I've seen in older Blender character rigs (such as Big Buck Bunny), character armatures had some floating slide toggles that affected whether a rig appendage was Forward-Kinematic or Inverse Kinematic (FK/IK), but newer rigs (such as Sintel) don't.
What is the current "best practice" way of creating an FK/IK toggle (is it part of the core application?), and what version of Blender did that become available?



right_foot = Foot.Base.IK.Rtoright_foot = IKwhere IK is my IK bone then modified this part as welllayout.prop(pose_bones["Foot.Base.IK.R"]to belayout.prop(pose_bones["IK"]but still the panel is empty. I already watched this tutorial before but I want it to be done with scripting instead of manual process as I have 100's of rigs which I want to apply this to. Any advice please? and Do you reckon I post a new question? – Tak Dec 07 '16 at 00:51