I'm trying out a new tutorial style and I would love to hear your feedback. Let me know if you find this format helpful and easy to follow. Your input is super important to me as I work to make the best content possible for you all! If you get stuck at any point or have any questions, feel free to respond directly to this comment and I'll do my best to help you out. Thanks for watching and happy developing!
@@ThatTechGuy123 Thank you, I got that piece of feedback a lot, now I'm gonna do it this way and make sure to maintain a precise direction so I am not wasting any time. I think this format is also more helpful for me professionally since I eventually want to go into teaching within the next 20 years or so.
Man ! I didn't watched it yet but this tutorial comes on point, I just started a personnal project and needed this, I was following your earlier tutorial for hands grip and I got a bit bummed that UE changed their input methods. Thats so cool that you made an update ! thank you !
daaaam thanks bro thats so well done. I know the kids that think game design is easy and fast will complain why the tutorial was so long but fk them XD, they need to learn to skip time in video. Again thanks a lot for this! def subscribing and folowing :D
Hi how’s it going I am very interested in getting back into game development, specifically into the VR component of gaming. How would you go about grabbing an active NPC such as in games like blade and sorcery and walking dead saints and sinners. I am making a project that incorporates the mechanic in NPCs and Player models into the game.
Hello! Many thanks for the tutorial. There is one question I want to ask: Is there a way to adapt this system to OculusXRHand component for hand tracking?
@@TonywithaT I can be available for that, it kind of depends on how much time you’re gonna need but if you need basic advice or guidance, that’s something that I can provide
@@QuinnKuslich it would generally be for bug fixes and smaller tasks. I would respect your time. I had a background in cad product design / 3d animation but it’s different programs. How can I reach out to you?
Amazing video Quinn! From a feedback perspective, I would love if your videos had a bit more explanation. There are several functions that went unexplained which makes it hard to understand and we end up just copying code. Also if Im not wrong and I did watch ur video twice to make sure I didn't fuck up, I believe by only setting the Finger Data on Try Grab we are damaging the grab animation when we are not actually grabbing an object. Because the values will stay at 0 and it will never leave the straight pose.
@@ThatTechGuy123 yeah I have a current working prototype, but it’s not super stable. I’m currently working on refining it because I don’t wanna make it tutorial for something that I don’t think is more than 90% effective. It’s a small rule of mine.
@@ThatTechGuy123 let me know how that goes for you. My biggest issue is that it only works on one of the hands and it’s super taxing on performance. It’s also hard to determine where you’re putting the collision capsules on the hands.
@@QuinnKuslich do you have discord? I was thinking that it could just have physics for the finger tips and it would stop the animation for the rest of the finger. I can see this being very taxing I'd the entire hand needs to be physics control. I was even going to go a step further and try doing physics control for the body.
I dont know what i did wrong on my end but it wont work for some reason, even after I checked on the video twice I couldnt figure out the problem, only the index and thumb fingures can move while the pinky, ring and middle fingers wont and when grabbing somthing the hands gose in to the strech pose.
@@Morayfij at the earlier parts of the tutorial when I’m filling out the functions for fingersteps and get finger data. We set up a for loop and then we assigned the finger integer variable to it. And a lot of the time whenever I’m building this function I always forget to assign a value to that integer so it doesn’t fire. It needs to be set to four.
@@Ryley_Fair this is a really good breakdown video on how physics hands are setup if you want to try it before my tutorial comes out ua-cam.com/video/rqLEL3kE4hc/v-deo.htmlsi=kSHnARsYHm0dHHma
@@QuinnKuslich Its good to have you back (for us), but we all know making youtube unreal training is a thankless, often profitless job. It's invaluable to the thousand or so viewers who you're making it for, so I think I speak for everyone when I say that we're thankful for anything you're willing to put out there. Thanks again.
@@robertadams3925 hey man, I really appreciate that but this community, and you guys leaving comments on my old videos is what got me back in the first place. I didn’t realize how much these tutorials were helping people.
Absolutely love this tutorial. One of the better ones I have found in general on VR and Unreal. I do have one question though because I can't get this to work as smooth with the Pico 4 and was wondering if there was any settings too it?
