He uses MotionBuilder to build the poses. I’m not sure how easy that is for you to get. If you can’t get it then I guess you can always just modify an existing pose by hand (no pun intended). That’s what I did to get the hands of my character to grip different rifles realistically. I don’t know if it’s ideal but it works well for me.
What I did: I took the idle pose, cut it to a single frame, posed the hands as I needed them, and then blended that animation in with my main pose by using a layered blend per bone node (using hand_r and hand_l bones). Then I have a blend by int node that switches between the different hand poses based on an ID that is set when the weapon is equipped. That node feeds the layered blend. You could do something similar but instead of different rifle grip poses, it’s the different hand poses you want. The blend by int should make it transition smoothly between them if you use a long enough blend time. Should work, I think.
I’ve been using the VR hands animations/poses and they’ve been working great so far. However now I’m in need of another pose that’s basically the hand pointing with an index finger. How would I go about doing this?
I’m looking to make it basically add on as another animation state like these poses:
Any help is appreciated as I’m very inexperienced when it comes to the 3d modelling stuff!
Hey there, you can do an additive animation pose from inside the engine. Duplicate an existing animation nad cut it so it has just the first frame, then select the bones and rotate them to be in the pose that you want, after that just hit + Key and Apply in the top bar and save the anim,
I just need to figure out how to make the hand animate naturally instead of just changing instantly to the pointer animation. Any ideas on where I can start with that? Also thanks for walking me through this so far, it really helps me make sense of all this.