Purpose: let fingers facilitate on different grap
Go to VR Pawn, viewport,
turn off HMD and R hand visible mesh
To create curve for each finger targets to follow:
Thumb:
Add component “Spline” under MotionControllerLeft , rename as L_ThumbArc
Move the cursor away from the hand
R click on the line from cursor, Add spline point here
Set the location values from each spline point as follow:
*Remark: select either 1st, last, or next/previous spline point on here:
Last spline (input key 2.0)
First spline (input key 0)
middle spline (input key 1.0)
Repeat the same for remained 4 fingers by duplicating L_ThumbArc, rename as L_IndexArc...
On IndexArc, drag cursor away from ThumbArc cursor, Add another spline point (i.e. 1 more spline point (4 points) than thumbarc)
First spline value:
Last spline:
Last second spline:
Second Spline:
Duplicate L_IndexArc, rename as L_MiddleArc:
Duplicate MiddleArc, rename as L_ringArc:
Duplicate RingArc, rename as PinkyArc
Drag all Arc splines under the lefthand mesh
Place each arc transform values as below to let the spline snap on correct position on the hand mesh:
Middle Arc:
Thumb Arc
Index
Ring
Pinky
Copy all 5 arc from lefthand mesh, turn lefthand mesh invisible and righhand visible,
then paste in righthand mesh
Rename all Arc from L to R
Tip: if the pasted arc not snap on righthand mesh on correct transform position, use this trick:
1) Copy all the Arcs just like he said in the tutorial (using ctrl+c)
2) move 1 Arc (Shouldn't matter which one) from the left hand to the right hand (it has to be attached there, so if you click on the little triangle next to "RightHand" it should disappear in the components window - click the triangle again now to make it appear again)
3) In the components window, click on the Arc you just attached to the right hand
4) now Paste all the Arcs you copied before (using ctrl+v) with the Arc selected - they should now flip into the right position
5) move the arc you "stole" from the left hand back to the left hand, so that it is attached there, DONE
Programming procedural grip functionality:
Create a variable, type choose Primitive Compenent → Object Reference
Rename as R_PrimitiveComponent
Duplicate this component, rename as L_PrimitiveComponent
Open Grab Component Event graph,
In Cast to VR Pawn node, drag out to promote variable, rename as VR Pawn
Drag it to the end to connect to Right Hand Amin
To let user grab any object that can make procedural hand code works: