Tired of hand models that look bad up close in a first person view? Try FPS Handy Hands!
FEATURES
Boned and skinned! - Pose these hands to hold any weapon right in the Unity editor! Or take the included FBX files and animate them in the animatation package of your choice. Left and Right hands included as separate models for maximum flexibility.
Highly detailed and smooth - 5000 triangles per hand. 2048x2048 texture size
High quality normal map baked from a sculpt. Normal map is synched with Unityâs tangent basis
Simple skin shader with gradient skin ramp included.
Tested to be compatible with UFPS, or use it with your own first person system.
Sorry for the late responses, I had neglected to subscribe to the thread, but I now have notifications turned on so if you have questions, post in here.
If you want to select the bones, you have to do so in the hierarchy panel. Once you have added the hand prefab to the scene, you should see it in the hierarchy panel, where you can open the hierarchy by clicking the triangle. The bones are in there
This is really just some models, so thereâs no reason it wouldnât work with unity 3. You can download the asset from the free Unity 4 and copy/paste it into your Unity 3 project.
Also, by request, I have just updated the package to include female versions of the hands. This new model has longer fingernails, no arm hair, and doesnât look quite as âman-handsyâ. In the future, I hope to include some common extras such as gloves .
Bought your asset pack today - I like the quality.
What would really help me out is a humanoid mechanim rig of both hands. To do this it needs the other major bones - obviously not attached to any mesh geometry
Putting it in a mecanim humanoid rig would be possible for me to do, although Iâm not sure why you would want to do so. Are you retargeting animations?
I donât think I could get away with making bare feet like I do with the hands, people would want too many different kinds of legs for different game genres (modern, fantasy, sci-fi, ect)That being said, if you already have a character, it shouldnât be too difficult to add legs to your first person controller.
On there, it says that the $25 license doesnât include commercial use and that you must have the extended license. But I canât find any info on an extended license price there or here. Is that even your site? When I click on publisherâs website in the Unity store, it just says the site is coming soon. So, Iâm wondering if the other site is even legit.
Also, do you have any videos or webplayer demos showing this asset integrated with UFPS? I have UFPS 1.4.6 and really need the ability to just add my own weapons and not have to use a modeling program to do it. This looks like the perfect solution.
Hi maglque- The asset is covered by the standard Unity Asset Store license that pretty much every other asset uses, and which allows for commercial usage. That other site is NOT me selling it and is not legit. (thanks for pointing it out though- Iâve sent a report, but Iâm not sure how much that will do)
You can find a youtube video of this asset working with UFPS here-
That is a time-lapse for setting up the posing, but at the end you can see the character walking around with the with the signature UFPS spring motion. Hope that helps!
Thanks, jRocket. I had a feeling that other site was bogus. I despise piracy and very happy to have helped you. I saw that video, but didnât know if the ending part was UFPS or not. Very glad that it is. As soon as payday hits, Iâll be picking this up. It will be essential in my Wii U project, Voyage of the Sea Dragon.
You just rotate the bones Those would be the transforms in the prefab. Itâs as simple as that, but it may take some time to pose the hands to get the exact shape that you want.
Hi, when I drag the prefab to the scene itâs added properly but itâs not skinned. When I run the game the hands are just black. What am I doing wrong? (Unity 5).
Thanks in advance.
I believe that the the UFPS weapons all share a mesh with their hands. So, to replace them, you would have to import the weapons in a 3d art editing program like Blender and then delete all of the polys that make up the hands.
Not too difficult of a task if you know Blender, but it could take a bit of time if you wanted to do it for each weapon.