@@JustinPBarnett great! Also is there a way to check what controllers the user is using? Because the index controller's are kinda weird with the X rotation so the "pointer" and hands are pointing upwards 60dgrs, so I need to offset rotation -60 on the index knuckles and leave it default on other devices, any solution?
@@Nickk888SA Hmmm based off a quick search it looks like you have to check to see what interaction profile the controller is using, but I couldn't find a specific instance of the code being used...
Pretty cool so far! the reason i say so far is because im not too sure if you want us to copy the hand code at 7:55 or if there is something im missing?
My rig works fine (I used VRIF personally but same thing as XR rig) but the elbows still glitch out sometimes.. anyways besides hints to make this more stable?
Great video, but when I grab objects with a straight hand, the arms arent long enough. Spent all last night trying to work around this but nothing worked (including increasing the bone scale). Any ideas?
Just spent three hours figuring this out, anyone who's having issues with their character fully spinning when you turn your head, head not looking up etc, check that the animator on your character is enabled/exists.
Guys, who had this problem: after you just set up the IK on a hand and try to test it in the play mode like at 7:05, you can't move anything, you can see the gismos but, it's not responsive. How to solve this?
Thank you for this video and all the files, it is very helpful. I am asking this very late in 2024, I have done everything exactly as in the tutorial, but when I am moving the Target Hand Gizmo, in yellow colour, the Gizmo is moving but the hand is not actually moving. I also tried downloading your own asset folder but still not working. Please let me know if there is something wrong that I am doing. Thank you.
incredible video!! Is it possible to do a character rigging tutorial in Blender just to demonstrate how to structure the bone system for Unity-VR-ready?
For some reason when I look to far to one side (left or right) the hands rotate around the z axis, and when I look up the whole character does a 180. Also the hands either are jittery like you said when the follow and rotate speeds are too high, but if I turn them down then they just trail behind....
Please pin this fix for the code: When lifting your head up past a certain point, the player model flips 180 degrees. That is the only issue with this method. The fix is(Changing followObject.up INTO followObject.forward: using UnityEngine; public class Head : MonoBehaviour { [SerializeField] private Transform rootObject, followObject; [SerializeField] private Vector3 positionOffset, rotationOffset, headBodyOffset; private void LateUpdate() { rootObject.position = transform.position + headBodyOffset; rootObject.forward = Vector3.ProjectOnPlane(followObject.forward, Vector3.up).normalized; transform.position = followObject.TransformPoint(positionOffset); transform.rotation = followObject.rotation * Quaternion.Euler(rotationOffset); } }
I have done Player Animation with Final IK . but it's not getting synchronize on network . Is there any solution for it ? Is it possible if we do not use Final IK . It synchronize on network .
Hiw would I make something that scales it based on height? and then something that changes the length of the arms based on how far the controllers are. Something like in Zenith
I was having a problem where the character was orbiting my head when I looked around, I tried Harris894's code fix but it only locked the characters orbiting to the z axis. The fix is to change the pivot point of the character to its center. You will probably have to take out all the children of the character, place them in a new asset, and then you can change the pivot point to the characters center. and put it's children back in it. (children referring to arms and legs and stuff) This fixed the issue for me. :)
Hi, im having the same problem, so could you please explain this more detailed? im tryna get it fixed, and but the pivot points seem fine to me, or maybe im missing something
is it possible, to do the rig setup at runtime? Or at least the assignment of constraints? I'm trying to build a rig on a character model that I load at runtime out of an online db, so I can't pre-set-up the rig...
Followed through this tutorial. When I got to testing, instead of the hands/arms tracking the IK target, my model just went 30 ft up in the air and say there doing nothing, and it appears that the IK targets are influencing the whole body some how.
I notice the body doesn't follow the controllers/head when you are in a high enough speed, such as falling or running 30mph. Any idea on how to fix that?
