Forum Discussion
Laramena
3 years agoExplorer
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...
- 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..
- 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
Laramena
3 years agoExplorer
Sorry, my bad, I am kind of new to this. I meant to say I cannot access the skeletal mesh component within Take Recorder, it doesn't show up in the hierarchy.
I tried using "Get Bone Location by Name" on the oculus hand which is no problem at all. But for passing the bone location data over to my "proxy" hand I am using another poseable mesh component which again doesn't give me an animation track. Can I pass the bone location data onto a skeletal mesh component? Which function would I use to manipulate bone locations of a skeletal mesh component?
EnterReality
3 years agoProtege
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..
- Laramena3 years agoExplorer
Thanks, just found the nodes 🙂
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