VR Hands and Animations in UE5 & UE4.27 | Tutorial Part 1 | Adding Hands and Gesture Animations

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  • Опубликовано: 20 дек 2024

Комментарии • 245

  • @shaldmi3776
    @shaldmi3776 2 года назад +118

    Hi there! Many thanks for tutorial! If somebody get error when importing
    animation: "Animation length 4.958 is not compatible with import
    frame-rate 30 fps (sub frame 0.75), animation has to be frame-border
    aligned" - you have to change Animation Lenght to Set Range and set
    frame Import Range from 0 to 5 on import window

    • @cr3ap3r1
      @cr3ap3r1 2 года назад

      Thank you very much!

    • @tingjiezhang3493
      @tingjiezhang3493 2 года назад

      That solved my problem! Thank you very much, sir!

    • @cr3ap3r1
      @cr3ap3r1 2 года назад

      @Joseph Delete and reimport and deselect import mesh with these settings again. For some reason I had to do it twice.

    • @voltoid_sw
      @voltoid_sw 2 года назад

      Thank you !

    • @mrslinivka7216
      @mrslinivka7216 2 года назад

      Thank you! :-) You saved me!

  • @edafeclintiduh3754
    @edafeclintiduh3754 2 года назад +29

    I just want to say you are brilliant... You teach not just the HOW, but also the POTENTIAL ERRORS that will happen if a step or code is skipped... Thank you for making this tutorial.

  • @Ken3Dguy
    @Ken3Dguy 2 года назад +63

    Unreal 5.0.3 has issues with the animation import. You need to change the animation type to animation range and set it from 0 to 5

  • @melomaniakjm
    @melomaniakjm Год назад +2

    Wow...not only the content is great but the delivery is excellent, clear instructions. Amazing job. And thank you.

  • @iamluismonster
    @iamluismonster 11 месяцев назад +1

    Even when this process in almost deprecated as 5.3 includes something very similar, this tutorial helped me to understand the mentioned 5.3 VR Template version, Thanks.

  • @mattiaspersson381
    @mattiaspersson381 Год назад +5

    Thank you very much for this. It was very helpful. I have 2 suggestions for improvement. This is more for other people using this tutorial to create games on their own. I understand that performance issues are not important in an example like this per se.
    1: In the anim BP, it's better to get the pawn owner in the Blueprint Initialize Animation event rather than the update event as casting is a quite costly operation. The pawn reference can be stored as a parameter and queried in the update event instead.
    2: Instead of booleans, it's possible to use the hand state enums also on the Pawn as variables, setting their values on the input events, instead of the booleans. The anim BP can then just read these variables and set the Hand Anim State variable from them., meaning all those if-statements/branches in the Blueprint Update Animation event can be removed. This is good because if-statements are also a bit costly. To identify whether or not it's the left or right controller, in the Blueprint Initialize Animation event, I just referenced the owning component, cast it to a SkeletalMeshComponent and used the object name to see if it was the right or left controller. But a tag could also be used. I then used a boolean called IsRightHand which determined if I should use the left or right hand Anim State enum from the Pawn.
    Thank you very much. It was very helpful for me to get into VR development with this tutorial.

    • @robertadams3925
      @robertadams3925 11 месяцев назад

      So for your first point, where exactly would you put the cast to anim bp? I thought that event begin play would already only cast on initialization as he has it.
      For your second point, are you just suggesting to set enum states instead of a true/false bool in the VRPawn, and then just calling the Enum in the animation blueprint instead of using bools there too? Thanks for this comment in the first place, very useful, and any further detail appreciated!

  • @voc007
    @voc007 2 года назад +3

    [Solved] Around 21:11 where the hell did you add the blue dot thing between vr pawn and the held component left ? Its called add reroute node.

  • @damianseals
    @damianseals 2 года назад +8

    THANK YOU SO MUCH THIS WAS AWESOME! I wish that all Unreal Engine Tutorials were like yours

  • @shaldmi3776
    @shaldmi3776 2 года назад +4

    You have to set boolean variables (Left/right thumb, poit, grip) to public. Otherwise there be compilation errors

  • @NomortaL
    @NomortaL 2 года назад +1

    Excellent video! Love the bgm (and audio ducking) you have in the background too

  • @surfnwake
    @surfnwake 2 года назад +1

    Amazing tutorial! Thanks for taking the time, cheers from Argentina

  • @James68257
    @James68257 Месяц назад

    Great video! Would love a bit more explanation of what all the nodes are doing though.

