{"id":3149,"date":"2018-01-28T20:19:51","date_gmt":"2018-01-28T20:19:51","guid":{"rendered":"http:\/\/avastar.online\/?page_id=3149"},"modified":"2022-07-11T15:00:29","modified_gmt":"2022-07-11T15:00:29","slug":"the-avastar-hand-rig","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/300\/reference\/usermanual\/advanced\/the-avastar-hand-rig\/","title":{"rendered":"Hand Rig"},"content":{"rendered":"<h2><image src=\"\/avastar\/300\/wp-content\/uploads\/2022\/03\/approve_logo_300.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image> Posing and Animating the Hands<\/h2>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Avastar Finger bones provide two animation methods with different advantages. You either can select the <span style=\"color: #ff6600;\"><em>Constrained Fingers <\/em><\/span>(default) in the rig display panel. This allows you to setup realistic hand poses in a very short time with just a few clicks.<\/p>\n<p>But you can not create every possible pose with the Constrained Fingers.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44328 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-7.png\" alt=\"\" width=\"419\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-7.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-7-300x238.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Or you can select the <em><span style=\"color: #ff6600;\">Simple Fingers<\/span><\/em> which gives you more possibilities to pose each finger bone individually with no restriction, but you also can mess up the pose easily.<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Most important:<\/strong> <\/span>Switching between <em>Constrained Fingers<\/em> and <em>Simple Fingers<\/em> needs some careful adjustments (see further down on this page).<\/p>\n<p>Lets get into some more detail&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44327 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-3.png\" alt=\"\" width=\"419\" height=\"261\" \/><\/div>\n<\/div>\n<h3>Constrained Fingers<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>With the <em>Constrained Fingers<\/em> you typically select only the first bones of the fingers. The bones are marked in red in the image for better recognition, but actually they are also green!The specialty here is: When you rotate those bones along the local X axis (by typing &#8216;R&#8217; for <em>rotate<\/em>, followed by 2 &#8216;x&#8217; for <em>local x axis<\/em>) then the child fingers will automatically curl up following the rotations of the first finger bones.<strong><span style=\"color: #3366ff;\">Note:<\/span> <\/strong>The rig is constructed so that when you select all first fingers (and first thumb bones) then R xx will open and close the hand in a reasonable way while you move the mouse.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44331 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623.png\" alt=\"\" width=\"419\" height=\"484\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-260x300.png 260w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<p>Of course you can rotate each finger to a different angle to place the hands into a variety of poses. You also can select the second and third fingers and rotate them as well, either all together or one by one. The Constrained Fingers are always animated into realistic gestures.<\/p>\n<h3>Simple Fingers<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>If you want to create special poses which can not be created with the<em> <span style=\"color: #ff6600;\">Constrained Fingers<\/span><\/em>, then you can use the <em><span style=\"color: #ff6600;\">Simple Fingers<\/span><\/em> instead. Here you will pose each finger bone individually.<\/p>\n<p>This mode allows you to place each bone of each finger in exactly the way you want. However there is another caveat here&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44332 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-8.png\" alt=\"\" width=\"419\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-8.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-8-300x238.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<h3>Switching from Constrained Fingers to Simple Fingers<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You can perform a switch from constrained fingers to simple fingers easily:When you have selected the Constrained Fingers setting, then you find a little magnet icon on the right side. When you click on this icon, then the finger pose is baked into the Finger bones.<\/p>\n<p>However this operation comes with an ugly caveat&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft size-full wp-image-44333\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-9.png\" alt=\"\" width=\"419\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-9.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-9-300x238.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<p>After baking all fingers get additional curling and your gesture seems to be destroyed&#8230;<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">Before baking:<br \/>\n<img decoding=\"async\" class=\"size-full wp-image-44334 alignright\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-10.png\" alt=\"\" width=\"419\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-10.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-10-300x238.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<div class=\"span6 rhcol\">After Baking: unwanted extra curl<br \/>\n<img decoding=\"async\" class=\"alignleft size-full wp-image-44335\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-11.png\" alt=\"\" width=\"419\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-11.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-11-300x238.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<p>The reason for this extra curl is: After you baked the Constraints into the bones, then you still have the constraints active. So you get the rotations applied twice, once from the still active constraints, and once from the baked rotations.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>However, as soon as you switch from <em><span style=\"color: #ff6600;\">FK Constrained fingers<\/span><\/em> to <em><span style=\"color: #ff6600;\">FK Simple fingers<\/span><\/em>, the extra rotation from the constraints goes away and the gesture is correct again. But now you can continue with individual bone gesture adjustments as you like. But from now on&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft size-full wp-image-44334\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-10.png\" alt=\"\" width=\"419\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-10.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-10-300x238.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<h3><span style=\"color: #800080;\">Never mix Constrained Fingers and Simple Fingers!<\/span><\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>just as with the baking of constrained fingers: When you rotate the fingers individually and then switch from <em><span style=\"color: #ff6600;\">Simple Fingers<\/span><\/em> to <em><span style=\"color: #ff6600;\">Constrained Fingers<\/span><\/em> then the constraints will again add additional rotations.