I have spent 12+ hours to get this to work.. Tried using the same Unity version as you do and followed your guides carefully.. It does not work, i'm getting the same errors every time.. I think this is because XR rig is outdated.. Tried using XR origin but it does not work either.. :(
Great tutorial, I learned a lot! However, I'm confused. In this tutorial everything related to hands animations was taken out because we cannot use them here, because you'll do a future video on hand animation using an avatar, or just because it was not the focus of this tutorial? I'm asking because I'd like to animate the hands too, and wanted to make sure I could follow the Hand Animation tutorial. Thanks!
I needed to adjust the Head Body Offset on the Y axis by -1.85, and Z axis by .155. The problem is when I do this and look left and right during testing, I can see the head of the character on either side. Nothing look wrong looking straight ahead. I'm guessing this is because the neck won't morph to the camera position, but idk.
@@JustinPBarnett if i didn't do that the character would be on my head when I press play. Why do you think that happens? I even went through the steps and setup the rig, character, and scene from scratch and it keeps happening.
@@JustinPBarnett Thanks for the reply! In case it helps anyone else, these are my settings for the IK_Head_target object: Position Offset: X = 0; Y = 0; Z = -0.2; Rotation Offset: X = 0; Y = -100; Z = -100; Head Body Offset: X = 0; Y = -1.8; Z = 0;
How do you actually change the offset for the headset, you mention it I believe but don’t actually show how to do it. Thanks so much and keep up the great vids!
You did never mention how to lineup the camera with the head.. Tried everything and the result is always camera on floor at xyz0 or in the middle of the body... Made this guide 3 times over with both XR rig and XROrigin.. With XRorigin the controllers wont work at all.. This is frustraing, so far I'm about 12 hours into this where 10 hours is following this specific guide.. I'm not giving up, so please more newbie videos!
Any update on the new video because I'm having the same issues, camera is stuck inside the body (around the waist) and the controllers don't seem to work with the body = moving the controllers doesn't move the characters hands
Whenever I try to do the multi parent constraint the head on my model stretches super high. It's always the same bone, no matter if I choose the very tip of the head bone or the next one down (The one that stretches). I have zero clue why this is, could you give me some pointers please?
The reason why your head is stretching super high is because it fallows the Camera Rig, you need to offset the head on the Y axis to Fix it then lower the rig and the character
I changed the Update() to LateUpdate() but it didn't help much. What helped was changing the Rotate Speed in the Hand scripts attached to each hand. Tune it down from 100 to 30.
@@JustinPBarnett yeh starting to think am annoying you tbf, been trying to get these hands moving for a week or more just no luck no matter which roots i choose 🥲 ill get it if i just dont give up i know it. Kinda new to the vr side. Thanks though appreciate the help
I'm having an issue where the character is above my headset and cant track any of my remotes, it can track my head but yeah the feet are at above my head, what's strange is none of the IK targets are lining up
There's a step near the end where he has us remove an offset, and mentions that "now i can just adjust it in the editor". If you followed all instructions in the video, i then had to change the Head Target's "Head" script's Y offset to ~-1.7 (found by manually adjusting it while in play mode), which moved the body down enough to look right.
awesome tutorial, but do you get the hand script from the Hurricane interaction tool kit in the description? was a bit confused as to where that script came from.
@@JustinPBarnett ah i see. well good to see the asset package will come with the code needed and more for this. appreciate the response! and thank you for making these videos, they really do help with making VR Development easier to understand 👍👍
Great tutorial, thanks. What rig should be used for the character when importing? Humanoid or generic? I get different results depending on which is used.
this is an old comment now but for anyone looking at this in present day, Animation Rigging isn't completely fleshed out yet & humanoid rigs don't work well with it currently. It's best to use a generic rig until they've refined it more
i imported your project from your patreon and the hands follow very slowly, is there a way to make them respond quicker/ instantly? also, how can i use a model without the skeleton, can i just replace the mesh for your character with another mesh?
Awesome video!! Only one question... how it works when you want to keep the legs but the players have different heights? Do you simply scale the model on the Y-axis?
Hey Justin, I got the Hurricane VR Asset but as a beginner I was overwhelmed when I opened it and definitely have not utilized it enough. Could be a cool video to see you set up a simple game using that asset pack specifically and go over some of the basics for using asset packs in general for the super beginners like me. Maybe you could get a nice commission from Hurricane as well since their documentation can be confusing for someone with very little experience. Just a thought, appreciate your channel!
