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I'm in the process of creating a walking animation. I would like to raise the hands of the characters, keeping their existing movement.

Manipulating the torso works, but on the hands it is more complicated because any changes I make in Graph Editor are relative to the starting position of T. So when I try to put my hands only upwards, they move diagonally, backwards also, as my character moves forward leaving the original position behind.

What can I do?

enter image description here

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  • $\begingroup$ Using delta transforms may be the most straightforward way to deal with this issue. Read the answer to this question and see if it addresses your concern. blender.stackexchange.com/questions/132826/… $\endgroup$
    – R-800
    Aug 30 at 16:28
  • $\begingroup$ When I change delta transform it moves whole character $\endgroup$ Aug 30 at 17:18
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You can add a new bone in edit mode, add to the hand IK controller a Child of constraint pointing at the new bone, then use the new bone in pose mode to raise the hand.

When satisfied in pose mode you can select the hand IK bone, go to Pose menu > animation > Bake action, ticking all of its preferences, and bake the animation to make it permanent.

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Solution is to use rotation (FK) not grabbing (IK) to manipulating hands, how to do that - Rotating arms in Rigify As well in Graph Editor not change Location, change Quaternion Rotation

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