Since Biped can only follow one IK object you need to use a work around. 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.
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?
It makes perfect sense to me, but I tried and couldn't make it work. I used link constrain on the helper, linked it to the object i wanted it to follow. Until this step everything works fine. 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…
Yep, what monster said works, I've had to do it a few times. 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…