  • @MrMirosBog
    @MrMirosBog 10 месяцев назад

    Very nice tutorial, thank you very much! It is a little bit outdated as the latest VR template uses hands with animations instead of motion controllers models, but I still managed to figure out how to adapt your instructions. You've done an amazing job!

  • @NeosNonsenceAnimations
    @NeosNonsenceAnimations 11 месяцев назад +2

    I can't find the trigger section at 19:37

    • @pooptard5773
      @pooptard5773 6 месяцев назад

      i believe its been updated, im having a hard time trying to apply this to the new blueprint as well

  • @pixeldigitalarts8877
    @pixeldigitalarts8877 Год назад +1

    Best tutorial on this subject! Thank you! this was very helpful. Subscribed!

  • @moonlightshadowpony
    @moonlightshadowpony 2 года назад

    This was a great tutorial, It just took awhile to figure out how to get rid of the errors but when I finished with that I got something pretty neat.

  • @JonBarrett-y1d
    @JonBarrett-y1d Год назад +3

    Any plans to update for 5.3? Because the majority of these options are deprecated now, its an entirely new input system

  • @darrenj.griffiths9507
    @darrenj.griffiths9507 2 года назад +1

    "This is a bug I have noticed in Unreal 5" - why doesn't that surprise me. Crashes and bugs are Unreal's specialty lol. Particularly when it comes to dealing with arrays (a fundamental aspect in 99% of all games). Anyway, thanks for this tutorial, it has really helped. :)

  • @uruwashii5231
    @uruwashii5231 2 года назад +3

    Thank you, thank you, thank you 🙌 Amazing work, brilliant content, well delivered 🙌

  • @SamaelQuinn
    @SamaelQuinn 2 года назад

    As I was following this tutorial, I thought I had errors due to not realizing that it needed ALL inputs pressed to make a fist.
    I had thought that each animation would be set to a single mapping rather than a combination of mappings. Other than that this tutorial was amazing! Very well paced, and clearly explained.

  • @stephananemaat
    @stephananemaat 10 месяцев назад

    Great video. I think the only anim state missing though was index pointing while thumb is also up. No big deal though, I made an additional state and added it to the enum.

  • @estilara
    @estilara 2 года назад +1

    everything worked perfectly! cant wait to finish the next 2 tutorials, tysm 💕

  • @peterallely5417
    @peterallely5417 2 года назад +1

    I am hyped. Thanks so much man.

  • @NyelleUnbroken
    @NyelleUnbroken 2 года назад

    7:09 I'm unsure if this was a change from UE4 to UE5, but when I converted my project I found two representations for the motion controller
    This video helped me figure out that I needed to disabled the "Display Device Model" (which I'm unsure was in UE4 or not but it fixed my problem)

  • @josalt
    @josalt 2 года назад

    Mate this is so easy to follow! The quality is just next level thankyou!

  • @kenezur
    @kenezur 11 месяцев назад +1

    A tip for anyone that has a problem with importing the hand animations : try changing material import method to "do not create material"

  • @jlssculpturedesign8140
    @jlssculpturedesign8140 Год назад

    Thank you for tutorial . Looking forward to trying this out.

  • @lincolnsnow6166
    @lincolnsnow6166 2 года назад +4

    Thank you for the great tutorial. I've been having this weird issue where I can grip use the hands perfectly the first time however I can't use them or grip objects if I try simulating again. I have to restart the editor to be able to get it working again. What do you think could be causing it?
    I keep getting these errors and I've looked it up and I'm not sure if it's causing the issue because it's probably a bi-product of taking the false result from the is valid node and setting the open hand anim but I'm not sure because I don't have a lot of experience with blueprints.
    PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property LeftHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
    PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
    PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property RightHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
    PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
    PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property LeftHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
    PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
    PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property RightHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
    PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
    I know it's been a while since you uploaded this but any help would be awesome.

