Dynamic Grab Poses - Lend a Hand (WIP) #13
Over the past few days, I’ve been experimenting with a Dynamic Grab Pose system for my physics-based VR hands. Here’s an overview of the iterations I explored:
1. Inverse Kinematics (IK)
• I used line traces from the fingertips to the nearest mesh surface to position fingertip bones with IK. However, traces locations were not natural also this approach didn’t allow for fingers to wrap naturally around objects.
2. Blendspaces Between Poses
• I created blendspaces for each bone between two poses. This method looked more natural but didn’t handle complex shapes like pointy or irregular objects as I intended. For example, rotating all three joints of a finger simultaneously wasn’t ideal for cases where only one or two joints needed adjustment.
3. Direct Bone Transformations
• This method gave me the most control over individual bones, but the fine-tuning and computational overhead made it less viable given my current timeline. With 16 bones to manage, this approach became impractical.
• Additionally, the collision complexity of the meshes I wanted to grab introduced glitches and buggy placements, making this approach less reliable for consistent results.
Since I’m aiming for physics-based hand interactions, I realized this system requires a more sophisticated or potentially hybrid solution. For now, I’ve decided to postpone further work on the Dynamic Grab Pose system. Instead, I’ll rely on preset hand poses for the trailer to ensure everything stays on track.
#UnrealEngine #VRDevelopment #GameDev #DevLog #LendaHand