I've made a setup like that. Basically I let the IK conrol for the hands follow the object in question and animate the position of the object. I have the IK control of the hands parented to a locator that has a transform constraint to the objects bone. That way I can animate the position of the hand freely even when it's…
Thanks so much @Obstfelder so to reiterate the hand IK has a parent constraint to the locator. The locator is then position constrained to the weapons bone. Then there is another control on the weapon which then independently controls the object rotation? Does the weapon still only have the one bone correct? I am working…
Hey Rmunday, weapons are particularly challenging in 3d, as I'm sure you've discovered. I've played around with a lot of different solutions, but having it game ready adds a whole different level of complexity. Below is a solution where the sword is pinned to either the world or shealth, and the sword drives the IK hand…
More of a technical question so if this is in the wrong place feel free to move it! Lately I have struggled in both my own animations and client work to figure out how best to approach a flexible weapon attach bone that allows for grip changes, as well as independent rotation of the weapon to accommodate cool looking…
I'm using a transform constraint not a parent constraint, but that's a preference thing, I'm guessing you could get pretty much the same result with a parent constraint. With the transform constraint I know that the IK control's parent will allways move exactly to the reference locator on the object. I only have one deform…