Hey bro. Spline components aren't automatically snapping to the right hand model, after copy & paste. Can you write Location Rotation Scale for this hand please ? Thanks.
I know it's been mentioned before in here, but a realistic shooting and reloading tutorial would be amazing! Even if it's just a pistol, that would still go a long way
My favorite part " Don't worry if that's spelled wrong" because that's me in my BP coding. idc i'm the only one who's gonna see it lol. i just have to double check my grammar in story elements in my game. amazing tutorial .
Brilliant tutorial, thank you for sharing. Essentially the goal of this tutorial is to showcase how one would blend different hand poses between "fully open" and "closed fist" using an alpha value, and this alpha drives this blend between one defined finger bone at a time in the Animation Blueprint ( Object Hold ) state machine, very novel approach. Splines are used to act as finger arcs, and are used to determine a series of line traces that are checked for a 'grab component' hit anytime an object is grabbed. Based on where a object is hit, the finger collides with a grabbed object, and the hit distance at that point in the spline determines how far the finger could travel, this results in the 'alpha' value used in the finger specific animation blend. Personally for me, I decided on sticking with the Part 2 solution, using defined poses and item-specific sockets for a more 'exact' positioning feel, as I found the line traces are not always accurate for me as its very dependant on having a very accurate collision box on your grabbable items which many of mine dont. More often than not, my character would do the rock on emote 🤘🤘when holding weapons, but I'm sure this has much to do with my item collision box and my initial sloppy finger spline arc positioning. I will probably revisit this sometime in the future though and think its a very solid approach for generating procedural grab animations. Overall I really enjoyed this Series, Thank you @Quinn - I learned a lot about VR Hand Animation BP's and got to experiment with bone animation blends which will open up some new development opportunities ( IE Using Controller Input, Trigger axis values to drive a 'index' finger for example ) Love your content, best wishes from Canada
Bro i just wanna say a huge thank you for this amazing series. I tired to do the latest version of this video, but it didn't work well to me, and i didn't find where i was wrong in the code. But following this series allowed me to accomplish the final result and it was even bether than that. Because i'm using Unreal 5.3.2, sometimes i had to do things slightly diffrent from the code of your series and it helped me a lot to study. I really learned a lot from it and not just copy and paste everything, like i felt that i was doing in the latest video. So, i would also give you a feedback that, this style of video, at least for me, it worked really really better! I would like just to thank you for sharing your knowlodge like that. God bless you bro!
Just did your 3 part series today. Thanks for putting this out. If you do more tutorials in the future my suggestion would be to give a little more context into why you're doing things. In this series, for example, setting the spline finger data. Where those numbers came from with a little more breakdown of how the system works would be welcome. Thank you again, I know it takes a lot of work to get these tutorials done and the more you put in the longer they are..
@@QuinnKuslich Since you do a pretty good job on breaking out and linking the steps, I don't see the harm in having a longer, more dense video, double speed and chapter jumps are always there for people who want less ;)
I'd second that. Same goes for the other parts in the series, like explaining the node graph and how each node is contributing. I Appreciate It would make these videos a lot longer, though.
@@QuinnKuslich If you have this edit I will watch it. I get what is going on but I bet there are a crap load of little bits of good info in there... Post it.... Do it.... DO IT!!!
This course was beefier than the best Angus steak bruh. Good stuff. Finally got past the issue I was having. It's 7:49 AM here. lmao so much sleep lost but my god it was worth it.
Unbelievable tutorials Quinn, thank you so much! Really enjoyed all 3 and would love to see you do one on two-handed weapons if you ever got the inclination. Thanks again for helping me and so many others on this great VR Dev adventure!
Hey, Hello! Thank you so much for sharing your knowledge, part 1 worked but the part 3 doesn't work on UE5.1, we can grab an object but the animation of part 1 of the hand is cancelled and the result doesn't work (3X check all)... But frankly great job, thanks for giving us the means to learn and practice very useful functions, one of the best tutorials I've done, i subscribe. Big up
Me and my friend are trying to create a story VR game with simple physics, guns, holsters on your sides to hold stuff so you don't lose it, swords, parkour. (Like climbing and sliding.) But most importantly a full body. A character with arms and legs. So if tutorials like that could eventually come out that would be very helpful. Thank you.
Just finished up this series. Loved it a lot! Hope you make more tutorials. I was able to implement this pretty quickly with a base VR multiplayer project I had created. Maybe a base VR multiplayer setup could be something you explore in a future tutorial. Great stuff!
That’s really cool, I’ve actually spent the last five years trying to figure out how to make a proper VR multiplayer set up. I would love to see what you have
Just finished this. It was a great tutorial......but it didn't work for me haha. I am guessing I did something wrong so will have to go over it again. Just this 3rd video I didn't get working. The grab is the same at the end as it was at the start for me. It is an excellent tutorial. Hope to see more in the future
Same Here Edit: "KINDA" solved it in my project the answer was some where in the Trace Finger Segments.... I think something to do with Trace line Component and Hit an Total length. I moved stuff around in there and it started to work but I'm not sure what exactly I did.. hope this helps narrow your search... Sorry I could help more .
