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Animation F.A.Q (Last Updated: 2024 Apr 15 10:05 am)

In here we will dicuss everything that moves.

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Subject: Attaching a hand to an object during animation


ReiperX ( ) posted Wed, 07 April 2021 at 4:54 AM · edited Fri, 05 April 2024 at 1:27 AM

I'm working an animation where I am trying to keep 1 figure's hand on the hip of the second figure as they walk and the hand follow the hip with the natural hip bounce/sway with the steps. But I'm having to basically do stop motion on each frame for this so far, but I was wondering if there was a way to automate it. Or the same if just someone is walking and has their hands in their pockets or something, where I could basically stick just the hand there, and let IK do its thing with the motions.

I have tried parenting the hand to the other figure's hip, but this resulted in the first figure basically being flung around in the animation. I was wondering if there was something I'm missing.


ReiperX ( ) posted Wed, 14 April 2021 at 2:55 AM

I figured out how to do this on my own.


ShaneNewville ( ) posted Fri, 30 April 2021 at 12:30 AM · edited Fri, 30 April 2021 at 12:32 AM

Hey I just saw your question. I'm curious what you ended up doing to make it work. There are several ways to go about this.

  • Break the scene in to separate shots, one where IK is on and the other prop or body part is the parent, then cut the camera/SaveAs for a new shot w different cam. Then on the next don't have it attached to the hip (kinda of the easy way w camera tricks)
  • Use constraints (which have their own set of problems)
  • Lastly, (bit more complicated) as a more final step once the main animations are ready, enable IK, parent it to whatever it needs to be in contact with, then if there is a transition to parent to something else, you can bake all the keyframes for the hand, unparent it/turn off IK. Have a dummy figure that you can copy the keyframes to. Now re-enabled IK for the hand and parent it to the other things it should follow, then bake it and unparent/turn off IK. hen you have the data from both, which can manually be blender by opying the keys back for the Hand, Forearm, Shouldr and Collar from the dummy figure but only on the frames you need it, then leave blank keyframes between each so you can work on the transition.

...if that makes any sense. until they make a better way for this we kinda have to rough it and do workarounds or whatever method is fastest for any given situations. Just depends. There are probably other better ways for this. Its just some things try if it were my scene.

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