bullseye-arrowπŸš€ Getting Started

This page will guide you through the initial setup and walk you through the three supported workflows depending on how you want to drive and key finger animation.

🎯 Before You Start

Make sure the Advanced Finger Control component is added to your GameObject (usually your rig's root or hand driver).

You’ll also want:

  • A Humanoid Animator, OR

  • A Generic Animator (for props, weapons, etc.)

  • An optional Animation Clip if you plan on keying finger offsets.

🧠 Humanoid vs Generic Setup

Advanced Finger Control supports two distinct setup modes depending on the type of rig you're working with. Understanding the difference is key to choosing the right workflow.

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🧍 Humanoid Setup

This mode is designed for Unity's Humanoid avatars.

Key Features:

  • Uses Unity’s built-in HumanBodyBones system.

  • Automatically finds and maps all finger bones if assigned correctly in the humanoid avatar.

  • Handles all 30 finger bones (15 per hand) without manual setup.

  • Finger offsets are tied to the Animator's Humanoid skeleton, which supports retargeting.

  • Advanced Finger Control should be a child of the animator.

Humanoid setup

When to Use: βœ… You're working with a rig imported as a Humanoid avatar. βœ… You want to benefit from Unity’s retargeting system. βœ… You want to automate finger mapping.

Designed for

  • Fast setup.

  • Clean auto-detection of fingers.

  • Compatible with animation retargeting and humanoid IK systems.


🧱 Generic Setup

This mode is designed for custom or non-humanoid rigs, like props, creatures, robots, or hands on weapons.

Key Features:

  • You manually assign each finger bone or joint.

  • Supports any hierarchy, no need for a humanoid avatar.

  • Allows driving finger offsets on generic transforms.

Generic setup for left hand finger control

When to Use: βœ… You're working on a weapon, item, or custom prop. βœ… Your rig does not (or cannot) use a Humanoid avatar. βœ… You want total control over which transforms are used.

Designed for:

  • Fully flexible.

  • Works with all rig types.

  • Supports child animators and layered animation.

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