<\/p>\n<p>In the image aside i tried to visualize what happens. Here the finger bones get rotated much more than anticipated as soon as you switch to <em><span style=\"color: #ff6600;\">Constrained Fingers<\/span><\/em>.<\/p>\n<p>Unfortunately this behavior can not be easily fixed. Hence you better keep with <em><span style=\"color: #ff6600;\">Simple Fingers<\/span><\/em> once you have decided to follow that path.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44336 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-6.png\" alt=\"\" width=\"419\" height=\"306\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-6.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-623-6-300x219.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'><p><strong>Once more because it is so important:<\/strong><\/p>\n<p>Sometimes you do not see that your finger rotations actually are getting too large until you store the blend file and reload it. The reason for this is that the auto FK is not always applied immediately on top of the already existing rotations when you switch the mode. Because of this we strongly recommend that you either use the <em><span style=\"color: #ff6600;\">Constrained Fingers<\/span><\/em> or the <em><span style=\"color: #ff6600;\">Simple Fingers<\/span><\/em> and never mix both modes.<\/p><\/div><\/div>\n<h2>Adjusting the Hand Rig to Custom meshes<span style=\"color: #ff6600;\"><br \/>\n<\/span><\/h2>\n<p>In this chapter we will focus on custom hands. I am using a slightly modified version of the avamesh model here. If you want to follow this document, then you can prepare your scene as follows:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Open the Avastar Tab<\/li>\n<li>Open the Devkit Manager panel<\/li>\n<li>click on Avamesh &#8211; female<\/li>\n<li>Select the mesh<\/li>\n<li>open the Skinning Panel<\/li>\n<li>Unbind from Armature<\/li>\n<li>Remove the armature and all its children<\/li>\n<\/ul>\n<p><strong><span style=\"color: #339966;\">Now you have the starting model.<\/span><\/strong><\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44341 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-575.png\" alt=\"\" width=\"419\" height=\"437\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-575.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-575-288x300.png 288w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<h3>Adjust the hand rig<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Add a new Avastar (use the\u00a0 <em><span style=\"color: #ff6600;\">3 &#8211; Skeleton<\/span><\/em> )<\/li>\n<li>Make sure the rig is selected in Pose mode<\/li>\n<li>Open the Rig Display panel<\/li>\n<li>Make hands and arms visible<\/li>\n<li>Set Hand Constraints to Simple Fingers<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-44339 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-579.png\" alt=\"\" width=\"419\" height=\"437\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-579.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-579-288x300.png 288w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Now adjust the rig to one hand. And make sure you work on the green animation bones!<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-44340 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-576.png\" alt=\"\" width=\"419\" height=\"437\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-576.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-576-288x300.png 288w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Begin in top view<\/li>\n<li>Only use rotation, do not(!) use translation or scale.<\/li>\n<li>You may rotate the steel blue structure bones as well.<\/li>\n<\/ul>\n<p>After some tweaking &#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-44342 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-577.png\" alt=\"\" width=\"419\" height=\"437\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-577.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-577-288x300.png 288w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Switch to side view and adjust the fingers again. For the thumb we later need to do a bit of special tweaking&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-44343 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-578.png\" alt=\"\" width=\"419\" height=\"346\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-578.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-578-300x248.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Now all fingers are correct, but the thumbs still need a bit of tweaking. For this we need to know about 2 special control bones. &#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-44345 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-580.png\" alt=\"\" width=\"419\" height=\"346\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-580.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-580-300x248.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Here i have enabled Bone shapes. This may help to understand how the bones operate:<\/p>\n<ul>\n<li>The Thumb Controller rotates the thumb<br \/>\naround the <span style=\"color: #008000;\">Wrist<\/span> bone (keyboard: &#8220;R&#8221; )<\/li>\n<li>The Thumb0 controls the angle between<br \/>\n<span style=\"color: #008000;\">Thumb0<\/span> and <span style=\"color: #008000;\">Wrist<\/span> bone (keyboard: &#8220;R&#8221;)<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-44347 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-581.png\" alt=\"\" width=\"419\" height=\"346\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-581.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-581-300x248.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Finally the hand rig is adjusted for one side of the character.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>\u00a0<img decoding=\"async\" class=\"alignleft wp-image-44348 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-582.png\" alt=\"\" width=\"419\" height=\"346\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-582.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-582-300x248.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Select all adjusted hand bones (rubber band select, see below)<\/li>\n<li>Copy them to the pose buffer<\/li>\n<li>Mirror paste them to the other side<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44349 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-582-1.png\" alt=\"\" width=\"419\" height=\"123\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-582-1.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-582-1-300x88.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<p><strong><span style=\"color: #3366ff;\">Rubber Band Select:<\/span><\/strong> You can select the entire hand by using &#8216;B&#8217; (enables rubber band selector) and then drag the rubber band around the bones you want to select. When you release the mouse button, then all bones inside the rubber band are selected.