What does handkit do?
Hands are JSON: a pose is joint angles plus a placement; a clip is poses keyed over time; the core turns them into natural motion (springs, finger cascade, follow-through, idle) and an engine draws them. Everything is deterministic: the same clip gives the same frames.
HANDKIT below is the Handkit folder (the repo root). Run commands from it.
First use: if there is no Handkit folder yet, set it up (needs git, Rust and FFmpeg; the first build takes a few minutes, so run it in the background):
HANDKIT=${HANDKIT:-$HOME/.handkit}
[ -d "$HANDKIT" ] || git clone --depth 1 https://github.com/Ayushmaniar/3d-accurate-hands "$HANDKIT"
cd "$HANDKIT" && cargo build --release -p handkit-cli
(cd starters/fframes-clip && cargo build --release) # only to render video with fframes
H=$HANDKIT/target/release/handkit # the CLI (cargo build --release once)
P=$HANDKIT/starters/fframes-clip/target/release/fframes-clip # the video player
A=$HANDKIT/assets # hand_R.glb, hand_L.glb (handkit mesh writes them)
The loop (do this, in order)
- Start from the library.
$H gestureslists ~50 named poses with descriptions (fist, point, ok, thumbs_up, peace, spread_palm, pinch, heart_hands, camera_frame, handshake...)."from": "ok"on a hand takes a gesture's shape; that is nearly free. Write joint angles only for what differs. - Write a clip (minimal, 30 fps):
Each key starts from the previous one: write only what changes.{ "version": 1, "fps": 30, "camera": { "position": [0, 0.12, 0.6], "target": [0, 0.1, 0], "fov": 30 }, "look": { "style": "realistic", "skin": "medium" }, "keys": [ { "t": 0, "hands": { "right": { "from": "fist", "place": { "wrist": [0, 0, 0], "palm_facing": [0, 0, 1], "fingers_toward": [0, 1, 0] } } } }, { "t": 0.8, "hands": { "right": { "from": "spread_palm" } } }, { "t": 1.6, "ease": "snappy", "hands": { "right": { "from": "point" } } } ] }tis when the pose arrives;moveis how long the move takes (0.12 = a flick);"pass": trueflows through a key without stopping. Place hands where they appear in the frame with"place": {"screen": [x, y], "depth": 0.5, "palm_facing": .., "fingers_toward": ..}(x, y are fractions of the frame, 0,0 top-left) and bring the arm in from an edge with"elbow_screen": [1.1, 0.9]. - Check before rendering:
$H check clip.json(held contacts, fingers through fingers, speeds, pops, framing, elbows in view). Fix what it says; it names the keys. - Look small and cheap:
$P --clip clip.json --assets $A strip -n 12writes strip.png (read it).frame 2.5swrites one full frame. - Render:
$P --clip clip.json --assets $A render -o out.mp4(1920x1080, seconds). Portrait 1080x1920: the same commands with$HANDKIT/starters/fframes-clip/target-portrait/release/fframes-clip. Backdrop:--background "#1d1f24",--spotlight 0.5,0.45,0.35,#3a3f48.
What else you can say
- Contacts:
"goals": [{"touch": ["right.thumb.tip", "right.index.tip"]}], then$H solve pose.jsonmeets them exactly (exit 2 if it can't). Aim:{"aim": "right.index", "at": [x,y,z]}. - Looks: top-level
"look": stylerealistic | toon | spiderverse | arcane | clay, skinlight | medium | tan | brown | dark | #rrggbb,outline,motion_blur(sub-frames). Or on the player:--look spiderverse,skin=brown. - The forearm's end: the rig stops at the elbow. When an elbow would show, use
"look": {"arm": "fade"}or{"arm": {"sleeve": "#1e2a4a", "length": 0.08}}(a rolled sleeve). - Sync a UI to the hand:
$H track clip.json --site right.index.tipprints where a site is on screen every frame (frame fractions), e.g. to make a button react to a tap. - People: hands
ana.right,ben.left(any names);"people": {"ana": {"look": {"skin": "dark"}, "scale": 1}}(scale 0.75 is a child's hand). Hands push each other aside instead of passing through ("collide": falseto allow overlap). - Holding hands: a goal
{"grip": ["ana.right", "ben.right"], "style": "handshake"}; styles handshake, interlaced, cupped, high_five, fist_bump, pinky. Keys in a row with the same grip move the pair together, the follower trailing a few frames. - Two hands of one person clasp, clap or frame a shot with
touchgoals between them.
Recreating a reference video
Study it first: ffmpeg -i ref.mp4 -vf fps=4,scale=480:-1 f%03d.png and read the frames. One
key per visible event; place hands with screen, aim forearms with elbow_screen; time keys
to the frames. Compare: python $HANDKIT/tools/motion/compare.py ref.mp4 out.mp4 cmp (a
sheet of both at the same times, and a side-by-side MP4).
When you need more
$H explain (conventions), $H explain clips, $H explain looks, $H explain <param>
(e.g. thumb.cmc_rot), or $HANDKIT/docs/POSE_SPEC.md. Read only the part you need.
Raw joint ranges: fingers mcp_flex -30..95, pip_flex -5..110, dip_flex -10..85,
mcp_abd about -15..25; wrist wrist_flex -80..85, wrist_dev -35..35.
Rules of thumb: library first; few keys, good timing (real hands move in 0.2-0.6 s and hold); check before render; look at a strip, not the whole video; keep files small.