Model, Rig & Animate VR HANDS from scratch with Blender and Unity! | Full Tutorial

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hi I'm ubanga and I'm developing a game where you build it down on a tiny planet that can be played in VR but this video won't be a devlog it will be a full in-depth tutorial on how I made my hands from scratch in unity and blender a lot of the blender techniques I learned from Kiel and John a lot of the VR techniques I learned from Justin P Barnett I will link about those channels in the description down below and for those of you wondering I'm still making a good progress on my downbuilding game here's a little sneak preview for you but I just didn't have enough time to make a full nice comprehensive video about what I'm working on right now so look out for that next month but without further Ado let's get into it [Music] alright so I have this blender scene open right now it's the default scene with the default Cube and down here there's a little thing that shows you what keys I'm pressing so if I forget to shout out whatever I'm doing you can find down here uh what it was but I will try to make sure I say all the shortcuts that I do so I press step to go into edit mode as you can see over here and then you can see that I've selected this Cube if it's not selected you can press a to select everything and we want to have a single point instead of a cube so to do that we press s to scale as you can see we can scale it right down because we can also press zero on the on the keyboard to make sure that it's one single point with everything still selected I'm going to press M and I say merge by distance it will see down here remove seven vertices so seven of the eight are gone right now meaning that we have one single point left I'm going to press one of my number path to go into front view and then I'm going to open my modifier panel over here with the wrench and we're going to add two modifiers uh the first one being the skin modifier uh and the second one being uh the subdivision surface so what the skin modifier does is it yeah it puts basically a skin around lines and subdivision makes it a little bit more smooth as you could see if I turn this one off uh it's now a cube if I add this uh it makes it a little bit more smooth and we can leave all this default right now um so what I'm going to do is I'm going to select that point and I will select like this and then I'm going to press e for extrude I'm going to press my middle Mouse button so it snaps to the axis that I'm on and I'm gonna move it up a little bit so that's the rest of my uh my hand and then I'm going to add another point and that will be basically the palm of my hand I'm going to press alt that so I can see what I'm doing I think I will move this down a little bit more by pressing G I can go into move mode uh and then we're going to start modeling the hand so we're gonna take a look at my hands uh I'm gonna go for my right hand for me uh I'm gonna take a look at it and I'm gonna see like okay I have my thumb to the right so let's put a thumb over here so this is where my thumb starts this is still part of the bottom of my hand I'm gonna add like probably one or two of these things to say okay that's my thumb uh then I'm gonna add my index finger that's my index finger basically then I'm going to add my middle finger and I want to keep my middle finger in the center uh just so I know that the middle finger is the center no particular reason and there's gonna be a little bit of a misshapen hand but bear with me um the ring finger over here somewhere and finally we're going to add a pinky over here okay so it kind of looks like a hand but we're not really there yet so what I'm going to do is I'm going to select everything that's part of my fingers I'm going to press Ctrl a and what allows and that allows me to scale down uh how big this skin mesh modifier is so that's starting to look a little bit better um and what I'm going to do right now is I'm just going to move stuff around until I find something that looks basically the way I wanted to move every all these points a little bit so it's starting to get where I want it to be um you can always add like you could select one line and then you can press Ctrl R to add another point in between like this maybe maybe we can scale this up and down uh and basically my goal is to make sure that yeah all this messy stuff gets cleaned up a little bit okay so I move this over there and starting to look better okay uh maybe I just select all of these and then I'm gonna do mess a little bit with the scaling of that's uh if you don't want a point in between these lines you can actually click on that point uh press X and you can say to solve vertices so not now it's gone well maintaining the line um yeah and I find that scaling up this guy to the maximum always helps the most move all these a little bit more in um I think we're almost there so if you're actually doing this for a game that you're going to make and you want to spend spend a lot of time on it I would recommend spending like maybe an hour or something like that getting this close as possible as you can get you can always also make sure that all the fingers are a little bit curved like this will make the animations look a little bit better but for the purpose of this tutorial I'm just going to show you quickly how to do it um am I happy with this thing I will say oh yeah that's it then maybe index