    • @jaycaunhye
      @jaycaunhye Год назад

      Did you ever manage to fix this?
      I'm having the same issue unfortunately. Any help would be appreciated.

  • @BloodhoundTurtle
    @BloodhoundTurtle 2 года назад +1

    First off great tutorial. Did it all on a valve index and seems open hand works, grip works, point works but it's stuck in point mode if not in open or grip. Also thumbs up doesn't work. Any suggestions? I know this is technically for oculus.

    • @mrslinivka7216
      @mrslinivka7216 2 года назад

      Same here... I have no idea why it doesnt work, but as he said to restart, it wont help me. Any suggestions? :)

  • @sisimma
    @sisimma 2 года назад

    5:56 where does the Transform location come from? I'm lost at the moment.

  • @jedijerboa
    @jedijerboa 2 года назад +2

    Hey, I have a weird issue. I can't find the input action triggers on the VR Pawn in step 8. In fact, I looked and I don't have any of the inputs and it says a lot has been moved to advanced input, but I can't access those. Does anyone have a clue as to what is happening?

  • @tohili8308
    @tohili8308 2 года назад +1

    It's Great! can you make more video like this, so nice!

  • @VRExperiences4All
    @VRExperiences4All 2 года назад +1

    Really amazing! Thanks for share this treasure!

  • @KADstudioArchitect
    @KADstudioArchitect 4 месяца назад +1

    Hello and thank you. We are Using UE 5.4.2 and Meta Quest 3. I need to user able interact with bare hands not Controllers, how we could do that? for example with point finger click on some elements to user pawn jump there? Thank you.

    • @QuinnKuslich
      @QuinnKuslich  4 месяца назад

      @@KADstudioArchitect I think you are looking for hand tracking, and you should be able to use this tutorial for that ruclips.net/video/empovwgouwI/видео.htmlsi=lQLo5po3lYnfuBpX - hand tracking has been something I’ve wanted to investigate for a long time, but I’ve never created tutorials for it on the quest three. It will be something I will be looking at the future.

  • @ManWhoLostTooth
    @ManWhoLostTooth 2 года назад

    Great tutorial! Very clear and to the point!

  • @peterallely5417
    @peterallely5417 2 года назад +2

    I should probably join your patreon at this point.. Is there a way to import the action mapping that's there by default in the VR template, to a non VR template project? I hit import on the 'input' section and looked around but couldn't find anything that looked like VR input ini

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      That’s actually something you would sit inside the config files and he would write them out manually

  • @coolandamazingchicken6165
    @coolandamazingchicken6165 7 месяцев назад

    Love the subnautica music

  • @sihanzhang636
    @sihanzhang636 Год назад

    Super helpful! Thank you!

  • @blizzard254
    @blizzard254 Год назад +2

    I realize this is almost a year old at this point, but the InputAction events are deprecated. When you go to add the gesture events to the VR Pawn, there are no InputAction events with pressed/release fields, but they are replaced with EnhancedInputAction events that lead to Cast To ABP_ManequinnXR and the fields are Triggered, Started, Ongoing, Completed and Cancelled. I'm assuming these events can cast to one another and i connected the true booleans to started/cancelled and the false booleans to completed. Some of them lead to triggered though and I'm not sure what the difference is

    • @blizzard254
      @blizzard254 Год назад

      So it kind of works. Hand motions are very sporadic but the grasp inputs still work. Also everything seems backwards, when i point it closes the fist, when i close my fist it points, etc. Even the hands were backwards, I had to rotate everything 180* negative to reverse them (yes i double checked the video and all conditional branches before anyone says anything)

    • @杨文婧-l2g
      @杨文婧-l2g Год назад

      @@blizzard254 Did you ever manage to fix this?
      I'm having the same issue unfortunately. Any help would be appreciated.

    • @blizzard254
      @blizzard254 Год назад

      @杨文婧 yes I ended up just connecting the InputActions he explained in the video to the EnhancedInputAction. The events are pretty self explanatory, but if you need help with a specific event let me know and I'll tell you what I did

    • @СергейЖажин
      @СергейЖажин Год назад

      @@blizzard254 thank you! What did you do for the pointing event?

    • @_rob3rtox_
      @_rob3rtox_ Год назад

      @blizzard254 how you fixed that?

