I have two rigs, one for the first person arms and one for a melee weapon. I have a childOf constraint on the hand bone, which follows the root bone of my melee weapon. Whenever I create an animation using the rig of the weapon, all the keyframes are saved fine for the weapon rig, but the position and rotation keyframes on the arms rig always saves as zeroes, aka the arm is not moving in the animation, although in view they are moving. I have added some screenshots below, which show that one of the IK bones always has the same location and rotation on each keyframe. The childOf constraint always has full influence through out the animation.

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1$\begingroup$ Hello could you please share your file? blend-exchange.com $\endgroup$moonboots– moonboots2025-11-19 15:20:24 +00:00Commented Nov 19 at 15:20
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1$\begingroup$ So do I understand it correctly that you have a Child of constraint to position the hand bone on the weapon and additionally you have set keyframes for the hand bone? $\endgroup$Gordon Brinkmann– Gordon Brinkmann2025-11-19 16:30:42 +00:00Commented Nov 19 at 16:30
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$\begingroup$ @GordonBrinkmann I am trying to create two separate animations, one for the weapon rig and another for the arms rig. The child of constraints exist on the arm rig bones, the hands basically attach to the axe. $\endgroup$Darkhalo45– Darkhalo452025-11-19 17:00:15 +00:00Commented Nov 19 at 17:00
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$\begingroup$ I just basically want to save position and rotation of selected arm rig bones like the weapon never existed, meaning not local position and rot from weapon bone parent $\endgroup$Darkhalo45– Darkhalo452025-11-19 17:27:26 +00:00Commented Nov 19 at 17:27
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$\begingroup$ I tried saving visual location and rotation to the keyframe, but now the arms are all over the place when I use Child Of constraint. I have no idea what to do now, I just want the arms to follow the axe and save the world location and rotation of arm bones. $\endgroup$Darkhalo45– Darkhalo452025-11-19 19:43:40 +00:00Commented Nov 19 at 19:43
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1 Answer
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In pose mode, select the bone that is owner of the "Child of" Bone constraint, go to Menu > Pose > Animation > Bake action, ticking: Only selected bones, Visual keying, Clear constraints, Overwrite current, Clean curves.
This procedure will delete the child of constraint and create a keyrframe for every frame of the animation where the hand moves.
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$\begingroup$ Thank you, this helped with my issue. One thing I noticed using this technique, is that the arms rig has way more keyframes compared to the weapon rig. For example, I only have 3 keyframes for the weapon rig animation, while with the arms animation I have to bake about 10 keyframes. $\endgroup$Darkhalo45– Darkhalo452025-11-20 16:15:33 +00:00Commented Nov 20 at 16:15