finger can come in a little bit more like so it's a bit messy uh this setup with the deficient modifier and the skidness modifier but it's effective and you don't need to be good at modeling you just need to have a little bit of patience to make it look right I think we're there so what I'm gonna do right now is I'm gonna tap out of edit mode I'm going to press alt set again to show you what it looks like without the thing what I'm going to do right now is I'm gonna select my modifiers versus KMS modifier press Ctrl a to apply you can also go in and never do it like this but there's thing over here this thing oh yeah here apply and what that does is it applied to modifier so right now what you see is what you get so if I tap back in you can see all these points that we generated from those modifiers last thing I'm going to do for modeling this hand is your hand test like basically uh it isn't this thick uh compared to the rest of your thing and it's not really perfectly centered if you take a look at your hand you can you can see what I mean so what I'm going to do is I'm going to move uh these things a little bit I'm going to press alt set again because if you're in outside mode you can select stuff that you uh through everything right so I can select all of this if I weren't in x-ray mode I only select the stuff that I can see so I'm going to go in x-ray mode I'm going to select all of this I'm going to press G I'm going to move this out a little bit but this is going to be the outside of my hands and this is going to be the inside of my hand and then we're going to clean this up a little bit so I'm going to select these two points and then I can also go into proportional edit mode which uh puts the circle around which you can scale up and down by using your scroll wheel and it it allows you to move everything like a little bit more nicely there's something like this looks good again if you are doing this for your game I would recommend spending a lot more time on it but for this tutorial I'm going to say something like this is all right maybe go out of this mode again and move this one out a little bit more yeah I'm gonna say this is good um maybe I can select all of this but go back to this um and maybe tilt it slightly inward just like because that's some natural parts of your hand a little bit more I would recommend uh batting all the fingers in your modeling but it's going to take a lot of time and I don't want to spend the time right now um so what I just did is I went into object mode I right clicked on the model and I set shade smooth which uh gives this smooth shading which depending on what you want you can also keep it flat uh but I like it good looks cool uh and then finally we're gonna make a sleeve for your hand so what we're going to do is we're gonna take we're gonna go back into edit mode we're going to select all of this but we have to be in uh x-ray modes I'm going to press shift d to duplicate that's what the thing that I just selected right click to keep it at the same place I'm going to press B to separate it and as you can see over here it became a separate thing so now we have two objects and we can go back into object mode uh we're going to rename these things this one is going to be and and I'm going to call this one sleeve so this is the complete hands and this is the sleeve let's see and we're gonna select the sleeve and we're going to add another modifier and we're going to use solidify modifier uh we're going to use the offset it's going to be 0 and then the thickness can be whatever you think looks good I think I will go with like 0.8 nice thick sleeve like a hoodie or something uh we could say fill you can keep it uh now this is fine Maybe six or something yeah that's okay and then the last thing we can do to this model just to make it look a little bit nicer in blender we can say pick like a skin color or something like this go into render mode so you can see it and I like my materials to be like a little bit on the rougher side so it feels a little bit softer 0.8 then we can select this guy and duplicate it and we could say make it blue we will do this again in uh Unity as well but just for sure it looks nice and blender you want to render it or whatever and we could add another deficient surface on this guy and on this guy to make it look a little bit nicer maybe move this subdivision surface up a little bit so it's first of the fishing and then the solidify uh whatever you prefer so now we have this hand model but it's static right it doesn't do anything so to animate it we need to give it like a rig it's basically the bones that we're gonna move and then all the skin will move with it so to add that we go to amateur Armature and we add a single bone and then we go in to edit modes while the Armature is selected uh we click on this little icon over here object data properties we go to viewport display I'm going to say show in front so we can see it this is the button it starts on here and that's the end point we're going to move this by pressing G and then we're going to want it to be around wrist area something over there and what we then can do is the same thing that we just did we're just going to move everything by extruding pressing e so we add a new Bound by extruding from that point over here now we're going to take a look at the hands again I'm gonna go for all the different points here hand can bend so uh my thumb has two points oh wait there's G2 