Postures
Skyreal VR provides a detailed posture editing system for manikins in the Unreal Editor. This page covers how to configure manikin postures, including effector behavior, hand grasping, and foot placement.
Editing Manikin Posture in Unreal Editor
Selecting and Moving the Manikin
-
Click the white circle (representing the ground position) with a single click to select the manikin
-
Use the Unreal compass gizmo to move the manikin in the scene
Editing Effectors
-
Double-click on a manikin effector to display a compass on it
-
Move the compass to change the posture
-
If the posture does not update, go to the 3D viewport menu (top left) and check Realtime (Ctrl + R)
[IMAGE: Edit manikin effectors — original at /pictures/v1.16/Manikin_UEEditEffector.png]
Effector Properties
|
Property |
Description |
|---|---|
|
Effector Status |
Controls how the effector behaves (see statuses below) |
|
Effector Visibility |
Whether the effector is visible in the editor. Warning: if hidden, you must find the component manually in the Details panel |
Effector Status Options
|
Status |
Description |
|---|---|
|
Free |
Move the effector anywhere in the scene |
|
Simulated |
System computes the position (works for pelvis from eyes, feet from pelvis) |
|
Snap to Bone |
Move freely with the constraint that the effector stays at a valid posture location |
|
Snap to Actor |
Links the effector to an actor specified in Actor to Snap to — moves with the actor |
|
Locked Local |
Locked in manikin space — moves with the manikin |
|
Locked World |
Locked in world space — stays in place when the manikin moves |
|
Disabled |
Stops controlling the posture — turns grey and follows bone position |
Hand-Specific Properties
|
Property |
Description |
|---|---|
|
Actor to Grab |
The actor the hand will try to grab using mesh sockets |
|
Hand/Finger Closing Factor |
Controls how closed the fingers are |
|
Hand/Finger Spread Factor |
Controls how spread apart the fingers are |
Foot-Specific Properties
|
Property |
Description |
|---|---|
|
Foot Behaviour — Snapped to Effector |
Foot matches the effector transform |
|
Foot Behaviour — Snapped to Ground |
Foot snaps to the ground below the effector |
Grabbing Objects
To have the manikin grab an object with proper finger placement:
-
Double-click the hand effector to select it
-
Set Effector Status to Snap to Actor
-
Set Actor to Snap to to the target object
-
Set Skr Hand State to Tracked Finger
-
Set Actor to Grab to the same target object
[IMAGE: Snap hand to object — original at /pictures/v1.16/Manikin_UESnapHand.png]
Fine-Tuning Finger Placement
To adjust finger positions precisely:
-
Open the mesh editor of the target object
-
In the Socket Manager panel, create new sockets using the
+icon -
Each socket corresponds to a manikin hand bone IK location
-
Position each socket to control where the manikin's fingers grip the object
[IMAGE: Edit mesh sockets — original at /pictures/v1.16/Manikin_UEEditSockets.png]