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">At the end both hands should be aligned to the hand mesh. Inspect this carefully before you proceed!And note: For now we only have a pose.<br \/>\nNext we will make this our new Default Rig!<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44350 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583.png\" alt=\"\" width=\"419\" height=\"453\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-277x300.png 277w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/div>\n<\/div>\n<h3>Create the new Restpose<\/h3>\n<p>Remind: Until now we only have posed the Armature to match the Hand meshes, but the meshes are not yet bound to the Rig. Also (because it is posed) the armature no longer is in its Rest pose. So lets first define the current pose as our new Rest Pose:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Select the Armature in Pose mode<\/li>\n<li>Open the Posing Panel<\/li>\n<li>In the Rig Modify Tools section:<br \/>\nClick on &#8220;As Bindpose&#8221;<\/li>\n<\/ul>\n<p>Hint: Since we have no meshes assigned yet the <em><span style=\"color: #ff6600;\">Apply Pose to Mesh<\/span><\/em> is not relevant. Just keep the defaults, it does not hurt.<\/p>\n<p>Now we have defined a new Restpose and we can use this pose all the time from now on. But note: This is a bind pose.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-44351 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-590.png\" alt=\"\" width=\"419\" height=\"513\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-590.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-590-245x300.png 245w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You can verify that your Rig is in Bind pose:<\/p>\n<ul>\n<li>Open the Avatar Shape panel<\/li>\n<li>Check that the <em><span style=\"color: #ff6600;\">Use bind Pose<\/span><\/em> option is enabled<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-44353 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-585.png\" alt=\"\" width=\"419\" height=\"337\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-585.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-585-300x241.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<h3>Bind the Mesh<\/h3>\n<p>Remind: By now we have adjusted the rest pose of the Rig to match the hands. But still the hands are not yet bound. This is an opportunity to show you a nice little trick. We are only interested in getting the weights for the hands. We want to use weight from Bones, but we also want to only weight the hands and keep the rest\u00a0 of the mesh untouched. Here is how it goes:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Select the armature (in Object mode)<\/li>\n<li>SHIFT Select the mesh (in Object mode)<\/li>\n<li>Open the Binding&amp;Skinning Panel<\/li>\n<li>Set the Method: <em><span style=\"color: #ff6600;\">Preserve Weights<\/span><\/em><\/li>\n<li>Bind to Armature<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft size-full wp-image-44355\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-2.png\" alt=\"\" width=\"419\" height=\"230\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-2.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-2-300x165.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<p>Now the mesh is bound, but it still has only those weight maps which it hand right from the begin (so normally\/typically it has no weight maps at all). However, now we want to get weight maps generated only for the hands:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Select the Armature<\/li>\n<li>SHIFT Select the Mesh in Object mode<\/li>\n<li>Then go to Edit mode<\/li>\n<li>And select the hand vertices<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft size-full wp-image-44354\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-1.png\" alt=\"\" width=\"419\" height=\"337\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-1.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-1-300x241.png 300w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Open the Weight Copy Panel<\/li>\n<li>Set the options:\n<ul>\n<li>Automatic from Bones<\/li>\n<li>Enabled Deform Bones<\/li>\n<li>Enable the Hands deform group<\/li>\n<li>Disable X-Mirror<\/li>\n<li>Enable Selected Verts<\/li>\n<li>Enable Selected Bones<\/li>\n<\/ul>\n<\/li>\n<li>Now Update Weights<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-44356 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-3.png\" alt=\"\" width=\"419\" height=\"471\" data-wp-editing=\"1\" \/><\/div>\n<\/div>\n<p>Ok, the last step was a bit tedious, but we actually got weight maps exactly for what we wanted to get weight maps, not more not less. So&#8230; Mischief accomplished: Custom Hands are weighted and rigged.<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><span style=\"color: #3366ff;\"><strong>Important:<\/strong><\/span> Please make sure that before you test your animation set your rig to <em>Pose&amp;Animate<\/em> mode and switch from <em>Simple Fingers<\/em> to <em>Constrained Fingers.<\/em><\/p>\n<p>Now you can check if the weights have been generated as expected. But please be prepared that you might need to tweak parts of the mesh a bit. that is normal!<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><img decoding=\"async\" class=\"alignleft size-full wp-image-44359\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-4.png\" alt=\"\" width=\"419\" height=\"471\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-4.png 419w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/07\/Image-300-583-4-267x300.png 267w\" sizes=\"(max-width: 419px) 100vw, 419px\" \/><\/p>\n<\/div>\n<\/div>\n<p><span style=\"color: #ff6600;\">\u00a0<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Posing and Animating the Hands The Avastar Finger bones provide two animation methods with different advantages. You either can select the Constrained Fingers (default) in the rig display panel. This allows you to setup realistic hand poses in a very short time with just a few clicks. But you can not create every possible pose [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":44328,"parent":3922,"menu_order":50,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[8],"tags":[],"class_list":["post-3149","page","type-page","status-publish","has-post-thumbnail","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/3149","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/comments?post=3149"}],"version-history":[{"count":7,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/3149\/revisions"}],"predecessor-version":[{"id":44360,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/3149\/revisions\/44360"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/3922"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/media\/44328"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/media?parent=3149"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/categories?post=3149"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/tags?post=3149"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}