Finger trick notation

That's the weakest argument yet against a finger trick notation.

You're implying that my 'arguments are getting weaker', when this was something I suggested taking into consideration when proceeding with using a fingertrick notation.

Please learn how to interpret what I'm saying.
 
So far, we've got DeeDubb's notation for the basic flick-tricks.

After a little thinking, I was able to come up with the following notation for grips.

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Grip notation proposal:

Fingers will be labelled the same (upper-case = right, lower = left).
All grip notations are written in curly brackets {...} and only when necessary to define a non-standard or non-intuitive grip.

For basic grips:
TF - Right thumb on front, rest on back.
TU - Right thumb on up, rest on down.
TD - Right thumb on down, rest on up.
TB - Right thumb on back, rest on front (How the wrist is twisted depends on the direction of the following move)
TR, TL - You get the idea...

For basic groups with left hand:
tF, tU, tD, tB, tR, tL (same as right hand)

Piece specific grips are separated by a dash. For consistency, corners use DeeDubb's number method for defining corners. The finger will grip on the side of the corner defined (e.g.: T-R1 means that the right thumb is either on the top or front face of the 1 corner of the R side, depending on the rest of the grip and on moves).

Edges are defined by the face letters (ex: M-BR, t-FL, t-FD, etc...).

Center pieces are defined simply by the face letter (T-F is different than TF. TF is a basic grip, meaning it doesn't matter which piece is held. But T-F means the right thumb must be on the center piece).

The grip defined on specific pieces is maintained until a regrip is defined, or a move/trick requires that it be broken. (ex: {M-UR} R U(M2). This means that the defined grip is broken to perform U.)

Where grip is not defined, a normal grip is assumed (As the cuber feels works for the algorithm).
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Additionally, double moves may be defined with prime to define direction (ex: F2')

Demonstrations of complex finger-tricks:
Kirjava's finger-trick: {t-F, m-B, T-R1, M-R2} (R2' D2 L2' U2)*3
XTownCuber's finger-trick: {M-R4, T-R3} R2 U S'(I2) U2' S(I1) U R2
A random finger-trick: {M-UL, T-UR} S2 D2 S2' {TD} R U R' U' D2(TD2, rD4)

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Now, this is to complete the notation. Beyond this, there will be no additions to the notation in order to keep it simple enough to learn and read. If there is something that this notation absolutely cannot explain, then word descriptions can be added where necessary, be it within the brackets of the grips or tricks, or outside the algorithm. (ex: M'(Use fingernail of right thumb to push back on the inside edge of UB)). And even though there will continue to be exceptions, the notation in it's current state covers most finger-tricks that are used for speedcubing in general, because, for speed cubing, especially at high speeds, overly complex finger-tricks that require lots of notation will usually be unnecessary and/or unfeasible for speedcubing purposes. And so the descriptions of the finger-tricks will usually be simple.

This is my proposal for a "completed" finger-trick notation. What do you think?
 
Actually it will be nice to see 'Fingertrick' reconstructions along with the regular 'reconstructions'.
 
Wow no posts since 2014, I think it's pretty obvious that I didn't stumble on this thread by accident. It bothered me that every new cuber has to figure out their own finger tricks for algorithms so I wanted to create a finger trick notation that was easy to use. I read through this thread and liked what was posted but the fingertrick notation still seemed difficult to read for me personally, so I came up with some ideas that worked for me. I don't really post on the forum so sorry if this is the wrong place to put this.

1. Which hand to use

Notation:
RH | LH
U2 | 2U
U` | `U


As you can see, if you want to perform 2 turns of the U face with your left hand put the 2 on the left side of the U turn notation. If you want to perform a counterclockwise turn of the U face with your left hand put the ` on the left side of the U turn notation.


2. Which finger to use

0 = Thumb
1 = Index finger
2 = Middle finger
3 = Ring finger
4 = Pinky finger

RH | LH
U1 or U | 1U
U`1 or U` | 1`U or `U
D3 or D | 3D
D`3 or D` | 3`D or `D



Since which hand is determined by the side that it is on, you can use the same numbers for each hand's fingers. You don't have to include the finger notation for the right hand if the U face is turned by the 1 or if the D face is turned by the 3. However, you have to include it for the left hand clockwise turns, otherwise there would be no way to denote that the turn uses the left hand.


3. Grip notation

This is pretty much the same idea as the grip notation proposed before but I think using [] looks better for regrips. So there are 4 grips for the right hand:
[H] = horizontal grip, thumb on F face and rest of fingers on B face
[V] = vertical grip, thumb on D face and rest of fingers on U face
[H`] = reverse vertical grip, thumb on B face and rest of fingers on F face
[V`] = reverse vertical grip, thumb on U face and rest of fingers on D face

An algorithm with one regrip would look like this: [V] (first part of algorithm) [H] (rest of algorithm)


4. Misc.
I didn't discuss R turns or L turns because those aren't turned with fingers and should be covered with the regrips.

+ can be used to indicate that you can perform these two turns at the same time such as `U+3D

I haven't figured out a way to denote which sticker the finger should use to make the turn without making the notation excessively difficult to read but I'm sure there is a way to do it if necessary.

Here are a couple algorithms that I put into fingertrick notation:
T-Perm: [H] R 1U R` `U R` F1 R2 `U R` `U R 1U R` F`0

Y-Perm: [H] 0F R `U R` `U R 1U R` F`0 R U0 R` `U R` F1 R F`0

V-Perm: [V] R [V] `U R U R` 3D R D3 R `U+3D R2 1U R2 D`1 R2
 
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