

This IK termination makes animating the character with IK more manageable.otherwise, it will be like trying to animate in a rag doll. This is because an IK chain stops when two or more bones are parented to another bone-in this case, the four limbs and head bones. The body shouldn't be affected by the IK from the arms and legs, and you'll be able to animate it independently. If you look at this Puss In Boots reel, you'll see this happening often.) Target Bones are keyframeable, btw, so you can have hands stick and unstick to the hips as much as you like. (Like, for example, sticking the hands to the hips, in which case you might parent the targets to the hip bone. Target Bones can be used for arms too but I normally don't do this unless I have a specific reason to. When using Target Bones, you probably want to enable Independent Rotation for the feet bones-this keeps the feet locked from rotation until you want to animate the rotation. Target Bones make the limb's IK follow a bone, which is useful for planting feet on the ground.

Legs can be animated the same way but I prefer to use Target Bones at the ankles. It becomes second nature once you get used to it. In animating an arm, I typically use Manipulate Bone in IK mode for the upper arm and forearm bone, and I use the tool with Alt for the hand and forearm as needed. In this case, hold down Alt and Manipulate Bone will rotate only that bone. Sometimes you don't want IK to kick in and you only want to animate a single bone in the chain. If you use Manipulate Bone on the root bone, the whole rig will be repositioned with it, and not rotate in place. For example, if you're using IK on the arms, you would move the hand or forearm and the rest of the arm will follow. Using it on the root of the chain (the parent at the very end of the rig, usually the hip bone,) moves the bone instead of rotating it. This tool can animate rotation throughout the chain using IK.

To do this, you need to be using the Manipulate Bone tool. IK, or Inverse Kinematics, is on by default in a bone chain, and it's what allows you to animate limbs like arms and legs but moving the ends of the IK chain. Animating a character like this should be fairly straightforward, especially considering the design. I just took another look and, yeah, this setup is a bit odd for what the animation is. Sorry, I wasn't feeling well last night so I really should take another look at your setup to be sure I was looking at it right.
