This rig has no scripting. The Rig GUI is right on the model, not in Blender's side bar/menu. It's quite easy to use, update and visually see the switch from IK to FK and back. Not perfect but very cool to use. Kind of going back to the future with Nathan's original rig where bones are driving the switching. It includes a back flip, tip toe and jump action. The backflip is a rig buster and great way to test for oddities. The jump action shows how the IK Foot/Toe works. It's a nice feature for jumping where you want the feet to look natural taking off or landing. The tip toe is just show the blending.
There were a couple of issues with my original post. http://www.blendswap.com/blends/animation/biped-rig-25-packed-blend/
1) Key framing on GUI was at rig level not bone level. Proved to be an issue if you wanted multiple actions, instead of 1 long action with everything contained in it, walk, run etc...
2) Pose Library didn't work properly because of the issue above.
3) Scripting may require updating.
4) Blender's new Rigify uses Nathan's Rig and is just awesome. See my next post on why you no longer need to worry about making biped rigs. Nathan and Blender did all the work for you.
Model by Samuel "arshlevon" Sharit @ http://wiki.polycount.com/BaseMesh - Face added by me.
Original Rig by Nathan/Cessen http://www.sintel.org/news/simple-biped-rig-in-blender-25/
The GUI Bones are scaled in Pose mode. All the GUI bones are 1 BU, making it easy to create or adjust GUI Shapes, then scale to fit where they will used and add a position and/or rotation constraint to follow the rest of the rig. Each GUI Bone has a Parent and Child. The child is what you slide, the parent is not selectable and used to hold the graphics/text, so if you want to edit it, make it selectable again from the outliner. All the parent GUI bones start with GUI to help find them in the outliner. The bone shapes are on layer of their own, just duplicate and modify.
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