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drop them into the Interactor -> AvatarController GameObject, turn off the existing ExampleAvatar, position/rotate accordingly then for each FingerController on the hand, just specify either a FloatAction or BooleanAction to control that finger value and set the InputSource accordingly to the data source you want.
there's also a helper component called the Hand Poser
you give it the Hand Facade to control and set the posed values for each finger. then you can call Activate Pose to force the fingers to that position so for example you can have a hand poser with all fingers set to 1 then in the interactor Grabbed event, call Activate Pose to make it look as if all fingers have curled into a fist, then on Ungrabbed you just call Deactivate Pose
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