@@JustinPBarnett Thanks for answering! I got finalIK, puppetmaster and (partially due to you) hurricaneVR and hexabody. Mix those all together and it's quite overwhelming but a lot of fun. Tweaking a puppet to work well with impact from physical hands is a pain though. Actually, maybe that's a good video idea since all the tutorials and docs are quite old and/or shallow. How to set up and interact with puppets in combination with hurricane. I'd promise to subscribe, but I'm already subscribed lol.
Not tested the Hand script yet, because I'm using SteamVR. But there is definitely something wrong with your Head-Script Justin. If you look up, the virtual body rotates to 180°. And the offset is still strange, my virtual body hangs in the air.. : |
so im a couple of weeks late to ask this, but i was wondering if you could help as ive not managed to find any answers when googling it. im having problems with the head tracking, as for some reason the "Main Camera" object in the XR doesnt track my hmd, it just stays at 0,0,0 rotation and position no matter what i do. i can still look around in VR with my headset on, as it seems to be displaying to display 1 on game window and whatnot just fine.
That's really odd...it's always just immediately started tracking for me. What kind of headset do you have? Do you have the right project settings checked?
@@JustinPBarnettive got an oculus rift S. im fairly certain the settings are correct, ive got the interaction tookit and the open XR stuff, ive got oculus touch controllers checked. ive gone over yours and other setup videos a couple of times to check. ive tried to switch from openXR to just the oculus thing instead, didnt change anything. ive also double checked that im using the action based XR-rig, and looked at the cameras components and dont see anything that (based on my limited experience with unity) should make it not move.
@@JustinPBarnett weird, so I did try adding a new XR rig last night to try to fix it without success, but when I just tried with a new XR Rig now the camera seems to work
hey Justin. what would you do if you just needed the arms and hands to show? i dont know how well versed you are in 3d modeling and rigging, but im doing a 3d model in maya that is just hands and arms, and im about to rig it. in unity, do you need the entire body rig for just the arms and hands? or could i just rig the arms and hands and that would work? or do i need the entire skeleton, or just get away with just a skeleton from the waist up and just have arms+hands models attached to the skeleton with IK in maya and attach it like you did here?
I haven’t done it before, but I’d imagine you could definitely do just arms and hands and attach them via a spine bone or something. That’d end up being your center point and the rest “should” work the same as the video. Just attach the spine to the head-body offset instead of the head
Are you ever going to do a follow up on the hands? These videos come from a lot of tutorials on hand animations and physics, yet there is no hand animation anymore. Ive tried leaving on the animator and animating the hand models of oir ski guy instead, but it dosent move the hands when i prrss the buttons.
@@JustinPBarnett hey, i got hand animations working with humanoid rigs like you did for the first hand animation video. Now i have a full vr body rig with animated hands. If you would like me to share my git repo so you can take a look at it and possibly share the info thatd we awesome! Or maybe i should upload it myself since i found lots of questions about this topic but not too many videos. To be honest its not very hard its just knowing how to to read the values from the action based controller and changing the animation via a parameter. Basically what you did but with uMotion which is used for humanoid rigging. Anyways, awesome you still reply to these comments!
Hi! I am having major issues with Multi Parent Constraint... for some reason my head xyz is incorrect while the body of the character is where it should be.. So the neck gets stretched 10m and is behaving like rubber my code is correct and works with other characters that i have not made myself.. So does anyone know what i have done wrong in blender or while importing? my guess is that i have done something wrong there.. do i need to have bone constraints and a game rig? Is the avatar settings incorrect? I am verry thankfull if someone knows anything that might help! So thanks in advanced!
Could you make a follow up video combining this and something like Auto Hands? So that way you get the benefits of IK and also accurate grabbing too?
I can do something like that! I know the developer of Auto Hands is working on IK integration
@@JustinPBarnett They have integrated with finalIK, but that's another paid plugin and there are no tutorials on how to integrate them
when ever i press play the head goes to the feet
My hands are twisted and the camera seems to be inside of the character's body. How do I fix this?
