> For the complete documentation index, see [llms.txt](https://docs.existent.com/documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.existent.com/documentation/guides/customising-player-avatar/animation-blueprint.md).

# Animation Blueprint

Create an animation blueprint based on the skeleton of choice and inherit from Existent Player Anim Instance.

<figure><img src="https://lh7-us.googleusercontent.com/8bsE-H18Y-EIyHJZZy9-IrWxa-DkQ5FCj2gsskg21w2C1LYv3lsWuJgsDu1uJ8XtXKvVqHMltk3yM_ZKMTWZv65khH4i-z4DLs0dgh8e8BdbKKZ2iO1W0MPpCsyRLWN_XKiljO4AWcsG7Y9vKi__7A" alt=""><figcaption><p>Create animation blueprint</p></figcaption></figure>

Start by recreating the following animation graph.

<figure><img src="https://lh7-us.googleusercontent.com/9xAbUFuxlva-TptMk3O_rr9ymUHrj9zQasJ1UbbMvEd-Eq_Y3KHQxahTOvXJaafOA3lSsugvCg0FrTRRqS16KjNWH8ZTo_j680e3OphTHL5kXrsxo498wCJinEcNMHzisDiUmNLFNXcpPNffOu7vvw" alt=""><figcaption><p>Animation Graph</p></figcaption></figure>

Based on the type of tracking being used the setup in the animation blueprint will change. In this case the animation blueprint will drive fully-body using a 5 point tracking system.

Add a root node and set the body driver to Feet & Camera.

<figure><img src="https://lh7-us.googleusercontent.com/RlmVyRh32C8SNBw7AztSGTFh_f3q2fkmVusbj7AokNKSdPV-mKo-mSGBT_VEvT49_HCQ9JHDTeHe2zeCkXeY2KNUdELpjR9xptjptSaOpOcCTEEUoDSAqc40-wpHPnBnms2CImhHOePqIh6K0OnJxw" alt=""><figcaption><p>Root node</p></figcaption></figure>

Add a head, arms, legs and two hand nodes.

<figure><img src="https://lh7-us.googleusercontent.com/esjtZHu0MI45MvD_okLZZZYtl4T6ptqdP_33FailaWISRzmnrvhvloRz0_sYOsXQGLbYQVDDD51AfUSkj6eluHlB6QtisH0R18dvawEoCWfF9-UWM82N2MGLU1HHFH6giinCn4XsS6IOsRcv7Rvcmg" alt=""><figcaption><p>Head, arms, legs and hands nodes</p></figcaption></figure>

Create two animation sequences representing the skeletal mesh open/close hand poses. Here is an example of what the poses may look like.

<figure><img src="https://lh7-us.googleusercontent.com/b6-4BpfXfe1Ln8zZWvMjfArzMVUGQ8PBe9Ork71SqpMuASZ84qDc1cDnTUppPAxYxU0XiQC2dKAaeQInyl7UK70GoCDeU-iaGlxnYPxXxHEy6Y02GpWnQj1cw_MGSEHW_RDzaXfZ2a9rbQdkrCcBrw" alt=""><figcaption><p>Open hand pose</p></figcaption></figure>

<figure><img src="https://lh7-us.googleusercontent.com/mAJh0W5zSPKZFOinxqhARt7QCwa2wgWhd8stVWebKFCcmBBka4dUB_yX0JOhUNY1CYPxVtzPSSms2neTDQ1_ro4mbFSddOoEpT0V87dFPeWiT0E70w2-Hdl_GkOUfTiVOWN4iaSdD89ShQv8SyZdTg" alt=""><figcaption><p>Close hand pose</p></figcaption></figure>

Back in the animation blueprint select the hand nodes and set the open/close hand poses to the respective poses. The reference pose can be either of the poses or a complete custom third pose.

<figure><img src="/files/2JUrR4Gv9vz8I41TJNdT" alt=""><figcaption><p>Hand nodes poses</p></figcaption></figure>


---

# Agent Instructions
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## Querying This Documentation
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```
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```

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