This example workflow describes using parent constraints for an example animation where a character walks, looks around, stops, and then removes his hat and places it on a table nearby.
- Select the character’s head, and then the hat.
- Parent constrain the hat to the head, making sure that
Maintain Offset is on and the weight is set to 1 in the constraint options.
- Select the hat, and then select the head’s weight in the
Channel Box.
Note:
When the hat is selected, the parent constraint and all its target weights appear in the
Channel Box.
- Right-click the head’s weight and select
Key Selected from the menu that appears.
- Animate the character so that it appears to walk, look around, and then stop.
- Animate the character’s arm and hand so that it reaches up and takes hold of the hat’s brim.
- Select the hand, and then the hat.
- Parent constrain the hat to the hand, making sure that
Maintain Offset is on and the weight is set to 0 in the constraint options.
- Key the weight of the head and the hand. See steps 3 and 4.
- Advance one frame along the timeline.
- Set the weight of the head to 0 and the weight of the hand to 1.
- Key the head and hand weights. See steps 3 and 4.
- Transform the arm and hand to the position where it appears to be placing the hat on the table.
- Set the hat’s current position as its rest position.
- Set the weight of the hand to 0 and key the weight.
- Animate the hands so that they return to their original positions hanging at the characters sides.
Note:
If you want to ensure that their is no interpolation between weights (weights switch between 1 and 0 with no blend), set the tangent types of the weights to
Stepped.