bullseye-arrow🎞️ Animation Keying

Animation keying allows you to bake finger offsets into an animation clip, so they play automatically with the animation — no runtime scripts or setup required.

✨ Depending on the type of rig, the keying process behaves slightly differently:

  • Humanoid rigs key directly into the AdvancedFingerIK component’s offset values, allowing fingers to blend seamlessly on top of your main animation.

  • Generic rigs key the actual bone rotations, directly animating finger transforms — great for props, weapons, or fully custom skeletons.

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You can find an example of each workflow in the demo scene!

🧩 Supported Workflows

There are three key workflows, depending on your rig setup:

1️⃣ Humanoid Setup — Keying Main Animator

You set up the AdvancedFingerIK on your character and want to key directly into the main humanoid Animator's controller.

✅ Recommended for full-body animations. 🎯 Use the Humanoid Setup tab. 🗂 In the Animation Keying tab, assign:

  • Animator to Key: The same animator as used in setup

  • Animator Root: The Animator’s GameObject (to correctly resolve paths)

  • Clip: An animation from that Animator's controller

  • Frame: The particular frame you would like to key the offsets to.

  • Preview Frame: Set the animator to selected frame. Make sure to set preview in editor to true to see finger updates in the editor.

  • Key Properties: Key the offsets in the chosen clip at the chosen frame.

Humanoid Animation Keying example

2️⃣ Humanoid Setup — Keying Weapon / Child Animator

Sometimes finger offsets live in a child Animator, like a weapon or tool that manages IK separately.

✅ Recommended for modular rigs with per-weapon IK clips. 🎯 Use the Humanoid Setup tab. 🗂 In the Animation Keying tab, assign:

  • Animator to Key: The child Animator (e.g. weapon)

  • Animator Root: The Animator’s GameObject (to correctly resolve paths)

  • Clip: An animation from that Animator's controller

  • Frame: The particular frame you would like to key the offsets to.

  • Preview Frame: Set the animator to selected frame. Make sure to set preview in editor to true to see finger updates in the editor.

  • Key Properties: Key the offsets in the chosen clip at the chosen frame.

Finger control keying on weapon animator using Humanoid setup example

⚠️ Important: Make sure the AdvancedFingerIK component is a child of the keyed Animator to allow Unity to write curve data.


3️⃣ Generic Setup — Direct Transform Keying

You're using a generic rig (non-humanoid) and want to key the transforms directly.

✅ Use this when the rig isn’t using a Humanoid avatar. 🎯 Use the Generic Setup tab. 🗂 In the Animation Keying tab, assign:

  • Clip: An animation from the Animator's setup controller

  • Frame: The particular frame you would like to key the offsets to.

  • Preview Frame: Set the animator to selected frame. Make sure to set preview in editor to true to see finger updates in the editor.

  • Key Properties: Key the offsets in the chosen clip at the chosen frame.

The system will write keyframes for each validated transform — no need for humanoid bone mapping.

Generic Animation Keying example

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