This example describes blending the FK animation of a swinging arm with the IK animation of a waving arm.
This produces a rudimentary FK animation.
You can think of these as bounding keys, because they ensure that any keys you set in the blend range between them will not change the animation outside of that range.
In the area between the pure FK and IK animation—the blend region, the IK Solver interpolates the animation from 0.000 to 1.000.
The animation is pure IK once the Ik Blend value is 1.000.
The resulting animation resembles a swinging arm (FK) that rises into a wave (IK) and then descends back into a swinging motion (return to FK).