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Inverse Lock Bone

by Soyoyo·Workflow

Illustrative cover generated by AnyPlugins — no product screenshot available.

Why we like it

Inverse Lock Bone earns its place in the superhive library as a targeted fix for foot-sliding in mocap: it locks a chosen bone and recalculates the master/root bone's location so the root moves as expected. The developer notes it works best alongside an IK rig for smoother foot switching.

What is Inverse Lock Bone?

Inverse Lock Bone is a Blender addon that locks a bone by recalculating the location of the master/root bone, aimed at mocap work that needs a foot held in place. It runs in pose mode from the bone properties. When a character keeps one foot on the ground throughout a shot, you switch the locked bone and make adjustments where the supporting foot changes, and the addon completes the character's movement across the animation.

Four lock types are available: the Head, Tail, Center, and Entire bone. The first three recalculate only the master/root bone's location, while Entire also recalculates the locked bone's rotation. Each recalculated frame writes a keyframe on the master/root bone's location, and you can decimate those keyframes in the Graph Editor.

Locking works on one foot at a time; to lock both feet you also need a rig with IK, such as Rigify or Auto-Rig Pro. The workflow uses Init Start Params, Get End Frame, and Start Recalculate buttons, and documentation is included.

Who is Inverse Lock Bone best for?

Inverse Lock Bone is best for cleaning up mocap animation where a foot needs to stay locked while the master/root bone's location is recalculated, particularly when the character keeps one foot on the ground.

How much does Inverse Lock Bone cost?

Inverse Lock Bone is completely free to download and use.

Key features

  • Four lock types for the locked bone: Head, Tail, Center, and Entire
  • Head, Tail, and Center recalculate the master/root bone's location; Entire also recalculates the locked bone's rotation
  • Recalculated master/root bone location is written as a keyframe on each frame, which can be decimated in the Graph Editor
  • Runs in pose mode from the bone properties
  • Workflow driven by the Init Start Params, Get End Frame, and Start Recalculate buttons
  • Documentation included
  • Follows the Blender Extension style with an included blender_manifest.toml file

Tags

#Blender#addon#mocap#animation cleanup#foot locking#root motion#rigging#pose mode

Frequently asked questions

Does Inverse Lock Bone work with Blender 4.2?

Inverse Lock Bone has been adjusted along with the release of Blender 4.2 and follows the Blender Extension style, including a blender_manifest.toml file. The addon operates in pose mode through the bone properties. The changelog also notes a refactored folder structure and a fix for a bug that affected locking the entire bone. For the exact Blender versions it targets, check the developer's page, since that information stays current with any newer releases.

Can Inverse Lock Bone lock both feet at once?

Inverse Lock Bone locks a single bone at a time, so if you want both feet locked you also need a rig with an IK feature, such as Rigify or Auto-Rig Pro, after locking one foot with the addon. In practice the developer suggests retargeting the motion to an armature that already has IK controllers first, then doing the clean-up, which makes switching the character's locked foot smoother and avoids more tedious manual adjustment.

Where are Inverse Lock Bone's controls in Blender?

Inverse Lock Bone appears in pose mode within the bone properties. The typical flow uses the master bone setting, then the Init Start Params button to fill in the start parameters, the Get End Frame button to mark where locking ends, and the Start Recalculate button to recompute the master/root bone location. You can choose among the Head, Tail, Center, or Entire lock types, and recalculated frames are written as keyframes that you can decimate in the Graph Editor if you want.

Is Inverse Lock Bone free?

Inverse Lock Bone is listed as free in this catalog. For the current licensing terms and any conditions attached to using or distributing the addon, check the developer's page, since those details can change over time. The addon also includes documentation, and it follows the Blender Extension style with an included blender_manifest.toml file. It works in pose mode from the bone properties and locks a bone by recalculating the master/root bone's location.

Alternatives to Inverse Lock Bone

Also in Workflow for Blender.

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