Epic, I am currently getting into UE5. If you could make another tutorial on how to use any kind of hands with custom animations that would be awesome! Thanks and subbed
Amazing tutorial series, thank you very much! You did an excellent job explaining things and actually taking your time. You have any ideas on how to reset the hands when you swap an object between hands? For example, when I'm holding the pistol in my right hand and then grab it with my left hand, my right hand is still stuck in the pistol pose until I let go of the grip button
I've just did everything what you did, but i still have issue to anim fingers. I have VR Valve Index and Oculus QUest 2 same errors for both. I grab something i can grab it everywhere i want but hand animation is still default without changes :/ Can you help me or have this issue someone else?
Same here, any fix as of yet, trying debugging methods to find which step work and which do not Edit: "KINDA" solved it in my project the answer was some where in the Trace Finger Segments.... I think something to do with Trace line Component and Hit an Total length. I moved stuff around in there and it started to work but I'm not sure what exactly I did.. hope this helps narrow your search... Sorry I could help more .
Good tutorial but the hand do seem to just return to there regular grab animations at random with the character making a fist, also the pistol and knife only work on one hand for me on the other the rotation is off
I'm having a problem where the right hand works properly, but the left only stretches when I grab something. I've reviewed the whole series looking for mistakes but couldn't find it. Did this happen to anyone else? This is a great tutorial series and has helped me a lot so far. Thank you very much. Edit: I figured it out. In the VR Pawn > finger animation graph I didn't connect the Primitive component to the Input Object in the Trace finger function. took me hours to notice.
I don't know why, but when I attach splines to right hand, they do not go to the right arm correctly, they just remain on the same place, could you share the values too?
Quinn mate, as a follow up vid it could be cool to show how to swap out your (lovely) hands used in this series for others? Just a thought. I’d click that.
@@QuinnKuslich yeah I’ll try find something. I’m pretty sure in Alyx when your hand approaches an object it assumes how you’re going to hold it some how?? Maybe my brain is maintaining that up. On another note, is general hand collision with objects simple enough to implement?
By any chance could you do a video talking about applying this to an actual body vs just hands don't think people really cover that after getting this working. Amazing tutorial btw. Also, The fact I saw those jedi hands on your website makes me think what if we had a Jedi Outcast or Academy in VR damn that would be amazing.
@@QuinnKuslich Question would it be possible to do full body after doing the hands or is one of those things where if you're doing full body you should start with full body?
I’m not totally sure on that I would need to make it first. I’m pretty sure that the way I would do it is actually I would make the hands first because the hands are simply attached the motion controller.
Huge thank you for this. I made it so the TryGrab took in the mesh and anim bp so I did not have to cast. Not sure if this will work for everything. Working on it. If you get bad contact does this mean your splines are off? I am using a custom hand skeletal mesh so I had to create my own from scratch. I know your pain, but then again I used to do vector graphics for a living...
if anyone else is having problems with the hand opening instead of closing around objects, check that you set the default value of the FingerSteps integer to 4. i just spent the last two hours backtracking and debugging to see where it failed and realized i completely forgot to change the default value from 0 to 4 😮💨
great set of tutorials nice work, although seem to be running into a problem now with my second hand grab for 2 handed weapons, my hands keep falling off haha, have you made a video on how to implement this into this system, would be awesome
i complete this playlist .wonderful videos everything is nice and from scratch and i want to code how to add physical hands in vr pawn can you make video on that
8:52 "you will notice they will flip into the perfect position when they attached to the right hand" :( or if they are mine they stay dethatched :( looks like im going to have to check all those numbers to make sure they are correct.
@@nazar-bq5909 not yet I think it must have been when I first created the splines. At the moment my plan is to move on to making some more of my level/demo then maybe come back to this later as it's for a proof of concept so don't want to get to bogged down in detail just yet. If I get back around to it I will post what I found.
I had the same problem but I found a solution that worked for me, maybe it helps: 1) Copy all the Arcs just like he said in the tutorial (using ctrl+c) 2) move 1 Arc (Shouldn't matter which one) from the left hand to the right hand (it has to be attached there, so if you click on the little triangle next to "RightHand" it should disappear in the components window - click the triangle again now to make it appear again) 3) In the components window, click on the Arc you just attached to the right hand 4) now Paste all the Arcs you copied before (using ctrl+v) with the Arc selected - they should now flip into the right position 5) move the arc you "stole" from the left hand back to the left hand, so that it is attached there, DONE I hope this works for you, too ^^
Hey! Thats a great tutorial! but i have an issue. When i copy the splines to the right hand they do weird things and dont auto correct the position. My left hand works perfect but the right dont. I think the problem are the splines, i dont now how to setup in the right hand. Thank you! Edit: anyway, solved by copying the splines one by one, attaching them to the parent one by one, and copying the transform and rotation one by one
3:11 through 7:44 spline components aren't automatically snapping to the left hand model, and the values I manually put in for each spline point don't come out exactly the way they're supposed to. Any tips or advice?
Hi Quinn, This is a great tutorial! Thank you for creating it! I have managed to get this working but I have a slight issue with the VR hands passing through objects. The fingers/hands do wrap around when holding objects near the edges but the hands sometimes pass through objects allowing you to hold them from their inside. Is this something I have setup incorrectly or is there a way to stop the hands/fingers passing through grabbable objects? I have tried to create a physics asset specifically for the hands but this doesn't appear to work? Thanks!
