A basketball player character passes a ball
to his teammate.
Select
the first player’s hands, and then the basketball.
Parent
constrain the ball to the hands, making sure that Maintain
Offset is on and the weight is set to 1 in the constraint
options.
In
the Channel Box, set keys for the
weights of the first player’s hands.
NoteWhen the basketball is selected, the parent
constraint and all its target weights appear in the Channel
Box.
Animate
the arms of the first player so that they appear to be throwing
the ball.
At
the point in the first character’s animation where he is to let
go of the ball, set a key on the ball and on the weights of the
hands.
Change
the blend weight to 1, and key the blend weight.
Advance
one frame along the timeline.
Set
the weight of the first player’s hands to 0, and set the blend weight
to 0.
Key
the hands’ weights and the blend weight.
Keyframe
the ball as it is thrown from the first player to
the second player.
When
the ball reaches the position where the second player catches it, parent
constrain the ball to the hands of the second player, making sure that Maintain
Offset is on and the weight is 0 in the constraint options.
Key
the weights of the second player’s hands and that of the blend weight.
Advance
one frame along the timeline.
Set
the blend weight to 1 and the second player’s hands’ weights to
1.
Key
the blend weight and the weights of the second player’s hands again.
Animate
the second player.
NoteIf you want to ensure that the transitions
between the blend weights are clean (no interpolation), set the
tangent types of the weights to Stepped.