IGameIKChain provides direct access to an inverse kinematics (IK) chain. This means the character could be exported based on its IK setup. Each IK chain consists of a set of linked nodes. These nodes are then under the control of the end effector running in either IK or forward kinematic (FK) mode. This mode is determined by an On/Off controller which can be accessed through IGameIKChain interface.
When the IK is enabled, the IGameControl retrieved from the IGameNode is the controller for the end effector. When IK is disabled, the forward kinematics can be calculated by the IGameController's from the nodes of the IK chain. Along with the IK-enabled controller, direct access to the swivel angle data is provided as an IGameProperty.