Why not use Max's built in IK/FK siwtching?

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  01 January 2013
Why not use Max's built in IK/FK siwtching?

I've been trying out different methods of IK/FK switching, following various tutorials all involving a 3 skeleton set up (Deformer, Ik, & FK bones). Most of these tuts are several years old.

But I noticed that 3DS Max 2013 appears to have built in solutions to IK/FK switching of HI and Limb IK solvers. just look on the IK slover roll out on the motion panel and I buttons and check boxes for enabling, IK/FK snapping, and such. Yet I can't find any mention of people building a rig around this.

Is this something riggers avoid for some reason?
  01 January 2013
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