@@QuinnKuslich and can you please send a picture of the whole blueprints, i followed every step but i messed something up and i can't get it to work :(
i did everything in all the 3 part the animation grip in this part is not working its not even starting? any idea what could be my problem i'm using 5.0.3
I loved these tutorials, yet now I am VERY curious to know how you handle collision with these hands for in-game buttons? For example, I am using your hands and trying to press a VR button in-game (not on the controller) to turn off a stove and it works, but it is really wonky. Only registers under the palm and not the fingers at all and it also sometimes registers collision when I am not touching the button at all
I'm learning a lot, subscribed! But I do have a question. Step 1.2: How did you get the values for the spline points? I don't know how to recreate this because I don't understand what those values mean. Is it the animation path for the finger? And if so, does it need to be 100% the same as the animation values or is close to the same path fine since it just uses the float?
Hey wanted to ask. When I enable world static collision with the hands why do they disappear? Also I've been working on setting up movement with the left thumbstick and adding a collision capsule to my actor so i wont walk through walls however the only way to do so is to enable collision with World static but it teleports my HMD into the air. Something in the bp_pawn is considerd world static so I cant do any of the following. Please help with this. My hands can push objects and don't go through them however they go through walls.
@@QuinnKuslich I figured it out. I just took a Blueprint for a basic character which has the collision capsule as the root and copied everything from the Custom VR Pawn over. Then I deleted VR Pawn and clicked replace references with the new Basic character I created. Works. Just gotta disable Rotation Yaw under root mesh after replacing. If you don't. VR rotation snap and normal rotation will not work correctly.
it is likely that something is wrong with your Set Finger Poser Data not sending the proper information to the Animation blueprints. Check that fuction in The VR pawn and make sure it matches the video
Hello, I loved your tutorial series but I can't seem to fix an error I encounter. I am using unreal engine 5.1 and can't find get hand from motion source I have this thing called get held by hand but that doesn't work. Do you know how to fix this? Keep the good work up!
This is not working for UE5. It would been great, followed the 1st (success), 2nd (partial success) tutorials and they were awesome. This one relies on the plugin that no longer exists and never was for UE5. What a bummer.
what plugin are you talking about? I am currently doing it in Unreal 5.3. Did not do part 1 and part 2 and am just using the templates. You have to create your splines yourself then. And I still have some bugs. But it should still work without any plugin. If I get it to work i will let you know.
@@Reddune92 At which points did you have to deviate to get it to work? I'm currently trying it with 5.3 and can't get it to work. I don't know if it's a problem with my hands though or something with 5.3 or the splines...
@@phnx2026 So I deviated a lot^^ because i kinda did not want to do the first two tutorials. What exactly does not work? Does your Hand close completly or does it not close at all? The Spline points which are in the video do of course not work if you use other hands as shown in the tutorial. My first iterration i created the splines on my own. In the second I just played a grab animation at the start of the game and created an array of the transforms of the bones to then use instead of the splines. If you tell me a little more about your problem I could try to troubleshoot with you :)
@@Reddune92 Thanks a lot for your answer! I did the tutorial from the start but not with his hands but with my own, therefore I couldn't rely on the transforms he said for the splines but did my own, the splines should match, I tested it by attaching little spheres to the spline and looked how they came out in VR, but maybe the initial spline to point caching or the trace or something went wrong because it certainly doesn't behave as it should. It's also not the animations because when I manually input float values instead of the fingerdata it worked perfectly. Now sometimes, for no reason I can discern, it detects something and some fingers stay stretched, but it's really inconsistent and I don't know why, and when I grab the UE VR gun (didn't set up a gun grab), somehow there it works and all the fingers stay stretched instead of going through the gun... If you have any ideas what I could look at I'd be very greatful, it's not the highest prio to get this working though, having wayy larger problems with setting up physics for the hands at the moment -.- Oh and almost forgot to say, it usually closes completely, as if no hit is being detected...
You a f**** VR god! Big thanks to you!!! If I could, I would surely donate something, but Im living in Russia and for now didn`t take Kazahstan card to connect EU banks and etc...
You said 3 parts, and you actually made 3 parts. With what looks to be a good tutorial not being vague or half done. Great work!
Great work on the tutorial. In the future please include the locations, rotations, and any numbers in a text file or in the description. Here the spline numbers to enter (copy/paste the whole thing and you can right-click in unreal next to 'location' or the 2 tangents. example copy this "(X=1.833247,Y=8.099960,Z=-0.895932)" without the quotes).
Also I did this in UE5.2 and you need to click the "select all spline points" button before clicking the "select last spline" button so you can then follow along and see the input keys 2,0,1. It's the middle button.
