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.
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.