  • @hrishikeshandurlekar2178
    @hrishikeshandurlekar2178 Год назад +1

    Why did you not set the HandState Enum in VR Pawn and just read that in the Anim blueprint?

  • @lob4star
    @lob4star 2 года назад

    Hi, It was all going so well until 10:50 where im trying to find "anim_QK_Open" in the asset browser but my project doesn't seem to have anything in there, does anyone have any ideas on where they are gone (or more precisely how i have screwed up).

    • @lob4star
      @lob4star 2 года назад

      From reading all i have come up with is that the animations (anim_QK_Open) are not linked to the same skeleton. Im not smart enough to know what that means but it doesnt sound right as there is no issue in the video and no one else seems to be having an issue within it.

    • @xxByoGxx
      @xxByoGxx 2 года назад +1

      @@lob4star I have the same problem

    • @lob4star
      @lob4star 2 года назад +1

      @@xxByoGxx I think we went wrong almost right at the start, from about 2:00 "when importing the animations its super important that you set the import mesh to false" there is a "import mesh" tick box that needs to be unticked. I did that and it worked.

    • @lob4star
      @lob4star 2 года назад

      after following it through from there it works great, although my right hands grab seems to be stuck closed when i press the trigger once EDIT: I had the right hand grip bullion as true rather than false so once i un-ticked that it worked a charm.

  • @robertg3382
    @robertg3382 Год назад +1

    Default input are no longer in the input-mappings. Who/where someone have made the default.ini available with all inputs ?

    • @spacejockgaming
      @spacejockgaming Год назад

      You have to make your own inputs now. Not my video, but this explains it well ruclips.net/video/GLEPEKx6Km0/видео.html

  • @closed9794
    @closed9794 2 года назад +1

    I followed the tutorial and everything is working except at the end when I add Set HandState it doesn't have a target pin with it so both hands execute the animations at the same time. Could anyone help me with that?

  • @boryszelezny4943
    @boryszelezny4943 Год назад +1

    How do i easly replace the hand model without replacing animations

  • @blacJAC393
    @blacJAC393 2 года назад +2

    Hello, love your style of teaching but I am having a bit of difficulty regarding Valves Index Controllers when It comes to inputs. I'm running into a issue that my hand animations are not activating unless I am gripping an object. Does anyone possibly have a fix? Thanks!

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +1

      I wish I had an index so I could help you

  • @SmitkumarPanchal
    @SmitkumarPanchal Год назад +1

    virtual hands not synchronizing with my hand while running mode

  • @Arctan95
    @Arctan95 2 года назад +1

    You don't need to do both the left and right hands in the anim blueprint you're setting each hand twice here?
    Setting the hand states would be better suited on the VRPawn and then sent to the AnimBPs for each hand, that way you're running that logic once per hand, not twice.

  • @TijnvanGimst
    @TijnvanGimst 2 года назад +2

    when importing the animations i recieve this message.
    Animation Stack Take 001 does not contain any valid key. Try different time options when import.
    Can anyone help?

    • @TijnvanGimst
      @TijnvanGimst 2 года назад +1

      Unreal keeps saying the files dont contain any valid animation data

  • @clouddropleakz9087
    @clouddropleakz9087 2 года назад +1

    Hey i was wondering if it was Possible to add a metahuman character to unreal engine 5 and use it to build your own IK kinetmatic body for your character?

  • @mady901
    @mady901 3 месяца назад

    Hey Quinn, I started following this tutorial. For some reason when I add the hands meshes and compile, there is an error. This happened when I deleted the hand right and left that came with the VRPawn. When I add a new skeletal mesh, it doesnt compile either. Any ideas to fix this? Thanks

  • @lukefrohling
    @lukefrohling Год назад +1

    UE 5.0.0 doesn't exist anymore so I used 5.0.3 and it does not import the gunhold, knifehold, open, pointing, stretched, thumbs up, and grip animations (eg. "Failed to import 'C:\Users\[username]\Downloads\QK_HandTutorialAssets\HandAnimations\ANIM_QK_GunHold.fbx'. Failed to create asset '/Game/Animations/ANIM_QK_GunHold'.
    Please see Output Log for details."). The output log says that the animation lenght 4.958 isnt compatible with import frame-rate of 30fps (sub frame 0.75) and animation has to be frame-border aligned.

