Inverse Lock Bone

by Soyoyo in Addons


What if I want to lock both feet?
Only with this addon, you can only lock one foot. If you want to lock both feet at the same time, you also need Rigify, or Auto-Rig Pro, or something like that. The workflow of locking both feet is in last one of the tips. A brief description here is: use this addon to lock one FK foot and recalculate the location of the hips bone, then bake FK to IK, and then use the IK controllers to lock the foot/feet finally.

What's the best practical workflow to lock the foot of mocap using this addon.

I don't know the best practical workflow. But in my current experiment, my workflow is: First, retarget the motion to an armature that has IK and FK controllers and functions of baking IK/FK. For example, Rigify rig, Auto-Rig Pro rig; Second, use this addon to lock the FK foot and recalculate the location of the Hips (torso/c_root_master.x) bone, in this step, we don't care about any sinking to the floor or not touching the floor or how to lock both feet. The main purpose of this step is to recalculate the location of the hips bone; Third, bake the FK motion to IK motion, and then use the IK controllers and/or other constraints to lock the foot. In a word, use this addon to lock the FK foot and recalculate the location of the hips bone, then bake FK to IK, and then use IK and/or other constraints to lock the feet finally.

Why is my rig messed up when I try to lock foot_ik.L/R or toe_ik.L/R in Rigify?

Check if your master/root bone setting is correct. In the Rigify rig, use the torso bone as the root bone, which is not a problem in FK mode, but it is a problem in IK mode. Use the root bone (the big circle) as the master/root bone if you need to control the ik bone.

In terms of locking foot, what's the difference between Inverse Lock Bone and IK constraints?

The most difference is: The Inverse Lock Bone mainly recalculate the location of the master/root bone to let the foot locked, and the character's pose animation didn't change in most case; The IK constraints mainly recalculate the rotation of the thigh and the shin to let the foot locked, the character's pose animation changed a lot in most case. They are used in different situations.

What data will be recalculated after I press the Recalculate Button.

It depends on the Lock Type. Head, Center, Tail, these three Lock Types will only recalculate the location of the master/root bone. If the Lock Type is Entire, it will also recalculate the rotation of the Lock Bone. Note that All of the Lock Types will recalculate the location of the master/root bone. 

I can't find the menu.

You have to ensure that the addon has been installed and enabled. And the addon menu only appears when the Object Interaction Mode is in Pose Mode.

Sales 50+
Customer Ratings 1
Average Rating
Dev Fund Contributor
Published almost 2 years ago
Blender Version 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0
Extension Type Add-on
License GPL
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