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Another very common and extremely useful type of constraint is a Link constraint. This will allow you to link an object to more than one parent. The most common application of this is to transfer a linkage over time. Here's an example with a robot arm. I want the robot arm to reach down and pick up that cylinder and then bring it over here and drop it, and a Link constraint is perfect for this. You'll notice that I've completed the animation first.
That's not an absolute requirement, but it's going to make things easier. So I do recommend that you complete your animation first, before you bother trying to make the Link constraint. So back at frame 0, what I want do is assign a Link constraint to this cylinder, and at first it's going to be constrained to the room and then when the robot is supposed to pick it up, then we will constrain it to the wrist of the robot arm. I can assign controllers and assign constraints in multiple ways. The easiest way to do this now is through the Animation menu.
I've got the Cylinder selected and I'll go up the Animation > Constraints > Link Constraint. And now 3ds Max is expecting me to click on something, and I want to link it to the room first, I'll click on the room. You'll see that 3ds Max is also automatically opened up the Motion panel, and you can see here I got the all bunch of parameters available. Specifically, I've got a rollout that's labeled Link Params, and in this little window here is a list of all of the Link Targets.
Currently there's just one. This is telling me that at frame 0 the cylinder is linked to the room.
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