Hi! Thank you for the guide! I'm new to constraints, so any info is very useful 🙂
I'm using a similar setup for a character holding a shotgun, but with two single-bone IKs on the arms for separate elbow movement. Right now I'm trying to create an animation, where he taps the shaft of the gun on the palm of the far hand. The problem is that when I detach the hand from the gun by keying the mix slider to 0, the hand moves back to its original position, when I need it to stay in place. If I also key the hand to move back into place at the same time, I get weird wobbly movement where it goes up and then comes back down.
I was wondering if there is a way to detach the arm from the weapon, keeping the hand in the same position, that I am missing?
Thank you for your time and attention! 😉
Upd: I got an idea while writing down the question here, however it feels more like a hack than a proper solution.
While a bone is constrained it can't be moved directly by the move tool, so I can't chose where it is supposed to be positioned when the transform mix will be turned off. However, I can key the transform to 0 later on in the timeline, then move the bone in question to the place, where it's supposed to end up, key that position and then copy or move that key back to the place on the timeline, where the transform constrain is still on.
It feels almost as if I'm abusing a bug, but this method seems to work for me. Hope this helps someone else!