Procedural finger animation for character deaths, with five grip presets, per-finger variation, ragdoll-aware motion, and Humanoid hand binding.Add procedural finger motion to character death sequences. The hand begins from its current pose, moves independently at the finger level as the body falls, and resolves into a configurable final grip.Adding Rigidbody joints to every finger can increase physics solver work, especially when many characters are active. Static or rigidly posed hands can also look stiff during a fall. Procedural Death Hands drives finger-bone transforms with varied, ragdoll-aware motion, adding more lifelike hand behavior without a separate physics joint on every finger. This can be a more scalable option for large crowds even hundreds of characters though performance depends on the rig, scene, and hardware.Choose from five built-in motions: Relax Open, Slow Curl, Grip Release, Twitch Then Relax, and Clench Then Loosen. Custom curl and twitch curves are also supported. Per-finger timing and variation, sparse twitch events, and ragdoll-aware response let each hand move with the fall instead of behaving as a single rigid pose. Tune spread, inertia, gravity response, force influence, settling, smoothing, and joint limits for your rig. The demo controller can give each hand a different grip.Bind fingers from a Humanoid Avatar with the included binder, or assign the bone transforms directly. The package includes the runtime animator and binder, a demo scene with a sample humanoid, and setup and integration guides. Finger motion requires mapped finger bones, results depend on the rig and local-axis calibration.INCLUDED• Runtime hand animator for finger-bone transforms• Humanoid binder with Avatar mapping and hierarchy-name fallback• Five presets plus custom curl and twitch curves• Per-finger timing/variation, ragdoll tracking, twitch, inertia and gravity response• Joint limits, smoothing and settling controls• Demo scene, sample humanoid, setup and integration guidesREQUIREMENTS• Developed in Unity 6.5.9f1 (6000.5.9f1). Assign finger transforms; Humanoid binding needs a valid Avatar. Calibrate local axes. Keep finger bones transform-driven.AI assistance was used to draft and refine portions of the C# runtime hand-animation and demo-controller code. The package does not include an AI/ML inference model.