moves a little bit E2 right my hands is on run Keys uh E2 extrude it's goes over here then the tippy point maybe take this thing in first G to move it a little bit we're going to do the same thing for all the hence real quick my index finger has three if I remember correctly yeah like this uh maybe move it up a little bit and again you want to be pretty precise or maybe the middle finger at one so keep Center tuck press never right at the middle Mouse button uh so that everything is nice and straight um again yeah you want to be pretty precise you want to take your time and do it right because you know if you're playing a VR game the hands are some of the important most important things you're going to be looking at the whole time uh but for this tutorial I'm going to move pretty quickly because otherwise it would take like two hours to do the tutorial um yeah you could you could bend them all in a little bit more uh maybe I'll do just that for the top ones the slack of this I press the number three on the numpad to have the side view I'm gonna route that a little bit like this that's maybe too much rotate like just a tiny bit just said bend in a little bit more um and I'm kind of happy with this actually already so yeah that's my arm that's my Armature done so we tap out of edit mode we go to object mode we're going to select the sleeve the hand and the Armature I'm going to make sure the Armature is lasting we select it will be a lighter color of orange uh so if we press Ctrl P now we go for Armature deform with automatic weights the sleeve in the hands will uh attach to the Armature let's do that and as you can see it's attached down here and what that means is that if we go over here I'm going to close modes and we select one of these things and we press rotate you can see I can rotate this bone and my hand moves with it so yeah now you could be animating all of these little bones individually which would be fine if you want very precise control uh I would actually recommend doing that but if you don't really want super precise control for every single bone you just want general movement there's a little trick that you could use so to do that you can select a button uh that you want to be able to rotate and then another another burner to attached to it that you want to rotate with it which actually happens right now already like so but we wanted to actually also Bend more uh you will show I'll show you in a second so you select this one first and then you keep shifts pressed and you select the next one now you do Ctrl shift t and then you're going to say copy rotation now you can come over here into the bone constraints property panel you can see that this guy showed up it's attached it's on this guy and on this bone it's attached by number two which is this bone and you just need to make sure that you put this guy to local space and this guy for local space and then when you go over here and you can say R and let's say XX to rotate tonight without axis you can see that uh if I bend this one 90 degrees this one bends 90 degrees with it um which just makes animating a little bit easier rather than doing it all by hand but it might not be what you need for depending on the animation that you're doing so uh I'm gonna do this for all of them and for the fingers I need to do it twice I need to do it for this guy and that guy and then I need to do it for this guy and that guy as well so I'll see you see you back in a second yeah okay so I did it for all of these uh twice so I did it for uh this bone and then I this burn is now attached to disc bone and dead bonus that's dead bone um if I select this bone for example and I press r and I press x x to rotate it around the local x-axis you can see that the whole finger nicely Crossing all right now with the hand rigged we're going to do a couple of poses that we want to see in unity um so let's think about what buses we could use I think we'll go with one post that's just the default hence the relaxed position probably finger guns thumbs up and probably a fist or something like that you can do whatever you need for your game but I think this will be a nice representation of what we can do right now so go down here and we can select the dope sheet and then next to this little icon where we just selected the dev sheet we go to the action editor over here we press new and we're going to call our new action uh relaxed or whatever that's just uh relax default post that we have um and to do that I'm gonna just take this whole thing I'm going to press I and you're going to say look location rotation is scale but that's not uh this is not actually the relaxed post I was going for so I think I will just select all of these guys I'm going to press R I'm going to press XX twice move these in a little bit probably the thumb as well just a little bit and that looks like a good relaxed post to me okay to select everything I2 add new keyframes and all these keyframes are being added down here as you can see right here every button has a keyframe and every keyframe is like all the position scale rotation all that stuff which we can use in unity in a second so we're going to create another one so we're going to make a copy of this one we're gonna call this uh uh finger oh yeah let's go just pointing or whatever uh so we have pointing over here and to do that let's go back to this uh oh yeah if you're in post mode Let's discuss that for a second if you're in Buzz mode