How to animate smooth and fluid rotations of objects with bones and targeting?
(by Jean-Sebastien Perron)
Watch the video
On the video
-The object on the right was animated with only the normal rotation channels
-The changes in rotation at keyframe points is choppy
-The object on the left is attached to a bone that track an animated sphere
-Now we have a smooth transition between change of directions
When do you need this technique?
-You need to animate a rotation on more than one axis and you don't want a complete stop at each keyframes
-Use it also for camera animation
The concept
-Since we don't have enough control on rotation
-We use the translation to control a rotation
Setup
-Create 2 bones starting at the centor of rotation of the object
-Create a sphere that will be used as a target for the bone

-Select the second bone
-In the "Links" section "Add Object" the object we want to rotate
-Set the inverse kinematic
-"Select IK Root" to the first bone
-"Select Target Object" to the sphere
-Check the "Bone is IK Chain End"

-Now set the bone to the "Green Running Man" this will activate the settings
-Animate the sphere and edit the motion path
-Be careful not to put the spheretarget too close to the bone
-Don't forget to set the spheretarget to invisible in the rendering by setting it to "Selection/Make Construction"
Animate a moving object
-If you need to move the object during the animation
-Put the object, the bones and targetsphere inside a group and move that group instead