Thumb:
2:
location: (X=1.833247,Y=8.099960,Z=-0.895932)
arrive tangent: (X=0.018101,Y=6.355145,Z=0.279578)
leave tangent: (X=0.018101,Y=6.355145,Z=0.279578)
0:
arrive tangent: (X=1.815143,Y=1.744816,Z=-1.175510)
leave tangent: (X=1.815143,Y=1.744816,Z=-1.175510)
1:
location: (X=1.815143,Y=1.744816,Z=-1.175510)
arrive tangent: (X=0.916623,Y=4.049980,Z=-0.447966)
leave tangent: (X=0.916623,Y=4.049980,Z=-0.447966)
IndexArc
0:
Rotation: (Pitch=0.203659,Yaw=1.555130,Roll=14.921073)
arrive tangent: (X=-0.864372,Y=0.088035,Z=-7.048766)
leave tangent: (X=-0.864372,Y=0.088035,Z=-7.048766)
3:
location: (X=-12.338531,Y=1.250191,Z=-4.465516)
Rotation: (Pitch=106.063843,Yaw=27.139297,Roll=-159.286163)
arrive tangent: (X=-1.29531,Y=0.112857,Z=3.387599)
leave tangent: (X=-1.29531,Y=0.112857,Z=3.387599)
2:
location: (X=-10.129866,Y=1.434473,Z=-7.190413)
Rotation: (Pitch=-49.956264,Yaw=3.245621,Roll=-6.960483)
arrive tangent: (X=-4.880616,Y=0.075323,Z=1.059098)
leave tangent: (X=-1.29531,Y=0.112857,Z=3.387599)
1:
location: (X=-2.577299,Y=1.099545,Z=-6.583712)
Rotation: (Pitch=-24.305397,Yaw=0.567796,Roll=-2.636252)
arrive tangent: (X=-5.064933,Y=0.717237,Z=-3.595206)
leave tangent: (X=-5.064933,Y=0.717237,Z=-3.595206)
MiddleArc
0:
location: (X=0.300084,Y=-0.026254,Z=-0.0)
Rotation: (Pitch=14.921073,Yaw=0.203659,Roll=1.55513)
arrive tangent: (X=-0.864372,Y=0.088035,Z=-7.048766)
leave tangent: (X=-0.864372,Y=0.088035,Z=-7.048766)
1:
location: (X=-2.42215,Y=-0.417387,Z=-6.801679)
Rotation: (Pitch=-24.305397,Yaw=0.567796,Roll=-2.636252)
arrive tangent: (X=-5.540146,Y=-0.277844,Z=-4.270858)
leave tangent: (X=-5.540146,Y=-0.277844,Z=-4.270858)
2:
location: (X=-10.780209,Y=-0.581943,Z=-8.541716)
Rotation: (Pitch=-49.956264,Yaw=3.245621,Roll=-6.960483)
arrive tangent: (X=-5.931502,Y=-0.00524,Z=0.938165)
leave tangent: (X=-5.931502,Y=-0.00524,Z=0.938165)
3:
location: (X=-14.285152,Y=-0.427866,Z=-4.925348)
Rotation: (Pitch=120.512497,Yaw=17.150009,Roll=-169.988007)
arrive tangent: (X=-1.684258,Y=-0.371419,Z=3.192446)
leave tangent: (X=-0.378948,Y=0.019671,Z=3.608656)
RingArc
0:
location: (X=0.084602,Y=-0.007402,Z=-0.003371)
Rotation: (Pitch=16.700001,Yaw=12.6,Roll=5.6)
arrive tangent: (X=-1.021164,Y=-1.743668,Z=-6.808586)
leave tangent: (X=-1.021164,Y=-1.743668,Z=-6.808586)
1:
location: (X=-2.473893,Y=-1.621017,Z=-6.401914)
Rotation: (Pitch=-2.636252,Yaw=-24.305397,Roll=0.567796)
arrive tangent: (X=-4.899484,Y=-1.524044,Z=-3.900349)
leave tangent: (X=-4.899484,Y=-1.524044,Z=-3.900349)
2:
location: (X=-9.714365,Y=-3.05549,Z=-7.804068)
Rotation: (Pitch=-9.926366,Yaw=-64.794266,Roll=7.317864)
arrive tangent: (X=-5.487757,Y=-0.166848,Z=2.43302)
leave tangent: (X=-5.487757,Y=-0.166848,Z=2.43302)
3:
location: (X=-13.407108,Y=-2.77613,Z=-4.335938)
Rotation: (Pitch=-169.988007,Yaw=-59.487499,Roll=162.849991)
arrive tangent: (X=-0.378948,Y=-0.019667,Z=3.608656)
leave tangent: (X=-5.487757,Y=-0.166848,Z=2.43302)
PinkyArc
0:
location: (X=0.084602,Y=-0.007402,Z=-0.003371)
Rotation: (Pitch=19.925707,Yaw=26.816889,Roll=10.64824)
arrive tangent: (X=0.828599,Y=-1.869105,Z=-6.801463)
leave tangent: (X=0.828599,Y=-1.869105,Z=-6.801463)
1:
location: (X=-2.435283,Y=-2.986419,Z=-5.867455)
Rotation: (Pitch=5.3,Yaw=-37,Roll=0.2)
arrive tangent: (X=-6.081485,Y=-2.658311,Z=-2.432474)
leave tangent: (X=-6.081485,Y=-2.658311,Z=-2.432474)
2:
location: (X=-8.065602,Y=-4.38634,Z=-6.320203)
Rotation: (Pitch=-9.926366,Yaw=-64.794266,Roll=7.317864)
arrive tangent: (X=-5.487757,Y=-0.166848,Z=2.43302)
leave tangent: (X=-5.487757,Y=-0.166848,Z=2.43302)
3:
location: (X=-10.871173,Y=-3.956509,Z=-3.288493)
Rotation: (Pitch=-159.286697,Yaw=-73.936447,Roll=152.861206)
arrive tangent: (X=-1.295303,Y=0.112867,Z=3.3876)
leave tangent: (X=-1.295303,Y=0.112867,Z=3.3876)
L_MiddleArc Location Rotation Scale:
location: (X=20.551161,Y=0.066091,Z=0.606299)
Rotation: (Pitch=18.284452,Yaw=-7.311348,Roll=-1.417399)
Scale: (X=0.863838,Y=-0.863838,Z=0.863838)
L_ThumbArc Location Rotation Scale:
location: (X=10.961093,Y=-7.578069,Z=-2.120395)
Rotation: (Pitch=5.927111,Yaw=-47.60149,Roll=10.870972)
Scale: (X=1.0,Y=1.0,Z=1.0)
L_IndexArc Location Rotation Scale:
location: (X=20.261473,Y=-3.040531,Z=0.796921)
Rotation: (Pitch=19.122368,Yaw=-2.56818,Roll=0.796921)
Scale: (X=1.0,Y=1.0,Z=1.0)
L_RingArc Location Rotation Scale:
location: (X=20.099653,Y=2.803358,Z=0.283429)
Rotation: (Pitch=20.585308,Yaw=-14.498761,Roll=18.069857)
Scale: (X=0.863838,Y=-0.863838,Z=0.863838)
L_PinkyArc Location Rotation Scale:
location: (X=17.583843,Y=5.369441,Z=-0.13864)
Rotation: (Pitch=-11.788035,Yaw=-14.643966,Roll=6.002965)
Scale: (X=1.0,Y=1.0,Z=1.0)
Hey bro. Spline components aren't automatically snapping to the right hand model, after copy & paste. Can you write Location Rotation Scale for this hand please ? Thanks.
