Parent to World / remove parent
It's a bit silly that if you need to lock a bone to the world you need a specifically built rig to be able to do that. I think that a bone constraint which would basically just temporarily remove the bones parent would do the job. Something like the Child-of constraint but in reverse I guess...
3 Comments
Why not just use the Child-Of constraint and animate its influence?
* @Jason van Gumster * Lets say that I have a character with an IK hand. For what ever reason I want the hand to stay locked in place even if I move the characters root bone. I could only do that if the characters hand was rigged up in a way where it doesn't actually have a parent but does have the Child-of constraint. The character rig would become very "ugly" If I had to do that kind of a setup for the whole body (arms, legs, and maybe even the spine and all of the fingers). The way that the Child-of constraint works at the moment is that it only adds a parent on top and doesn't ignore the previous one. Atleast it's like that for me maybe I'm using a buggy version.
* @Anže * I'd have to see an actual rig, because his seems like a non-problem. IK controllers aren't part of the parent hierarchy for the chain they're controlling. If you gave the IK controller a child-of constraint targeting the root bone, you could animate the influence so you decide whether the IK controller moves with the root bone or not. If you need to decide that across multiple IK controllers, you could use a driver on all those influence properties.