Now I am interested in that procedural grip :D
It's in the works! Got the codes for it, just gotta turn it into a video
I'd love to see how you make a realistic weapon handler like guns you can shoot with, reload an hit targets. Great tutorials!
Yes! That's on the pile of videos to do for sure! (near the top, don't worry 😉)
@@JustinPBarnett great! Also is there a way to check what controllers the user is using? Because the index controller's are kinda weird with the X rotation so the "pointer" and hands are pointing upwards 60dgrs, so I need to offset rotation -60 on the index knuckles and leave it default on other devices, any solution?
@@Nickk888SA Hmmm based off a quick search it looks like you have to check to see what interaction profile the controller is using, but I couldn't find a specific instance of the code being used...
nice one bro! Can you show us how to make vr guns that you can reload? that would be awesome!
Yea!! I'll bump that one up in the list to do it sooner!
Excellent video Justin. A little hard to keep up but that's what the pause button is for :-)
Yea this one's pretty dense. Thanks for sticking through it!!
You could set the play speed slower ;)
God Bless you Man
Can we integrate this system with Hand Tracking ?
Download the Project (for FREE): www.vrcreators.io/codedownloads
Hey Justin, I just bought it but it looks like I got the "physics hand" project. Can you check if the file is the correct one? Thanks !
@@Thyroniaa oh no! Thanks for letting me know. Shoot me an email and I’ll set you right
Pretty cool so far! the reason i say so far is because im not too sure if you want us to copy the hand code at 7:55 or if there is something im missing?
Thanks for the tutorial! I'll definitely try it on my next project.
You’re welcome! Let me know how it goes!
Hey. I followed the tutorial but when i move in vr the body doesn't follow me. Can you help me?
My rig works fine (I used VRIF personally but same thing as XR rig) but the elbows still glitch out sometimes.. anyways besides hints to make this more stable?
Great video, but when I grab objects with a straight hand, the arms arent long enough. Spent all last night trying to work around this but nothing worked (including increasing the bone scale). Any ideas?
did u solve
Just spent three hours figuring this out, anyone who's having issues with their character fully spinning when you turn your head, head not looking up etc, check that the animator on your character is enabled/exists.
Good tip!
thank you so much lol I was going crazy
My animator exists, but still running into the same issue. :/
Guys, who had this problem: after you just set up the IK on a hand and try to test it in the play mode like at 7:05, you can't move anything, you can see the gismos but, it's not responsive. How to solve this?
UPD. I was so stupid XD instead of trying to drag the IK target I was trying to drag the hand joint bone!
Glad you figured it out!
Don't forget to add the offsets for the head and hand scripts. In the video this is not really shown.
Where Do I Find The Hand Script Im So Confused!!!
You have to make it yourself! If you're looking for the code to download there's a link to my patreon in the description
Thank you for this video and all the files, it is very helpful. I am asking this very late in 2024, I have done everything exactly as in the tutorial, but when I am moving the Target Hand Gizmo, in yellow colour, the Gizmo is moving but the hand is not actually moving. I also tried downloading your own asset folder but still not working. Please let me know if there is something wrong that I am doing. Thank you.
this, of course, is all wonderful. But how else to do finger animation ?
incredible video!! Is it possible to do a character rigging tutorial in Blender just to demonstrate how to structure the bone system for Unity-VR-ready?
Ha I'd have to go about learning Blender first 😅
You can rig your character with Mixamo easily. Within 5-10 mins
For some reason when I look to far to one side (left or right) the hands rotate around the z axis, and when I look up the whole character does a 180. Also the hands either are jittery like you said when the follow and rotate speeds are too high, but if I turn them down then they just trail behind....
did you get a good solution to make the nads move quickly but not jitter?
Join the discord and we can help you troubleshoot!
Please pin this fix for the code:
When lifting your head up past a certain point, the player model flips 180 degrees. That is the only issue with this method. The fix is(Changing followObject.up INTO followObject.forward:
using UnityEngine;
public class Head : MonoBehaviour
{
[SerializeField] private Transform rootObject, followObject;
[SerializeField] private Vector3 positionOffset, rotationOffset, headBodyOffset;
private void LateUpdate()
{
rootObject.position = transform.position + headBodyOffset;
rootObject.forward = Vector3.ProjectOnPlane(followObject.forward, Vector3.up).normalized;
transform.position = followObject.TransformPoint(positionOffset);
transform.rotation = followObject.rotation * Quaternion.Euler(rotationOffset);
}
}
Thanks!!