@@helloiamnoah here also
@@mohitXR thanks bro. I just copied the same properties to the right hand and it worked. :)
I know it's been mentioned before in here, but a realistic shooting and reloading tutorial would be amazing! Even if it's just a pistol, that would still go a long way
I love the shade you casually through at UE5 at 20:56
My favorite part " Don't worry if that's spelled wrong" because that's me in my BP coding. idc i'm the only one who's gonna see it lol. i just have to double check my grammar in story elements in my game. amazing tutorial .
Brilliant tutorial, thank you for sharing.
Essentially the goal of this tutorial is to showcase how one would blend different hand poses between "fully open" and "closed fist" using an alpha value, and this alpha drives this blend between one defined finger bone at a time in the Animation Blueprint ( Object Hold ) state machine, very novel approach.
Splines are used to act as finger arcs, and are used to determine a series of line traces that are checked for a 'grab component' hit anytime an object is grabbed. Based on where a object is hit, the finger collides with a grabbed object, and the hit distance at that point in the spline determines how far the finger could travel, this results in the 'alpha' value used in the finger specific animation blend.
Personally for me, I decided on sticking with the Part 2 solution, using defined poses and item-specific sockets for a more 'exact' positioning feel, as I found the line traces are not always accurate for me as its very dependant on having a very accurate collision box on your grabbable items which many of mine dont. More often than not, my character would do the rock on emote 🤘🤘when holding weapons, but I'm sure this has much to do with my item collision box and my initial sloppy finger spline arc positioning. I will probably revisit this sometime in the future though and think its a very solid approach for generating procedural grab animations.
Overall I really enjoyed this Series, Thank you @Quinn - I learned a lot about VR Hand Animation BP's and got to experiment with bone animation blends which will open up some new development opportunities ( IE Using Controller Input, Trigger axis values to drive a 'index' finger for example )
Love your content, best wishes from Canada
Bro i just wanna say a huge thank you for this amazing series. I tired to do the latest version of this video, but it didn't work well to me, and i didn't find where i was wrong in the code. But following this series allowed me to accomplish the final result and it was even bether than that. Because i'm using Unreal 5.3.2, sometimes i had to do things slightly diffrent from the code of your series and it helped me a lot to study. I really learned a lot from it and not just copy and paste everything, like i felt that i was doing in the latest video.
So, i would also give you a feedback that, this style of video, at least for me, it worked really really better! I would like just to thank you for sharing your knowlodge like that. God bless you bro!
Just did your 3 part series today. Thanks for putting this out.
If you do more tutorials in the future my suggestion would be to give a little more context into why you're doing things. In this series, for example, setting the spline finger data. Where those numbers came from with a little more breakdown of how the system works would be welcome. Thank you again, I know it takes a lot of work to get these tutorials done and the more you put in the longer they are..
Yeah that was my main concern with this one I actually made an original edit where I talked about that and it was almost an hour and a half long
@@QuinnKuslich Since you do a pretty good job on breaking out and linking the steps, I don't see the harm in having a longer, more dense video, double speed and chapter jumps are always there for people who want less ;)
I'd second that. Same goes for the other parts in the series, like explaining the node graph and how each node is contributing. I Appreciate It would make these videos a lot longer, though.
@@QuinnKuslich If you have this edit I will watch it. I get what is going on but I bet there are a crap load of little bits of good info in there... Post it.... Do it.... DO IT!!!
this needs to get more views, devs need to see this.
Any idea where I could post it so I could get more views?
@@QuinnKuslich I will be sending it in a developer discord I am in! Def deserves more views
@@brycenrushing4412 Hey thank you I really appreciate it!
This has been a great help for us in getting our OpenXR VR hands to work, now that SteamVR has been deprecated in UE 5.1.1, Quinn. So, thank you!
