Yeah, like, that's what's supposed to be the great thing about 3D. It's animation for the tweakers! :D I like it when I can poke at it for hours with no consequences.
But it's a moot point anyway. Just have to wait a few more years, and then our computers will be spitting out polygons and math like machine guns and we'll be like "ysosrs" and it'll be like OMG GRAPHICS!
Kajenx
Getting hard, eh?
That looked really cool until he said baking...then I got sad.
Tanadrine-Studios (Updated )
That's the one weakness of "part-time" IK... though it is negligible from my vantage point; being able to modify (and even add to) the rig however I like at any point in animation with zero consequences or lost work is an advantage I couldn't pass up.
I don't see the drawbacks of having to bake stuff really, it isn't like it is hard to remove and the end-viewer never sees the keyframes anyways.
This tutorial also doesn't cover targeting, which is basically the same as "Fix" only you can base a character's movement on another object's items (null, bone, or otherwise). With normal IK setups, you'd have to have specific rigs for every different set of functions you need your character to do; unchangeable, tedious, and *very* resource intensive.
I do still use normal IK setups for the legs of my characters though, as in the majority of bipedal animations that I do, the character's feet are interacting with the ground to some capacity. IKBooster is best used for situations where IK doesn't always need to be active (the arms of a character, usually).