Animation Blueprint
Last updated
Last updated
Create an animation blueprint based on the skeleton of choice and inherit from ExistentPlayerAnimInstance.
Start by recreating the following anim graph.
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.
Add a head, arms, legs and two hand nodes.
Select the hand solver nodes and clear all the anim sequences specified under the poses category if the skeleton of the anim sequences is not compatible.
Create and assign the anim sequences to the properties. Here is an example of what the poses may look like.