So, in looking at the Creation Kit wiki, the page on weapons mentions this field, which I don't see anywhere: "Hand Grip: Determines the type of hand grip used for this weapon." Seems like a likely candidate for what I'm looking for. It doesn't appear this is referring to the "Equip Type" field at the top of the page, since the wiki lists that field as well, and "Hand Grip" is listed as being under the "Art and Sound" tab. However, I don't see it, or several of the other fields the wiki lists relating to animations. Were these fields removed during beta testing? Can anyone confirm?
the "HandGrip" setting does absolutely nothing its just left overs from FO3... ALL animation is controlled by the Behavior Profiles to which we can not alter -> the thing about animations we can control are the Anim Event to Action Mapping and conditionals associated and even these are not a do whatever you want situation if what your trying to do is not defined within the Behavior graph it will not happen.
Update: I exported an anim in which I added keyframes to the hands, but upon viewing the animation in the CK, the hands remain unanimated. The animation in question is H2H_Idle, an animation which normally shows up with a closed fist. My animation has them in a more dynamic "kung-fu" sort of pose, but in the CK it shows up as neither: just the relaxed open palm (the skeleton's default position). It seems most likely to me that:
1. Normally, the hands have their animation overwritten by another animation.
2. Because I've given the hands keyframes, the override doesn't occur.
3. My keyframes and the override conflict in such a way as to make the engine go "?" and go to it's default.
Which means I need to find where those animations are coming from. Any ideas? Maybe they use the first person animations to animate the hands? I don't know why they'd do it like that, but it's worth looking into.
Your problem is your animations ! I am having zero issues with the hands/fingers not animating including replacing the h2h_Idle with moving fingers...
The first question would be are you using HCT or exporting as KF and converting with hkxcmd ?
If your using hkxcmd then be aware that it does not understand anything annotation related (ie: no footsteps, no attack hitframes, no sound fx of any kind, no annotations !), also its 3rd party and as such it does not fully support all of the hkx file format features and some information is going to be lost/altered slightly when converting to and from kf.
If your using HCT then its 100% your animation at fault and most likely leads back to your max/maya/xsi scene setup and export setup.