then you moved stuff uh rotated stuff build stuff or whatever uh you want to reset it you can just press select everything you can press alt G r and S to reset so G for our movements R for dacian and S for skill and it resets it to like the default position um my finger guns I want to keep like that that's going to be straight my index finger and then all of these can curl in a little bit uh this isn't looking too pretty uh so I see so press r x x to keep it on the local axis I'm rotating them on like the global axis rotate them a little bit in like this but that's a nice pointing finger okay so that's our Point pointing uh thing done so let's select everything I'm gonna press uh a to select everything I2 keyframes and we're gonna put a keyframe for everything and then let's make a copy of this call it fist and then r x x make a nice fist uh this guy can be the thumb can also come in a little bit more on the fist like that looks pretty good so we select everything and keep going and then what was the last thing I said oh yeah we can do thumbs up so let's uh so while I was recording the next part where I'm implementing uh all of this stuff in unity I realized we don't really need the thumbs up uh because we can get it from our pointing so we can just take this uh this position of the thumb and apply it to our fist so that it picks out when we make a fist uh so instead I chose uh to create a pinching post like so and a good way you could actually animate these hands as well I I just wanted to mention is if you select this bone for example you press R and R again you go into a trackball rotate mode and you see it it moves a little bit more like a snake or whatever so I use that to create this pinching motion uh don't forget to select everything press I to attach it to your uh keyframe so it's in your new keyframe and that's it we'll move on to the Unity part right now so right now I'm in the new project screen in the unity Hub uh you can use any version that's newer than this it doesn't really matter and we're going to use a VR template we're going to call this I don't know and tutorial or something like that and we're going to create a project and I'll see you over there all right so we have our uh VR template open right now and we see the screen uh we can close this out right now this is all tutorial stuff but I will take you through this so you don't need to do this right now close this step you don't need this anymore uh I have my Oculus Quest connected to my PC in link mode and right right now I'm going to go to edits project settings and I'm going to set up uh my build environment for our VR because right now if I were to press play nothing would happen uh so we're going to select the open XR which is basically a package that will allow any VR headset to work not just Outlets not just five uh it's like a generic one that works for all of them so most of the time you will be developing for openxr it's unless you're doing some very specific oakless stuff uh it will want to restart so we're going to do that right now and I'll see you in a bit so I'm back uh we restart it I can go to open XR down here and I'm gonna select the outlet start controller profile you should add Auto control if you want to support but right now I'm only gonna worry about Oculus touch because that's what I have and that's what I'm going to be using for this tutorial uh close out this window and if you don't have that option down there actually in your products project settings the XR plugin management we can go to window package manager and we're going to wait for these packages to load we're going to go to the unity registry and then uh down here this should automatically be installed in this template if it's not you can install it right here and do the steps I just did but we're also going to need one little script from the XR introduction toolkit so we might install that as well uh while we're here um you could do this with the whole XR rig that comes with the interaction toolkit with all the UI stuff and everything uh built in uh but for now this uh this one that comes with the default tutorial is fine yeah it will take you quickly through what this XR work is it isn't really that much that interesting um it has a camera offset uh where the camera attached to it yeah this thing updates on the position of your ad mounted display now you have two direct bus drivers on your controller which are just your generic XR controllers uh and they they checked your transforms or if you're uh device they don't do any button inputs or anything but uh that's uh we're gonna do that manually anyway so we don't worry about that right now so I'm gonna quickly make sure that everything is set up right and we'll be right back with you when I have my headset on all right so we're in play mode right now and we can see that uh you can see your controllers we can move them um and move them a little bit too close to our face we can see they they disappear so that's the first thing we're going to fix right now to fix those camera clipping frames we can come in here to our main camera I'm gonna put our near clipping pane to something small like 0.01 and we don't really need to be that far at the moment so we can go for like a hundred then we can come come in here and remove our controllers because we're going to add our own uh models so we go to our blender file I'm going to come in here and I'm going to do a file safe s and I'm going to save