This is a knight that i am doing for a project. As you can see, he has a sword, but the problem is that i can’t find a solution for it to always stay at his side, without going through him when i animate. The most obvious (but tedious) solution would be to keep readjusting the position on every five or four frames so it looks good, but i was wondering if any of you know a solution to that. Like maybe a constraint with bones that cant come closer or have some restriction, i don’t know. I want to move the sword freely in every direction but also sure that i don’t have to worry about it going through the model. Anybody has an idea?
There’s physics. You could give it rigid body physics, create colliders for the body, anchor it to its attachment point with a rigid body constraint, and bake physics to keyframes (or, copy transforms to a bone, and bake that animation.)
There are limit distance constraints, which prevent a bone from coming within a radius (or leaving the radius) of a bone or object; there are floor constraints, which do the same for a plane; and there are shrinkwrap constraints, that can shrinkwrap a bone inside or outside of a mesh, but none of these are really going to do the trick right, not compared to physics or manually keyframing.