Here is an image, you could pretend it’s a finger:
I’d just like the option to have the rotations at 0,0,0 because unless it gets them perfect when generating them it’ll cause me a lot more trouble than it’ll save me.
As for the shape names, are you sure it’s Maya? By default something that I name Character, the shape node will automatically rename to CharacterShape, however for some reason your script expects the shape node to be named CharacterDeformedShape and modifying geometry or what not then trying to re-use that name causes your script not to try and name it CharacterDeformedShape but it’s still looking for it rather than CharacterShape. Is this something that Maya does for shapes that are referenced and have weighting?
The other thing… The hand pivots are generated based on fingers. That’s fine, until your character is missing fingers. It appears the rig where the character has a thumb and a mitt doesn’t get the hand pivots for unused fingers. Since I used Index instead of Middle, I miss the hand pivot, and the pinky pivot.