The solution I ended up going with was to make use of the experimental physical animation component.
With the physical animation in combination with physics constraints on the hands I got the behaviour along the lines of what I wanted.
Currently we’re working on some animations and the physical property configuration.
What is great about this system is that the object still retains full physics (internal and external).
- Maintains physics correctly
- Effects player with degree of realism
- Freedom of motion (pull and push in any direction)
I would show my work but the forum prevents me from uploading gifs (either too big or a database error -_- ).