Better Posing With a Transformation Inheritance Key
Quite often when animating we're facing the situation where we need to rotate a bone, but leave the children of it as it is.
Let's say we're changing rotation of the torso, but we're satisfied with the rotation of the chest. In order to get the rotation that we want now we'd have to rotate the torso to it's new position first and then counter-rotate the chest so it remains in the same position as it was before. So to make one rotation we have to make manipulations on two bones.
My proposal is to have a key similar to shift that will temporarily turn off the transformation inheritance for all dependent bones or move them in the opposite direction while posing. Let's say "V" as it is currently not used in posing and it is close to the other modifier keys.
Also sometimes it could spare the need to change parenting of a bone mid-animation.
The only caveat that I'm seeing at the moment with such function is rigs mechanisms breaking. That probably could be worked around by checking if the bones transform channels are locked or not. It will also allow riggers to decide what exact transformations they want to be affected by this feature. If the bone cannot be adjusted to a new transformation of it's parent, it sends the request for adjustment further down the hierarchy until it finds the bone that can be counter-moved
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In other words: same as the existing Affect Only Parents from object mode, but working in Pose mode on both parent relationships and constraints.
Might be hard to actually make it work though.