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Hand anti-penetration

Keeps hand targets from sinking into body colliders. Before the arm solve runs, any hand target inside a collider is projected back out to the surface.

Works together with arm anti-penetration (which handles the forearm and upper-arm shaft) and tests against the same colliders. All settings persist per avatar via the map.

Runs in both Muscle and Offset transfer modes.

Settings

  • Enable master switch for hand anti-penetration. (default on)
  • Gap extra clearance from the collider surface, on top of the collider's own radius. Raise if a hand still grazes the body; lower if hands stop too far away. Negative values let the hand sink past the collider surface, useful when a model's colliders are bigger than its mesh. (default 0, range -0.05 to 0.05 m)
  • Max release speed how fast a hand catches up to its real target once anti-penetration lets go. 0 = instant snap. Raise to ease the hand back instead of popping. (default 0, range 0 to 8)
  • Slew (deg/s) caps how fast a hand may rotate around a collider surface. (default 450, range 0 to 720)
    • Lower if a deep poke through the body causes a jarring front/back flip.
    • Raise if the hand feels sluggish following the surface.
  • (hand anti-penetration mask matrix) for each hand row, choose which body parts that hand avoids. (default: each hand avoids Head + Torso)
    • Rows: L hand, R hand. Columns: Head, Torso, Legs.
    • Add more parts only for a specific clipping problem.

TIP

If hands are missing the body entirely instead of clipping, the problem is likely spatial alignment. Check Hand position alignment first.

WARNING

If the forearm or upper arm still clips even with the hand held outside the body, that's arm anti-penetration's job. This section only pushes the hand target out.

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