    • @KDOFisch
      @KDOFisch Год назад +1

      Import as an Animation Range and specify 0-5 frames as the parameter.

    • @BarTindar
      @BarTindar Год назад

      Thank you that really helped!!!!😄@@KDOFisch

  • @IDeVaToX
    @IDeVaToX 2 года назад

    great set of tutorials for UE5 nice work, just one question can you use your own hand models and follow along with the tutorials , or do yours have extra bones

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +1

      Sadly when I created the hand models, maya decided to add an extra bone to my hand meshes which is beyond frustrating. But you will need to make your own animations if you want to do that

    • @IDeVaToX
      @IDeVaToX 2 года назад

      @@QuinnKuslich yes done that thanks again, i seen a video that u were make a UMG user interface tutorial set would be very intrested to follow too if it builds on to this, appreciated nice work man

  • @brianschwarm8267
    @brianschwarm8267 2 года назад

    Before I get started, I wanted to know if its possible to swap the mesh and texture for another VR hand on the marketplace after this all works

  • @mediocremop1623
    @mediocremop1623 2 года назад

    Hi Quinn! I enjoyed following along the tutorial. Is it worth fully understanding what we did in step 8? There's so much to unpack.
    We took a reference from the Left/Right hand skeletal meshes, used Get Anim Instance, which gets the animation instance, obviously. Epic's documentation isn't too helpful in telling me what exactly that is, but we cast it to a BP_Hand_Anim.
    What's the point of the variable promotion? It clearly does something because when I get rid of it everything kind of breaks.
    Your tutorial is easy to follow along, but you don't really explain anything you do.
    Thanks!

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      Sorry didn’t explain anything because I didn’t want the video to be too long. The reason that we create a variable is so that we can reference it in other places inside the VR Pawn and grab component.

    • @mediocremop1623
      @mediocremop1623 2 года назад

      @@QuinnKuslich Thanks, could I ask where you learned all this? A book? Just tinkering and documentation?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +4

      @@mediocremop1623 I have a degree in VR development, I spent four years learning at ringling College of Art and design. And now I work as an immersive lab engineer for GM. I also read a lot of books, and watched a ton of RUclips to learn how to do animation and modeling.
      It takes a lot of time and it is really complex. But when it’s daunting at first once you do a few projects you start to figure out how these systems work together and from there you can start making your own VR interactions and games.

    • @cr3ap3r1
      @cr3ap3r1 2 года назад

      @@QuinnKuslich Are there any videos you would recommend to learn how to create the anims, Blender for UE? I already know how to model, but haven't learned the rest of the process for animation for UE yet.

  • @Tommyboi7566
    @Tommyboi7566 Год назад +1

    How would I add this to a full body mesh?

    • @Tommyboi7566
      @Tommyboi7566 Год назад +1

      I would imagine it's just making the animations for the fingers on the body and doing all the animations and everything with that.

    • @silverswordsaint9425
      @silverswordsaint9425 Год назад

      @@Tommyboi7566 do you ever get it

    • @Tommyboi7566
      @Tommyboi7566 Год назад

      @@silverswordsaint9425 naw

  • @nautilusnemo2
    @nautilusnemo2 2 года назад +1

    Hi. Where did you animate the hands?

  • @veresno8230
    @veresno8230 Год назад

    I want to put Hands Asset What should I do to switch to another model? Excuse me

  • @mahersabit9265
    @mahersabit9265 2 месяца назад

    idk if its just me but everytime i import the animation assets it freezes

  • @GentlyGiantGames
    @GentlyGiantGames Год назад

    Is there a reason that the starter content is bad if you plan to build for quest? Is it just performance heavy?

  • @Eroslarry
    @Eroslarry 2 года назад

    Hi~this is a Great tutorial!! But I have an logic issue about the step 9 , adding final functionality to the animation BP , it seems have some problem when connect branch node. But It still a great tutorial ! Help s me a lot ~THX

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      You just can't connect the boolean to the branch node?

