# Grip Authoring

{% hint style="info" %}
Before getting started it’s advisable to familiarise yourself with the following concepts: [ExistentGrabComponent ](/documentation/v0.0.2/resources/classes-components/existentgrabcomponent.md)and [ExistentGripComponent](/documentation/v0.0.2/resources/classes-components/existentgripcomponent.md).
{% endhint %}

The grip edit mode offers tools to support the authoring of grip poses used by the ExistentGripComponent and the overall grab system.

## Why a grip edit mode?

When creating a tracked object, custom grips are essential to make handling the object feel natural. While the ExistentGripComponent and the ExistentHandSolver can let you generate dynamic poses you will get the best results by providing authored poses.

An authored pose in this context is an animation sequence that has at least one frame of data. There are several means to create an animation sequence to use as a grip pose, however, all the available solutions introduce friction. The grip edit mode aims at improving authoring the grip poses workflow.

## What is the grip edit mode?

In essence, the grip edit mode is a blueprint editor custom mode that lets you create and edit grip poses directly while working on a tracked object.

Using this mode you can manipulate the hand bones of a grip preview mesh and generate a custom pose. Aside from manipulating the bones you can also adjust the grip component itself to better align the grip pose with the tracked object. Finally the grip edit mode allows to save the edits made on the grip preview mesh to an animation sequence.<br>


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