5250 2 года назад

      @@DarkTales06 No, couldn't work it out. 😥 Sorry

  • @MomradG
    @MomradG 11 месяцев назад

    The VR Pawn no longer has the GetHandFromMotionSource macro. IS there another way to do the same function?

  • @jmouyade
    @jmouyade 2 года назад

    Great content !

  • @artmellowsculpts
    @artmellowsculpts 2 года назад

    wow! following your vids ...very eXiciting ! so far so great ! :)

  • @nikjeewon4672
    @nikjeewon4672 2 года назад +1

    Cheers for the tutorial man! Keep it up.
    I had a random issue - I tried applying this to a different pistol mesh and had an issue with attaching to the socket. My right hand attachment works fine and attaches as I've set it up in the Skeleton asset. The left doesn't seem to attach at the same point, its fairly skewed. Can't seem to see where I've gone wrong, any help would be cool :) cheers

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +2

      I would recommend just dragging out on the left-hand from the get socket location and adding a negative one to whichever axis it’s flipping on

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +1

      And he would do this inside to grab component where we put the socket code

    • @Gierownik_Studios
      @Gierownik_Studios 2 года назад +1

      @@QuinnKuslich Where Exactly In Grab Component

  • @dingledongle307
    @dingledongle307 2 года назад +1

    I seem to have the same issue as another commenter:
    "I had a random issue - My right hand attachment works fine and attaches as I've set it up in the Skeleton asset. The left doesn't seem to attach at the same point, its fairly skewed."
    This happens to both the pistol and the knife
    I have tried negating the socket X and Y location in the grab component, but to no avail. If you could help me fix this that would be great 👌

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      Do you have any 3D software by any chance, we need to change the origin rotation of you custom gun mesh to match the pistol mesh

    • @dingledongle307
      @dingledongle307 2 года назад

      @@QuinnKuslich I’m using the same gun and knife as yours

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      @@dingledongle307 Oh, ok that is really weird. And you moved try going into the skeletal mesh and check to see if the rotation of your gun socket is in the negative on any of the values. If it is, change them to a positive rotation values. Let me know if this fixes it, if not I might have one more workaround for fixing it.

    • @dingledongle307
      @dingledongle307 2 года назад

      @@QuinnKuslich Issue fixed! The reason it did not work for me was because I forgot I made a function to handle the socket location and rotation to remove any repeated code. I forgot to give a proper reference input for the motion controller. Thanks!

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      @@dingledongle307 perfect glad it worked

  • @Tommyboi7566
    @Tommyboi7566 Год назад

    Would this tut work on a full body mesh?

  • @DarthTaterz7
    @DarthTaterz7 Год назад

    yo question why cant i fine the macro gethandfrommotionsource?

  • @simontodd-wood3860
    @simontodd-wood3860 2 года назад

    Great second video I have it all working just have a problem on the last part.
    So this is just after I have set up the 1D Blend Space, I have set the correct anims up but when I grab either of the objects , knife or gun my hands do not go into the correct anims. If i pick up any of these objects my hands go into a pointing pose and not sure where to look at changing this. Any help would be grateful.

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      That’s kind of weird I’ve never had that bug before, did you make sure to add the gun poses to the animation state machine?

    • @simontodd-wood3860
      @simontodd-wood3860 2 года назад

      @@QuinnKuslich In my AnimGraph in my New State Machine I have, Open, Grip, ThumbsUp, Pointing and then from Open goes to ObjectState which is where my BS_ObjectAnim is placed with the float and hooked up with the correct BS_ObjectAnim Anims, Gun Hold at 1, Knifehold at 0 and Grip at 2.

    • @simontodd-wood3860
      @simontodd-wood3860 2 года назад

      Any ideas on this bud?

  • @Cronogeo
    @Cronogeo Год назад

    Hey i've a small problem with the gun, i can shoot with the left hand but the right hand does nothing. I mean i can grab the gun, but it wont shoot

  • @ethanbergendahl5566
    @ethanbergendahl5566 Год назад

    Perhaps this is a silly question, but what do you do with the blendspaces once you add new weapons? Say you have multiple different melee weapons or guns, do you create new blendspaces, or add onto the already created one? Great video btw, lots of fun to watch and follow!

  • @vr360aventura
    @vr360aventura 2 года назад +1

    Hello. I think you're doing a good job.
    I see you use the same bones as Unreal's hand. Which I like. But, there is a bone "Hand_Low1" is missing and it is not from the Unreal hand.
    I have hands designed with the bones of Unreal. Could I use your animations? would they be compatible? (of course I would patreon).
    Thank you very much.

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +1

      I didn't even realize that they weren't a perfect match, there is a way you can still use them. I think you can retarget my animations to your skeleton, the bone I am missing is a group bone that shouldn't affect how the animation works. Apologies for that, as it was purely accidental. If you have already designed your hands, have you rigged them yet. If so, making the same animations I did is easy because they are just simple hand poses.

