Controlling a rigged hand using sliders

Hello

I am completely new to Unity but have some experience with blender and no coding knowledge (yet!). I have created a rigged hand in blender where all the joints move nicely putting the hand into different poses. Now I want to create something in unity that would enable me to control movement at each of the joints using sliders. I think it can be done with animations but I wonder if there is a way to directly link the position of a slider to the angle at a given joint in the hand.

Thanks in advance

Steve

I’m not a pro but…
If you want to create animations from this you could use the Animation window. You can find it at Window/Animation/Animation or pressing Ctrl+6

But if you really want just to mess around the bone rotations with sliders, I guess you could:
Create a script;
Declare public GameObject variables for the bones;
Then you would be able to get all the bone references from the hierarchy into your script;

To see sliders on your inspector you declare the angle variables like this:
[Range(0f, 90f)]//Where 0f and 90f are min and max float values you can determine
public float boneOneAngle;

Now you have to use the variables to change the bones rotations.
Something like:
boneOne.transform.rotation = …
For that you should take a look into Quaternions.

PS If you have animations playing you will have to do this in LateUpdate so your changes can “override” the animations which are calculated on Update.