Some models and animated motions don't fit neatly into a Child->Parent or Parent->Child precedence. In such situations you can manually assign precedence values to any object in the IK chain on a joint-by-joint basis.
For example:
High precedence values are calculated before low precedence values. Precedence values that are equal are calculated in Child->Parent order.
The precedence calculations only consider the relative IK values. This means that an IK chain of three objects with precedence values of 0, 30, and 200 would have the same solution if the precedence were changed to 1, 2, and 3.
The figures show precedence values that were assigned manually: the chain for the structure uses the body as the root object and the duck as the end effector.
The figures show precedence values that were assigned manually: the chain for the structure uses the body as the root object and the duck as the end effector.