Import body animation FBX into the scene. T-Pose and setup the control rig of the skeleton
Merge hand data on full body FBX into the scene. The Hand Engine asset already has a control rig associated with it.
Aligning hand and body animation
If there is a difference in the hand and body data it can be edited to work by going to the story tab and adding a new generic animation track
Press the three dots and select the finger bones (excluding the hand) of the hand animation asset
Make sure that you are in the take that the hand animation is included on then right click on the animation track and select insert current take
Press ‘A’ to focus on this data, then in the top left corner replace the current value (timecode) to 0 (assuming body data is keyed from frame 0.)
Move back to the take with the body data.
Merging Hand and Body Data
Go to the character settings created for the body data and uncheck the FingerSolving option
In the character controls set the character as StretchSense and the source as the body animation character
Bake the body animation onto the StretchSense rig
Playback the animation and the StretchSense rig will now have both hand and body data animating on the one asset
You can now retarget to any other Target asset from here using the baked animation.
If the thumb rotation happens to be completely off, set the source to the StretchSense rig to drive your character so it follows one to one so the characterization matches. Then select your character's fingers, go to Key Controls, and select the Plot Selected (All Properties) option. Now you should be able to disable the StretchSense rig, the thumb will be fixed.
Unity - Retarget Recorded Hand Data FBX to Body Data in Post Production Requirements StretchSense Hand Engine: Login to your account page on http://www.stretchsense.com/my-account to access your account. Unity: https://unity3d.com/get-unity/download ...
Unreal Engine - Retarget Recorded Hand Data FBX to Body Data in Post Production Requirements StretchSense Hand Engine: Login to your account page at http://www.stretchsense.com/my-account or email support@stretchsense.com for details. Unreal Engine ...
Maya - Retarget Recorded Hand Data FBX to Body Data in Post Production Requirements StretchSense Hand Engine: Login to your account page on http://www.stretchsense.com/my-account or email support@stretchsense.com for details. Autodesk Maya: ...
MotionBuilder Hand Dubbing: Recording over pre-recorded data using the StretchSense Gloves Requirements StretchSense Hand Engine: Login to your account page on http://www.stretchsense.com/my-account or email support@stretchsense.com for details. ...
MotionBuilder - Streaming from Hand Engine Requirements StretchSense Hand Engine: Login to your account page at http://www.stretchsense.com/my-account or email support@stretchsense.com for details. MotionBuilder: Supports version 2016 or later ...