Hi! I'd like to know what is the best way to adjust hands position and rotation based on what they are grabbing. I have 2 sprites representing the left hand and the right hand.
Important notes: animations of the grabbed objects will be manually controlled by the user according to the mouse position; also the animation can be interruped in any time, and must "freeze" untill resumed. I achieve this by setting time scale equal to zero. So far, so good. The problem is to manage multiple animations in multiple EntryTracks.
I have tried keying hand bone within object animation, but it's not the right way, since hand will stay there, visible, unless an animation occours and override it's bone transform. Once this animation ends, the hand will return to the previous animation state.
I'm wondering if there is a smart way to use transform constrains at runtime maybe. Suggestions?