@@QuinnKuslich That is a good point. Did not think of that. I did follow your guide to the point but somehow the grip animation was not as it would be per "my" own config on anim. Thanks!
Great tutorial, super easy to follow! I've got the procedural grip working great from in a blank project, but now I'm trying to add it to the GDXR character and am running into some issues. It would be a great starting point if they work together. If you have any insight it would be much appreciated, thanks!
@@QuinnKuslich GDXR comes as a VR template project, so I'm not sure if there's any one tutorial that would give you all the needed info, but this is the channel - www.youtube.com/@GDXR. I'd be happy to share my current project file if needed, where I've basically just tried to implement your tutorial on top of the GDXR character setup.
@@QuinnKuslich Yup! My plan is to try and get the procedural grip working in GDXR and then implement Mimic Pro for IK. It would make an amazing starting point if I can get them all to work together.
@@elganzandere technically it could, however, in most cases where you would need a non-VR procedural group it would be easier just to create an animation for the objects you want to pick up since you have control of the camera. You could basically make it the camera and character do whatever you want them to and have full control. With VR you need to have the option to allow the player to grab any way they want not something you need to worry about as much standard 2D medium
Yoooo!! Glad to see this is out! For future tutorials, it would be awesome to see you implement realistic guns or melee combat! Quick question, does this tutorial also include the ability to make preset grip poses so we can swap between that and procedural? Thanks!
Just procedural grip poses in this one, I was planning to do snap grip poses soon! As for male and gun combat, that is also something I have been prototyping.
@@QuinnKuslich Very cool, I’m excited for the later parts of this tutorial! Awesome! Yeah I can see melee and gun combat working super nicely with this. Good luck with it, keeping my fingers crossed. My project yearns for combat lol
I'm trying out a new tutorial style and I would love to hear your feedback. Let me know if you find this format helpful and easy to follow. Your input is super important to me as I work to make the best content possible for you all!
If you get stuck at any point or have any questions, feel free to respond directly to this comment and I'll do my best to help you out.
Thanks for watching and happy developing!
This is much easier to follow. Your other videos were short but i had to pause so many times that it was annoying.
@@ThatTechGuy123 Thank you, I got that piece of feedback a lot, now I'm gonna do it this way and make sure to maintain a precise direction so I am not wasting any time. I think this format is also more helpful for me professionally since I eventually want to go into teaching within the next 20 years or so.
Hello, follow your Video ,but my Finger no Animation。why? Looking forward to your reply!
@@Unknowww_Z i’m not totally sure, go into the VR pawn and plug in a print string to the Getts function and let me know if it fires
@@QuinnKuslich i'm try string to SetupFingerAnimData,it is ok,
Man ! I didn't watched it yet but this tutorial comes on point, I just started a personnal project and needed this, I was following your earlier tutorial for hands grip and I got a bit bummed that UE changed their input methods. Thats so cool that you made an update ! thank you !
Hell Yeah! Good luck with your project!!
@@QuinnKuslich thank you !
daaaam thanks bro thats so well done. I know the kids that think game design is easy and fast will complain why the tutorial was so long but fk them XD, they need to learn to skip time in video. Again thanks a lot for this! def subscribing and folowing :D
Great... Keep going ... 👍👍👍👍👍👍
Hi how’s it going I am very interested in getting back into game development, specifically into the VR component of gaming. How would you go about grabbing an active NPC such as in games like blade and sorcery and walking dead saints and sinners. I am making a project that incorporates the mechanic in NPCs and Player models into the game.
I’ve seen it done in a few tutorials in the past, let me see if I can’t find some?
Hello! Many thanks for the tutorial. There is one question I want to ask: Is there a way to adapt this system to OculusXRHand component for hand tracking?
@@domenicococcorese5372 create a duplicate hand and then toggle the tracked hand invisible when you grab stuff
@@QuinnKuslich I'll try what you suggested, thank you!
Ayo? The goat posts again?
We're so back
@@QuinnKuslich Ive been waiting man glad to hear that your back :)
Great tutorial.
I bought it in gratitude for you.
Thank you king!