the assets folder of my Unity project and it can just be a blender file that's fine and save as if I go back to Unity right now I can see it show up but if you're here in a second and then we can do some import settings first thing we're going to do is we're going to say grades and after from this model in the Rick step and we're going to choose our bone that's the first bone that we created I'm going to hit apply and we'll create that Avatar that we're going to use to animate and then in animations we're going to make sure that all our different bosses are still there and that seems to be fine we can keep the materials that we made in blender does fine for the tutorial I would use usually just go and create a universal render pipeline material looks a little bit better but for the sake of this tutorial this is fine so we can drag our model in over here and you can see we have our light and Camera still there so to remove those you can come down here to prefab and say unpack completely and delete those then we can move the the hand model into my right controller then we can go back into play modes and we'll see what we have right now so I'm in here in play mode and you can see I have this giant hand that isn't really oriented the way I want to but uh it is working and it is attached to my controller so that's good so let's fix that orientation um so I'm just gonna guess right now I think it should be something like 0.2 that's still I'm going for uh I could just take a look right now seems to be a bad ride um my rotation I think it will be something like this so take a look um that might actually be a little bit too far so I will go for 80. yeah that seems about right for me and then finally we need to fix our offset but that's hard to see on a 2d screen so I'm gonna go in yeah I can see that it's rotating around my wrist but that point is in the middle of my hand so I'm gonna move it back a little bit uh I think it's gonna be positive in the y-axis if I'm correctly yeah that's perfect so if I were to go out of play mode right now I would lose all these values that they will be back to whatever it was when I start a play mode so to save those I can say copy component over here move out of play mode and it's reset and then I can go in base component values and I have all my values back let's go a little trick to save your component values if you're ever in play mode and want to save them so we have our hand and it's moving but it is still static so to add some animation to that hand we're going to come in here and we're going to create an animator controller let's call it and anime dirt gonna open it up you can see it over here and then we can attach it to our end model uh it has an animator over here and we can add a controller over there then we can come in here we can say create a state from New blend 3 and we can come in here in the parameters and we're going to attach a grip parameter and another floods and we're gonna call it the trigger um and those will be just the values between zero and one of pressing the grip and pressing the trigger then we can come into our blend tree and I'm gonna set it to 2D simple directional uh and we're going to choose grip for the x-axis and Trigger for the y-axis and we can add four motion fields to it for all four of a poses I'm going to go with my relaxed first and my fist then I'm gonna have pinch and then I'm gonna have pointing and then let's think about what this means right so we have uh our grip trigger on the X x axis and our trigger on the y-axis uh between zero and one so in a relaxed pose both my grip and Trigger are not pressed so they will both be zero in a fist bus both both triggers are pressed so they can be about one uh when I'm pinching I'm only pressing my trigger so my uh grip can be zero and my trigger can be one uh and when I'm pointing it's the opposite way right so it's just my grip pressing and my index finger isn't doing nothing so that can be one and that can be zero uh and then if I go over here you can see it made this little square of points all of these are my uh poses and I could drag this red Little Dot around and I can see it down here make this a little bit bigger uh you can see it smoothly Blends between whatever depending on if I'm using my grip or I'm using my trigger so that's pretty cool but now we need to attach it as well to uh our controller right we need a little bit of logic to get the inputs and attach it to this animator now to do that we're going to make a new script I'm going to call it hand controller create a net I'm going to open this up in Visual Studio and we're going to be using the new Unity input system so we're not going to be using system at all I'm not going to be using start don't need comments we can do using Unity engine dot input system which is the new input system and then we're going to use an inputs action reference we've got to call this one grip uh input I think yeah grip input is fine and then the next one we can call grip of trigger inputs like so we're going to say yeah we're probably going to need to make these public so we can access them in the inspector we can have private animate door animator which we will take on awake so go fight awake and we can say animator is uh get components animator like this and then over here we can say uh a new float value which will get from the grip input on our update it's going to be grip inputs dot action dot read value as it floats and we're going