Tutorial — Hand Pose Library for Gestures
Augmented Traveler local tutorial. Back to Maya — Tutorials · cleanup: Tutorial — HumanIK Mocap Cleanup for MetaHuman
How to build a reusable library of hand poses for the MetaHuman hand skeleton in Maya, and deliver it to Unreal as a Pose Asset. The same poses then serve two jobs:
- fixing captured takes, where inertial suits give poor fingers;
- live gestures, which the conversation system triggers during Q&A.
Draft. Validate after the first capture week and correct menu names here.
1. Tools
- Maya 2027 with the assembled MetaHuman (Character Assembler).
- Studio Library (free edition 2.21.4 supports Maya 2027; a Pro edition exists) to save and apply poses in Maya.
- Install it once per seat from studiolibrary.com.
- Keep the library folder in source control:
Library/Hands/.
- Unreal 5.8 to turn the library into a Pose Asset.
2. The pose list
Base the list on the figure's documented activities, and add to it for each new figure. For Maria Mitchell:
| Pose | Use |
|---|---|
rest_relaxed | Default idle; slight natural curl |
rest_folded | Hands folded at the waist (Quaker plain-dress posture) |
point_index | Pointing at the sky or a chart |
open_palm_present | "Consider this…" when explaining |
hold_pen | Writing in the observing log |
hold_book_spine / hold_book_open | Ledger or book |
grip_telescope_tube / adjust_focus | Telescope handling |
hold_chronometer | Timing observations |
count_fingers | Listing points |
gesture_small_emphasis | A light beat gesture on stressed words |
Keep gestures period-appropriate and check them with the historian. Modern gestures such as air quotes, thumbs up or finger guns don't belong.
3. Pose rules
- Pose only finger and thumb joints:
thumb_01–03,index_01–03, and so on, plus the metacarpals if needed.- Never key the wrist or arm in a hand pose, so poses layer over any arm motion.
- Don't key helper or corrective joints. RigLogic drives them.
- Use the hand reference photos and video of the performer (taken at capture) for natural finger spread and knuckle curl.
- Check for intersections between fingers, and with props at their real size (pen diameter, telescope tube).
- Make left and right versions with Studio Library's mirror option. Check the thumb afterwards; it often needs a touch-up.
4. Save the library in Maya
- Pose the hand on frame 0 of a clean scene.
- Select only the finger joints for that hand. Save a Pose item in Studio Library as
L_hold_pen,R_hold_pen, and so on. - Tag each item with the figure, the prop and the historian's approval date.
- To apply a pose during cleanup: select the fingers, click the item and blend with the slider. Key it on an animation layer (
L_handsProps).
5. Export to Unreal as a Pose Asset
- Make one animation with one pose per frame:
- frame 0 =
rest_relaxed; - frame 1 =
point_index; - and so on, both hands.
Record the frame order inhand_poses.csv.
- frame 0 =
- Export the skeleton animation as FBX (Tutorial — FBX Export Presets for Unreal, animation preset).
- In Unreal:
- Import onto the MetaHuman body skeleton.
- Right-click the Animation Sequence → Create → Pose Asset.
- Rename the poses to match
hand_poses.csv.
- Use the Pose Asset:
- in the Animation Blueprint, blend hand poses per hand over the body animation;
- the conversation system triggers gestures by pose name. Coordinate the names with the Unreal engineer (Position — Unreal Engineer).
6. Check before handing off
Sources
- Studio Library downloads (free 2.21.4 supports Maya 2027): https://www.studiolibrary.com/downloads
- Studio Library documentation: https://github.com/krathjen/studiolibrary/blob/main/DOCS.md
- Epic, Importing Animations Using FBX (5.8): https://dev.epicgames.com/documentation/unreal-engine/importing-animations-using-fbx-in-unreal-engine
- Full list: Sources — 2026-09-19