You can blend keyframe
animation and constraints on the same object. See
Animate and constrain an object and
Animation-Constraint blending workflow.
When both keyframe animation
and constraints are applied to the same object, a pairBlend node
is automatically generated. See
pairBlend. All
the object’s animation and constraint channels are linked to the
object through this pairBlend node.
You can modify the weight
of the animation-constraint blend to generate various effects. This Weight attribute
is on the pairBlend node. See
Blend Weights in the Channel Box.
Note
- Since animation-constraint blending lets
you transform the constrained channels of a driven object, you must
lock the constrained channels that you want strictly influenced
by the target objects.
- After transforming a constrained object,
you can retain its new translation, rotation, and/or scaling by
reapplying Maintain Offset from the Modify
Constrained Axis Options window. This prevents the constrained object
from snapping back to its original translation, rotation, and/or
scaling when its target objects are transformed.
Animation-Constraint blending
examples
- A man runs to a parked convertible car, jumps
over the door and into the driver’s seat, and then drives away.
In this example, both the character and car models are animated,
and various parts of the man are point constrained to the car door,
seat, and steering wheel.
- A basketball player dribbles the ball,
picks it up, and throws it to another player. The player that catches
the ball pauses and then shoots for the hoop. In this example, the
ball and all the players hands are animated, and the ball is parent
constrained to the various player’s hands.