Add rotation constraints to prevent finger hyperextension in simplified hand rigs#78
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Add rotation constraints to prevent finger hyperextension in simplified hand rigs#78
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Co-authored-by: scottpetrovic <2573552+scottpetrovic@users.noreply.github.com>
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Co-authored-by: scottpetrovic <2573552+scottpetrovic@users.noreply.github.com>
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[WIP] Investigate causes for fingers bending backward
Add rotation constraints to prevent finger hyperextension in simplified hand rigs
Dec 8, 2025
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Animations designed for full 5-finger skeletons cause unnatural backward bending when applied to simplified hand models (2-3 bones). This occurs because the source animations lack anatomical constraints.
Changes
Animation constraint system (
AnimationUtility.ts):apply_finger_rotation_constraints()processes finger bone quaternion tracks-0.2to1.8rad (prevents hyperextension)±0.5rad (lateral movement)±0.3rad (axial rotation)Integration points:
AnimationLoader.ts: Applied during initial GLTF loadStepAnimationsListing.ts: Applied when animations rebuild (mirroring, warping)The constraint values are based on typical finger joint ROM. Post-processing approach avoids runtime overhead and works universally across skeleton configurations.
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