Thank you so much!! I was tearing my hair out, I thought I tried that one already, but I guess I didn't because it works perfectly now!!
fixed my issue too!
I have done Player Animation with Final IK . but it's not getting synchronize on network . Is there any solution for it ? Is it possible if we do not use Final IK . It synchronize on network .
good tutorial for set up and avatar , my only problem is when i raise my face the body rotates to opposite side , i dont know how to fixed :,3
You'll need to change the rotation axis from forward to up (or the other way around, i forget)
Hiw would I make something that scales it based on height? and then something that changes the length of the arms based on how far the controllers are. Something like in Zenith
trying to me this happen with vrif. hope this one helps with that
Good luck!
I was having a problem where the character was orbiting my head when I looked around, I tried Harris894's code fix but it only locked the characters orbiting to the z axis. The fix is to change the pivot point of the character to its center. You will probably have to take out all the children of the character, place them in a new asset, and then you can change the pivot point to the characters center. and put it's children back in it. (children referring to arms and legs and stuff) This fixed the issue for me. :)
Hi, im having the same problem, so could you please explain this more detailed? im tryna get it fixed, and but the pivot points seem fine to me, or maybe im missing something
Join the discord if you're still having issues and we can help you troubleshoot!
hii how can i get the code ????
On Patreon! www.patreon.com/justinpbarnett
when I start it the colliders make me start floating and going crazy how can i fix this
Check out the gorilla tag video I just put out. It covers physics hands & colliders a little better
is it possible, to do the rig setup at runtime? Or at least the assignment of constraints?
I'm trying to build a rig on a character model that I load at runtime out of an online db, so I can't pre-set-up the rig...
I don't understand why I can't get it to work :/ I did all the exact things you did
Where can I find the full tutorial for the Hand and HandController scripts?
It’s called hands that slap
Yay, I'm so excited for this!!! For the movement are we going to use the "ball roller" method that was used in Boneworks or a different method?
Ooo like the omniprojector dudes? You could totally do that with this setup!
@@JustinPBarnett Yeah! Along the walls of the museum level it sort of explains somewhat how the locomotion works, I saw a NimSony video on it as well!
@@thebutterappletutorials6553 Oh nice! I'll have to check that video out
Thanks for the great tutorial! You’re so awesome! How did you find the right value to set the headBodyOffset manually?
I just hit play and swapped back to scene view and adjusted it manually
Followed through this tutorial. When I got to testing, instead of the hands/arms tracking the IK target, my model just went 30 ft up in the air and say there doing nothing, and it appears that the IK targets are influencing the whole body some how.
Maybe an offsets thing?
@@JustinPBarnett I forgot the model I was using has twist bones, so the IK didn't like that.
@@michaeltyers7336 how did you fix this?
@@jamesjury6943 I realised the root cause of my issue was the fact that model had twist bones. I just removed the twist bones.
What's the tutorial prior to this one, from which you start in the beginning?
That'll be physics hands!
The mesh is not moving along with the bones while testing in editor. What will be the possible error?
i really like it but sometimes its way tooo fast and i cant follow ...here: the offsets :(
UA-cam will let you slow the speed down!
I notice the body doesn't follow the controllers/head when you are in a high enough speed, such as falling or running 30mph.
Any idea on how to fix that?
8:40 I don't have the scripts, where do I take it from? Thanks!
Thanks a lot! When I followed your tutorial, my body will be lifted when I look up. Do you have the same issue?
Hmmm sounds like you have an issue in your code where you set the body rotation. Make sure it’s projected on a plane
When I press Play, My hands and forearms Do NOT move at all. But the others move. Do you know what is the problem ?
