AAA Quality FP Hands Pack from Ironbelly Studios

It 100% wasn’t there yesterday.
It is now.

The hand no longer has the root problem of being miles from your controller so this is fixed. However if you simply want to replace the epic hand with any of these, you still cannot. It won’t line up still and the animations you have or made for your epic hands wont work with these. So I’d recommend if you pick this up for your project, you start with this with the intention of never using any other hand meshes in your project or animations other than whats in this pack. If someone releases “50 animations for VR hands” on the marketplace and they’re cut to match the epic default hands, they won’t work for you if you’re using these.

Ironbelly: Thanks for the quick replies. I honestly do not understand why its so difficult for you to simply open the Epic VR template. Its free and it takes 30 seconds to open. Go to where the mesh is for the hand. Make yours like that. I don’t want YOUR skeleton. I have created a bunch of animations for the EPIC hand since thats what I have to use for now. I’m not gonna recreate them all just to fit your hands. I just want to use your meshes but the skeleton and orientation of your hands don’t match the default. You have a root bone in your hands epic doesnt. I deleted the root bone and was able to import onto epics sekelton fine, but then the animations are all malformed because the position isn’t the same. sigh. I give up. … I just wont use these. Seriously though… I don’t get it… you spent the time to edit them… why can’t you just compare it to the epic hand and make it match.

Yeah, I bought these to use in a VR game and didn’t get to because I used the VR template, like most folks. This isn’t a hard job, please fix it!

Hey I managed to get this to work for now using Blender and Maya. Can probably do it all in one but I couldn’t figure out how to. Its not like PERFECTLY exact but pretty much good enough, you could play with the mesh orientation a bit to make it fit the mesh more if you want at the end. I wrote it as I did it so I could refer to it later. If you want to to do it here’s the instructions.


**Get the Mesh only (blender)**


  1. Export FBX from unreal to a folder
  1. Import into fresh Blender project (delete any blender default stuff)
  1. Click the hand anywhere and in the top right open the first in the tree
  1. Click the mesh (triangle looking icon)
  1. Then in the main window press ALT+P  and choose clear parent
  1. Then in the top right, RIGHT click on the skeleton and DELETE
  1. Now you should just have the MESH
  1. EXPORT it and call it whatever_meshOnly



**Apply to UE4 skeleton (maya)**

  1. Open Maya project supplied [here](https://www.dropbox.com/s/hetilo6vxr8h96m/hand_meshMove_base.mb?dl=1) (I prepped the epic skeleton already)
  1. Click File > Import and import the Blender exported Ironbelly fbx_meshOnly into project (dont drag and drop, use file > import)
  1. You’ll now have a mesh sitting beside the skeleton
  1. Click hierarchy view (General (top left) > 7 from the end little boxes icon)
  1. Click the Mesh off to the side of the sekeleton to highlight it
  1. Set the location as follows (top right box first tab translate X, Y etc..)


*Copy and paste wont seem to work*

b.	Translate Left to right
	13.107
	-0.476
	-6.324
c.	Rotate Left to Right
	177.056
	58.488
	5.782

.

  1. Back in the hierarchy view (step 12) click the root hand_r and while holding SHIFT click the MESH so both are selected
  1. Under the animation tab (where general etc is) click the smooth bind icon (skeleton overlapping human beside split head)
  1. Export all >Save FBX as mesh_DefaultSkel whatever you want
  1. Import to unreal > choose the default epic hand skel
  1. Cry over how much time you had to waste on this




Hopefully Ironbelly still fixes this as its not a nice way to do this

The fix has already been submitted, we are just waiting for Epic to update the pack. We’ll let everyone know on the forums when it’s live. Thanks!

Hi is there anyway to get the fbx files for these models so I can animate them myself in maya? I need specific animations to go with the full hand and arm of some of your models. I want to use these for first person controls, no VR.

We don’t provide fbx files, but you can export the hands pack from UE4 and into Maya to create your own animations. You will just have to create your own control rig. Cheers!

Does it fully compatible with VR?,I mean seperate right and left hand, independent bone and animation?

Thanks for asking @TanRem. There are technically three sets of hands in the pack. One full rig with both the left and right hands attached, a full rig with right and left separated and then a third just the hands for our VR animations. 1 & 2 work with the FP anims, the 3rd works with the VR hand poses. Cheers!

Please, can you make a tutorial and show us all how to get your pack to work with the VR Template? I am sure the tutorial would not take you long at all because you created this pack. I bought this pack so that I can use it with a VR game I was starting but I can’t and I am really bummed about it. I know that everyone here would really appreciate it if we got a tutorial. Thank you! :slight_smile:

Hey there @bigboy2k thanks for the suggestion, we will see what we can do about getting a tutorial put together. We also had a question about the poses included in the FP Hands and also the Civilians Hands Pack and I wanted to share an image of where those anims are located in the project:

Sorry to revive an old thread, but just thought I’d update this. I finally got around to starting a new VR project and decide to try these hands again stock. (I edited the originals to fit what I wanted).
The updates from Ironbelly does indeed fix the issue of the hands (talking about VR) being way off centred. They’re aligned with the default hand now and have various animations. There’s even a Lefty hand if you want to work it separately instead of mirroring the right in code.

Only very minor thing I could say, is even though they’re sold together (fps and VR hands), two separate asset packs would be nice. In a VR only project you have to import all the FPS stuff including character blueprints and FPS hands even though you don’t want them. You can delete and fix up, but since UE4 is finicky with this, it’s sometimes dangerous to do that.

Thanks IB for being true to your word and getting this updated and released.

Hey @thankstipscom thanks for posting this additional suggestion! We’re doing our best to get to all the updates in a timely manner and it was definitely a priority with this pack. We will make sure to add your suggestion to our list and see what we can do about splitting up the packs. Cheers!

Hello, does the civilian hand pack come with models that don’t have so much forearm, with the skin cut off at the wrist similar to the military hands pack? Having just the open forearm models is not the most ideal for VR.