  • @ClintChang
    @ClintChang 2 года назад

    In the GrabComponent why is it necessary to provide code for both L and R hands? Isn't the GrabComponent generic so it's already called specifically per hand/controller? Looking through the GrabComponent code I don't see it referencing Left/Right in other places... so i'm curious why we need that specificity. Thanks!

  • @KarishmaGallery
    @KarishmaGallery 10 месяцев назад

    hi i dint found Get Hand From Motion Source node in my unreal enging 5.1.1

  • @exessgames
    @exessgames 2 года назад

    do i have to use this gun for the hands to work or can i use any gun

  • @saniyasalim2757
    @saniyasalim2757 2 года назад

    Everything works perfectly fine, but when i grab either the gun or knife and try to move forward using locomotion, it reverses my movement. So I am moving backwards whenever i am holding the objects. Someone please help.

  • @itsdom1936
    @itsdom1936 2 года назад +1

    bro everything works but when i pick up my blaster with my right hand it doesnt go on my socket it goes behind me ???

    • @itsdom1936
      @itsdom1936 2 года назад

      my left hand has no problems

    • @Tommyboi7566
      @Tommyboi7566 Год назад

      The same for me but for left it dont go behind me but its not in the socket. did you find any fix?@@itsdom1936

  • @JonBarrett-y1d
    @JonBarrett-y1d Год назад

    get hand from motion source is not an option for me

  • @kjsavinelli
    @kjsavinelli 2 года назад

    Great tutorial! I'm having an issue with the animation logic for pickup actors part. My gun and knife animations are snapping to the socket, but I'm not getting the gun and knife animations specifically (it's like I didn't do the BS_ObjectAnim at all). I've been over the tutorial a few times, and I'm not sure what I did differently or what could be going wrong. Any thoughts?
    Edit: It's actually working for the left hand but not the right hand, so that's a clue.
    Edit: Figured it out! My event graph blueprint was messed up for the right hand.

    • @wildplantescan
      @wildplantescan 2 года назад

      how was it messed up im getting the same issue?

    • @kjsavinelli
      @kjsavinelli 2 года назад

      @@wildplantescan I wish I could help, but I don't remember the problem lol

  • @parkerking5442
    @parkerking5442 2 года назад

    Having some sort of collision issue where it seems my VRPawn is colliding with the weapons and sends them flying, any suggestions?

  • @Tommyboi7566
    @Tommyboi7566 Год назад

    My left hand is not grabbing it right... My right hand grabs it fine but my left is not when i grab with my left its not even in my hand its floating away from it Also if something is in my left hand i can use mu right hand to grab it. but if something is in my right hand i cant grab it with my left unless i let go. It seems my left hand does not have as much controll or something.

    • @MidnightVampiro
      @MidnightVampiro 2 месяца назад

      did you ever fix this I am having the same issue.

    • @Tommyboi7566
      @Tommyboi7566 2 месяца назад

      @@MidnightVampiro No sorry, I ended up learning more on ue5 and making my own system I would recommend doing that.

  • @MotionGraphic-r4x
    @MotionGraphic-r4x Год назад

    why i cannot import hand animation. animation length 4.958it's not compitabll with import frame rate 30 fra
    me per seconf

  • @TruixBeams
    @TruixBeams 2 года назад

    My n and shift n doesn't work, it hasn't worked for me on ue4 either

  • @Drewdaddy07
    @Drewdaddy07 2 года назад

    Hello! I just watched you tutorial and got everything working almost to perfection. I have two problems, 1. the knife moves around in the hand when its held and 2. The knife gets flipped upside down when I grab it with me left hand, Any fixes would be awesome, and if this helps im in 4.27.2. Cheers!

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      I was just recommend Going into the grab component and adding negative one to the X axis on the left hand grab

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      Just do a multiply vector node and then multiplied by negative one on the XY or Z depending on which one works

    • @Drewdaddy07
      @Drewdaddy07 2 года назад +1

      Will this also fix the problem of the knife sliding in the hand?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      @@Drewdaddy07 i’m not sure about the bug with a knife sliding in the hand that’s weird. Do you have physics applied to it or something?

    • @Drewdaddy07
      @Drewdaddy07 2 года назад +1

      @@QuinnKuslich I’m not at home to check it but when I get back I’ll make sure to double check the settings on the grab component

  • @terrablader
    @terrablader 2 года назад

    this is great would you have a 5.03 project file could donate

  • @DarthTaterz7
    @DarthTaterz7 Год назад

    I know you're prob busy but my dude I need your help!

  • @darwinro3596
    @darwinro3596 2 года назад

    kNIFE HOLD animation doesnt work and it hold it like the pistol

  • @kevinwinghart9361
    @kevinwinghart9361 2 года назад

    The weapon on my left hand is in the wrong direction, can someone help me?=^^

  • @MickaelSchaack
    @MickaelSchaack Год назад

    too hard