Unreal Engine VR Cookbook: Developing Virtual Reality with UE4 (Game Design) by Mitch McCaffrey

Unreal Engine VR Cookbook: Developing Virtual Reality with UE4 (Game Design) by Mitch McCaffrey

Author:Mitch McCaffrey [McCaffrey, Mitch]
Language: eng
Format: azw3
Publisher: Pearson Education
Published: 2017-02-09T05:00:00+00:00


Figure 7.15 IKAnimBP: setting the hand variables and offsetting for controller positions in the IK

16. Drag off of the GetSocketLocation for the Socket and subtract the location of the hand bone. This will give you the relative distance from the hand to the Socket in world space.

17. Drag off of the MotionController_L reference, call GetWorldLocation, and subtract the relative distance calculated in step 16 from this world location.

18. Attach the output of this Subtract node to the LeftHandWorldPosition setter.

19. Repeat steps 13 through 18 but with the MotionController_R reference and the hand_rSocket and hand_r bone. If you need guidance, refer to Figure 7.15.

20. Attach these setters to the HeadWorldTransform setter already in the graph.

To implement the two-bone IK nodes, you need to head to the Anim Graph:

1. Once in the Anim Graph, create a new TwoBoneIK node.

2. Create a getter for your LeftHandWorldPosition variable and attach it to the Effector Location of the two-bone IK.

3. Pass in (X = 45, Y = –50, Z = 100) to the Joint Target Location. This is a point in Component space toward which the IK rotates. This value was obtained through trial and error, so feel free to change it to suit your needs.

4. Select TwoBoneIK and change the IKBone to hand_l and the Effector Location Space to World Space (see Figure 7.16).



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