The typical way the foot, and reverse foot lock, works is by having a series of single chain IK handles down the foot, then parenting those to a separate set of joints that flows in the opposite direction of the original chain. This allows the character to rotate the heel, toe, and ball of his foot, while keeping the toes locked down onto the floor (or wherever the controller is). Ultimately what you have is an IK leg, with various pivot points about the foot for different poses and points where the weight is going.
So how about this; a reverse hand lock? It's essentially the same idea, but you can put pressure on the fingers, lifting the palm of the hand up, which would prevent any fingers sliding about as, say, a character vaulting over an object where the weight is shifted over different areas of the hand, then lifted off as the feet come back into contact with the ground.
In theory, you'd have the same chain of shoulder>elbow>forearm roll>wrist>hand>fingers>fingertips, and then a reverse chain following through the hand to meet the same attributes in the foot.
However, I'm clueless to why this doesn't work in practice. The extra finger joints most likely cause significant problems as they somehow need to be anchored.
So that's my thought for the week... is a hand lock worth investigating? And how would it best be accomplished?
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