This course was beefier than the best Angus steak bruh. Good stuff. Finally got past the issue I was having. It's 7:49 AM here. lmao so much sleep lost but my god it was worth it.
Thanks for these tutorials on the mechanics of entering objects, really interesting, now I need to practice.
Thanks again for sharing.
Unbelievable tutorials Quinn, thank you so much! Really enjoyed all 3 and would love to see you do one on two-handed weapons if you ever got the inclination. Thanks again for helping me and so many others on this great VR Dev adventure!
Nice, thanks! I wish this was built into unreal in C++, seems like something pretty much everyone would need
Hey, Hello! Thank you so much for sharing your knowledge, part 1 worked but the part 3 doesn't work on UE5.1, we can grab an object but the animation of part 1 of the hand is cancelled and the result doesn't work (3X check all)... But frankly great job, thanks for giving us the means to learn and practice very useful functions, one of the best tutorials I've done, i subscribe. Big up
Learned valuable lessons throughout this series. Thank You, Quinn!
I'm glad we come standard with only ten fingers.
Me and my friend are trying to create a story VR game with simple physics, guns, holsters on your sides to hold stuff so you don't lose it, swords, parkour. (Like climbing and sliding.) But most importantly a full body. A character with arms and legs. So if tutorials like that could eventually come out that would be very helpful. Thank you.
Just finished up this series. Loved it a lot! Hope you make more tutorials. I was able to implement this pretty quickly with a base VR multiplayer project I had created. Maybe a base VR multiplayer setup could be something you explore in a future tutorial. Great stuff!
That’s really cool, I’ve actually spent the last five years trying to figure out how to make a proper VR multiplayer set up. I would love to see what you have
Just finished this. It was a great tutorial......but it didn't work for me haha. I am guessing I did something wrong so will have to go over it again. Just this 3rd video I didn't get working. The grab is the same at the end as it was at the start for me. It is an excellent tutorial. Hope to see more in the future
Same Here
Edit: "KINDA" solved it in my project the answer was some where in the Trace Finger Segments.... I think something to do with Trace line Component and Hit an Total length. I moved stuff around in there and it started to work but I'm not sure what exactly I did.. hope this helps narrow your search... Sorry I could help more .
@Dean I fixed it in the end. I had missed one of the action in the grab function.
Epic, I am currently getting into UE5. If you could make another tutorial on how to use any kind of hands with custom animations that would be awesome! Thanks and subbed
Maybe not the animations but just the look :D
A tutorial on VR Arm IK would be amazing.
only 3 seconds in and i hear the subunautica music. 10/10
Thank you so much for this tutorial bro. Would be great if you make a tutorial on how you modeled the hand and the animations.
The procedural grab not working in ue 5.3 pls help how to do ❤❤
Excellent 👌 more VR tutorials would be great. Thanks
Amazing tutorial series, thank you very much! You did an excellent job explaining things and actually taking your time. You have any ideas on how to reset the hands when you swap an object between hands? For example, when I'm holding the pistol in my right hand and then grab it with my left hand, my right hand is still stuck in the pistol pose until I let go of the grip button
I've just did everything what you did, but i still have issue to anim fingers. I have VR Valve Index and Oculus QUest 2 same errors for both. I grab something i can grab it everywhere i want but hand animation is still default without changes :/ Can you help me or have this issue someone else?
Same here. were you able to fix it?
Same here, any fix as of yet, trying debugging methods to find which step work and which do not
Edit: "KINDA" solved it in my project the answer was some where in the Trace Finger Segments.... I think something to do with Trace line Component and Hit an Total length. I moved stuff around in there and it started to work but I'm not sure what exactly I did.. hope this helps narrow your search... Sorry I could help more .
Also. A tutorial on an Equip and Unequip system would be nice. Just like the one in Half life alyx or Hubris.
Good tutorial but the hand do seem to just return to there regular grab animations at random with the character making a fist, also the pistol and knife only work on one hand for me on the other the rotation is off
Love Subnautica theme song
It slaps!
I'm having a problem where the right hand works properly, but the left only stretches when I grab something. I've reviewed the whole series looking for mistakes but couldn't find it. Did this happen to anyone else?
This is a great tutorial series and has helped me a lot so far. Thank you very much.
Edit: I figured it out. In the VR Pawn > finger animation graph I didn't connect the Primitive component to the Input Object in the Trace finger function. took me hours to notice.
I don't know why, but when I attach splines to right hand, they do not go to the right arm correctly, they just remain on the same place, could you share the values too?
The values are the same as on the left hand so just copy and paste those
Quinn mate, as a follow up vid it could be cool to show how to swap out your (lovely) hands used in this series for others? Just a thought. I’d click that.
On it
@@QuinnKuslich and then if you really want to mic drop, working out how valve has the hands ‘approach’ objects..
@@peterallely5417 can you link an example?
@@QuinnKuslich yeah I’ll try find something. I’m pretty sure in Alyx when your hand approaches an object it assumes how you’re going to hold it some how?? Maybe my brain is maintaining that up.
On another note, is general hand collision with objects simple enough to implement?
@@peterallely5417 in theory I am currently struggling as everytime I enable collision, the hands disappear?
By any chance could you do a video talking about applying this to an actual body vs just hands don't think people really cover that after getting this working. Amazing tutorial btw.
