used the Smartgloves on a project last year. data quality was fine after cleanup for hero closeup shots, but the value really depends on how much finger articulation you actually need. if your character wears gloves in-game you're basically throwing money away. if they're doing detailed prop interaction or anything where individual fingers matter, different story. for most action game stuff I'd honestly just keyframe hands, they're already getting masked by body movement half the time anyway
finger tracking on budget mocap suits — are Rokoko Smartgloves actually worth it or should I just keyframe?
So I've been on a Rokoko Smartsuit Pro II for about a year and it's been fine for body capture, decent data, cleanup in Blender takes some time but nothing crazy, retargeting to my character rigs works well enough. The one thing I've been avoiding the whole time is fingers. I've just been hand-keying all finger animation, which is tedious but at least it's predictable.
Finally borrowed a friend's Rokoko Smartgloves last weekend to actually test them properly. And honestly? I'm not sure they saved me any time.
The curl data for natural hand shapes is actually pretty solid. Relaxed hands, pointing, waving, that kind of thing comes through clean. But the moment you get into thumb opposition (pinching, gripping objects), the data gets noisy in a way that's weirdly hard to clean up. The gloves don't have sensors on every phalange so you're getting a lot of interpolated guesswork on the intermediate joints, and it just slips. Also the wrist blending between glove and suit data in Rokoko Studio still produces rotation artifacts at the joint boundary that I couldn't fully eliminate.
I ended up spending longer cleaning the glove data than I'd have spent just keyframing the same sequences from scratch. Maybe I'm doing something wrong? I've seen people swear by them.

I know Xsens gloves are supposed to be a lot better, but they're priced for the Xsens ecosystem and that's not a conversation my budget wants to have. I've also seen people use a Leap Motion Controller for desktop/stationary performances, but obviously that doesn't travel well with a full-body suit setup.
Is anyone actually happy with their budget glove solution for game-quality mocap? Or is hand-keying just the honest answer here and I should stop chasing it?
The hero closeup point is exactly right, and worth adding: if you're cleaning body data and glove data as separate passes and merging them after, you can end up with subtle timing drift between the two streams that reads as weird even when each pass looks clean individually. It's not huge but it's noticeable in close shots where you're already scrutinizing the hands. Building a unified cleanup pass that treats the full skeleton together fixed most of it for us.
Finger tracking on budget suits is honestly where I gave up and switched to a hybrid approach — suit for body, hand-keyed fingers in Blender using a reference video on a second monitor. Not elegant but the time saved on cleanup was significant. The data coming off the finger sensors on anything below the Rokoko tier is just too noisy to trust without heavy filtering, and once you're filtering that aggressively you might as well have animated it.

Agreed on the wrist roll issue. What solver are you using on retarget? We had similar problems and switching to a two-bone IK retarget in MotionBuilder instead of FK direct bake fixed most of the wrist flipping. Still not perfect on fast movements but it cut our cleanup passes from three down to one on most clips.
The low-pass filtering approach you mentioned for the Smartgloves data — what cutoff frequency are you using? I tried 6Hz and it smoothed things out but killed some of the faster finger articulation I actually wanted to keep. Currently experimenting with per-finger frequency thresholds since the index and middle fingers in my performances tend to move faster than the ring and pinky. It's a lot of fiddling for what should be a solved problem at this price point.
Finger tracking noise aside, I still think the Smartgloves are the best value option for indie work right now. The alternative is manual keyframing every finger pose, which for a 10-minute film with expressive hand acting just isn't realistic. I'd rather spend time cleaning noisy data than generating it from scratch. That said, Rokoko really needs to fix the wrist-to-glove junction artifacts. That seam causes problems in almost every session I do and I haven't found a reliable automated fix for it.

Finger tracking at the indie level is still kind of a mess honestly. Glove-based solutions are more reliable than optical for occluded poses but the cost is still prohibitive for most small studios. I've had okay results faking finger animation with a small set of hand poses driven by a blend tree — not mocap quality but it reads fine in-game at normal camera distances.