Pharan, if anything it smells like how SoftImage does it. 🙂
I agree, more powerful controls like you mention can make a complex rig a lot easier to work with.
BinaryCats :will the pose tool still use ik calculations?
will we be able to have more than 2 bones per ik with this new system?
The pose tool currently freaks out a little when using extreme scale in only one direction, but in general it works pretty well. It is a bit different than the correct IK solution, but suitable for posing. By this I mean that the pose tool will point the bones at a target out of range, whereas the correct IK solution may not. Consider that nonuniform scale makes a bone's length change depending on its rotation. If pointing the bone at the target made the bone shorter, the correct solution would be to have the bone bent so the tip is closest to the target. This is how the new IK constraints work and is required for the skeleton to behave as you expect, especially when transitioning to and from nonuniform scale.
I expect not a lot of people will scale their skeleton in only one direction and then do a lot of manipulation with the tools. This actually breaks many tools, such as SoftImage, Lightwave, and I believe even Maya. They tools will behave strangely, or worse IK will choose the wrong solution. The tools breaking aren't such a big deal, but in the runtime the IK and transforms have to be rock solid. Our transforms are good and we've got an IK solution that works for all situations, with the limitations mentioned.
One thing I'm considering is when to impose the limitations for IK. If you aren't doing nonuniform scale, then intermediary bones are fine (I agree they aren't a crucial feature) and translating the IK child bone on Y is fine. I'm ok not supporting intermediary bones. The IK child Y could be handled a few ways.
1) There could be some sort of setting which enables it, but I (ironically) dislike esoteric settings because going down that road leads to dozens of settings which almost no one understands and ease of use is out the window.
2) We could just allow it and people would have to learn that nonuniform scale breaks IK unless the IK child bone Y is zero. Maybe they aren't doing nonuniform scale and would prefer not to be limited. Maybe the breakage isn't a big deal for some situations, such as some minor squash and stretch on the whole skeleton. I think I'm partial to this solution. It means existing projects will probably not break, since people didn't generally use scale across multiple bones, since it wasn't all that useful.
3) We could set the IK child bone Y to zero when the IK constraint is created and never allow it to be changed. This ensures IK never breaks, but breaks existing projects more and doesn't allow an option to translate the child Y when using uniform scale.
No, IK will still be limited to 1 or 2 bones. A 3 bone solution would be quite complicated.
Pizza is in the works!