Setup New Hand
Last updated
Last updated
STEP-BY-STEP
(Optional.) Add colliders to the hand and finger rig. Box or Capsule collider both work well. Make sure the colliders are place under the appropriate skeleton points so they move with the hand rig
Apply the Hand component to the root of your rigged hand model
Apply and setup the Finger component to the root of each finger bone transform on the rig
Add an empty Game Object to the last child of your finger bones and connect this to the Finger component's "tip" value
You should adjust the finger "tip" position and radius value to match the surface of the fingertip as best as possible (make sure to enable gizmos to see the fingertips)
Shape your hand into a flat hand open pose, then press the "Save Open Pose" button at the bottom of the hand component (or right-click the script and click SAVE OPENED)
๐ก For better results, bend the open hand fingers back as far as possible
(You can offset this in-game by increasing the "Grip Offset" value on the hand to ~0.1-0.25)
Shape your hand into a fist, then press the "Save Closed Pose" button at the bottom of the hand component (or right-click the script and click SAVE CLOSED)
Recommend creating/saving prefab here
You can duplicate this hand and use it as your left hand (or repeat this process)
Create a copy
Invert the hand by setting the copy's transform X scale value to be negative
Set the "left" value on the hand component to be true or false depending
If you are using a custom inspector (like Odin) and cannot see the Save buttons, you can try using the context menu as an alternative by right-clicking the hand component
Add and components depending on the input package you're using