I have a character with a sword, sword is inside the same armature of character, and i want to be able to add keys to everything.
An example would be:
The character moves to the sword is at the ground, so the sword is static and character moves, now the sword does not need keys.
When character gets the sword, I would like to bind the sword to the hand, ok I can do it with the "Child of" bone constraint and everything seems fine.
I do more animation keying and everything seems good except if I go the animation begining the sword is not at the ground even if I added keys to be there, because of the "Child of" constraint.
So then I think: ok, now if I delete the chain of constraint, it would fix the begining of animation because I added sword keys when it was on his hand.
Delete the constraint but it seems the keys when character had the sword on his hand have not been recorded properly, now the sword stays static.
Is there any way to record a key with the help of a child of constraint and then delete it but keeping the positions of that constraint did?
I cant bake the constraint because is inside the same character's armature.
And I need to be keys, not modifiers or NLA strips, I want to export the animation to Unity.