I have spent 12+ hours to get this to work.. Tried using the same Unity version as you do and followed your guides carefully.. It does not work, i'm getting the same errors every time.. I think this is because XR rig is outdated.. Tried using XR origin but it does not work either.. :(
Check out my 2022 update video and see if any of the new updates help you out when setting up this video
Can you use custom blender objects with this code? Because it doesn't seam to be working for me
when ever i try to press play unity crashes
Great tutorial, I learned a lot! However, I'm confused. In this tutorial everything related to hands animations was taken out because we cannot use them here, because you'll do a future video on hand animation using an avatar, or just because it was not the focus of this tutorial? I'm asking because I'd like to animate the hands too, and wanted to make sure I could follow the Hand Animation tutorial. Thanks!
I have another video on animations!!
I needed to adjust the Head Body Offset on the Y axis by -1.85, and Z axis by .155. The problem is when I do this and look left and right during testing, I can see the head of the character on either side. Nothing look wrong looking straight ahead. I'm guessing this is because the neck won't morph to the camera position, but idk.
I think you're adjusting the wrong offset! You're adjusting the whole character instead of the camera in respect to the head
@@JustinPBarnett if i didn't do that the character would be on my head when I press play. Why do you think that happens? I even went through the steps and setup the rig, character, and scene from scratch and it keeps happening.
@@M_Ryze Use the headbody offset to adjust the y axis and the other to adjust your z axis
@@JustinPBarnett Thanks for the reply! In case it helps anyone else, these are my settings for the IK_Head_target object:
Position Offset: X = 0; Y = 0; Z = -0.2;
Rotation Offset: X = 0; Y = -100; Z = -100;
Head Body Offset: X = 0; Y = -1.8; Z = 0;
What If I have animated hands from SteamVR plugin? How can I transfer this to my new character?
Hi! My char seems to be invisible at the end, do you know what might be the problem ?
Join the discord and we can help you out!
what if i dont wanna buy the script?
Copy the code down yourself. It's all in the video.
@@JustinPBarnett oh..... uh.......... okay :,D
How do you actually change the offset for the headset, you mention it I believe but don’t actually show how to do it. Thanks so much and keep up the great vids!
Change the offset values in the inspector
where did you get the hand script. Am i missing a whole other half of this process??? Please help
theres one problem, there is no scripts folder, where do i get it?
Hey can anyone help me with a game (gorilla tag locomotion). I want to make the whole body rotate with the head using photon. Thanks!
You did never mention how to lineup the camera with the head.. Tried everything and the result is always camera on floor at xyz0 or in the middle of the body... Made this guide 3 times over with both XR rig and XROrigin.. With XRorigin the controllers wont work at all.. This is frustraing, so far I'm about 12 hours into this where 10 hours is following this specific guide.. I'm not giving up, so please more newbie videos!
Sorry it's not working for you 😬 I plan on doing an update video for this one in the coming months
Any update on the new video because I'm having the same issues, camera is stuck inside the body (around the waist) and the controllers don't seem to work with the body = moving the controllers doesn't move the characters hands
@@JustinPBarnett😢
Whenever I try to do the multi parent constraint the head on my model stretches super high. It's always the same bone, no matter if I choose the very tip of the head bone or the next one down (The one that stretches).
I have zero clue why this is, could you give me some pointers please?
The reason why your head is stretching super high is because it fallows the Camera Rig, you need to offset the head on the Y axis to Fix it then lower the rig and the character
👆
Hey, Justin. I loved the tutorial. I was wondering if you have a solution for jittery hands? The hands shake constantly, lol
Try changing the place the hands' positions get updated from the Update() method to LateUpdate()
@@JustinPBarnett I will give it a shot!
I changed the Update() to LateUpdate() but it didn't help much. What helped was changing the Rotate Speed in the Hand scripts attached to each hand. Tune it down from 100 to 30.
anyone else not able to find the hand scripts folder? where did you get the scripts folder from, is it from a package not mentioned in this video?
