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