    • @Eroslarry
      @Eroslarry 2 года назад

      ​@@QuinnKuslich oh, sorry , I mean if I follow the video to connect the branch node, when it play , gesture animations are not correct, Grip Button would be pointing animation, others would still on Open state, so I changed it when Grip, pointing, thumbsup's boolean are true, Hand state connect to True not False. and it would be all correct gesture animations

  • @andrinSky
    @andrinSky Год назад

    Do you have arms too or only Hands in VR? Because you have arms this would be very interesting for me!

  • @shaylus_4158
    @shaylus_4158 2 года назад +1

    I get an error when trying to import the hand animations

    • @mrslinivka7216
      @mrslinivka7216 2 года назад

      Its solved in comments under SHALDMI talked about it.

  • @unrealengineruseng9583
    @unrealengineruseng9583 2 года назад

    Thank you very much !

  • @kombatmaster1540
    @kombatmaster1540 2 года назад

    So the left hand works but its buggy with the points. When I press both triggers it has a hard time knowing if it should point or grip. And the right hand only works when I grip and shoot but when it isn't holding anything its stuck in that one animation

  • @geelau5506
    @geelau5506 2 года назад

    Thanks so much for the tutorial !! I'm just looking for this for my project!!
    But I can't find the QK_CustomHand_Anim after imported the hand mesh to my project...did I miss sth...?

  • @kakafroon
    @kakafroon Год назад

    When i go to import the fbx animations i get the following errors: Animation Stack Take 001 does not contain any valid key. Try different time options when import.
    This does not contain any valid animation takes.

    • @kakafroon
      @kakafroon Год назад +1

      just read te comment below about animation rates, problem fixed thanks!

  • @WhiteWolfInteractive
    @WhiteWolfInteractive 10 месяцев назад

    what if you want to use other hands?

  • @TheRunningSongs
    @TheRunningSongs Год назад +1

    Hey so I’ve been becoming increasingly more worried that I’m using airlink without any fancy stuff just my computer and internet box and I’m not sure how to correctly set up/open a UE5 project. I have opened it however it is very laggy and glitchy, I did the oculus debug window which helped but not a lot.
    *Just in case people see this I’ll put here what I do to open a project*
    Load into meta quest 2 hub, open the tap that pops up saying it has connected to my computer via airlink*
    Press the open button*
    Load into the main hub area of the other thing (I forget what it’s called)*
    Select moniter 1 and open ue5, open the project.*
    Take off headset go to pc and 3 dots open in vr*
    I’m in but it’s incredibly laggy.*
    Any fixes?

    • @shawn6358
      @shawn6358 Год назад +1

      Idk if this will help you but this is how I do it, first I launch airlink and make sure it's connected to the oculus app on my computer, then I start steam vr, then I hit vr preview to test stuff out

    • @TheRunningSongs
      @TheRunningSongs Год назад

      @@shawn6358 thanks man I’ll let you know if it works :)

    • @shawn6358
      @shawn6358 Год назад +1

      @@TheRunningSongsif it's laggy in the steam vr hub try restarting your quest,I did it today and it worked for me

  • @vedaf8196
    @vedaf8196 2 года назад

    Hello, thank you for tutorial but i have a problem, after all steps my hands wont be in open position, after thumbs up anim or pointing anim, they will go to grip anim, not to open, i dont know why its happening i checked everything but still i have this trouble.

    • @vedaf8196
      @vedaf8196 2 года назад

      I get it now, OpenXR for WMR headsets doesnt support this type of input or something, if you start your project from SteamVR API all inputs should work normal.

  • @exessgames
    @exessgames 7 месяцев назад

    cant download from patreon???

  • @IdioticMath
    @IdioticMath 2 года назад

    Hey my hand Anims arent working. I dont know whats wrong with my blueprints as i rechecked all of it and it was all to your instructions. Is there something really simple im missing here?

  • @奚浩天
    @奚浩天 2 года назад

    I'm a beginner and I want to know how can I test the file when I'm done with the first part? Will it connect to the VR device?

  • @Blueraiser-gp3xz
    @Blueraiser-gp3xz 2 года назад

    This was an awesome tutorial and great help, thank you! one problem tho, when I set the anim class to BP_HandAnim for some reason the hands become giant even tho all the settings are the same as yours. do you know what is going wrong?

