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Hands! We use them for everything: typing, eating, waving, and... well, let’s just say they’re versatile tools. Today, we will keep building on what we did in the previous tutorial: Animating Virtual Hand Meshes Using OpenXR Hand-Tracking Data. If you’re new to this series, I highly recommend checking out the first video before diving into this one. We have already covered the fundamentals of hand-tracking using OpenXR and Unreal Engine, which you’ll need to understand before this tutorial. In order to keep the video duration short, I’ve decided to split this second tutorial into two parts. So, it's time to grab your VR headset, fire up Unreal Engine, and let’s get started! Building on the Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial, this slightly more advanced tutorial will dive deeper into the following topics: Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine. Adding custom debugging gizmos to improve development and testing workflows. Visualizing debug virtual hands by incorporating the custom gizmos. Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes. Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes. This guide will help you take your VR projects to the next level with polished and practical implementations. Chapters: 00:00:00 - 00:01:10 Intro 00:01:11 - 00:02:30 Prerequisite Tutorial 00:02:31 - 00:07:12 Overview & Learning Objective 00:06:08 - 00:08:30 Project Creation 00:08:31 - 00:09:18 VRTemplate Overview 00:09:19 - 00:11:29 Animation Blueprint 00:11:30 - 00:13:28 SkeletalMeshComponent vs PosableMeshComponent 00:13:29 - 00:15:13 VRPawn Overview 00:15:14 - 00:16:19 Visualizing Motion Controllers 00:16:20 - 00:18:52 Adding the Hand-tracking Meshes 00:18:53 - 00:22:32 Hidding Hand-tracking Meshes at BeginPlay Event 00:22:33 - 00:23:44 Adding the Tick Event 00:23:45 - 00:40:06 Update Hands Visibility Function 00:40:07 - 00:51:17 Draw Debug Virtual Hands Function 00:51:18 - 01:12:33 Draw Debug Gizmo Function 01:12:34 - 01:19:00 Toggling Debug Virtual Hands On/Off 01:19:01 - 01:19:47 Conclusion Introductory tutorial: • Introduction to Virtual Reality, OpenXR Ha... Part 2: • VR Procedural Virtual Hand Mesh Animation ... This blog post contains the links to the project source files on Microsoft Azure DevOps Repositories and GitLab: https://www.babaei.net/blog/unreal-en...