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Tutorial: How to Animate Characters Hugging

by | Jan 26, 2026

In this tutorial, Animation Mentor alum Loris Vodeb demonstrates how to animate hugs that feel authentic and grounded by using a constraint based locator setup to manage contact between two characters. He focuses on driver and driven dynamics so both characters stay connected while maintaining control over individual limbs and movement.​

Meet Loris Vodeb

Loris Vodeb an alum of Animation Mentor’s 3D Character Animation program where he continues to give back by tutoring current students. He works as a 3D Animator at Outfit7, where he led animation on the studio’s latest mobile game release, My Talking Tom Friends 2.

Understanding Driver and Driven Dynamics

Loris begins by framing the challenge of animating a hug between two characters who have not seen each other in a long time and are clinging to each other. The core problem is that one character is standing and driving the interaction while the other is being lifted and held, so all the lifted character’s movement is dependent on the standing character’s position and actions.​

He explains that without proper constraint setup, the lifted character will either float disconnected from the driver or become locked rigidly in place with no room for subtle adjustment. The goal is to strike a balance where the two characters stay connected at contact points while still allowing natural, expressive movement in the limbs and upper body.​

Creating a Locator and Constraint Setup

Loris demonstrates his solution by creating a simple locator at the point of contact, for example where the lifted character’s chest touches the driver’s torso. He then duplicates this locator and creates a parent-child relationship so the child stays parented to the driver’s movement while the parent tracks the original position.​

He constrains the driver’s chest control to the parent locator using a parent constraint with maintain offset enabled. This means that when the driver moves, the parent locator follows, but the child locator remembers the original relative distance. He then constrains the lifted character’s center of gravity to the child locator, creating a chain where the lifted character moves with the driver but can still have independent offsets.​

Setting Constraint Influence Over Time

Rather than having the constraint active throughout the entire shot, Loris uses the constraint’s influence attribute to turn it on and off at key moments. Before the lifted character jumps onto the driver, the constraint influence is set to zero so both characters move freely. At the moment of contact, he keys the influence to one so the characters become locked together. When they separate, he keys it back to zero so the lifted character can move independently again.​

This approach gives animators precise control over when contact starts and stops, avoiding unnatural pops or sudden transitions in how movement is transmitted between the characters.​

Applying the Setup to Multiple Contact Points

Loris repeats the same locator and constraint process for each major contact point between the characters, such as where each hand grips the other character’s body. For each new contact, he creates separate parent and child locators, names them clearly for organization, and keys their influence based on when that specific contact happens and breaks.​

By creating these multiple contact points, neither character’s limbs can slip out of position or lose contact in an unconvincing way. Instead, each hand, the torso, and other key areas have their own independent constraint timeline so they can engage and disengage at the right moments.​

Adding Offsets and Secondary Movement

Once the core constraints are in place, Loris shows how to add subtle offsets to individual limbs so the hug does not look completely rigid. For example, he animates the lifted character’s hips to have small adjustments and bounciness as she settles into the driver’s arms, rather than snapping instantly to a locked position.​

He also adjusts elbows, shoulders, and hand positions to ensure the pose reads clearly and the arms wrap around naturally. By working on each body part one at a time, he maintains the overall locked feel of the contact while adding life and responsiveness to the movement.​

Managing Transitions and Preventing Pops

Throughout the refinement process, Loris addresses transitions between poses and constraint states. He watches for pops or jumps that happen when a character is released from a constraint and adjusts the preceding pose to better match the freed position, creating a smoother visual transition.​

He also uses the locators themselves as visual guides to match hand positions and ensure both characters are truly gripping each other at the same point, rather than slightly offset or passing through each other’s bodies.​

Building the Performance Through Layered Detail

Even though the focus is on the technical constraint setup, Loris emphasizes that acting choices matter. The hug needs to read as genuine, with weight transfer, natural breathing, and small adjustments that show the lifted character is being held and supported. He works incrementally, checking from multiple camera angles and refining each section before moving on.​

By the end of the tutorial, the hug reads as a believable, tender moment between two characters, with both the technical connections secure and the emotional performance clear. Loris notes that there is still room for polish on areas like elbows and shoulders, but the core constraint system is working well and providing control over the interaction.​

Why This Approach Works for Interactions

Loris concludes by summarizing why this constraint setup is so valuable for character interactions. Unlike a traditional parenting or constraint that locks everything, this locator based approach gives animators fine control over when each point of contact engages, how much influence each constraint has, and how much independent movement they want to layer in. This flexibility makes it possible to animate complex two character interactions without sacrificing either realism or creative control.​

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