Thank you very much, it's great the mechanics you've put in place. I won't hesitate to buy the project to support you.
@@CstfanTube Hey thank you so much! I really appreciate that!
I’m wanting to create a mini game. As I go along. Would you be interested in consultations as problems arise?
@@TonywithaT I can be available for that, it kind of depends on how much time you’re gonna need but if you need basic advice or guidance, that’s something that I can provide
@@QuinnKuslich it would generally be for bug fixes and smaller tasks. I would respect your time. I had a background in cad product design / 3d animation but it’s different programs. How can I reach out to you?
@@TonywithaT currently the best way to reach me would be discord, once I finish work today I will send you a link.
@@QuinnKuslich thank you
HES BACK!🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉
Amazing video Quinn! From a feedback perspective, I would love if your videos had a bit more explanation. There are several functions that went unexplained which makes it hard to understand and we end up just copying code. Also if Im not wrong and I did watch ur video twice to make sure I didn't fuck up, I believe by only setting the Finger Data on Try Grab we are damaging the grab animation when we are not actually grabbing an object. Because the values will stay at 0 and it will never leave the straight pose.
Noted! I will try to do that more in the future!
Was just watching your other videos an it was great for you to update this. Have you looked at using physics control for this?
@@ThatTechGuy123 yeah I have a current working prototype, but it’s not super stable. I’m currently working on refining it because I don’t wanna make it tutorial for something that I don’t think is more than 90% effective. It’s a small rule of mine.
@@QuinnKuslich nice to know it does work to an extent. I'm gonna start messing with it next week.
@@ThatTechGuy123 let me know how that goes for you. My biggest issue is that it only works on one of the hands and it’s super taxing on performance. It’s also hard to determine where you’re putting the collision capsules on the hands.
@@QuinnKuslich do you have discord? I was thinking that it could just have physics for the finger tips and it would stop the animation for the rest of the finger. I can see this being very taxing I'd the entire hand needs to be physics control. I was even going to go a step further and try doing physics control for the body.
@@ThatTechGuy123 I do not currently have a Discord. But I was going to start making one soon.
I dont know what i did wrong on my end but it wont work for some reason, even after I checked on the video twice I couldnt figure out the problem, only the index and thumb fingures can move while the pinky, ring and middle fingers wont and when grabbing somthing the hands gose in to the strech pose.
@@Morayfij what did you set your finger steps number to?
The integer
Also check the splines in the ABP and make sure you assigned the proper bone names
@@QuinnKuslich pretty sure about the names but could you explain more on this " what did you set your finger steps number to?"?
@@Morayfij at the earlier parts of the tutorial when I’m filling out the functions for fingersteps and get finger data. We set up a for loop and then we assigned the finger integer variable to it. And a lot of the time whenever I’m building this function I always forget to assign a value to that integer so it doesn’t fire. It needs to be set to four.
i did it and i loved it there is just one thing, how do i set up hand collisions
@@Ryley_Fair I am gonna have a video out about that soon
@@QuinnKuslich cant wait!
@@Ryley_Fair this is a really good breakdown video on how physics hands are setup if you want to try it before my tutorial comes out ua-cam.com/video/rqLEL3kE4hc/v-deo.htmlsi=kSHnARsYHm0dHHma
@@QuinnKuslich thanks
I followed entire previous tutorial and found out it didn't work because new input system😭
@@avatarcai1542 F in the chat
FINALLY! Haven't been waiting a year or so for this or anything! Welcome back Quinn!
I wish I had completed it sooner, but I ended up having to move after my "I want to start creating again video" So all my stuff had to be pushed back.
@@QuinnKuslich Its good to have you back (for us), but we all know making youtube unreal training is a thankless, often profitless job. It's invaluable to the thousand or so viewers who you're making it for, so I think I speak for everyone when I say that we're thankful for anything you're willing to put out there. Thanks again.
@@robertadams3925 hey man, I really appreciate that but this community, and you guys leaving comments on my old videos is what got me back in the first place. I didn’t realize how much these tutorials were helping people.
Absolutely love this tutorial. One of the better ones I have found in general on VR and Unreal.