Also, The fact I saw those jedi hands on your website makes me think what if we had a Jedi Outcast or Academy in VR damn that would be amazing.
That would be amazing, I was hoping to add arms but a full body would take more time. What Jedi hands were you referring to?
@@QuinnKuslich Question would it be possible to do full body after doing the hands or is one of those things where if you're doing full body you should start with full body?
@@SPCLSPRHERO that’s a good question, lemme think about that
I’m not totally sure on that I would need to make it first. I’m pretty sure that the way I would do it is actually I would make the hands first because the hands are simply attached the motion controller.
really helps!
Huge thank you for this. I made it so the TryGrab took in the mesh and anim bp so I did not have to cast. Not sure if this will work for everything. Working on it. If you get bad contact does this mean your splines are off? I am using a custom hand skeletal mesh so I had to create my own from scratch. I know your pain, but then again I used to do vector graphics for a living...
if anyone else is having problems with the hand opening instead of closing around objects, check that you set the default value of the FingerSteps integer to 4. i just spent the last two hours backtracking and debugging to see where it failed and realized i completely forgot to change the default value from 0 to 4 😮💨
Thanks! You save my time)
great set of tutorials nice work, although seem to be running into a problem now with my second hand grab for 2 handed weapons, my hands keep falling off haha, have you made a video on how to implement this into this system, would be awesome
They aren't snapping to a different position. Followed the numbers correctly like 3 times. What's happening @7:34
i complete this playlist .wonderful videos everything is nice and from scratch and i want to code how to add physical hands in vr pawn can you make video on that
Great tutorial series! Do you plan on expanding the system with things like doors, levers, drawers etc. where the hand is limited in movement?
Yes
8:52 "you will notice they will flip into the perfect position when they attached to the right hand" :( or if they are mine they stay dethatched :( looks like im going to have to check all those numbers to make sure they are correct.
Hi! Have you figured out what values to substitute for the right hand at this moment in the video? I have the same problem.
@@nazar-bq5909 not yet I think it must have been when I first created the splines. At the moment my plan is to move on to making some more of my level/demo then maybe come back to this later as it's for a proof of concept so don't want to get to bogged down in detail just yet. If I get back around to it I will post what I found.
@@lukescott9990 thank you
I had the same problem but I found a solution that worked for me, maybe it helps:
1) Copy all the Arcs just like he said in the tutorial (using ctrl+c)
2) move 1 Arc (Shouldn't matter which one) from the left hand to the right hand (it has to be attached there, so if you click on the little triangle next to "RightHand" it should disappear in the components window - click the triangle again now to make it appear again)
3) In the components window, click on the Arc you just attached to the right hand
4) now Paste all the Arcs you copied before (using ctrl+v) with the Arc selected - they should now flip into the right position
5) move the arc you "stole" from the left hand back to the left hand, so that it is attached there, DONE
I hope this works for you, too ^^
@@ParalyzerDE Bro, you are a GENIUS, Thank you so much!
Hey! Thats a great tutorial! but i have an issue. When i copy the splines to the right hand they do weird things and dont auto correct the position. My left hand works perfect but the right dont. I think the problem are the splines, i dont now how to setup in the right hand. Thank you!
Edit: anyway, solved by copying the splines one by one, attaching them to the parent one by one, and copying the transform and rotation one by one
Glad to hear you got that fixed I hope it works really good for you
Thx same thing happend to me but i was using unreal engine 5.1 beta so it was to be expected
3:11 through 7:44 spline components aren't automatically snapping to the left hand model, and the values I manually put in for each spline point don't come out exactly the way they're supposed to. Any tips or advice?
did you fix it or still not know how?
Hi Quinn,
This is a great tutorial! Thank you for creating it! I have managed to get this working but I have a slight issue with the VR hands passing through objects. The fingers/hands do wrap around when holding objects near the edges but the hands sometimes pass through objects allowing you to hold them from their inside. Is this something I have setup incorrectly or is there a way to stop the hands/fingers passing through grabbable objects? I have tried to create a physics asset specifically for the hands but this doesn't appear to work? Thanks!
Same. It goes through the cube holding consistently. Not sure what to do.
Nice ,thank you!!!!
Welcome!
Super! Cool!
Hello, can you make a tutorial about how to make physical hands that react to the environment and also have objects with weight?
Sure!
@@QuinnKuslich and can you please send a picture of the whole blueprints, i followed every step but i messed something up and i can't get it to work :(
i did everything in all the 3 part the animation grip in this part is not working its not even starting? any idea what could be my problem i'm using 5.0.3
I loved these tutorials, yet now I am VERY curious to know how you handle collision with these hands for in-game buttons? For example, I am using your hands and trying to press a VR button in-game (not on the controller) to turn off a stove and it works, but it is really wonky. Only registers under the palm and not the fingers at all and it also sometimes registers collision when I am not touching the button at all
could you make a video how creating a gun in VR for example
gun with shooting and maybe reloading?
Man, thank you for your videos, it inspired me so much!
I would like to ask, in your opinion, is UE5 ready for production games ?
Yes on the soul basis of the fact that epic is not supporting UE4 anymore for professional studious
SUBSCRIBED!!!
