I am hoping that somone here can direct me to the appropriate resources to solve a problem. What I want to do is create a skeletal mesh that maps onto the default UE4 skeletal mesh but only shows the arms. So in other words it contains all the bones from the standard skeleton but the mesh only contains the arms. I have 3Ds max and Maya and I have tried importing the mesh from UE4 into both and then deleting the the torso and leg potions of the mesh and then reimporting the FBX back into unreal. This does not seem to work as for some reason I get the entire mesh again when I reimport back into Unreal. I have really no idea what I am doing in both Maya and 3Ds max and I have searched online for the past 24 hours to find the right tutorial to give me this skill but I am really unsure where to begin as I am not an animator/modeler and nor do I want to be. Anyways the screenshot below can give you a general feel for the goal of what I am trying to get at.
As some background – what I am trying to do is create an FPS camera that is between the arms that will show the arms without showing the rest of the body. I want the arms to be controlled by the standard UE4 skeleton because the skeletal mesh is controlled by my Microsoft Kinect. When I use the entire skeleton I either get not enough arms in the field of view or too much body/head/neck of the mesh. You can see a prototype for the control system in this video (the big ball is the location of the wrist and the small ball is the location of the elbow and green is left red is right.–Line traces are the targeting points). Essentially I want arms and not floating balls.
Directions to the best tutorials, simple solutions in unreal, or anything else that might point the path to my solution will prove to be greatly helpful.