This is a method for locking a limb, (Hand or Foot to another object (other character, vehicle) While still having the ability for subtle, layered animation.
Maya Tutorial on how to lock an IK controller to another object and still have the ability to animate it while it goes along for the ride.
Group a Locator, Constrain the Group to the Object you want to follow, and Constrain the IK Control to the Locator.
Then you line up and animate the locator. Can Animated the Constraint Blend on and off, for it to follow or not follow. On the shape node can swap between multiple constraints.
Went fast in this tutorial (because it's on video(can re-watch)) & already went over slower with the class.
(Cropped, Contrast Enhanced, Volume Enhanced, Re-sized, & Compressed)
@ryanbarrett80 Thank you for the clarification for all.
(I do apologize it wasn't in the video and clearer in the comments)
Glad it helped some ;)
jpanim8r 1 week ago
Hey man, this tutorial REALLY helped a lot, except the part where you failed to mention the Blend parent, but then I read the comments! The thing you also should have explained is that the Blend Parent itself can be keyed just by normal means. Key frame just before the blend starts (0) key the next frame with Parent Blend at 1, and then go to the last frame you will be using the constraint, keyframe again, and then immediately go to the next frame and turn the Blend Parent to 0. Works great!
ryanbarrett80 1 week ago
@Sub7 (sorry for the delay in the response)
When you set a key on the thing constrained (here in the example the IK Control) It automatically creates a new channel in your channel box = Blend Parent 1
(If already had keys before constrained, has an On Value of 1, if didn't have keys it Turns Off the constraint giving it a value of 0)
So you want to key that Blend Parent 1 Channel at 1 when you want it constrained and at 0 when you don't want it constrained. (usually good to happen over 1 frame)
jpanim8r 9 months ago
what if you want to let go during the animation?
Sub7 9 months ago