Make animation for picking up an object

Hi everybody,
I’m setting up a scene with a character which is able to pick up an release objects. I’ve thought about IK and they work fine on a cube.
The problem is that fingers do not wrap onto the mesh, but they stay in their original position, only the Right Hand is moving (and I want the fingers of the right hand to wrap onto the object).
I thought about a mecanim animation, but what if I want to pick up different objects? Such as a glass, a bottle, maybe a small comb… I cannot create as many animations as the number of objects I can pick up, right? There is a general method to do so?

Thanks a lot!

Lusvardi Gianmarco.

For comparison the body motions in The Last of Us were the same but there were multiple variations so he didn’t perform the same animation every time he picked something up. For different objects (bottles, bricks, pipes etc) the player character held each object differently when the object was picked up.

I guess it depends how elaborate/life like you want your character to be.

One thing you could do is to make some items’ models share the same width, if they’re of a similar shape; like glasses and bottles etc, and then crates, first aid kits and briefcases etc (I don’t know what you’ll be picking up). They don’t have to be the same height either- for example the crate could be a cube, but the first aid kit could be a cuboid, and the animation just has him/her hold them at the edges or corners. More likely though would be to have a standard handle size for the character to hold for anything like suitcases/briefcases etc

Dunno, just seems simpler to me to group the similar items for similar animations :slight_smile:
Good luck with your project

You can do something similar to Final IK’s Interaction System (or just use Final IK). Each object has a mapping of how the fingers attach to it. The IK solver moves the fingers into position to match this mapping. It’s perfectly accurate and individualized for each object while being much more memory efficient than keyframed animations.

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