I made a simple leg with a foot. (see image below).
There are 4 bones in the leg & foot.
The blue block is where the parent bone is located.
The yellow block bone is locked.
In the 0 frame I can move all bones freely. The yellow bone stays locked if I move the blue, black or green bones.
Once I go into the timeline the yellow bone is locked AND so is the blue bone.
This is the problem. I have tried this with other setups, the bone next to the locked bone always locks, too.
The Black and green block bones can be manipulated move normally.
Well, if you lock the yellow-bone – of-course you can’t move the blue-bone
You should only be able to move it with the tip of the black-bone.
Try your own leg and you’ll find that very normal.
If you move your root-bone with the Translate-Bone-Tool carefully
one can bend the blue-bone nicely downwards - like in real-life.
Well, I presume you misunderstood my reply.
That was exactly what I said"
"If you move your root-bone with the Translate-Bone-Tool carefully
one can bend the blue-bone nicely downwards - like in real-life."
I just did a little "legtest" here: "hip/upper-leg/lower-leg/foot."
locked the foot and moved the hip-bone.
Everything works nicely "like in real life".
You said you have the parent bone in the blue box, I assume that this is connected directly to the yellow foot bone?
Then it works as it should, since the child of the root bone is locked it has no space to move and appears locked.
try to set it up like root>child>foot, now you can't move the child bone directly but if you move the root bone the child will follow while the foot stays locked.
Why do you want the root bone in the middle of the leg?, it works better if you have it next to the hip, in your green box.
rylleman - yes, you are right it works better if the parent bone is at one end of the chain, but I am testing the various new features of Moho 5.3. This new bone locking feature seems to work different than the old method.
I don´t remember the bone next to the locked bone locking up, too.
But again my question, why can I move the bones in frame 0, but not in any other frames? Frame 0 is for testing things out - if it works in frame 0 it should work in the other frames, right?
Reply - to Nolan Scott - thanks for creating the file - your file works fine, but what you created is not what I was describing above.
My picture above shows four blocks (they just happen to create a leg shape - it could be anything); the blue block contains the parent bone, the other colored blocks contain the child bones (one in each). The yellow block bone is locked. No other bone in the chain is locked.
(Your file depicts as rylleman noted - putting the parent bone at one end and the locked bone at the other end of the IK chain. I put the parent bone next to a locked bone. I was just playing around testing various methods using the new 5.3 version)
In the 0 frame I can move the blue parent bone block freely and all the other blocks move with it. In a frame other than 0 the blue block is totally frozen will not move, neither will the yellow block. However the two blocks above the blue block can move freely.
It is a puzzle to me why I can move the blue parent bone block in frame 0, but not in any other frame - it is as locked as the yellow bone.
I wonder what would happen if one has multiple bones locked in a figure - guess I have to try it out.
What you're talking about here is stuff that hasn't changed for version 5.3. Frame 0 is different because frame 0 is a special "setup" frame. You can only add new bones at frame 0. And once you add new bones, you often want to reposition them. Bone locking is not in effect at frame zero because you need to be free to move things around to set up your character. This is also why frame 0 is not included by default in exported animations - things often don't look "ready" at frame zero. Frame zero is kind of the "backstage" view of the animation that is about to start at frame 1.