  • @FlockersDesign
    @FlockersDesign 2 года назад

    just letting you know the left hand locations are incorrect
    the X rotation needs to be -100
    also notist one problem whhen everything is done you will not be able to point

  • @tedeusz83
    @tedeusz83 Год назад

    How this project works on Oculus itself? I mean with No pc connection. Just oculus rendering.

  • @DaveUnreally
    @DaveUnreally Год назад

    Anyone have any issues with sound? I test in editor with my oculus quest and can’t get the sound to work.

  • @atrashedpanda6044
    @atrashedpanda6044 2 года назад

    followed step by step but there is no get animation instance itsself just graph,tag or link

  • @aetomix_studios
    @aetomix_studios 9 месяцев назад

    Thanks alot!!!

  • @artmellowsculpts
    @artmellowsculpts 2 года назад +1

    thanks buddy

  • @mikem-zz4ui
    @mikem-zz4ui 2 года назад +1

    Would anyone know if this can work on the Mac version of 4.27/5.01, or perhaps the PC version but run on a Windows bootcamp on MacBook Pro?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      I can't help you with that. I haven't used a mac since 2018. Im sorry!

    • @CyberBunStudio
      @CyberBunStudio 2 года назад

      I'm currently using a 2018 MacBook Pro with an i7 and a 4gb gpu lol It works decently but I don't know if it can handle super detailed projects. I'm just learning as of now. But for that, it works great tbh.

  • @death_foxxy_6668
    @death_foxxy_6668 Год назад

    dose this work with characters

  • @mauricesteeven3661
    @mauricesteeven3661 2 года назад

    Can someon help me, I use UE5.03 and I do step by step import animation but still have same bug, I reinstalled Epc and UE5. Can someon upload another version of thos animations hands ? thanks.

  • @errr7656
    @errr7656 2 года назад

    can i have some help when i play it my screen is very shaky

  • @Broad-ShoulderS
    @Broad-ShoulderS 2 года назад

    So if I understand correctly, the hand animations are static poses exported as fbx files? How would it work if you wanted to have the fingers move one after the other? Can you change the speed of the hand animations? I'm starting a VR project in UE5 and this tutorial is very helpful, but somethings are still quite unclear

  • @BiLLIGuess
    @BiLLIGuess 2 года назад

    Failed to import QK_HandTutorialAssets\QK_HandTutorialAssets\HandAnimations\ANIM_QK_ThumbsUp.fbx'. Failed to create asset '/Game/vr_assets/hands/animations/ANIM_QK_ThumbsUp'.
    Please see Output Log for details. why?

  • @SabSnake
    @SabSnake 2 года назад

    Coming over from Unity. I have the Valve Index, is it possible to have " Finger Tracking " with Unreal Engine? And how would I make it work with all/Most PC VR Headsets?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      That might be something you specifically have to download, and I work on oculus so definitely be something you have to actually look up. Steam should have Docs on it because it’s their tech

    • @SabSnake
      @SabSnake 2 года назад

      @@QuinnKuslich Bud sent me a few links of docs. Is it even possible to make VR Games in Unreal Engine yet? Or does it still need work?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      @@SabSnake you can totally make games in Unreal. ruclips.net/video/XfJDOFxXCOE/видео.html here’s one I did with a team of 4 in a little under a year

  • @Illuminati_Donut
    @Illuminati_Donut 2 года назад

    What input mappings would I need to use if I am using the valve index controllers?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      What was the valve index that’s a little bit more tricky because this is a hand animation tutorial and the valve index out of the box should have better hand animations than what this could offer

  • @chomnansaedan4788
    @chomnansaedan4788 2 года назад

    Bless you.

  • @mauricesteeven3661
    @mauricesteeven3661 2 года назад

    I have this error :
    "Animation length 4,958 is not compatible with import frame-rate 30 fps (sub frame 0,75), animation has to be frame-border aligned. "
    I tried to delete and re-import but I still got this issue.

    • @MDalton10
      @MDalton10 2 года назад

      This is a bug/new error check in Unreal Engine 5.0.3. the only work around I know is the build everything in 4.27.2. It has to do with the animation length not being divisible by 30 from the help forums I was reading.

