Hi there!
So, I have a biped character and I need his hands' IK to be constrained to a moving object.
But that's easy. I need it to let go from this object, be free for a little while and then hold on to another object which should drive it around just like the first one.
What's the best way to do this?
Replies
Create a Point object (in the helpers tab) and set that as the IK object.
Add a Link Constraint to the Point.
Animate the Point object to follow one object then the other, and just use planted keys on the biped to follow the point when necessary.
Set your biped IK to use a helper object, link constrain the helper to whatever you need, whenever you need it.
I attachment constrain another helper to the surface of the object where the hand will connect. Then snap the hand helper to it.
It gets a little dicey if you go back and start fudging around with the animation on the objects after you've linked the hand helpers to the objects so be careful, that's also where the surface helper comes in handy.
But then after some frames I link constrained this IK helper to another object (by using the options Link to World and Add Link on the motion tab). Did not work
An alternative to the link constraint is to position and orient constrain the object and animate the constraint weighting. The only problem with this, unlike the link constraint, is that you can't move the helper, it's just stuck to the target.
I'll try the second one anyway. The helper position doesn't matter too much in this case.