to do the same for a trigger so we could say trigger trigger inputs that action raise value as it floats um we probably should add like a no check over here as well so if we don't have an animator uh we probably want to go out of here because otherwise we're going to have issues uh so if we don't have an animator we're just going to return this function as nothing and then it's safe to say over here animator Dot sets loads and we're going to say grip grip we can duplicate this call this trigger and say trigger over here these two values are the same values that we just set in our animator that's the grip and the trigger over here so um then we just need to create like an inputs input action thing called VR input uh create a new action map call it right and and then we're gonna say grip and then this is going to be specific for Oculus but um I'll link in the description uh that does a list for all the different devices uh what values they use over here this needs to be um value of x's and then we can come in here on the right hand so I'm going to say grip but that that one is specific for the ocus quest uh different controllers gonna have gonna use different of these values so there's probably like a grip button or whatever that's used by Valve and other things over here we're gonna do trigger and we can come in here and say trigger and we're going to put this on out to save because I always forget to save this so for those generic inputs to work we're going to need to add another little script to our scene and it's going to be the input action manager action assets and we're going to create a new one in this array and we put our action asset in there I think this guy just initializes uh basically your inputs so Unity knows to listen for them then we can come back to our hand model and come go to our hand controller and if we click over here we're going to see we have our grip and our trigger input stuff we just created and then we can go back into VR and see if everything works okay so now I'm in play mode and I can see that if I press my grip button my three fingers close if I press my trigger uh I go into the pinch animation I have to relax animation and fist animation so all of my four animation I can blend between but what I want to have happen as well is I want to be able to do a thumbs up and I want to have my finger pointing so the cool thing about this uh Quest controllers is that they have a touch sensitivity on the buttons right so they they know if you're touching one of these buttons and we can use that to do a little bit more animations so what I want to happen is if you're pressing this trigger I want your index finger to curl in a little bit and if you're not pressing it it should be pointing out and then for your thumb it's the same thing right so your thumb is going to be in if you have a fist for example but if you're not pressing one of these buttons on the on the black part your thumb is going to be added so to do that we're going to create a new layer in our animator gonna call it index I'm going to create another layer called Dom and these will be the ones that control while our index and thumb are doing but in order for these layers to know which Bones they affect we need to create a new uh mask after mask over here called index and then you can come in here select your Avatar import the skeleton Google everything to be off and then you can see over here we have all our bones so what would have been a good idea if I named all of these bones in blender before but I can also just see you over here what's named so this one is called bone001 that's my thumb and button zero zero four is the beginning of my index finger come back to Unity I'm on my index finger so everything that's attached to zero zero four is part of my index finger and this is now a mask uh only selecting those bones I couldn't create another one for my thumb as well so after a mask of the thumb import the model logo everything to be off select my bones attached to Bone one and that's now my thumb I can come in here and attach this index over here and this thumb over there and to make sure that they so they override would wait one so that's how much they overrides we want it to be full now over here we can create a new state we're going to do an empty State and this is just like whatever you know so that so uh if it's on this state it will just do the same as the base layer but we want to be able to overwrite that so create another empty State and we're going to call this index out so I can make a transition from our empty state to our new state photo index outstate and back and then we can disable these exit times and then for the values so we create a couple of parameters as well for this uh I'll call this index floats and then another flood we've got done so basically what we want to happen is if you're not touching this thing your index finger should be pointing out and if you are touching it your index finger should be doing whatever it is doing on the base layer so to set that up we can come in here we're going to add a condition we're going to say the condition is going to be index it's less than one so if I'm not touching it we're gonna go to the animation and that's going to be just a pointing one and we go back when you are touching it so index is greater than zero that's fine and then for the thumb we can do exact same thing create a new empty state create another anti-state call it thumb out