A way to pose and animate biped or quadruped characters. Instead of using single IK handles for each limb, FBIK allows you to translate and rotate parts of your character's body (such as limbs) and have the rest of the character's body follow those movements.
For example, if you animate the arm of a character reaching for a cup on a table, the torso will follow the movements of the arm.
See also FBIK effector, FBIK solver.