This tool creates so called Inverse Kinematics object for the currently selected skeleton object. If any of the joints in the selected skeleton is inside the created I.K object, the I.K object is automatically bound to the joint. Because binding is based on inside/outside test rather than to selected joints, is easy to save animated I.K objects to a file and use them later to animate other skeletons.
Moving the I.K object will apply Inverse Kinematics to the attached joint.
Create several I.K objects and use motion capture system to define their translations.
Load in desired skeleton and match desired skeleton joints to desired I.K objects.
Multi select all I.K objects and click 'Bind'.
Bind desired body to the skeleton.
Create a skeleton and use move tool to animate its position (transform it in the object mode so that you have a rigid moving skeleton).
Set Anchor for the root joints of the both legs.
Use the tool to create I.K objects for the feet. Modify the positions and radiuses of the I.K objects so that they match the tail joints of the legs.
Multi select all the I.K objects and click 'Bind'.
Animate the I.K objects according to the movement of the skeleton to create a walking object.