I'm gonna say uh pointing it didn't save my thing I forgot to press enter it's um out and set pointing move make a transition over there make a transition of their back uh set the exit time to be zero uh say thumb is less than one and sum is greater than zero I I renamed the wrong thing so this should be uh you know that this is none it should be some as and this one should be pointing otherwise it's going to do the exact exact opposite of what we want to happen yeah that's awesome um so now we need to add some extra goes to our little script to we go to our hand model open it up we need to have two more inputs this is going to be uh index input this is going to be thumb input and we can copy this called index index input I'm gonna call it Dom input these as well index input on index and we have done done input oh yeah this is not the input this is just this value so it's just index uh I don't really like that it's index I often use it for something else like an actual index as in a number so I'm just going to call this touch real quick just a better practice then we just needed to set up the inputs as well so we go over here can copy this Ctrl D to duplicate um call this index Dutch and this is going to be one of those situations that's Oakley specific against uh you might have to check whether what your controller is but for Oculus it's going to be trigger dutched make sure it has the Ed at the end there's also a triggered touch somewhere and that one wouldn't work for Oculus so we're gonna go for trigger touch and then for dumb Dutch there's going to be a lot of values that you can add right because we have like the primary button primary button secondary button the stick touch we have this little touchpad over here and I even believe this menu button knows if you're touching or not um so you can add all of those I'm just gonna go with our primary touch and maybe our secondary touch because it's easy it's right there and I made the mistake of picking Dutch instead of touched which wouldn't work so we're gonna go for primary touched that one and secondary touched so this is the it's a little bit confusing but I will have to complete list uh link to the complete list down in the description of what value she needs for what device all right then we can come back to our hand model gonna pick the right input so we're going to say index touch and dump touch and we're going to see what we have so I'm in play mode again and as you can see if I all the stuff still works but my thumb is not going in if I have my uh pissed animation although if I add my uh dump to my primary button you can see it moves in that's exactly what we wanted and that's awesome you can also see that if I have my hand open like this my index finger is stretched if I put my index finger on the trigger you can see it moves in a little bit um you could do a different setup as well where actually if you dumb touches it comes in so you can do your finger guns stuff so yeah that's great we have the whole hand working right now uh you can have some different animations or whatever you need for your game different states uh the last thing I'm going to do is I'm just going to copy this model move it over here rename it uh and this is going to be your left hand so my left hand is going to be mirrored around the set axis and for the input we're going to go over here you can just copy this whole thing over well let's left hands I cannot type today for some reason um and then all these values need to be changed after left hand luckily this new input system is pretty handy I can just go to over here and pick one of them on my left hand and then if I come over here I can just go over here and I do trigger you can see they remember what my last controller was that I picked so it keeps that and I can easily just go over here and change all these over to be left-handed so I got trigger touched and then over here we have primary touched and secondary dutched and then the final thing we need to do is we need to make sure that we move all these hand controller inputs to the right input so you're going to say left hand grip left hand Trigger left-hand index touch and left hand thumb touch then we can go into play mode one last time and yeah awesome we have two Working Hands set up with a bunch of different poses you can do any other Buzz that you like uh think about what different poses and different combination of buttons make sense for you yeah and I hope you can figure it out on your own using blend trees and different masks you can get any purse that you want for your game and that's it all right so there you have it if you made it to the end of the video well done it was a pretty long one if you learned something today and enjoyed this video please leave a like and if there's any other topic that you've seen in one of my other devlog videos that you want to fill in-depth tutorial about please leave a comment if there are enough comments I might do another tutorial like this for now please subscribe and watch out for the next video where I'm going to make characters from a down building game see you next time bye [Music] thank you
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Channel: Mubanga
Views: 6,872
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Id: DLXLT6YCD6c
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Length: 49min 42sec (2982 seconds)
Published: Wed Oct 05 2022
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