how can i bind the movement of a grenade with a hand?

hi guys this is my first post here, and i’m new in unity.

i was looking for some way to bind the movement of a object (a grenade) with other one (the hand).
the hand and the character are the same object and the character makes a animation when he throw the grenade, so the grenade need to follow that animation

i hope you guys understand my english
thanks

Child the grenade to the hand. Drag grenade in hierarchy into hand in heirarchy.

The simplest way would be to have the grenade be part of your animation and at the end of the animation when it’s supposed to be thrown you just hide the that grenade and instantiate a new grenade from a prefab in the exact position of the grenade that you animated in his hand and give this grenade a velocity.

That way you can make the animation fit the grenade properly.

true …just instantiate a clone at the same position giving him velocity at particular angle or in reference to angle of some other object(in this case your hand).

Yes would be the easier, one little different way, but similar to this, you can just create a locator within your animation package that you include in your rig at export, so you can use it as ref to parent or constrain yoir grenade transform to it…or whatever other object if you use constraining and offset for the object that need to fit.

Using the animation’s speed to get the grenade working is not a very good idea and dare I speculate: not stable enough. I guess you would be able to switch off isKinematic at some point in the animation, not sure if it would work though and how.

I’ve done something similar by simply making the grenade a child of the hand (when grenade is pulled out of a pack for instance) and then using a pair of animation events at and near the release point to let it fly. The first event is basically the grenade is here just before release and the second event allows a delta comparison to formulate a trajectory path. Last position - release position kinda deal for direction and force of throw. I’m a terrible animator personally and my animations hardly ever work out to a proper throw amount so I usually fudge the trajectory path and/or animation till it looks right.