Applying keys to a constrained object


#1

Does anybody know if it is possible to parent or constrain a prop to a character’s hand, then apply translation and rotation keys to the object based on the constraint/parent?

So, in other words, you have a bone in a prop with zreo keys on it ( a gun or a sword or a bat,etc) that is driven by the motion of a character’s hand.
I want to be able to apply keyframes on every frame of the animation for that prop so that it can then be used for in-game animation.

Art


#2

Well can’t you ie. parant your “gun” to a control object, lika a marker and then parent constrain the marker to the hand. In that way you can animate the gun sepatly but i still hangs along with the hand.

In the rigs I use I have a attach bone parented in to the hand witch I use to animate guns and other props. Just constrain parent it to different stuff.

Or how did you mean ?


#3

Thanks for responding Klingos,

It’s not a problem to constrain or parent the object to the hand and then animate the object by hand…

What I’d like to do (by automation if possible) is have a key autmatically laid down on each frame for the object based on it’s position in the scene.

For example, the character has animation applied to it (either key framed or mocap, it doesn’t matter) but the object is being driven by the animated character not it’s own animation. So the object itself has no key data associated with it.

But once the animated character is in-game, it’s the data applied to the bones that gets processed and interpreted. It won’t recognise a parent relationship or a constraint that was applied within motionbuilder. I need to get actual keyframes on the bone of the object. But I’d rather not have to manually set a key for every frame and then for every possible animation sequence.

I thought there may be a filter or a batch process that would apply a keyframe to an object based on it’s current position in each frame. Kind of like taking the motion trail and making that into an fcurve for translation and rotation.

I hope that is more clear?

Art


#4

You should be able to bake constraint data down like you describe with the Key Controls > Plot Selected.


#5

Ok cool. That was too simple. When I plot the retargeted animation to the skeleton it worked for the prop bone too.

Thanks.

Art


#6

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