Next
we will add a Custom Attribute to the Bipeds Hand, this will drive
the location of the ball. We are going to create a spinner for
the bipeds right hand. A value of Zero will mean that the ball
is at the location of the target. A value of 100 will have the
ball rest in the hand. 50 will put it smack in the middle.
Select the Bipeds right
Hand (Bip01 R Hand) and add a Attribute Holder modifier.

*If
you don't have it already in your StdPlugs\Stdscripts directory
(then you can see it as one of the Modifiers) you can simply run
the script (MAXScript/Run Script:
its located in Scripts\Plugin Scripts, its called Modifier- Attribute
Holder) I recommend copying the file to the StdPlugs\Stdscripts
directory, that way it will be there every time you start Max.
( You will need to restart max the first time its moved.)
Under
the Animation menu, (with the attribute
holder selected on the modifier stack) goto Add Custom
Attribute.

Change
the Name to Right Hold Ball, make
sure the Add Attribute to Type: is set to Objects
Current Modifier. This insures that the attribute will
be added to the Attribute Holder Modifier. Leave everything else
as it is and click Add. The modifier
stack for the Bipeds right hand should look like this:

We can spin the value for
the Right Hold Ball, but nothing happens. Sorry, its not that
easy. Now we will assign some Attributes to our hand which will
drive the balls position relative to the 2 targets. Do me a favor.
Pay attention.
Select
the Bipeds Right hand. Right click and goto Wire Parameters. Run
down the path of Modified Object/Attribute
Holder/Custom_Attributes/Right Hold Ball. You then move
the cursor and select your Right Ball Point
Object. This time, select : Transform/Position/Position
Constraint/Position Weight 0 as illustrated.


You
will be presented with the Parameter Wiring
Dialog. What we are doing here is setting up a connection between
the Right Hold Ball Spinner value on the bipeds hand with the
weights (influences) of the two targets.
Connect
the Attribute (Right Hold Ball) to
Position Weight 0 of the Right
Ball position constraint. Select one way connection and
click connect. Leave the dialog open.

We want the slider (Right
Hold Ball) to control the entire range the ball has, from hand
to target. To do so, we must create an association with the second
weight (weight 1) which is the Hand R Target. Select Position
Weight 1, create another one way connection.
What we want in this instance,
is to change the expression to 100 - right_hold_ball
. This insures that the relationship between the 2 constraints
is inversely proportionate, so that when one is at 0, (no influence)
then other is at 100 (total influence) and vica-versa.

Experiment with the slider,
you can see how the ball easily goes from hand to target. So far,
so good. Adjust the slider, move the bipeds hand, move the target.
All goes as smooth as warm butter. Don't pat yourself on the back
too hard just yet. You're not done.