XESOFT Browse all tools
← All assets
A white articulated hand gripping a pistol in Grip Studio key art
Release candidate Author · Validate · Apply
Final validation in progress

Grip Studio

Hand Pose + Object Grip Authoring

Weapons, tools, props, and interactables should remember how they are held. Grip Studio turns that relationship into reusable, object-owned data you can author, inspect, prove on the full character, and apply at runtime.

VERSION 1.0.0 EDITOR Unity 6+ SOURCE Included STATUS Release stage
The central idea

The grip belongs to the object.

A pistol knows where its primary palm lands. A rifle knows where its support hand belongs. A carried prop knows its hold pose. Characters consume that relationship instead of each rebuilding it from scratch.

Change characters, animation clips, or runtime systems without losing the authored intent that lives with the prop.

GRIP RELATIONSHIP RESOLVED
OBJECT GripObject owns profile reference
PROFILE GripPose palm · fingers · stance
R / PRIMARYDriven
L / SUPPORTOptional
Stable IDsObject spaceRuntime ready
The authoring loop

From raw prop to a grip you can trust.

One continuous workflow, with the hard questions surfaced before runtime.

01
Match

Start at the right scale

Compare the prop and Humanoid before authoring, then use safe automatic matching or uniform manual controls.

02
Place

Set the palm in context

Click directly on the object to establish the physical grip point and its object-local relationship.

03
Shape

Wrap, then refine

Use contact-aware finger wrapping, portable semantic curls, or exact three-axis joint controls when needed.

04
Prove

Check the whole character

Review reach, wrists, stance, clearance, movement, and primary/support hand roles on the complete Humanoid.

05
Apply

Ship the relationship

Save the grip with the object, test it in the generated Playground, then drive it through the included runtime APIs.

System capabilities

Precision without the ritual.

Start with the fast path. Reach for exact control only where the asset actually needs it.

OBJECT / OWNED 01

The object carries the truth

GripProfile, GripPose, GripSocket, and GripObject keep grip data with the prop that owns it—not scattered across character prefabs and controller states.

CONTACT / AWARE 02

Place once. Wrap intelligently.

Palm click placement and mesh-aware finger wrapping turn the repetitive first pass into a focused authoring step.

DUAL / HAND 03

Primary and support roles

Author pistols, rifles, carries, tools, and other two-handed relationships without flattening both hands into one pose.

RIG / PORTABLE 04

Portable where it matters

Object-space palms and semantic finger channels carry across compatible Humanoids, while exact rig-local overrides stay available for precision work.

WHOLE / BODY 05

A hand pose is not enough

Check arm reach, wrist alignment, stance, movement, and clearance before the grip gets anywhere near production.

RUNTIME / OPEN 06

Your gameplay stays yours

GripReceiver, GripApplier, and GripSession handle grip application and transitions without replacing inventory, networking, input, or animation state logic.

GRIP PASSPORT PROFILE / SIDEARM_01
PALMLOCKED
WRIST ΔCHECKED
CONTACTMEASURED
ROLEPRIMARY
Readable evidence

Every grip can explain itself.

Grip Passports turn authored data into deterministic blueprint-style previews for the launcher, library, Grip Story, and image export. The result is quicker review and less guesswork when a profile moves between teammates, characters, and scenes.

  • 01Object-local palm and socket context
  • 02Primary/support hand roles at a glance
  • 03Reach, wrist, contact, and clearance evidence
  • 04Deterministic visuals that can be exported
Release signal

Built past the demo.

The current release suite covers editor transactions, runtime lifecycle behavior, package structure, compatibility evidence, recovery, and consuming-game boundaries.

394 EditMode tests passed
13 PlayMode tests passed
0 failed in the release suite
100% readable C# source
System profile

Open at the seams.

Use the built-in path, connect an optional IK backend, or drive the runtime API from your own systems. Grip Studio defines the relationship; your game decides when and why it changes.

Animation RiggingTimelineInput SystemFinal IK
Unity6000.0.0f1 or newer
Character targetUnity Humanoid
Core dependencyNone
RuntimeGripReceiver, GripApplier, GripSession
AuthoringOne hand, two hands, multi-pose
IncludedDemo, Playground, mannequin, illustrated guide
Optional bridgesAnimation Rigging, Timeline, Input System, Final IK
SourceFull C# source; no black-box DLL
SCOPE / HONEST

It authors the grip. It does not take over your game.

Grip Studio does not replace inventory, networking, input, weapon logic, pooling, or your animation state machine. Its compatibility evidence applies to the exact character and pose context you review. Surface fit, rig-local joint rotations, and body reach should be checked on every character you intend to ship. That boundary is deliberate.

Questions, answered

Before you author the first grip.

Does Grip Studio replace my inventory or weapon system?

No. Grip Studio authors and applies grip relationships. Your inventory, networking, input, weapon logic, pooling, and animation state machine remain yours.

Can one object have more than one grip?

Yes. An object can own multiple named poses, including one- and two-handed variants with explicit primary and support roles.

Will one pose work on every Humanoid?

Object-space palms and semantic finger channels are designed for portability across compatible Humanoids. Exact joint overrides, body rotations, reach, and surface fit still deserve review on every character you ship.

Is an IK package required?

No. The core has no third-party dependency. Optional bridges are included for Unity Animation Rigging and other supported integrations when your project already uses them.

Why is the Asset Store button not active yet?

Grip Studio is in the release stage. The product page is live while final package validation and the Asset Store listing are completed.

Grip Studio · release stage

Make the object remember.

Author the relationship once. Check it in context. Carry it into the game.