Hi Stefan, I prefer to set the initial weights for "start" (move from) and "end" (move to) to zero and "mid" (move or hold) to one (the object is carried all the time). Now animate the hand/character and set the weight for all "states" after having the grab and ungrab moment you like. Then it's easy to copy the position and rotation data to "start" and "end" to have an exact matching (or simply drop the "start" and "end" first in the "mid" object, play the anim to grab, drop out "start", play to ungrab and drop out "end", then set the weights). I complex anims it should be useful to have chors based on other chors (all fingers to on grab-weight, "move to weight" based on grab or something like this) for easier changes after having a first setup, but for "normal" anims the "grab-with-carriage-instead-of-LatticeMapping-objs+anim.r3d" or the other file should be o.k. in my opinion. Little hint: I set the chor curve interpolation type first to "Poly Line" to have an easier animation flow, then after having all keyframes I set it to "Bezier" to smooth out the movement with the handles, which is working fine in my opinion.
Hope that's helpy, Matthias
