Point constraints
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfJnIJs5PFur1nEqYsZbvNv0MVVcRiZkspyDqpOSXd1AxwBM8GzO5DdOE78xdXddO6c5Rrx4p7vA6_DgI6J0pbJFEHOod6RXFq918CtmYnoBL7XoRCuvq98U3PL1DfbOgeOZY_v1nfsz8/s320/Point+Constrain.gif)
Aim Constraints
I think these types of constraints are the ones I will be using most in my animation if I decide to use them. These allow and object to track another objects movement and 'look' at that object. I set up a quick system where one sphere is following a motion path and the cylinder is tracking that sphere.
One way I will most likely use this is for camera tracking on moving objects, a couple of my scenes in my animation require the camera to track a ships movement, this is a perfect way to do just that.
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