I created it in the video
@@JustinPBarnett oh really am sorry
@@Tecfixdirect No worries! That sounded more blunt than I intended 😬
@@JustinPBarnett yeh starting to think am annoying you tbf, been trying to get these hands moving for a week or more just no luck no matter which roots i choose 🥲 ill get it if i just dont give up i know it. Kinda new to the vr side. Thanks though appreciate the help
I'm having an issue where the character is above my headset and cant track any of my remotes, it can track my head but yeah the feet are at above my head, what's strange is none of the IK targets are lining up
There's a step near the end where he has us remove an offset, and mentions that "now i can just adjust it in the editor". If you followed all instructions in the video, i then had to change the Head Target's "Head" script's Y offset to ~-1.7 (found by manually adjusting it while in play mode), which moved the body down enough to look right.
@@naganooch Ill give that go cheers!
Join the discord if you're still having issues and we can help you troubleshoot!
awesome tutorial, but do you get the hand script from the Hurricane interaction tool kit in the description? was a bit confused as to where that script came from.
You'll have to purchase Hurricane VR from the Unity Asset store to get access to it's scripts
@@JustinPBarnett ah i see. well good to see the asset package will come with the code needed and more for this. appreciate the response! and thank you for making these videos, they really do help with making VR Development easier to understand 👍👍
@@badwolfdubOfficial You're so welcome!
Could this technique be used with Autohand?
hi there, in the 8:48 where may i find the script for the hands, thanks in advance for sharing this video
Check out my Patreon link in the description!
@@JustinPBarnett thanks again for the video man, I make it work but have some doubts on Hand posing
Where is the hand script?
Like where does it go in the scene?
Great tutorial, thanks. What rig should be used for the character when importing? Humanoid or generic? I get different results depending on which is used.
I'd go with humanoid!
this is an old comment now but for anyone looking at this in present day, Animation Rigging isn't completely fleshed out yet & humanoid rigs don't work well with it currently. It's best to use a generic rig until they've refined it more
Can I use it with Oculus Integration?
It's possible, but this is primarily set up with OpenXR
i imported your project from your patreon and the hands follow very slowly, is there a way to make them respond quicker/ instantly?
also, how can i use a model without the skeleton, can i just replace the mesh for your character with another mesh?
yes! actually check out the video coming out today about gorilla tag movement! It has updated physics hands
Awesome video!! Only one question... how it works when you want to keep the legs but the players have different heights? Do you simply scale the model on the Y-axis?
The first thing I'd try is scaling the whole player up, because a taller person will have longer arms and legs
@@JustinPBarnett thank you very much
what video did you make the hand script
They "hands that slap" video!
@@JustinPBarnett ok thanks!
how can i do this using steam VR ?
Have it track your SteamVR controllers!
Hey Justin, I got the Hurricane VR Asset but as a beginner I was overwhelmed when I opened it and definitely have not utilized it enough. Could be a cool video to see you set up a simple game using that asset pack specifically and go over some of the basics for using asset packs in general for the super beginners like me. Maybe you could get a nice commission from Hurricane as well since their documentation can be confusing for someone with very little experience. Just a thought, appreciate your channel!
Yea! I'm actually planning on doing that pretty soon
Silly question perhaps, but is this approach better than just using FinalIK's VRIK?
I'd highly recommend going with FinalIK. It has a lot more features and such
@@JustinPBarnett Thanks for answering! I got finalIK, puppetmaster and (partially due to you) hurricaneVR and hexabody. Mix those all together and it's quite overwhelming but a lot of fun. Tweaking a puppet to work well with impact from physical hands is a pain though.
Actually, maybe that's a good video idea since all the tutorials and docs are quite old and/or shallow. How to set up and interact with puppets in combination with hurricane. I'd promise to subscribe, but I'm already subscribed lol.
where did you get the hand script I saw nothing of it in the video
you can get it from following the physics hands videos
Not tested the Hand script yet, because I'm using SteamVR. But there is definitely something wrong with your Head-Script Justin. If you look up, the virtual body rotates to 180°. And the offset is still strange, my virtual body hangs in the air.. : |
Yea that's a bug in my code, you need to change the rotation to a different axis
@@JustinPBarnett Will try it out, big thanks!
Do you have any idea how you can sync the IK avatar with photon to other clients?
Should be doing a multiplayer tutorial in the near future
my hands are doing 360's idk why
I'd recommend converting the hands over to the Gorilla tag PID code. It's a lot more stable
@@JustinPBarnett oh okay, I'll try that
how did u get hands script? it is not showing up for me.
