How to Connect a full body skeletal mesh to VR motion controllers?

In the VR sample, there are separate meshes for HMD, Left hand, and Right hand. That makes it easy to add an individual mesh to a motion controller component.

How would I go about getting hands to track motion controllers, when the hands are part of a larger, full-body, skeletal mesh?

Thanks

Anybody? I want to use Ready Player Me avatars but I’m trying to figure out how to connect the head/hands to motion controls. THanks

Hey there @ExistenceFUTILE! I have a video that shows off how to create full body IK for VR. Hope this helps!

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Hey,

Any progress with this? I am running in to this problem as well, I am attempting to get ReadyPlayerMe on an Advanced Framework VR character. I can get the avatar loaded on the character but the meshes are not mapping to it properly.

Nice tutorial! Do you think I could apply this to the Ready Player Me (Mixamo) skeleton? I’ll attempt tomorrow and write back.

Hey there @slim_sheady19! This method will work (from a high level) on any skeleton you can set up IKs for. Using any other skeleton than the mannequin may require retargeting to follow this to the letter, but you can use this method for almost any properly rigged model (with some modification). The retarget system got a couple of changes in 5.0+ however.

Hey @SupportiveEntity !

Firstly, thank you for posting something like this for everyone: this is advanced 3-D programming and I’m sure it some took significant time to develop and produce the video. Lots of comments about the video speed etc but editing videos is a huge pain, I get it.

I got through the whole tutorial 1.5 days of work lol!) and managed to get it working on the mixamo skeleton with only a few small tweaks (will post below for visibility).
I am having a problem that one of the youtube commenters mentioned:

Here is a screenshot of the RightLeg (parent bone of Right Foot), as you can see the positive Z is pointing down to the floor. Are you able to tell me where to apply the -1 multiplication? I’m guessing somewhere in either the Trace Ground or Foot IK functions but I don’t know where.

My tweaks in the AnimGraph for the Mixamo Skeleton

And that’s it!

Great work! Depending on how the legs move we might be able to determine which values are off, rotation or location. After determining which, it likely means a value needs to be swapped due to the bone rotation. If it’s rotation that’s off, then it may end up being a swap of X → Y or Z or vice versa. If it’s locational, the -1 might make more sense.

Judging by the bone, it looks like it’s Z+ is forward for them so your X rotations are the knee flexor here, you showed off your hand IK setup, but without seeing the legs it’s just a guess that it may need to be shifted.