  • @NotDopple
    @NotDopple 2 года назад

    none of my animations are working but when i grab it does pls help btw im using 4.27.2

  • @kevinklasson5022
    @kevinklasson5022 7 месяцев назад

    I am unable to download the assets, are they removed or is something wrong on my end?

    • @kevinklasson5022
      @kevinklasson5022 7 месяцев назад

      I found them elsewhere!

    • @CaptHalcyon
      @CaptHalcyon 7 месяцев назад

      @@kevinklasson5022 can you say where you found them please?

  • @flurishart612
    @flurishart612 2 года назад

    I'm not able to bring my pointer fingers down unless the grab button is held down too. Is that how it's supposed to be or did I mess up somewhere?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      Grip animation should only activate if you are holding the grip button and the trigger button at the same time. As that is how your fingers work in real life. Is that what is happening with yours?

    • @flurishart612
      @flurishart612 2 года назад

      @@QuinnKuslich Hmm, grip is working for me when I press the grip button on it's own, but the pointer finger stays up. And then if I press the pointer finger button it will go down too, but I can't do the pointer on it's own.

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      @@flurishart612 if you press just the grip button it goes into the pointer animation?

    • @flurishart612
      @flurishart612 2 года назад

      @@QuinnKuslich No, it does the grip correctly if I press just the grip button. And then if I press the pointer button it will go down correctly, but only if the grip button is already held down, I can't press just the pointer down on it's own.

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      @@flurishart612 So what you’re saying is you want to just pulled the trigger button and then have only the index go down?

  • @brycenrushing4412
    @brycenrushing4412 2 года назад

    I would like to use this in a commercial product I am developing. If I create the static mesh, animations, etc from scratch instead of downloading from Patreon is that okay?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад +1

      You can still download that stuff from Patreon, and then just swap out the mesh. You don’t need to have a license to use unreal code and when you basically become a patron and download that it becomes yours. The only reason that you can’t use my mesh commercially is because I don’t have a commercial seat of Maya. That won’t be a problem in the future though because I’m gonna be swapping to blender

    • @brycenrushing4412
      @brycenrushing4412 2 года назад +1

      @@QuinnKuslich sounds amazing! Love the channel and love the tutorials. I have never used Patreon but if you have more tutorials there I might just get into it!

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      @@brycenrushing4412 No extra tutorials there, just downloadable projects and models

  • @2GG00
    @2GG00 2 месяца назад

    I'm new to this i did all of it and i cannot see hands on the screen

    • @QuinnKuslich
      @QuinnKuslich  2 месяца назад

      This is a pretty old tutorial, the new UE template 5.3 and higher just comes with hands out of the gate, I’d recommend using that instead.

    • @2GG00
      @2GG00 2 месяца назад

      @@QuinnKuslich thanks

  • @ElmoPlayss
    @ElmoPlayss 6 месяцев назад

    animations won't import :/

  • @InnerspaceX
    @InnerspaceX 10 месяцев назад

    My hands are keep on the ground :( UE 5.3

  • @itsdom1936
    @itsdom1936 2 года назад

    i tried but my hands wouldnt work idk what i was doing i was having trouble getting my left hand working right my hand placement does look weird its like i have two right hands

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      Flip the scale in the left hand by -1 in the Y axis

    • @danielepiscozzo333
      @danielepiscozzo333 2 года назад

      @@QuinnKuslich hi, thank you for the tutorial! After i flip the scale by -1 in Y axis, the hand disappear when i move it in the editor. I tried to add the left hand to a child object and flip the Y axis to the child but the result is the same. Any ideas? Oh, im using Unreal 4.27

  • @monkey_that_hacks
    @monkey_that_hacks 2 года назад

    Anyone know why but my right hand is really small compared to the other one

  • @devlogerio
    @devlogerio 2 года назад

    Can I buy Oculus 2 and start doing it?

  • @shoaibmujtaba8123
    @shoaibmujtaba8123 2 года назад

    Can i use this assets in my Commercial games?

    • @QuinnKuslich
      @QuinnKuslich  2 года назад

      No because I used the Student version of Maya

    • @shoaibmujtaba8123
      @shoaibmujtaba8123 2 года назад

      @@QuinnKuslich okay.
      And believe me you are one of best teacher for me