>>2928865>> difference between groove and centerThe location of the bone (pivot) when rotating either of these bones (you shouldn't actually do that with motions meant to be distributed or reused, at least in regard to X (front/back, a.k.a. pitch) and Z (side to side, a.k.a. roll) rotation, as their vertical location differs from model to model, so there can be a massive mismatch when someone uses a motion made with different proportions in mind). They can also be used to split vertical and horizontal movement or, primarily, to aid in adjusting a motion that exclusively uses the other bone. Matching their relative position to leg bones is crucial to properly adapting (=removing the sliding in) non-IK (leg FK) motions, e.g. Lan_Ruo's and other motion captures that weren't converted to IK.
>> heel/ankle/toe IK足IK親 (half-width IK) are semi-standard bones used to adjust leg IK position without interfering with the existing interpolated movement of the leg IK. They can be used as a rotation pivot, but I can't recommend it. 足IK (full-width IK) allow you to move and rotate the center/groove bones while the legs strive to stay in their positions, provided they're not parented to those bones, otherwise the legs will also move. つま先IK (full-width IK) orients the foot in a debatably easier manner than using the 足首 bone. Pretty sure you could've learned all of this by simply taking your time to manipulate them in the software and inspect the model's structure in PMXEditor.