The idea is that one can define independent, reusable motion libraries and associate them with different type of skeletons.
To use this object:
Select a skeleton and create I.K object over a joint. The created object is automatically bound to the joint inside it. Note that binding is based on inside/outside test rather than selected joints.
You may also create and animate a set of I.K objects first, then match any skeleton to them and click 'Bind Siblings' tool to set binding with a single click.
For easy matching, radius can be controlled in edit mode via special purpose 'radius handle'.
The tool is construction stack based so it can be combines with other type of animation effects. For example, use keyframing to fine tune the motions generated by I.K objects. Add noise to make the character to move and shake, etc.
Inverse Kinematics object defines the following attributes:
Position: Specifies the center point of the Inverse Kinematics object.
Radius: Radius of the object. This can be changed in the property window or by editing a special purpose radius handle in edit mode.
Snap To: If set, the joint is placed exactly on the center of the object. If not set, the initial displacement is maintained.