The Master Guide / 09 Performance · Blocking and hands
Hands and touch points
Hands are a hard stop: a frame or take whose hands fail at full size is not approved (decided; all the hard stops: The quality bar → The hard stops).
Hands are a hard stop: a frame or take whose hands fail at full size is not approved (decided; all the hard stops: The quality bar → The hard stops).
Writing hands [official guidance]:
Name each hand's role, at most two hand roles at a time: say there are exactly two hands, both hers, with five fingers on each where visible.
Write the grip as an action: name the fingers and where each one touches, place the thumb, say where the object rests against the body and how its weight pulls on the wrist. "Her thumb holds the lid's rim while four fingers cup the base; the jar's weight tips her wrist back a little."
One contact or product interaction per beat. Any contact the viewer must see clearly gets a separate insert generation: one hand close-up, one action.
In a speaking shot, the hands stay out of frame or still. No mirrors.
The client's product in the hand is always pristine (decided).
Checking the hands
Check them on the 1080p finish, at 100%, on every frame of the window (the part of the take that plays in the cut):
Look at the finger count and joints, the nails, the grip and how the weight sits, where skin meets the object; no merged or floating fingers, no extra hands.
How: step through the window at 100% in your editor, scrolling to the hands, or export only the hand area as PNG, cropped and never scaled (the steps and the ffmpeg line: The quality bar → The hard stops).
On a fail, the take is regenerated with one diagnosed change, or gets one model edit pass. Nobody paints, retouches or composites over it (decided).
Sources
Luma's realism guide (guide) (keep hand movement simple).
