# Metahuman and hand tracking

**URL:** <https://forums.unrealengine.com/t/metahuman-and-hand-tracking/1175408>\
**Category:** Programming & Scripting\
**Tags:** Hand-Tracking, unreal-engine, metahuman\
**Created:** [May 23, 2023, 2:55am UTC](https://forums.unrealengine.com/t/metahuman-and-hand-tracking/1175408 "2023-05-23T02:55:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Gionni998](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gionni998](https://forums.unrealengine.com/u/Gionni998)\
**Post date:** [May 23, 2023, 2:55am UTC](https://forums.unrealengine.com/t/metahuman-and-hand-tracking/1175408/1 "2023-05-23T02:55:44Z")

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Hey, I want to start by saying that I am really new to unreal engine for now I worked for a while with Unity.

For research, we want to generate a hyperrealistic VR experience. I wanted to use metahumans to generate a virtual body and tracked hands. This means that I will have to drive the movements of the metahuman directly with tracking data. I am not really sure how to do it tho because I can’t really find the documentation on how the metahumans work (different control rigs, skeletal meshes, blueprints, etc). Everything that I find feels much more ready to use where you insert your animation. Does someone have an idea on how I can control metahumans bones directly with rotations? Can I just create a new control rig or there is something that I have to take into account?

Thank you very much (any other idea is more than welcome)
