That’s a nice start N00BIE, but I feel I should say something here…
I have a feeling this ‘targetless IK’ technique was an old Blender hack to achieve easy FK animation… and since much of the rigging documentation is quite dated I still see people using it. But there is never a need to use targetless IK! The Auto-IK feature will produce the same behaviour without any broken constraints. If you remove the targetless IK solvers in your rig, turn on the Auto-IK, then grab the end finger joint and translate it you will see the behaviour is exactly the same.
Another thing to watch out for is the orientation of your bones. Since the bones in the fingers are all curved sideways, the IK will want to bend sideways by default as well. That can lead to frustration.
Also if you turn on the ‘axes’ display you will see the finger joint axes are all pointing in different directions. The Z axis of each finger bone should be pointed out the top of the finger, and the fingers should be straight (laterally). The fingers in your rig would be very difficult to animate in FK, since each finger segment would want to rotate in a different direction! (turn on the rotation gizmo, set it to normal and then try rotating the fingers in pose mode to see what I mean)
I don’t mean to pick on you N00BIE because I know you meant well, and I know it might seem like I’m being fussy here with these ‘advanced’ details. But understanding these things helps prevent the problems and frustrations so many beginning riggers run into - which makes them think it is harder than it really is! Of course, it isn’t easy until you understand what you are doing. There are definitely no shortcuts when it comes to rigging, because tiny problems like these turn into impossible to fix messes by the time the character is complete! And if you don’t know what you did wrong to begin with - woah boy! lol. I think it is far less frustrating to invest the time into learning these things properly, than to try to fix an improperly rigged character :yes:
There are many hand rig examples here to refer to. I also recommend checking out some of the full character rigs, because many of them also have hands (check my sig). I’m also taking this opportunity to re-do a hand rig I made some months ago which used 2 armatures unnecessarily (it was experimental - but I feel it may just be confusing people :)).
I like the rotation constraint on the fingers instead of the IK technique seen almost everywhere else because it allows you to straighten the last joint by simply turning off the constraint (scaling the curl control does this). Another feature is the palm curl control can curl all the fingers, or just the pinky side if you translate it towards the pinky.
Play around with it, have fun, and let me know if you come up with more designs/ideas
handDemo_FGC_jpbouza_revisited.blend (343 KB)