The fingers of my character do not deform properly if the animation type is set to humanoid. They work fine if the animation type is set to generic, please see attached picture.
This is the same model created in blender and then exported in fbx format. I then created a grip animation in blender and then exported it to unity, its supposed to look like how it does on the generic animation type.
Some more details:
The single fingered hand has 1 hand bone and then 3 bones for one single finger which controls all the combined fingers. The thumb has 2 bones.
All the bones have been mapped in the humanoid configurator. Also attaching configuration image.
I think humanoid rigs allow the user to manipulate bone weights or whatever it was, it’s probably due to this that you experience this issue, there should be a button in the avatar inspector which I unfortunately don’t remember what it was called and I haven’t got Unity installed on this computer, when pressing said button though you should be able to see a bunch of slider-controls that allow you to control how “flexible” specific bones should be or something like that. ( I’ve never really changed any of those settings myself, but when fiddling with the controls back when I noticed them gave me the impression that this was the purpose of the function. )