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Rigging a hand to UE4 Skeleton

Hi there,

I currently have a hand model on the marketplace and I have had a request to rig it to the Unreal Skeleton which I have imported into my 3dsmax.
All I need to know is which parts of the hierarchy do I need if I just have a hand that cuts off at the wrist area.

Is from hand_r fine and is it okay to relocate these bones to my 0,0,0 location where my hand axis is?

Or… Do i need to move my hand to the correct area of the epic skeleton then re-skin it, then export the whole structure even if there is no weight carried?