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Laramena's avatar
Laramena
Explorer
3 years ago
Solved

Use Take Recorder to record animations from tracked hands

Hi everyone, I have hand tracking activated and am trying to record the hand components using the Take Recorder plugin. My goal is to capture hand animations which I can later on apply to a NPC with...
  • EnterReality's avatar
    EnterReality
    3 years ago

    Get Socket Transform is to get the data, while to apply the transform on your proxy hands you can use the Transform Bone node in AnimBP..

  • Laramena's avatar
    2 years ago

    Hi everyone,

    sorry, haven't been on this thread for quite a while. I cannot share the project however I can share some screenshots with you. Hope this will be helpful to someone.

    I presuppose you already have your pawn actor with the Oculus hand tracking running.

    1. You then add a SkeletalMeshComponent to the actor with the Skeletal Mesh being set to the OculusHand Mesh.

    2. Also, I added a function to access and store the Oculus Hand's bone transforms in an array. I created a child class of the Oculus Hand Component which you don't need to do. Instead you would connect the Oculus Hand Component into the target pins:

    3. Next, you create an Animation Blueprint which you assign to the Skeletal Mesh. Within the EventGraph of the Animation Blueprint you get a reference to your actor and call the 'Get Bone Transforms' function.

    4. Within the 'Split Bone Transform' function of the Animation Blueprint I assigned the transforms to separate variables:

    5. And within the AnimGraph of the Animation Blueprint you finally use the transforms to modify the bones of the Skeletal Mesh:

    These are the settings for the Transform (Modify) Bone node (adjust 'bone to modify' accordingly):

     

    Hope I did not forget anything and I explained everything in an understandable way. Let me know if you need further help. Maybe I'll find some time to create a Youtube Tutorial in the near future.

    Best, Laramena