Can I use animations for the Mannequin Hand Skeletal Mesh, in the Full Mannequin Body’s hands?

So I’m working in a VR project, and until recently I only had Skeletal Meshes of hands with animations. But recently I found a plugin for an upper body IK (it’s called UBIK GitHub - JonasMolgaard/UBIKSolver: Upper Body IK is an implementation inspired by Mathias Parger's Master thesis.) animation based on the position of the Headset and the hands.

And I don’t know how to implement those animations made for hand skeletons, to a full body skeletal mesh.

I don’t even know if it’s possible. If it isn’t then I’ll create every animation one by one, for each hand, but using the full body skeleton, and then do a montage or blend? That way I can move my body but also see the animations in the hands?

I’m honestly figuring this out as I go, so any help is welcome. Thanks in advance!!

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Hi there,

Did you solve the issue? I made full body ik for VR buy can’t implement hand animations yet.

Hi, did you find a solution for this problem ?

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Retarget the animations ( tons of tutorials available online for both UE4 and UE5 ) to your full body skeleton, then use them within your ABP using a Layered Blend per Bone node if needed.
If you can’t do it in Unreal, worst case scenario, export all hands animation from Unreal and import them into your DCC ( Maya, Blender ) and create a script that bulk retarget the fingers from the hands animation to your full body skeleton, and export.

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i actually found soultion for my problem, I used node Copy Bone so i copied hand_r rotation to ik_hand_r then applied hand animation and restored hand_r rotation from ik_hand_r bone using Copy Bone node. If you use ue5 you can use Blend Profiles for that

How may i do this please