Here
is the basic biped setup. Add a sphere which will be your basketball.
We are going to associate the ball with the hand bone to insure
that the ball will always bounce back to the palm.

Create
a point helper, and align it to the
handbone. This represents the target, the position where the hand
holds the object. Name it HandR Target.
You may want to move the point helper so that it does not sink
through the mesh, since the bone is usually within the mesh. I
recommend doing this step after you have your character skinned
to the biped. This way you can see the exact position of the palm,
so the object does not sink through the mesh to the bone. Extremely
painful. Once you have the position relationship between the HandR
Target and the hand bone, Link the HandR Target to the
hand bone.
Create
another helper, HandR Ground Target.
This will represent where the ball will land, weather it be on
the ground, a wall, a ceiling, someones face etc. Make it the
same size as the other helper (which is the same size as the ball)
so you can see the volume of the ball.
Finally,
lets create a point helper that will represent the ball, call
this the Right Ball. Align
the basketball to this point helper, then link the ball to it.

Next,
lets constrain the Right Ball point
object to the targets. First, constrain
it to the Hand R Taget. (Toolbar:
Animation/Constraints/Postition Constriant) You will see
the Right Ball snap to the hand target.
Then,
position constrain the Right ball
to the Hand R Ground Target. Notice
that the Right Ball sits perfectly between the two helper objects.
Move the hand bone, or the ground target and view the result on
the Ball. Berrrry Intelllesting.....

Note:
It is good to remember/write down which order the object is constrained.
There are Weights associated with each constraint, and they are
numbered (weight 0, weight 1 etc.) and are numbered according
to the order they are selected. More on this later.