johnar: Does this mean... when you click on the little '+' box ..."
Yes
It's more code that I first thought because I never went back and cleaned up all the original track-bar routines after I threw them together - and they're a mess. So I'm still trying to decide the best way to approach it.
daniel99: Adding a separate IK constraint for the foot should work fine now. There are a lot of additional ways to go with the IK controls. Now that the basic interface is more or less working as I had wanted it to, it's time to experiment with more "features"; things like not rotating child bones, attitude constraints (i.e. orientation) in addition to position, partial constraints (e.g. Z >= 0 to keep an effector from going below the ground, hierarchical IK chains. If Anim8or had collision detection (maybe someday ...) that would be an ideal constraint. as well.
Wow, 100000 beers! I'd have to buy a big villa to store it all until it we could drink it
nemyax: Agreed, constraints are very useful. Are there any that you thing are particularly useful? Agreed that we need a way to twist IK chains - the MMB might work but it wouldn't allow all rotational directions.
animaniac: A weighted move tool to deform meshes is a great idea. It is on "the list" of potential things to do. I'll look into it when I get back to the modeling tools. I have a few things to clean up there before I make an "Official Release".
And thanks, everybody, for your encouraging comments