Has the IK System Been Updated?
For a while now, I've resigned myself to the fact that grabbing a hand or foot and trying to move it incurs 2-3 seconds of lag. Forget the buttery-smooth IK in Blender, I figured that's just how Daz rolls. Accordingly, I pretty much ignored IK Chains because I thought Daz already used them internally for the posing and pinning system, and that their main purpose was to expose a toplevel node that can be parented to another node. (You can sometimes spot hidden IK Chains on pinned limbs when saving out an asset.)
But, lo and behold, when I added an IK Chain to a character's hand just now, I found out the lag is almost gone. I can pose the limb in near-real time, even if I'm grabbing the hand itself rather than the IK Chain node.
Also, when I pin the pelvis and move a foot, or pin the chest and move a hand, the body actually stays put rather than following the limb all over the place.
(Oddly, it doesn't work the other way around. If you pin the pelvis and move a hand, the body will still fly across the screen. It only seems to work when you pin the bone the limb is connected to.)
What is going on here? Why does adding an IK Chain suddenly reduce the jank factor by 90%? Did it always do that? Have I been using it wrong, or is this new? Does having a predefined IK chain length make the calculations easier or something?
Somebody help, posing in Daz is suddenly fun and easy and it's making me wary.