Transferring Animation from Character Hand to A hand Mesh

Looking for Ideas here, I have a ton Of Animations I created where just the Left hand is posed on a full character,


the rest of the body is filtered out In the Animation BP that uses them. I would Like to be able to transfer those Animation poses to a single hand

mesh and even vice versa if Possible. I am experimenting with IK hand rigs and retarget
Screenshot 2024-01-12 104240
But the results are not good. So If anyone has any ideas or can tell me what my options are please let me know

Not sure if I understand.

Are you trying to isolate the pose/animation translations of specific bones?

If so, you’ll need to use an ANIMATION SLOT that directs the animation/pose to only affect a certain part of the body.

An example (of the entire UPPER BODY, instead of just a specific hand) is here:

Explain why results are not good.
IK Retargeting is probably the best option, so it might be that you need to tweak some things in order to make it work.
Assuming that the bone names are the same between the character and hand mesh, alternatively you could

  • Export all your hand poses you have with the full body
  • Bulk import them into Maya or whatever is your DCC
  • Create a script that removes all the joints except your hand bones, and possibly zero out the wrist joint.
  • Export the animations and import them into Unreal
  • On import choose your hand skeleton as the base skeleton
  • Check if the animations are playing properly
  • Profit