Hmm.. this is why the inverse foot control is lacking a bit..
you can add another group over the ikHandle which controls the toe, and put the pivot of that group at the ball of the foot. Then, add an attribute which controls the rotation of that group. This way, you can have your inverse-foot control that you like, and have another rotation available for the toe.
another issue I have with the inverse foot is the rotation being at the heel of the foot instead of the ankle.. this is just a personal preference, but I've found I got much better results when animating by having the rotation at the ankle. I hardly ever had a shot where it was really really necessary to have the control at the heel.. usually the characters are moving around so much, it's easy enough to make it LOOK like the heel is the contact, with the rotation actually being in the correct place (ankle). Just personal opinion, really..
jason schleifer
animator
weta digital