No you can't,
If you have a point constraint on an object, make sure you aren't keying
that objects translation channels. It breaks the constraint otherwise.
Same for Orient and Scale.

Adam

On Mon, Sep 19, 2016 at 6:18 AM, Mirko Jankovic <mirkoj.anima...@gmail.com>
wrote:

> That is what I tried BUT as soon as I animate blend to 0 arm goes back to
> the point where it was constrained and not at the position where it is now
> when I want it to stay. And also just adding keyframe on arm and then
> removing weight is not working as well.
> That is all source of the problem at first place. That weight isn't
> working in maya as it is working in SI.  As you know you just splash
> keyframe  with weight 1, move a frame splash keyframe and set weight 0 and
> arm would stay at that position with no more constrain active.
> But it seems that in maya you can't have both constrain AND keyframes on
> same object??
> ᐧ
>
> On Mon, Sep 19, 2016 at 2:11 PM, philipp seis <dpi...@gmail.com> wrote:
>
>> the SI "weight" of the constraint, i.e. parent constraint shows up under
>> the contraining object as "blendparent" in your channel box.
>> You can animate that to grab stuff. Good luck :)
>>
>> 2016-09-19 9:41 GMT+02:00 Mirko Jankovic <mirkoj.anima...@gmail.com>:
>>
>>> Ok I'm dropping my towel...
>>> Can anyone shed me some light on how to do this in maya:
>>>
>>> Hand IK constrained to object1
>>> Then goes into FK keyframed animation
>>> Then gets again IK constrained to object2
>>>
>>> Character is referenced ofc.
>>>
>>> With Softimage that is breeze and honestly I think I will just re-reg
>>> this whole thing and finish in SI instead but just for the fun of it.
>>> How do you do this in maya???
>>> I can't even wrap my mind around how I got stuck in this crap.
>>> It;s bin a while since I animated anything with switching constrains in
>>> maya but it can't be this messy?
>>>
>>> Thanks
>>> ᐧ
>>>
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>
>
>
> --
> Mirko Jankovic
> *http://www.cgfolio.com/mirko-jankovic
> <http://www.cgfolio.com/mirko-jankovic>*
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