I am doing an animation where my character has a tobaco on his mouth so i put a parent to constraint to the head bone and one parent to contraint to the hand bone in the tobaco object, the parent to contraint to the head bone keeps the tobaco on his mouth even when he is walking now i want to have him take the tobaco of his mouth grabbing it with his hand but whe i animate the influence in the IPO from the contraint on the head bone to the hand bone the tobacco seens to rotate for a few frames how can i avoid this from happening thanks
parent one empty to your headbone.
parent one epmpty to your handbone.
parent the smoke to a 3rd empty.
Now make a copy location/copy rotation constraint, so the smoke-empty snaps to the head-empty.
Move the headempty until the smoke is in place.
Set the influence slider to 0
Make another copy location/copy rotation constraint, so the smoke empty snaps to the hand-empty.
Move the handempty until the smoke is in place.
Set the influence slider to 0
Next to the influence sliders you see a “key” button, there you can key the influence. switching hand to 0 and mouth to 1, you end with the smoke in the mouth, key it.
Moving the hand to the mouth, key both again, advance 1 frame, and make the mouth 0 and the hand 1, so it switches, now if you move the hand, the smoke follows the hand.
You could actually put the constraints directly on the smoke. The disadvantage lies in bigger projects, where at one place you might have to change the smoke mesh, this way you just have to reparent the new smoke to the empty, else you would have to redo the constraints on the mesh.
I tend to do it this way, keeps complex animations cleaner.
arexma thanks a million that did solve the problem better that parent to contrain, i got much better results with this method