I do have one question though because I can't get this to work as smooth with the Pico 4 and was wondering if there was any settings too it?
@@okmedialive for the pico 4 I have no clue, but it would def be in the inputs
@@QuinnKuslich That is a good point. Did not think of that. I did follow your guide to the point but somehow the grip animation was not as it would be per "my" own config on anim.
Thanks!
@@okmedialive yeah it changed bc I’m using an oculus
This is fantastic. The contact looks so good
@@WoodyDevs thank you sir, I’m a big fan of your content!
@@QuinnKuslich the feelings mutual. I can recall a time where you helped me with a big VR knowledge gap!
@WoodyDevs I’m glad to hear that!
So sooooo good. You have my respect.
Great tutorial, super easy to follow! I've got the procedural grip working great from in a blank project, but now I'm trying to add it to the GDXR character and am running into some issues. It would be a great starting point if they work together. If you have any insight it would be much appreciated, thanks!
@@subdiv3d can you send me the tutorial, just put the link in this comment and I’ll take a look at it
GDXR is pretty awesome. I like his work a lot and a lot of the times we tackle problems in the same way so I might be able to find a solution.
@@QuinnKuslich GDXR comes as a VR template project, so I'm not sure if there's any one tutorial that would give you all the needed info, but this is the channel - www.youtube.com/@GDXR. I'd be happy to share my current project file if needed, where I've basically just tried to implement your tutorial on top of the GDXR character setup.
@@subdiv3d Oh is it the plugin from the marketplace?
@@QuinnKuslich Yup! My plan is to try and get the procedural grip working in GDXR and then implement Mimic Pro for IK. It would make an amazing starting point if I can get them all to work together.
You're doing gods work, thanks Quinn for all the great tutorials!
@@kidzorro glad to help!!
welcome back!!!!! nice to see you posting again
Thank you, it's nice to be posting again.
You're my hero
hi good to see you
Great!!! I've been waiting so long for this tuto :) Will it work on 5.3.2 ? (tuto and your project)
It should
@@QuinnKuslich Thanks for the reply! As for an idea for the next one, I thought about a natural impulse grab force with movement such as Alyx
@@gtogvrgames1881 this comment came up as I was planning out in my sketchbook how to program that 😂
@@QuinnKuslich 🤣As they said in English (I think) Great minds think alike
can u help it wont give me the preview option
0:37 did you set meta quest link to open XR runtime?
@@QuinnKuslich how do i do that btw that was a quick text back
@@Daisy90109 in my reply you should see a 0:37, I cover how to do that at that part of the video
Do that and then restart Unreal
@@QuinnKuslich ok thanks i just went to the hand part my bad im kinda dumb
will this also work for non-VR ?
@@elganzandere technically it could, however, in most cases where you would need a non-VR procedural group it would be easier just to create an animation for the objects you want to pick up since you have control of the camera. You could basically make it the camera and character do whatever you want them to and have full control. With VR you need to have the option to allow the player to grab any way they want not something you need to worry about as much standard 2D medium
TLDR: yes, but it would just be easier to animate it
This is amazing man ! Greaaaat content! Glad I subscribed
Welcome! Happy to have you!
Yoooo!! Glad to see this is out! For future tutorials, it would be awesome to see you implement realistic guns or melee combat! Quick question, does this tutorial also include the ability to make preset grip poses so we can swap between that and procedural? Thanks!
Just procedural grip poses in this one, I was planning to do snap grip poses soon! As for male and gun combat, that is also something I have been prototyping.
@@QuinnKuslich Very cool, I’m excited for the later parts of this tutorial!
Awesome! Yeah I can see melee and gun combat working super nicely with this. Good luck with it, keeping my fingers crossed. My project yearns for combat lol
bro i watched your previous videos on this same topic last night wtf lmaooo
@@Official_Motionless this one’s the updated version, it works with the new pawn
@@QuinnKuslich i know lol, but strange how ive seen your video 1 day before you post a new one
@@Official_Motionless Did you end up following it it through too? The code is pretty much the same so hopefully you didn't lose any time
@@QuinnKuslich nah, just watched because i was bored
@@Official_Motionless damn was it entertaining? 😂