At 9 mins mark in the video when I attach them to the right hand mesh they don't change to the correct position. Any suggestions on how to fix? Thanks
See note from lob4star below
I'm learning a lot, subscribed! But I do have a question. Step 1.2: How did you get the values for the spline points? I don't know how to recreate this because I don't understand what those values mean. Is it the animation path for the finger? And if so, does it need to be 100% the same as the animation values or is close to the same path fine since it just uses the float?
can you make a video on how to walk instated of teleporting pls?
Hey wanted to ask. When I enable world static collision with the hands why do they disappear? Also I've been working on setting up movement with the left thumbstick and adding a collision capsule to my actor so i wont walk through walls however the only way to do so is to enable collision with World static but it teleports my HMD into the air. Something in the bp_pawn is considerd world static so I cant do any of the following. Please help with this. My hands can push objects and don't go through them however they go through walls.
I’m currently working on this myself, there is something wonky with this new Vr pawn and I am currently working to figure out what that is lol
@@QuinnKuslich I figured it out. I just took a Blueprint for a basic character which has the collision capsule as the root and copied everything from the Custom VR Pawn over. Then I deleted VR Pawn and clicked replace references with the new Basic character I created. Works. Just gotta disable Rotation Yaw under root mesh after replacing. If you don't. VR rotation snap and normal rotation will not work correctly.
i've got a problem. when i try to grab the hand is stretching. can you tell me where the problem is i cant find it..
it is likely that something is wrong with your Set Finger Poser Data not sending the proper information to the Animation blueprints. Check that fuction in The VR pawn and make sure it matches the video
@@QuinnKuslich thanks for the quick answer I'll check it!
I found the problem!
I forgot to put a "4" into the default value for the finger steps in the VRPawn..
Thanks! You helped me a lot for my study works!
Hello, I loved your tutorial series but I can't seem to fix an error I encounter. I am using unreal engine 5.1 and can't find get hand from motion source I have this thing called get held by hand but that doesn't work. Do you know how to fix this?
Keep the good work up!
Have you found a solution?
This is not working for UE5. It would been great, followed the 1st (success), 2nd (partial success) tutorials and they were awesome. This one relies on the plugin that no longer exists and never was for UE5. What a bummer.
what plugin are you talking about? I am currently doing it in Unreal 5.3. Did not do part 1 and part 2 and am just using the templates. You have to create your splines yourself then. And I still have some bugs. But it should still work without any plugin. If I get it to work i will let you know.
So it's done. Made it so it works in unreal 5.3. If you have any questions feel free to ask :)
@@Reddune92 At which points did you have to deviate to get it to work? I'm currently trying it with 5.3 and can't get it to work. I don't know if it's a problem with my hands though or something with 5.3 or the splines...
@@phnx2026 So I deviated a lot^^ because i kinda did not want to do the first two tutorials. What exactly does not work? Does your Hand close completly or does it not close at all? The Spline points which are in the video do of course not work if you use other hands as shown in the tutorial. My first iterration i created the splines on my own. In the second I just played a grab animation at the start of the game and created an array of the transforms of the bones to then use instead of the splines. If you tell me a little more about your problem I could try to troubleshoot with you :)
@@Reddune92 Thanks a lot for your answer! I did the tutorial from the start but not with his hands but with my own, therefore I couldn't rely on the transforms he said for the splines but did my own, the splines should match, I tested it by attaching little spheres to the spline and looked how they came out in VR, but maybe the initial spline to point caching or the trace or something went wrong because it certainly doesn't behave as it should. It's also not the animations because when I manually input float values instead of the fingerdata it worked perfectly. Now sometimes, for no reason I can discern, it detects something and some fingers stay stretched, but it's really inconsistent and I don't know why, and when I grab the UE VR gun (didn't set up a gun grab), somehow there it works and all the fingers stay stretched instead of going through the gun... If you have any ideas what I could look at I'd be very greatful, it's not the highest prio to get this working though, having wayy larger problems with setting up physics for the hands at the moment -.-
Oh and almost forgot to say, it usually closes completely, as if no hit is being detected...
The video seems to have been cut at 9:21
This tutorial works for UE 4.27 as well right?
i did the same thing as you do and my left hand is no more showing up i mean i can use it but i dont see the hand
never mind i forgot to turn visible true.
Hello, at 9:00 the copied splines didn't flipped into position when attached to the right hand. Any fix please? C:
I just had the same issue. Attach them to the right hand mesh then copy the transform values from the left hand splines to the right hand splines.
@@xJMC Thank you, it works ^^
You a f**** VR god! Big thanks to you!!! If I could, I would surely donate something, but Im living in Russia and for now didn`t take Kazahstan card to connect EU banks and etc...
Kept adding those values it turned day to night ...still didnt get it right :(
Did the splines just kind of freak out?
He he ! I think I did. But looks like I’m am getting there 😀…thanks for messaging
Hello,Will there be more lessons?
Sequel? What do you mean, this is the final video in the hand tutorial series. Are you asking about like a future tutorial?
@@QuinnKuslich Will there be more lessons?
@@motoday3580 Oh yeah I’ll be working on more stuff
Hey !! I went to patreon. There will be lessons on weapon animation, reloading, storing weapons on the player. I'm waiting for the video!!
tutorial for hand collision please bro
5:56
AHAHAHA you correct the MiddleRing name and don't even notice you had just made the same mistake withh MiddleRingPinky.