Previous video, it's custom code
so im a couple of weeks late to ask this, but i was wondering if you could help as ive not managed to find any answers when googling it. im having problems with the head tracking, as for some reason the "Main Camera" object in the XR doesnt track my hmd, it just stays at 0,0,0 rotation and position no matter what i do. i can still look around in VR with my headset on, as it seems to be displaying to display 1 on game window and whatnot just fine.
That's really odd...it's always just immediately started tracking for me. What kind of headset do you have? Do you have the right project settings checked?
@@JustinPBarnettive got an oculus rift S. im fairly certain the settings are correct, ive got the interaction tookit and the open XR stuff, ive got oculus touch controllers checked. ive gone over yours and other setup videos a couple of times to check. ive tried to switch from openXR to just the oculus thing instead, didnt change anything. ive also double checked that im using the action based XR-rig, and looked at the cameras components and dont see anything that (based on my limited experience with unity) should make it not move.
@@JustinPBarnett weird, so I did try adding a new XR rig last night to try to fix it without success, but when I just tried with a new XR Rig now the camera seems to work
@@maliom Oh good!! Glad you got it working
hey Justin. what would you do if you just needed the arms and hands to show? i dont know how well versed you are in 3d modeling and rigging, but im doing a 3d model in maya that is just hands and arms, and im about to rig it. in unity, do you need the entire body rig for just the arms and hands? or could i just rig the arms and hands and that would work? or do i need the entire skeleton, or just get away with just a skeleton from the waist up and just have arms+hands models attached to the skeleton with IK in maya and attach it like you did here?
I haven’t done it before, but I’d imagine you could definitely do just arms and hands and attach them via a spine bone or something. That’d end up being your center point and the rest “should” work the same as the video. Just attach the spine to the head-body offset instead of the head
@@JustinPBarnett awesome. ill try it out. thanx sooo much Justin. ill cred you in my game .
@@fressno1807 thanks! Let me know if you need anything else! Also have you joined our discord yet?!
@@JustinPBarnett i havent yet no. but i sure would like to. where do i find the link to it? menu down below?
@@fressno1807 i see you found us, but yea in all my descriptions!
I keep getting complier Issues
Join our discord and I'm sure some people will help you out!
@@JustinPBarnett nvrm I think my files got messed up bc i forgot lock was on
Are you ever going to do a follow up on the hands? These videos come from a lot of tutorials on hand animations and physics, yet there is no hand animation anymore. Ive tried leaving on the animator and animating the hand models of oir ski guy instead, but it dosent move the hands when i prrss the buttons.
Yes! I've been procrastinating on a hand video cause they're pretty complex
@@JustinPBarnett hey, i got hand animations working with humanoid rigs like you did for the first hand animation video. Now i have a full vr body rig with animated hands. If you would like me to share my git repo so you can take a look at it and possibly share the info thatd we awesome! Or maybe i should upload it myself since i found lots of questions about this topic but not too many videos. To be honest its not very hard its just knowing how to to read the values from the action based controller and changing the animation via a parameter. Basically what you did but with uMotion which is used for humanoid rigging. Anyways, awesome you still reply to these comments!
@@JustinPBarnett But yeah you are doing the custom hand pose so its procedural which is a lot harder, wish i could code like that! :)
also does this collide with the jump script you created?
If you're using a character controller, it won't work. It'd have to be a pure physics jump
@@JustinPBarnett thank you most youtubers don't reply to my questions
I wish it was easier to create any game
haha yea it can get complicated
Hi! I am having major issues with Multi Parent Constraint... for some reason my head xyz is incorrect while the body of the character is where it should be..
So the neck gets stretched 10m and is behaving like rubber my code is correct and works with other characters that i have not made myself..
So does anyone know what i have done wrong in blender or while importing? my guess is that i have done something wrong there..
do i need to have bone constraints and a game rig? Is the avatar settings incorrect?
I am verry thankfull if someone knows anything that might help! So thanks in advanced!
same bro then my avatar starts floating and crap